Quote Originally Posted by NolLacnala View Post
While I agree with you on adding longevity to the game, you can't force horizontal grind on vertical progression. Otherwise, people only get to enjoy their three to four months of work for a few days before the next new grind releases. If they complete it at all. You'd have to change the core itemization design first, then move in that direction.
Personally, I think this is worth doing. Ideally what we'd see is an expansion launched with several 'base' itemization paths, 3-4 being a good target. These wouldn't just have different sub-stat allocations: they need to tweak how abilities work, power up certain components of a character (for example, Regen effects are empowered by 15%). A good source of inspiration for this would be item sets in Diablo 3. Then, add in Relic-style upgrade paths for each item set (maybe look back to the various item upgrade quests that FFXI featured as well, for inspiration). Return RHS upgrades to a domain dominated by Crafting so as to juice the markets and introduce a Gil sink of sorts, and boom, we're in business. Gearing a primary character is no longer a one-dimensional process that is rapidly reduced to a busy Tuesday night followed by a week of boredom, because some paths will involve activities other than dungeons, paths that encourage different activities (Hunts, Eureka, Dungeons, Trials, 24-man Raids, NM 8-man Raids, certain large FATE bosses, Heaven-on-High, whatever).

Yes, it'd be a large undertaking, but it would really serve to add content. Every patch release would see grinds for multiple gearsets introduced, per job. And, of course, an additional base layer of gear could be released like normal, gear that essentially provided a matching iLevel but without the bonus stats, so as to allow players to easily catch up. The added time sinks for players would be a far greater return per hour of invested Dev time than we currently see. Even better, the types of item 'Sets' and the play styles they focus on could be shaken up with every expansion, so as to keep things fresh (after awhile they could be cycled with minor tweaks).