Soge already grabbed my big 3, but if I had to do a second-choice set of 3...
- Remove all mere pretenses of choice/complexity/agency, ideally by replacing them with actual interaction and nuance. Yes, this goes for our current customization systems (for which any actual gameplay-affecting choices are inferior), our "combo" systems, so on and so forth.
- Revamp jobs around a desire to maximize engagement and nuance per button and to organically build from the job's most core and thematic aspects/components, an understanding that matchmaking can be modified to support jobs being of fluid roles, and that horizontal progression (via job leveling and gearing) can and should be greatly eased as to actually exploit XIV's ability to have all jobs on one character.
- Revamp said matchmaking¹ and ease of horizontal progression², and milk those new affordances through new content forms or variations (with an eye on midcore content, especially) that would embrace those new freedoms and opportunities for greater job identity (rather than jobs being just a gimmick sprinkled over a role template as to act interchangeably with others of said role).
¹
Such that it requires only that the party has --at a low level of inefficiency (e.g., without a RDM wasting its offense to heal more than just enough to cover burst healing requirements to a net positive result)-- sufficient overall and burst mitigation, healing, and damage across its party, be that by direct or indirect means, rather than individually requiring strict roles, job levels, or item levels)
²
Perhaps even going so far as to return character levels and cross-classing, such that a level 90 character with a rank 90 Dragoon and rank 90 Paladin could swap to a level 50 Red Mage and still have access to most of his stabbity-stab and slashedy-slash skills a la Dragoon and Paladin's spear and sword skills, respectively, though he'd gradually replace those with one more tailored to Red Mage and its enchanted sidesword, specifically.


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