Quote Originally Posted by Mattia View Post
More like didn't get to finish it.
It's both. The approach Tanka had and the absolute lack of control over his crew were his responsibility and even he acknowledges his failures in this regard. It bloated a development schedule way beyond what was projected or feasible, and built a fundamentally flawed infrastructure that had to be discarded for a new client.

Had it merely been a matter of the game being unfinished, we would have gotten a Client update, not a new client.

Quote Originally Posted by Andevom View Post
And while this is a very good point, it will be thrown out. Why? Because this isn't what people mean by a "challenge". What they want is a shiny thing that 95% of the community wants but can't get.
And there will always be conflict in that regard. To a certain degree, they're entitled to desire such a thing, and it's debatable whether or not sating that desire is healthy for the game overall. There's nothing inherently wrong with the struggle to achieve something great, and loot is a tactile substance that represents that achievement. It's human nature to want that 'thing' that both represents that achievement and rewards it.

We can consider it a character flaw of humanity if we wish - but philosophically I don't view it as a bad thing.

It's when it sours into elitism that becomes a problem, and that is also a construct of the human mind. How we can enable the healthy concept of the first without falling into the easy trap of the second is a pursuit humankind has been struggling to achieve in the entirety of our history. I don't think a video game is going to solve that dilemma. But we can try to compromise.

I feel as if the rotating system we currently have is effective - I do hold a reservation that endgame itself could be broader than simply difficult raids being the only difficult encounters giving out the best gear. I feel there can be alternative methods developed that would benefit those who wish to put in the effort in different means, if but still similar in principle.