It's eventually going to be an issue for anything that has a power growth (you can even trace it in tabletop D&D), but I've been happy with the slower progression. Though I'll agree HW saw more. Why? Copying WoW... Having normal/savage requires larger jumps than 2.x did with only one mode of Coil. I honestly prefer the Coil method without a normal DF mode. I was perfectly comfortable knowing Savage raiding wasn't for me and I'd come back in the following expansion and see it. Sure, I like seeing the content during the expansion, but I'm a little itchy about the ramifications.
Final 2.x tomestone chest for NIN +45 Dex, ilvl 120
Final 3.x tomestone chest for NIN +157 Dex, ilvl 260
Final Classic hunter chest +45 agility, ilvl 92
Final TBC hunter chest +45 agility, ilvl 146
Final Wrath hunter chest +144 agility, ilvl 251
So I'll rescind my statement. With Heavensward, XIV has fallen in the same pace as WoW did when they decided to start having multiple levels of raiding going with around 100 ilvl and 100 stat point jumps in an expansion. Something I was actually a bit concerned about when they announced normal DF/savage raiding split. :/
Going to have to see what adjustments Yoshida referred to in that interview with the next expansion.
More of a poor segue from one thought to another.
Completely disagree. It uses WoW's power progression path, sure. That's what you focus on and that's the sole thing you've noted wanting changed.
Square is expanding housing. They're expanding things to offer with housing (debate on how well). They're experimenting with guild shared crafting. They're expanding on in game marriage and looking at anniversaries and special Valentine's additions for those players. They are working on a progression Savage/Normal (or 8 man/24 man catch up) model for crafter focused players. They add vistas. Lots of climbing designed into Othard. Triple Triad. Chocobo Racing. Aquapolis. Palace of the Dead. Likely Blitzball coming.
They're doing large amounts of things that I don't see most developers even bother with because it's not power related. It's not chasing a single carrot on the treadmill. I feel they're doing a lot of non-raid/non-gear progression development to give things to do that aren't the same old same old. The problem is that certain players refuse to acknowledge that as even being content. If it's not "muh power levels, muh item level, muh raiding!" they dismiss it as waste. It was common for WoW as well, anything not raiding was met with "that's not real content." I see those players as playing the wrong MMO in FFXIV. That's not the design they're building. In a sense, all these makes FFXIV the best blend of old school EverQuest's "live in a fantasy world" with WoW's more active combat/progression design that I've seen.
Also disagree. The influx of players that say "screw RPGs, anything that's not more power, more ilvl, more raids is bullshit" crowd absolutely have an impact on the game and on everyone playing it. As that crowd grows, everything that's not about raid and gear power gets pushed aside. Look at WoW's often joked about excuse of "it would cost a raid" to develop anything not-raiding.
That's the issue here. FFXIV was not built on Western audience fast gratification and WoW gear treadmill so much as it was built on Final Fantasy fans who enjoy good RPGs and stories. They were the ones who carried XIV from 1.0 to 2.0 in hopes of a worthy FF entry. And that's where the clash occurs. People who like FF as a series and want to share that with others do want the story and such to be part of the shared experience. Yoshida seems to note now and then where the various requests come from and NA definitely seems to be noted more often. We have a completely different mentality on games than Japanese, or Asian in general, gamers, especially with MMOs, which I see largely as being WoW's fault as it grew to encompass the typical CoD/Halo crowd as it became a historical juggernaut.
Hmmm, replaying the MSQ as part of the mentor system might be quite interesting if you're playing with someone else who's new. I remember someone asked about that option and there were technical challenges. Yoshida joked you can make a new character, but seemed like it was something they'd try to look at, but making flags reset and retrigger and play out properly sounded like a hurdle.
Keep adding more random shit people can do, you'll still mathematically have the elite raiders doing the theorycrafting to dictate the only acceptable materia. Yeah, WoW talents finally eventually somewhat managed a balance on some of them, but after what, 13 years and dozens of iterations that STILL require tweaks and patches to hot fix that STILL need changes and adjustments every single round of patches?
As for item management, I'm old school and cold blooded as hell about that... If you can't manage the current inventory, you're not going to be able to manage a 5 times larger inventory. It reflects on the player more than the system and nothing's going to change that short of an infinite inventory solution. Like I said... cold blooded as hell.
But hell, I come from the old school of EQ where you not only had a finite bank space and finite inventory, but you were only strong enough to carry a certain amount and everything had weight. Even money.
I remember scrounging money in the fields that people threw away to get less encumbered. "I'll have you know I worked myself up to extreme poverty all on my own!"
Again, you only focus on "take chances" exclusively on gear, raid, and power progression. You've ignored the mass volume of non-raid/non-progression related content and have said before you don't consider it relevant because it doesn't progress you character (again, only in scope of power). To be surprised that players who enjoy a game and think the design is working great don't want change for change's sake isn't baffling to me at all. They enjoy the game. They like the game. They like the dev team, the design, and what they're playing. If they LIKE it, why would you expect them to want it to be completely redesigned every expansion?
I don't recall seeing anything new that I could really add to on the dynamic combo buttons, but I'll look again.