I've been finding it really difficult to articulate the thoughts in my head to explain why I feel XIV does NOT need to be like XI.
In this post I'm going to attempt to explain my personal feelings, some of which I think many people have but are lost in the larger demand for more things to be like XI.
Auction house Vs Market Wards
This method is very quick, very easy and very boring. I'm against the use of an AH because mostly I think it's too simple. Perhaps there's something more interesting to me about the market wards and retainers in there current form. I like searching for the items, just like you would in an AH, but instead of running a mail box for the items for example, I go to a specific ward and see a players retainer. Some of them are quite interesting to look at also. I feel like the amount of time it takes to get things in the market wards is very similar to the time it takes with your average AH system.
And when it comes to selling with retainers, I search for what the average price is, just like an AH, and then tell my retainer what I would like to sell the same price for. Again, not much of a time difference for me. The only difference I can see between the Market Wards/Retainers and an Auction House is a minor cut down in time sink.
Job System Vs Armory System
One of the most surprising and alarming things from the start of XIV was the removal of classic Final Fantasy jobs like Redmage, Blackmage, Monk, Dragoon, ect. while I was forgiving at first, later I realized and I think SE did also just how important it is to have these in XIV.
Now there's a lot of debate on how to implement those jobs in XIV. Some people want to remove the Armory system entirely because they feel there is no class uniqueness, no roles to fit into but I disagree. I think there is plenty of hints of uniqueness.
Starting with the fact that we're all holding different weapons, we have a visual uniqueness among us. It's less defined though I'll admit since many like Gladiator to Marauder look almost identical wearing Chain Mail next to each other. Still I look around and I can quickly identify who is who just by what they're holding. SE can tune this even further, if they're not already, by adjusting gear specifics. In other words, a Gladiator and Marauder will look much more unique if they Gladiator is wearing Full Plate earlier in the game rather than Chain Mail just like the Maruader. Change the clothes a little bit and you'll quickly start to see some differences in the way we all look.
And when it comes to roles, I think it's pretty obvious who is supposed to be doing what. Especially since before the game even launched the official site told us what they are most preferably good for. Even the skills and what order you get them is clue enough for me what they're aimed for. Conjurer gets healing spells early. Safe to say they are good for people who want to play White Mage. What I really like about Conjurers is around the same time, they get dmg spells. This is great because it's indicating they're good for more than just healing, they can and should be casting DD spells as well. There's a lot of flexibility in just leveling one class in XIV and I like that a lot.
So what's the difference between XI and XIV? Well equipping weapons on the fly without running back to a Mog house for one. I think we can all logically agree this is a better system by this alone. The armory system allows for a lot of customization that was not possible in XI. Because we were restricted to just one sub job at a time, players quickly defined what was an acceptable sub job to have, and what wasn't. XI's freedom of choice was completely lost when 2/3 of the players were running around /NIN just for dual wielding. There is an incredible amount of freedom to customize your characters in XIV because you're not limited right now by anyone but yourself. We can make whatever we want and more efficiently than in XI.
I say keep the current system we have, just add to it. Create an unlockable class after reaching a certain level with the class your using. For example level Conjurer to 20 and then you can speak to an NPC in the Conjurer guild, take a quest and then become a White Mage. Not only a name, but include skills that ONLY a White Mage can use, like Holy, and then that class uniqueness and Final Fantasy feeling will fill us all with joy.
One thing that came to my mind is, well if everyone can have almost everything then what's stopping a Pugilist using Conjurer healing, Thaumaturge Absorb? A monk healing and absorbing doesn't sound very Final Fantasy. And that's true, it sounds out of place but then I realized that while nothing can and shouldn't stop players from doing that in solo activities, it would be pointless to do it in parties when thats what the other members are for. The Conjurer can heal you, the Thaumaturge can create an absorb effect for all party members upon attacking the monster, so you're free to equip skills more useful to play your role more effectively.
*phew* Those are the big ones. Again, it's hard to get what I'm thinking across in black and white words so bear with me if this is a little hard to follow.
Basically, keep the armory system, change our clothes a little, make classic names unlockable with exclusive skills and we're done I think.
BCNM vs Faction Leves
So BCNMs. Here's a part of XI that was fun for it's time but makes no sense to me and should definitely not be part of XIV in the same way it was in XI. How artificial it felt to jump on a teleport and go to a single room full of monsters that seem to have no other purpose other than to stand there, facing the entrance, waiting for adventurers to come fight them.
Faction Leves, while lacking in the challenge are a better idea than BCNMs already in my opinion because you're running around and fighting in the open world rather than traveling to a single isolated room.
Perhaps while participating in a faction leve, you have a key to a locked door or there was a device that teleported the party to a mission only area, where you fight a group of hostile enemies in a big area for gil and gear, I'd be highly in favor of that.
XI instances vs XIV instances
Dynamis, Sky and all those other types of instances in XI were NOT casual player friendly at all I think because you were forced to complete a certain number of missions before accessing the area. XIV needs dungeons just for the sake of having dungeons because there's nothing wrong with having classic dungeons. The kind of dungeons that anybody can go into, anytime but would only be smart to go into when you go with your friends. Along the way, you'll fight stronger monsters and of course you'll get some nice loot.
If SE want to make these also available because you completed some missions, then that's cool too but not the only way to qualify for the experience and not the only way to get cool gear.