Why are PQs seemingly so hard for the team to balance?
As many players have communicated, currently it would seem the MSCW devs are unsure what to do in regards to PQ balance. I am genuinely curious how this can be as it would seem the answer is fairly obvious?
I don't think it would actually be that difficult to balance, at least conceptually. There are obviously a lot of variables once you get into the exact numbers, but the basic framework seems pretty straightforward.
First, the devs have to decide what they actually want the PQ's primary purpose to be. Is it primarily an EXP alternative? A way to make money? A source of equipment? Or is it supposed to be a healthy mix of all three?
From there, compare the PQ to the only alternative: a player spending the same amount of time solo grinding mobs appropriate for that level.
If a 15–20 minute PQ gives you significantly less EXP than grinding, essentially no mesos (or a net loss after pot cost), and a small chance at an equip you're going to replace in 10 levels anyway, then there's a pretty obvious problem that I don't really understand made it past the 'ideas' stage. The PQ doesn't have to be strictly optimal compared to grinding, but it should at least provide a reasonable return for the time you're investing.
And you don't even necessarily need to make it better in every category. You could make it slightly worse for EXP but give it better equipment drops, or sacrifice some EXP for more mesos, or whatever combination the devs think fits the role they want PQs to have.
Am I crazy? What do other people think is this something that is plainly obvious and the devs are sleeping at the wheel or what?