What I would love to see as Progression of Gameplay and Character Progression in general is the following:
* Complete Rework of the totally dumbed down pbsolete Materia System and make it work like the good FF7 Materia System, where materias are MEANINGFUL and are actually part of your character progression, not some kind of pointless low Stat Boosts, which could easily just get removed and no one would basically ever miss them.
* Implementation of Equipment Upgrades to give Equipment (Weapons/Armory) individual Effects to increase this way more build diversity, equipment should't have pregiven prefixes and suffixes, they should gain these, based upon what Equipment Upgrades you add to your Weapon/Armory
* As mentioned today in an other thread, Class Role Expansion for all Classes via implemention Job Specializations, so that all classes can switch to the different Roles, once you unlocked for your Class the other Role Specializations
* Remove Risky Actions and make increasing Materia Slots of Equipment part of the Quality/Rarity System of FF14 and make it possible also to upgrade the quality/rarity rank of items (G-Level Increase as well) via the Crafting Jobs, this will make craftign Jobs alot more useful and valuable to have at high level, if you become able to turn even the weakest items via Quality/Rarity upgrades into same as powerful gear, than what you can get currently from say Dungeons and Raids. Its neccessary that this frustrating antisocial risky actions gets remove, it should be a clear straight forward progression (with gil sink) to upgrade equipment so long, until it can be same as powerful as the latest loot gear and via upgradign its quality factor, we should be able to unlock simply just new materia slots, without that there is a chance to destroy the precious weapon, which is something super antisocial, if you happen to destroy your super rare powerful item X, only because you wanted it to have some materia slots more
* Remove the silly numbers from items and skills, and give these things proper different names, these permanent Item I, II, III, IV ect and Skill I, II ,III and so on, look so extremely UGLY and totally uncreative, as if the responsible devs have lost their creativity to come up with good names..seriously, or they are lazy just to add on everything all the time roman numbers only, than to think for 1 minute over a better sounding item/skill name, that needs no numbers to let the player see, that a skill or item has upgraded versions... youi now, languages have superlatives, words ,with that you can easily describe, that somethign is better than X, more developed, stronger, longer lasting whatever ect. make usage of language, not numbers
* Can agree only above with the Currencies.. completely rework them, the completely system is totally outdated, as much as the whole reward system of this game should get actualized more oftenly in regard of the currencies, so that the various currencies stay also interestign for players, due to always new rewards getting added for the currencies, also the older ones, so that oyu have as player always a reason to use the currencies up, ..and for gods sake, remove those stupid low currency limits and turn the limits to unlimited, so that you aren#t permanently every few weeks forced basically to use the currency up for something, just so that you don't waste new received currencies that you waste then, becsause you lose any gained currencies, while receiving it when you have full limit reached with a currency... and if unlimited is impossible, then at least raise thel imits significantly from rediculous 2000/1000 to 99999... 5 digit is possible for you, cause the pvp currency has a limit of 20000, so 99999 should be possible at least
* Companion Chocobos shouldnt only receive Exp from Training Sessions and Monster Kills, they should receive always partial exp from everything, whenever they are summoned up..so if you do successful a fate, the companion should also receive exp from the done fate to a certain percentage of it.. if you do a leve quest, so should they receive exp too, do you do a quest for any of the wild races, like Sylphs , they should partially get exp from that too, if you have them up whiile you receive the reward.
* Aside of this should every Companion Chocobo level increase the time limit of how long you can have them up by 30 Minutes, so a level 10 Chocobo should have a bonus of additional 300 Minutes of maximum uptinme, if you feed them basically 12 times to have then a maximum uptime of 360 Minutes = 6 hours, to make the maximum uptime.
Long enough, that you dont have to permanently feed them every hour, unless they die. They are no silly tamagotchis, that we should look after every hour >.>
Lvl 20 would mean, you coudl have them even up for maximum 660 minutes, then 11 hours, so nearly the half day long.
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second part
* Make Inventory Improvements part of our Progressiion, this game offers way too less inventory space for all the trash that we receive all the time, and it becomes even more difficult, so more classes you play.. if you play absolutely all classes including all craftign jobs ect. it becomes such a huge hassle to keep your inventory not permanently full and clean... this tiny inventory is massively outdate,d the way it works, was maybe ok at times, when only ARR existed, but not now anymore..
The companion bag shoudl receive ways to upgrade its maximum inventory space from laughable 70 slots to say at least 200 Slots. our own characters inventory needs to get completely reworked, weapons and tools should have their completely own inventory/arsenal menu, same as gear from combat and crafsaman classes shoudl be seperated from each other.
Toons of items, like the massive amount of fishing lures, should be put into 1 big openable container item, a lurebox so to say, from where you can take them, so that not every single stupid lure takes up an inventory slot, but just only your lure box 1 single slot, which contains every single lure you own. a huge quality of life improvement would that be for FF14
* The attribute System has to be reworked and I absolutely hope for this game, that this will happen with Shadowbringers, due to SE removing TP and having to completely rebalance the whole combat system, and classes alone due to this change... with the removal of Willpower basically neccessary for all classes, but under the current system do make only Magic Classes usage of this Attribute.. so you need to count only 1+1 together to quickly realize, that a complete designs of this trashy attribute system is absolutely overdue. FF14 needs now a reworked Attribute System, where every Attribute is somehow useful for all classes, no Attribute should get excluded, only because the devs thought, back at ARR times, it was neccessary to totally dumb down the game, due to the fail with 1.0.
Certain game mechanics need to be more complex, so that they can make sense!! Attributes belong to this rule of thumb.
FF14 should provide these simple, but still complex enough attributes, and they should work also for Crafting/Collector Jobs too, these need no own seperate attributes, a good Attribute System has 1 set of Attributes, which works for everythimg and everybody, regardless of what you play.
- Might > Increases Attack Power of Skills and the Duration of Effect over Time Skills.
- Toughness > Decreases received Damage and reduces the Duration of suffered negative Conditions, Affects also Enemy Aggressivity, so higher this value, so better do you keep Agressivity
- Precision > Increases the Chance of Critical Hits and increases the Damage of Auto Attacks. Increases High Quality Chance for Crafters/Collectors
- Agility > Increases Attack Speed of Auto Attacks and Increasses Chance to Auto Dodge Enemy Attacks
- Intelligence > Increases Spell Castime Reduction for Mages and Skill Recharge Time Reduction for Warriors
- Wisdom > Reduces received Magic Damage and increases Maximum MP, Raises HQ Chances for Crafters/Collectors
- Courage > Increases Critical Damage Bonus and affects based upon your Role your Role Skills with improved effects so higher your Courage.
Stats shouldnt be linked anymore to the Gear you use, Gear should be just 100% fashion and no permanent gear treadmill. Attributes should only raise with your Characters Level and with Talent Points, which players could earn as rewards from the Story or Class Quests ect. or for doing x amount of Fates and so on, with that players can boost up their Attributes then permanently to a certain current Max Value that SE sets up from Patch to Patch/Expansion just like the G-Level...
That concept would make even more sense, if the materia System would get reworked and these useless Stat Materias getting removed as well to replace them with useful and interesting new Materia that provide effects, instead of low absolute irrelevant stat boosts