Quote Originally Posted by Whocareswhatmynameis View Post
I think for me that's the really dissapointing part. Is that everything they ever add in FF14 will always be super easy and not require a whole lot of planning, thought, or strategy... Except for the tiny part of the game like ex trials and savage, that not very many people even do anymore
That should tell you about the popularity of the content. I beleive what is happening is that players are asking for the wrong things. Casuals are wanting easier paths to relevant content, Hardcore keep asking for difficult content. Neither of which is what either player actually needs.

What players are truely looking for is content with depth. Endgamers want their dedication rewarded, while Casuals want to be relevant to endgame so they can play the content they're paying for. They're already paying past a pay wall, now there's several other gameplay walls to jump through, many of which are deliberate delays to make players pay more.

We should quit lieing to ourselves. Gearing is not relevant - it cycles too fast for it to be relevant except to be divisive to the player base (forcing those who can't dedicate the time or gather the people to constantly being behind, regardless of skill or any other factors.) There should be a more lasting reward system to portions of the game that require more dedication, regardless if that is combat, crafting, gathering or what-have you. Right now, best that happens there is glamour. The ilvl treadmill is literally just the carrot for those with BNS.

SE needs to add more depths to the game. Reward content by adding additional features or actions. If they're wanting to stick to glamour, they could replace animations or particle effects for certain attacks. Or, heck, add specalized attributes for once. (Defeating the Wyrmking gives Dragonkiller effect, etc.)

But as far as Deep Dungeon. We're 50 in, which is pretty much the tutorial mode for level 17 players who've yet to grasp level 60 job mechanics. That makes sense when you think about it from the ground up rather than the top down. But as we go further up, they should add more mechanics, possibly some temporary objectives too.