I'm sad that it took me a whole day to figure out the shorthand explanation but here it is. It's probably not worth a Splinter Topic but bear with me it's a bit of a tale. Perhaps one that will be interesting 'historical reading' for some at least.
FF11 has had the
Mog House
functionality as far as I know since launch. Mog Houses allow you to decorate your private instanced space (the ability to allow visitors was added much later)..
Depending on the Elemental Balances of your furniture, you got a
Moghancement
, which is a buff to something.
No matter what you do, some players will consider one Moghancement (or some subset group of them) to be the best ones. If those happen to be easy to attain or can be built up gradually with no significant downside, fine. Content.
The
moment
one of them offers what some vocal influencer (even in world chat) considers an optimal advantage, some set of players will switch from 'this is fun, slowly building up and experimenting with decorating my house, it's like leveling' to 'why is this game gatekeeping the good stuff just to inflate hours/make me RMT?'
It's not that Moghancements are bad, it's that someone hit the wrong switch in players' brains. Originally it was just them and you could only have one at a time. Could you rearrange your entire house to switch from 'Tiny chance of retaining more materials when you fail a synth with this specific crystal' to 'lose less EXP when you die' because you expected to be doing hard content? Yes. Was it worth it? Good question.
Competitive players measure against each other and that's a large part of this trigger. Well-informed players measure against 'obvious optimals' and that is another.
Moghancements had to
not be particularly good
on purpose to avoid the above. And even within that, it was still talked about in this way. To be clear your overall options were:
"Lose less exp on death." "Gain slightly more money from mob drops in a game where very few mobs drop money and it is a tiny amount relatively" and "gain more Conquest points (Node Exp basically)".
This system is 'not rewarding' on
purpose
. It is
not impactful
on purpose. It is
tedious to min-max
entirely on purpose. Because 'singular, low impact choices' are one of the few ways to keep your playerbase from becoming a toxic separatist column of people arguing over whether optimizing is right.
Ashes needs to have more spaces where Intrepid demonstrates an
understanding
of this, without it, it will get the usual novelty rush, then the world-chat ignorance phase, then the falloff. Ashes has, so far, made six separate decisions that fast-track it directly into the world-chat ignorance phase.
A lot of the things that make Ashes 'unique' are the equivalent of having powerful Moghancements for players to fight in world chat over. I don't think this is a positive kind of uniqueness for a game to have.