They're learning all the wrong lessons from FFXIV, lmao.
This isn't a lesson from FFXIV, FFXIV doesn't have an explicit code of conduct like this.
The "lesson to learn" from FFXIV is that FFXIV is, at it's core, a 100% co-operative game. It's remarkably easy for players to help each other in all kinds of ways. Just off the top of my head.
- 100% level scaling in all content. You can do any dungeon at-level with any player (ex - your friend is level 20 and you're level 90, you can do the dungeon
with them, the way it was intended to be done).
- FFXIV's Mentor system is designed in a specific manner (a FFXIV mentor has to have a tank, healer, and DPS all leveled to Max) and FFXIV is designed to be understood (and practiced) inside of the game. Tutorials exist inside of the game for all levels.
- FFXIV Roles have enough similarities where there is a lot of "universal" advice (where to stand, combo quirks, weapon stats, etc)
- FFXIV has a huge library of craftable items. Basically, every 5 levels you can get
an entire crafted set for any character at any time. Materials are extremely plentiful, and there's
always a pre-raid crafted item for
every single slot.
- FFXIV constantly puts players in the world and constantly puts leveling players into ad-hoc parties via fates. FFXIV also features very minimal "world seperation" except for extreme load scenarios (so, no sharding/layering and no massive cross world deceptions)
- FFXIV players rarely have a reason to create an "Alt" - meaning that players are less likely to make gigantic asses of themselves as they have a much more permanent reputation per character.
- FFXIV features tons of group content that is
required for progression (a dungeon every ~2 levels starting from level 15, ~4-9 group trials per expansion, and so on) - although they are letting some content be done with a NPC squad instead.
- A story and world focused on co-operation on every level. Even the PVP is, lore wise, a bunch of friends doing training exercises with no actual hostility.
Compared to World of Warcraft...
- Nearly no level scaling in content - remarkably difficult to play with players of different levels (doubly so pre and current expansion).
- A carbon copy of the mentor system, but with no role requirements. Meaning that WoW mentors probably can't answer newbie questions reliably. On top of this, WoW has trained players for ~15 years to use external resources instead of having anything resembling a tutorial in the game.
- WoW Classes are drastically varied where one class (say a MM Hunter) probably can't give great advice to a Fire Mage.
- WoW has remarkably bad crafting/drops and it's very rare for a player to interact with another player for their tradeskills directly. A WoW character (outside of BoE drops, which are exceedingly rare, expensive and only cover 2 of a characters ~14 slots) cannot gear up for raiding with outside help easily.
- WoW does not put players into the world and the world is massive and barren. There are virtually no scenarios in WoW where you'd be happy to see another player. "Group Quests" are typically actually soloable and players will fight over resource nodes and rare spawns.
- WoW has huge layers of separating players - with ~10 (?) starting leveling zones and ~7 (?) different leveling expansions, with several expansions having several "duplicate" areas for leveling, and ~12-14 "major cities".
- WoW players can level entirely from a city, through the dungeon finder - further negating the need to interact with the world.
- WoW has 0 required group content (with the exception of a forced "dungeon" in Exile's Reach at level 10) and several classes and specs are "bad" to level in (most healing specs, most tanking specs, most PVP specs). No required group content means players are hitting end game completely unprepared for how it works.
- WoW has "skillcap" issues, where Healing and Tanking don't have much room for improvement outside of "people didn't die" and "I didn't die".
- WoW has "seasoned" players constantly making Alts, meaning a much looser connection to the world/other players as there's much less negative repercussions for being an asshole.
- WoW's story is focused entirely on War, savagery, and in multiple places genocide. This is not going to engender people playing the game into being nice to one another in any capacity.
They've learned so far exactly 0 lessons from XIV - some of them would be remarkably easy to impliment.