- Teaching does not, nor does a desire to teach, suddenly cause people to game the system or take the shortest routes possible; they already do. Nothing in that would change.
- Having harder content available or made subtly more normal in the game experience would not suddenly cause people to game the system or take the shortest routes possible; they already do. However, there would be change, in that taking the shortest route has less to be gained in the short term and less to be lost in the long term, as the ability to leech (i.e., to knowingly underperform or knowingly neglect what was situated as something that you should learn in order to perform at an average level) will have decreased.
- "Dailies" are already in the game. I have no idea why you're bringing them up, but alright, let's take a look at what harm dailies can cause, which is actually higher that either of the other items you've mentioned. Dailies add a completion bonus. The thing about completion bonuses is that completion does not require optional elements. Even if those optional elements were balanced to be a real choice for those doing the content repeatedly, anyone doing that content only once per day -- and for whom other daily bonuses will have greater efficiency than doing repeats of that first piece of content -- faces a drastic loss in efficiency for doing those optional elements. Such can badly limit design, especially at the much more casual end of things.
- Judging from the misinformation in your previous posts regarding Mythic in WoW, I severely doubt you can take it as proof of anything except that what you have no experience with is difficult for you to explain.
- We see people "gate classes" when those who do not know, or expect those likely to join will not know, how to play their own job at the given level in turn insist on whatever advantages they can, be that party composition or item level, in order to carry them through it or make up the likely shortfall with minimal need to disband or replace. You may note that when players (have reason to) actually trust one another's competencies, that is neither necessary nor common.
- I get that you intended for "when harder content becomes the normal" to ring of something like "when the sky falls", but
- no one here has asked that Extremes or Savage suddenly replace Normal, only that there be more that is capable of integrated, situated, and meaningful feedback across the pre-level-cap experience as to better bridge that eventual gap between the likes of leveling dungeons done at a crawl and Extreme trials -- perhaps including some mild hurdles of clear intent -- and...
- you're forgetting the whole idea here, that this would be to teach players, such that something between the likes of Extreme and Normal, for instance, would not feel harder than Normal itself does currently. The only way for content to perceivably harder by endgame, to the average player who's benefited from the changes suggested, is to have broken from the premise you're critiquing.
How many different ways must one reiterate that mind-numbing content is mind-numbing? That is never a good thing. Just as irredeemably panic-inducing is not, itself, ever a good thing.So here in your perfect FF14 you gatekeep players and have an intense program that teaches them. Ok, Now picture DF content that you do everything. Balance around that. Do some of you understand just how tedious the game would be? If we are going to grind for months on the same thing, it being mind numbing easy is MUCH better than it requiring full attention. If it required focus all the time, you understand just how much worse the grind would be?
There can be a cathartic element to the prior or something thrilling to the latter, but those are separate elements. If there was something cathartic or relaxing in a given piece of content that was inseparable from it being mind-numbing, I might agree with you, but there isn't. The mind-numbing content is instead just... less. Of anything.
This, honestly.
Job flavor text: "Oh neat! Can't wait to see how the two archery styles diverge and which I'll kind of fit into more."
Job objectives: "...Oh, play-time inflation that has no connection to or synergy with the story except to be the... 13th reason as of yet for me to cross the river above the Bannock. Great... I mean, I guess the area's pretty, sure, but... isn't this path of archery butts supposed to have some intent to it -- something in keeping with the lessons the prior dialogue hinted at?"