Quote Originally Posted by JCharms View Post
I understand what youre saying and I didnt cut out the rest of your statements to dismiss them, but this particular part Im interested in. Do you think this is the reason there is not more robust game features being put in place?
I think it's a kind of middle ground compromise. They design things to last a certain amount of hours such that people with little time will eventually be able to get all of the rewards and not feel hopelessly left behind, but people with more time have just enough meat to last (especially if gearing several jobs instead of one.)

I'd be interested to know how other games handle it if anyone has a lot of experience in WoW or GW2 endgame, what are they doing to keep endgame players engaged for long sessions?

I know there was some kind of random stat titanforge thing in WoW. I always liked random stat aetherial loot in XIV like those from diadem that you could keep farming for different stat permutations. Hardcore parser people hated it because pve is like a competition to them and they didn't want somebody with better random stats beating them on fflog parse leaderboards.