Quote Originally Posted by Valkyrie_Lenneth View Post
I dunno if i'd say they nailed it. Their game design prevented me from even getting to end game :P In fact, the game design of XI prevented me from even unlocking subjobs or advanced jobs at all.

And the OP has 9 likes, I'd say that's not a substantial amount of players.

6 months is a pretty long time for something to be relevant, considering most people finish games withing weeks. I'm all for more ways of getting gear, but asking for it to last super long just makes new content useless, IMO, when you can already have gear thats just as good from months ago.
Going off the number of likes on a forum that has heard this same conversation ad nauseum does not a good metric make. Similar types of threads to this have been coming up ever since XIV: ARR released, and they've generated (cumulatively) thousands of pages of discussions. It's clear there's interest.

I agree that the barrier to entry for XI end-game was high. I wasn't intending that to be kept. All that said, at the end of the day, MMOs should never shy away from content that requires tens of hours of investment. By all means, keep creating more casual content that people with less time can enjoy, but there needs to be some content with meat on its bones, too.

Finally, as to your comment about length of gear relevance, SE should again follow the model they already laid down with FFXI: introduce new gear that offers improvements while not rendering old gear irrelevant. They're fully capable of it, so why not design it? It successfully drove FFXI's end-game for years; was it really necessary to scrap it in favour of an idiot-proof iLevel system requiring no thought whatsoever?

Quote Originally Posted by Valkyrie_Lenneth View Post
Neither does a game that relies on 1-5% drop rates for gear. That gets old pretty quick as well. People already hate that they have to run stuff multiple times to get drops if they roll low or it doesn't show up in a particular run.
This is a very tired argument. There are plenty of examples in FFXI (or other MMOs) that managed to create deep and time-consuming content without resorting to 1-5% drop rates. I agree that, if forced to choose between playing the RNG for a year and the current system, I'd pick the current system; thankfully, those aren't our only options.

Quote Originally Posted by Underdog2204 View Post
Ohh one type of content sure if you disregard the most defining factor between them... Their difficulty and rewards.

So what kind of endgame would you like then? You can't cop out and say you don't have to specify what you want because yes you do, nothing seems to please. If you want a city building simulator you actually do need to play a different game... You are in the totally wrong genre.
Hijacking slightly, but I'd like content that honestly feels different. Like FFXI had.

I want options like Sky or Sea, where I can work my way up through tiers of NMs to spawn and beat a wide variety of bosses (note that the content contained in these two sets of events is more than XIV: ARR has featured over more or less its entire lifespan, raid-wise). I want options like BCNMs and KSNMs, which provide both a chance at decent rewards AND an extra reward for killing monsters out and about in the world. I want large-scale group options like Dynamis and Einherjar for Free Companies, mid-size options like Salvage for Duty Finder, and small-size options like Assault for entertaining myself with friends.

FFXIV is lacking this variety and depth. None of the Raids launched thus far have featured the amount of content of any one of these items, and they're rendered irrelevant within six months to boot (let alone the other end-game options FFXI had).

And people like you, who are trying to defend the amazingly shallow experience that FFXIV's combat-focused end-game provides, really do a disservice to everyone. The most anyone can honestly say about XIV's end-game is that it works for their needs. If that's your position, just state it and move on (or don't).

Trying to argue that it's got plenty to do is absurd, because CLEARLY there is a number of players for whom the content isn't enough. SE shouldn't just ignore them.