Virtually every F2P mmo I played, even the ones with zombie populations and skeleton crews, managed to have more engagement during content lulls and more regular content updates than this game. I have no idea why anyone defends being billed monthly while receiving relevant content every 4 months (every 9 if you don't care about savage). Would it really be so hard to just... utilize existing systems to keep people interested during the lulls? How about a moogle tomestone event once a month instead of whatever the hell this current setup is. How about just uncapping the tomes so people who want to grind can grind. How about uncapping the weekly gear shit too. How about... taking the unreal system, and applying it to more than just 1 old trial nobody's cared about in a decade? Or taking things like... criterion, where the primary critique is that the rewards are trash, and upgrading the rewards so people want to do it???

Imagine being a developer for a successful mmo. Your player base are already hooked on your product. Their main issue with your game is that they want shit to do. And you... implement arbitrary caps and limits to force them to play less??? Why? You don't even need to make new content; just get out of the way.