Hey Everyone,
Let me begin by saying that I adore this game and that it has been a huge part of my life for the last couple of years. I have seen this game through from even its 1.0 days, and it has also captured my attention. But lately, I have found myself logging in less-and-less, and it sucks because I want to want to play.
I've been reflecting as to why my interest for the game has been waning. At first I thought it was because I had played too much and simply burned out. So, I took a 2 month break before 3.1, and came back come patch day. I enjoyed the new content for a couple days, but quickly dropped off again and unsubbed. It wasn't until 3.15 that I began to realize why I stopped caring so much, and I wanted to share that so people can see my rationale.
1. The Relic Grind.
Now this isn't what you think. "Oh, he's going to complain about the grinding, and how grinding isn't fun", thankfully that isn't the case. I think a lot of the critiques towards the new Relic Quests are misplaced. Sure, it's a grind, but is it the grind that is annoying, or is it the end reward where the root of the problem lies?
As it stands, Relics are a long and tedious grind for very, very little reward, that serves no true purpose other than to have a cool looking weapon. For some, this is enough of a carrot to chase. But I would wager that for the majority of us, this reward falls short. The time needed to obtain a Relic does not equal the power of the Relic, and that's a problem. These weapons are not unique in any manner. Sure, you can customize them a little stat-wise, but when it comes down to it, the difference between the Thordan, Alexander, Upgrades Eso, and Relic weapons are negligible at best. It's borderline insulting how under powered a Relic is compared to the amount of time and effort that is needed to obtain one.
Some might call this "Horizontal Progression", and in a sense they are correct, but it is extremely shallow. When people speak of having gear choices, this is not what they are referencing. We want options that last and options that, on a fundamental level, change the way we interact with the game. Which brings us to my second point.
2. Player choice in both gear and progression is basically nonexistent.
Gear is boring. Is the gear in this game beautiful? Of course. But ultimately, that's all it is. There is one thing that matters when it comes to gear, and that's Item Level. This is currently a plague that is running rampant in this game.
Final Fantasy XIV - by far - has the least amount of player choice. Let's ignore the behemoth that is World of Warcraft, and let's dive into some more niche MMOs.
Rift Talent Trees
Bland and Soul Talent Trees
SWTOR Talents
Sample of Everquest 2 Gear
Elder Scrolls Online
Wildstar Rune Examples
There are plenty of other examples, but this just shows that these are systems that every other MMO employs. FFXIV however, has strafed away from this.
Now, it wasn't always like this mind you. If you look back to 1.0, between the original Armory System, Materia, and Gear, there were actual options that changed how you played. I understand wanting to move away from that idea during the migration from 1.0 to 2.0, but a significant amount of time has gone by now, and delaying run-of-the-mill systems like these is hurting.
Everything about this game is vertical, and streamlined -- It's a huge problem, that needs to be addressed.
Materia has the ability to be our saving grace. Give us unique materia that enhance, or alter our abilities, and let all gear be able to be melded but with different restrictions on what / how much we can meld into it. For example, maybe the Relics should be able to equip 2 special materias, whereas the upgrades Eso weapon can only equip 1. This could solve the Relic problem I mentioned above, and help with the customization this game desperately needs.
3. Competition should not be shied away from.
Everyone likes some competition, but as it stands, the only real competition can be found on the market boards or in PvP and that is an issue.
It's fun to win, but it sucks to lose. It seems like the developers, instead of making the losing a learning experience, they decided to delete the option to lose altogether.
Competition does a couple of things very well. For example, it gives people an identity (Fans of sports teams for example), it facilitates a sense of community, and forces people to interact with one another. Grande and Free Companies were supposed to be the catalysts to competition and community, but they do so at a very shallow level. As it stands, Grande Companies are great for basically nothing, and Free Companies are a glorified chat room. You don't have to do anything with your Grande Company, nor do you have to do anything with your Free Company. Nothing in the game gives any true incentive to interact with people. Not even Diadem pulls people together because instead of Hard mode, you can always just opt into Normal or Easy. Not only that, but in Diadem there isn't any competition for anything. Instead everyone just lumps together and presses three buttons for an hour.
We need more competition because the sense of community, the feeling of winning, and interacting with other people far outweigh the negative feeling of losing.
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In closing, I want this game to be the most fantastic MMO on the market. They're getting close, but there is some much needed TLC that still has yet to happen.