These error #### memes will soon be forgotten, but the game we have now will remain the same. People's concerns about the game from a mechanics point of view is being drowned out by people lashing out at the same old "MMO launch" problems.
I'll just give you two example threads which highlight two problems:
Items are boring
There is no creativity to be found in constructing your gear set. Item level > main stat > all. Artifact Armor is the same as level 5 quest armor, with higher and more numbers. You think this isn't a problem? Ask Blizzard how people felt about Diablo III's loot. In a MMORPG like this, loot will matter. Check it out and read the replies to get a full grasp on this argument.
They made quest battles too easy
Plugging my own thread here. Essentially the first 20-25 levels of class and main scenario quests play themselves, and the quests which directly follow that (at least for Jobs) are certainly not much better. Despite the potential of the level sync system, backed by hints and even an easy mode for players who've lost, they've stripped these quests of interesting content and made them purely a "MMORPG" experience (and not a fresh take on it, but the regular lowered expectations of combat system not mattering and quests teaching nothing), not a "Final Fantasy" one. Full thoughts within the link.
Some other issues:
1) There is no sense of danger in the world, even in areas two dozen levels above your character. With a mount, a level 1 character can explore lv. 50 Beastmen strongholds if he is a little careful (this is only somewhat risky in a map design like the kobold area). If nothing else, a great way to get EXP lol.
2) The design of FATEs are crumbling under the weight of two+ dozen players spamming AoEs and getting gold medals for not thinking at all. Often time these players are level synced too high and are mechanically too powerful. They have to design a way to get players more involved, or the onslaught of FATE alliance parties will make these events nothing more than EXP grab-bags. That means no NMs, no hamlet defense, or etc. type content for players to enjoy. Even if FATEs are designed to be "casual", they should not be stupid.
3) This game is being molded in a way that ACTIVELY discourages servers from having a sense of community outside individual Free Companies (and perhaps, linkshells, but those are also falling to the wayside). First, dungeons, perhaps the main group content of the game, were suppose to promote player interaction, but players are overwhelmingly being pushed towards anonymous one-dungeon-stands with zero ability to continue that relationship (matchmaking in Call of Duty has more potential for making friends, think about that). They said use FATEs to meet people - HOWEVER, they've also said FATEs are not suppose to encourage parties or any sort of cooperation or direct interaction, because that would be too "stressful" for solo casual players. All signs point to PvP being purely cross-server (at least the part which pick your opponents). So then... what? Just your free company and people talking about Dr. Pepper and Korean MMOs in your shout channels? Recall that Yoshi-P talked about the importance of community elsewhere, but he hasn't really backed it up with anything in-game.
4) Class/Job designs and individual actions are also very uninteresting. Too many traits which take a boring ability and make it slightly less boring 10-20 levels later. For example, Gladiator and Paladin is just terrible... I'll let someone else explain:
What is going on with their MP use (and how is Riot Blade useful)? Where is a viable Cure? In fact, why is there so little compatibility between classes and their cross-class skills? Most other classes don't fair much better. Also important is that because of this and poor gear/attribute design, there is very difficult to differentiate players from each other (like I said, no room for creativity). Right now the greatest difference between players is how Arcanists will either gimp the main stat of SMN or SCH or both. I'm sure players will love that. You also have many instances where actions are literally the same "100 potency" crap you'd never want to use unless combo'd (or otherwise have lower efficiency that requires using other actions for free actions). I argue why is this taking up a slot in the action bar if it has no point other than being combo'd - why not just have that effect come out by repeating the same action? Is it to annoy gamepad/keyboard-only players?Take a look at 1.23's mitigation skills
Aegis Boon - Fully blocks a hit and heals you.
Divine Veil - Raises block chance to 100% for the duration and spreads a regen effect to allies when Cure is cast on you.
Outmaneuver - Raises block chance and restores TP/MP on block.
Rampart - Raises defense. Is AOE. Generates enmity for every party member you hit with it.
Sentinel - Mitigates incoming damage and increases enmity generation during the effect.
Compared to now:
Sentinel - Mitigates damage.
Rampart - Mitigates damage.
Bulwark - Raises block chance, which mitigates physical damage. With most shields, worse than Rampart.
Awareness - Does nothing. Takes up a trait slot for extra badness.
Plus, all of the 1.23 abilities had pretty fast cooldowns compared to what we have now. Aegis was 45 seconds, Divine Veil 60, Sentinel and Outmaneuver 90, and Rampart 120. Now the shortest one available is the new, single effect only Rampart at 90 seconds, and Sentinel and Bulwark sit at 180.
That was a big meaty barrage of negativity, and maybe that bothers you, but do realize I want this game to be as good as possible. This is me spending my effort so it can be improved. Covering your eyes to criticism will not help the game in the long run. Nor is it acceptable for the first 30-50 hours of the game to be poor, because "the end-game I haven't played yet is totally going to be worth it".
Now this thread isn't about making the game more like FFXI or whatever. It is about design choices developers made that are hurting the game when looking at it from within the context of FFXIV: ARR. With that in mind, please share your concerns or link to threads. You are also welcome to disagree, but please don't be cliche in your defense. Don't try to fight negativity for positivity's sake, don't tell me to wait until end-game. Thank you.