While I understand the issue, I also know that a lock is necessary to avoid snowballing. It's just sad that FFXIV does it wrong since it promotes...nothing really: you can cap within 2 or 3 days at worst and then you got nothing to do for most of the week. You can't even take one piece of armor in your first week (accessories don't count).

One of my favourite "locking" system was the badge system during tbc, why? Because it promoted effort: you wanted this item for 30 badges? then go do 30 bosses: You could theoretically have 50 badges every day and if you could actually do all of them, you'd be rewarded. I thought it was a fairly nice system although not perfect, and the heroics were much harder than anything this game would attempt (Arcatraz anyone?). The system rewarded your efforts and I liked it.

For ffxiv...I think it would just simpler if we had a certain cap for each class, which is something I repeat so often that I'll just link what I said in another thread a while ago.

Quote Originally Posted by Voltyblast View Post
A good way to fix this is, for one thing, to raise the cap at least (maybe 650, so you can get 2 accessories at once or 1 piece of armor) AND to make each class have their tomestone cap: this would ensure you're making progress on your current job and it's a good way to force people into trying new jobs (and being rewarded in the process). I mean, the game allows you to do all classes in one character, but it's so limited that I might as well have 2 characters instead: at least I can ACTUALLY maximize the gear of two classes at once. Just like every other mmorpg in existence.