Quote Originally Posted by Ath192 View Post
How hard would it be to try out an expansion where zones aren't locked by MSQ
This is probably one of the easier ways to break the monotony. The extremely linear and predictable MSQ area progression is something that I've considered stale forever. I remember feeling like an explorer in ARR because I could go anywhere in the world, and sometimes encounter danger. Planning a route to get around tough enemies and reach new locations is something I still remember after many years. In contrast, being locked on rails during later expansions has offered no comparable experiences. It makes the world feel extremely artificial and limited and makes getting immersed very hard.

where quests don't have braindead markers telling you where to go
I wish this was a standard in video games, though it can be done poorly. FF14 would need to revamp questing to do this right. If SE can manage it, the payoff can be great. Navigation is a fun activity and meshes well with a detailed, open, explorable world.

where dungeons are nothing like the stale formula we have
I agree that dungeons need more variation. One of the big problems with FF14 is repetition.

where underwater isn't just a pretty landscape and combat/breathing mechanics are tried out.
This might be difficult to do, at least in comparison to some of the other requests. It's not a terrible idea though.

Where exploration and open world events are tried through the entire introduced zones instead of designated exploration instances like Eureka and Bozja.
Another request that probably faces more technical challenges and brings the game closer to a complete overhaul. It's an interesting idea, but it might be more realistic to focus on smaller steps first.

Where some side quests are just damn hard
The desire for more and more unique challenges has been expressed often though I wonder if side quests are the right place to offer them. They are meant to be very casual. When FF14 offers difficulty it's usually separated from the rest of the game. I'd guess part of the reason to help players from stumbling into something they don't actually want to do.

Where some open world dungeons are introduced, and the mobs are just lethal
The overworld is something that FF14 has continuously pushed to the side, not counting MSQ. As much as I'd want that to be undone I don't see any easy way to do it.

Hopefully SE can address some of these concerns, although the wants of people that enjoy the game as it is need to be considered too.