The issue with gear and progression isn't raids or anything it's simply the lifespan at which content is designed.. and that includes raids. the moment 4.4 lands even the top tier gear raiders have from sigma scape will be trashed by crafted gear with a few melds tossed in. the other issue is the gear stats ahve been dumbed down and simplified so much that the only option they have is just keep throwing out bigger numbers. and that ultimately makes all previous content obselete and expired... when you look at it this game actually has a shed load of content. yet players never have anything to do. because 99% of that content is obselete and a total waste of time... everything is trash or dead on arrival not because of raids but because of design. even if you ignore the rewards content is still DOA. the ridoraa lighthouse is an i335 raid released at a time when most player are 360+ it's obselete content before you even look at the rewards....
the main reason gear is governed by raids is because of the pace at which content is made obselete.. if you allowed hoh or lighthouse to provide better gear than savage raids then all you succeed in doing is increase the power creep massivly. which in turn would only serve to kill content even faster....
No Way.. many people i know dont even touch expert these days or dungeons at all. grinding them 100 times for a gear reward would just be another monotoous unfun grind. braindead easy just time consuming...
instead of make it easy and grind it 100 times just make it harder it is called "expert" after all. make it actually challenging and people wouldnt be so mind numbingly brainless when they did it. and would feel more accomplished at the end. where as currently nothing is ever satisfying its just another chore ticked of the endless list.
you mentioned player retention and how the game loses many players because the levelling experience is so dull and the msq is so bloated with crap.. what about the other side of the game? many of my friends and contacts have stopped playing because of the endgame structure and game design. everything is ridiculously easy that its never satisfying when you clear a piece of content. a patch lands you enter the new omega raid and within a couple of hours you've completed it all.. they add a new dungeon and players just rofl stomp it.. and get literally nothing from it.. there's no satisfaction in getting gear or rewards either because it's all so incredibly bland and worthless junk that will be tossed in a month or glamoured over in minutes because it's ugly as hell all it really does is boost your strength or int by a few points.. wowwwwwwww.. nothing ever actually changes.... look at spell speed as a stat. a level 50 blm with something like 300 spell speed casts flare at the exact same speed as a level 70 player with like 1500 spell speed. so what does that stat actually doooo... absolutely nothing..... and that is a major factor of why stats are soo boring and uninteresting... the game just isnt a rewarding one to play and thats why retention is so bad. everything is soo easy that theres no accomplishment or satisfaction in clearing it. and often the lack of difficulty actually destroys the sense of atmosphere the story tries to create.
even in ARR the garlean empire was meant to be this major threat to eorzea because they were so strong and unbeatable it would take the whole eorzean alliance to even stand a chance.... yet 1 level 50 player could run around the castrum in mordhona or the one near vesper bay and absolutely roflstomp the whole place... completely destroys the strength the tension the stories tries to create.. heavensward was the same and stormblood was even worse... the plot made it out to be this really difficult task to retake that bridge where minaago glamours the flag. this whole big build up and tension creating and knock knock courier at my door put my controller down go to sort out my packages make a sandwhich come back duty complete.... probalby like 6-8 minutes of not even being in the room and i still roflstomped that fight....
i think its also why people complain about so many players being so bad because so much of the games content would actually take more effort to fail than it would to suceed.. when it's that easy why the hell do players need to up there game.... and when the rewards for everything players do are nothing but junk trash that players don't even care about whats there motivation to improve... there's no incentive..
the other issue is the devs never seem to actually listen to the players. they might hear them but they don't listen..
it's like eureka. what players said was they wanting some endgame content like XI's endgame. structured content with purpose and objectives and stuff like how most of ffxis endgmae was built. what the devs heard was "stuff......xi... stuff" and what we got was basically a vlakurm dunes exp grind and the devs said that is what we asked for......
glamours another one.. players have asked for a glamour log for years and quite often came up with detailed ways that would literally take no server resources at all... and what the devs gave us was some highly messed up glamour dresser with some major restrictions that were just blatently uneccessary and for some reason uses like 100 times more resources than it needed to.
diadem was another players hated it told the devs why. the devs closed it down. spent some time on it apparantly listening to our feedback and then reluanched diadem 2.0 and it was everything players hated from the first one and they somehow made it even worse... then players went and said they hated it and told the devs why... and then we got eureka which is diadem 3.0 everytihng players hated and made even worse.... and now we got pagos which i hear is basically diadem 4.0 and people still hate it for the exact same reasons..... are the devs actually listening.....
they really need to change up the formulae and make content relevent for longer than a single patch.. ramp up the difficulty. increase the value of the rewards. and they'd probably find players find the game to be alot more rewarding and satisfying and that would probalby do a lot for player retention.. if the game is rewarding. players will continue to play it..
they need to bring eorzea to life as well. i've said in threads before ffxis vanadiel was 100 times deeper and more dynamic and living than eorzea. and vanadiel is almost 20 years old... how the hell can eorzea be so static dead and lifeless.. technology has advanced so much but the game world has gone backwards not evolved...
in ffxi literally everything you did impacted the whole game world in some way. it was dynamic and ever changing based on player actions.. eorzea never changes.. oh look a fate... ignore it or complete it. makes no difference at all. nothing you do ever does
the other issue is that many of XIVS problems have been the same ones players have complained about ever since ARR. players said way back then that the treadmill was horrilbe that the vertical progression was dull and stats were meaningless. the comabt system was crap... and back then players would flame the hell out of anyone who said such things but more recently a lot more people agree. its like players are opening there eyes and seeing waht these players said years ago...