(Thanks for posting this, Reinheart. A lot of companies give exit surveys when someone leaves to improve future conditions. I hope SE uses this info in a constructive way.)
[Reason why you're stopping/quitting FFXIV]
1. Boring melee combat. 1.20 battle system changes no longer give melee any active abilities until you build TP. So, until you get TP, you do nothing but auto-attack and wait. Combat feels slower, non-interactive, and less initiated by the player. Especially in the low-mid levels.
2. Lack of story-driven content. I'm a quester (I have several Loremaster achievements in WoW, if that helps put it in perspective). I just can't get around the lack of lore, story, and traditional quests. Yoshida has stated that "Final Fantasy XIV will gradually shift from being a grind-centric game to one that offers enjoyment for all playing styles and circumstances with its ever-expanding variety of content." And that players will be able to take on "large volumes of quests" that require actual interaction with NPCs. So I appreciate that quests now yield exp, and that they've been adding more of them, but it's still not enough to progress with. I'm hoping this will change with 2.0, but I don't see them bothering with a real effort in this regard before then.
3. The return of the grind. Sadly, despite the new mission statement, the leveling method of choice is now old-school grinding parties. How did this happen? Levequests were repositioned as solo-content because, obviously, repetitive leveling content is not fun. This change was made with the new goal of getting FFXIV away from being grind-centric, but the mistake was doing it before having enough alternatives in place. A few quests, two instanced dungeons, and the beginnings of the Grand Companies were a good start and a step in the right direction, but they are not nearly enough leveling content. So, instead of getting away from the grind, we get back to the grind? Frankly, to me, this is archaic. I haven't played an MMO since FFXI that relied on undisguised grinding as the meat and potatoes of leveling, and I didn't bargain on getting back to that again. I'm not asking for an easy leveling curve. Far from it. I think it should take time and instill the player with a sense of accomplishment. But naked grinding is not the way to do it.
4. Powerleveling. This is a large and complicated issue. I'll state right now that I'm one of the people that is against powerleveling. Changes made to the claim system in 1.19 made powerleveling possible. What really disappoints me is that Yoshida is okay with it, to an extent.
Well, loopholes definitely do exist, and they aren't all being fixed. The devs are certainly aware of it, as it's pointed out on the official forums practically on a daily basis. People are skyrocketing to level cap in a matter of days, and can sit /afk on a chocobo and do it. Why is it being allowed? I can't help but think it's because of the lack of leveling content. This way, the dev team only has to concentrate on endgame for the duration of 1.0. So they're willing to break an aspect of their game to 'fix' another. It may sound harmless, but it has a multitude of consequences. The playerbase is becoming prematurely top-heavy, which makes it harder to find low-mid level players to party with. Players/parties expect powerlevelers, so it's harder to find a legitmate party. Plus it creates high level players who don't know how to play their classes, with gimped gear, and people become less trusting of inviting random players. But my biggest regret is this renders leveling pretty much meaningless with no sense of accomplishment."We plan on implementing end-game content that is extremely difficult, so if assistance is necessary to reach this point I believe that it should be OK for players to help each other out, as long as there are players who are willing to help out. Differences in gained experience points based on the difference between the player’s level and the defeated monster’s level will still exist, and will be adjusted. Our goal is to prevent any kind of extreme behavior. If any loopholes are found, we would like to fix these issues as they are discovered."
[Parts you enjoyed about FFXIV]
* The Final Fantasy community (before the mass exodus)
* Single faction (you feel more like players are coming together to face a common enemy)
* Graphics (motion capture and attention to detail makes the characters lifelike and beautiful)
* Music (Final Fantasy games always have amazing soundtracks, and this is no exception)
* PvE focus
* Opening cutscenes (loved the voice acting work in Gridania, Papalymo is hilarious!)
* Behests (public content people can jump in and do are a great idea)
* Achievements (gives people goals and tasks to complete)
* Gridanian lore, Moogles, Kan-E-Senna <3
* Main Scenario quests
* Grand Company quests
[Parts you were disappointed with FFXIV]
* 1.20 melee battle system changes
* Levequests removed as central focus with nothing to take their place
* Not enough leveling options/content
* No feeling of goals or progression (just grind from 1 to 50 in the same zones)
* Too little story, too much grind
* Storytelling is disjointed with large gaps
* Too few traditional quests
* Too few instanced dungeons
* Not enough lore integrated into the game
* UI does not feel like a PC MMO (lack of right-click, proper mouse-look, drag/drop)
* Game overall feels cumbersome and clunky
* Lack of modern MMO elements such as delivery system and proper linkshell management
* Game feels quiet and empty without global chat channels - these help encourage community
* Not enough voice acting in cutscenes
* NPCs feel lifeless - no voice greetings, no roaming
* Eorzea feels vast yet lifeless - no immersion or sense of adventure
* The current state of the FFXIV community (frustration and negativity)
[What kind of changes do you want to see for you to come back and play?]
There must be a bigger focus on content and story for me to return. Content at all level tiers (low-mid level, not just endgame). Leveling options to progress with, not just blindly grinding through them (life does not begin at endgame, the journey is just as important as the destination). Content for all size groups in mind - solo, duo (many of us play as couples!), light party and full party. Give us quests, quests and more quests. The battle system will need to see further adjustments as right now it just isn't fun. Powerleveling must be eliminated or, at least, tightly controlled.



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