Quote Originally Posted by PharisHanasaki View Post
I don't agree with it being it's weakest point. There is always a way to improve it, but it has one of the best UX in an MMO.
It's already 7 years old, so of course some things don't age well. But I'd rather have other things improved than the mender.
Many more things take a lot of clicks, the mender is just a few.
... Nothing you said really changed anything about my post. A bad UX is a bad UX. Yeah, it's an MMO, but we should stop using that to excuse poor practises. Prompts in all the wrong places, inventory management systems that don't support system design elements (like being able to select multiple items for desynth, GC turn-in, etc.), and countless beginner traps (tomestone vendors are a nightmare), are just scratching the surface of the UX abomination that is FFXIV. It's a fantastic gameplay experience but the actual systems surrounding it are abysmal.

Keep in mind, a lot of these are just very general software or very general videogame things... that are done better with bigger limitations, worse development environments, smaller budgets. Stuff done better on 16-bit game consoles with few gamepad buttons, or like Windows 3.1 user interface. There's really no excusing it.
Quote Originally Posted by PharisHanasaki View Post
Fine, l agree. Just remove every requirement on everything.
Make the game easier, so that I can get everything I want in seconds.
The new relic is a great improvement, let's hope the rest of the steps are easy too.
You are mixing up UX design, an overarching software concept, with game design. The impetus of UX design is to reduce the resistance in the user experiencing what they want out of your product. A good UX is something the user doesn't even notice. That's not making enemies weaker, or giving the player more items when they win, or bigger stats. It's allowing the player to get into the best parts of your experience more quickly.