Reading through this thread again, I get the feeling that some people are under the impression that the vanity system is geared towards roleplayers or that Square-Enix somehow has them in mind.
It's not. They don't. This is blatantly obvious when you examine how they've set up glamours.
If the system had been designed with roleplayers as the primary or even a secondary audience, we wouldn't be seeing any of these restrictions or limitations. We'd be able to capture a particular appearance and apply it to ourselves regardless of what we'd actually be wearing. No level requirements, no class requirements, no mandatory "prism" items, none of that.
Instead, if we take a closer look, we find:
1. Glamours are top-down. To have the widest variety of appearances at your disposal, you have to be level 50. From this is inferred that the intent was to give those at end-game the most options.
2. The number one complaint you'll find re: aesthetics at iLvl 50+, right after "I can't dye this particular set of gear", is "I look like everyone else". This dude's in myth/Allagan, that dude's in myth/Allagan, this girl's in myth/Allagan, etc. Glamours are clearly intended to feed that "I'm a special snowflake and I should look unique" ego. See: Yoshi's demonstration of a Lala swapping out an Allagan Tunic for a Crimson Vest.
3. From that follows that, with glamours in place, end-game players will have more of a reason to DR / dive into lower level dungeons more frequently for a particular piece of gear they're after (e.g. aetherial pieces that differ slightly from base gear in appearance can't be bought or crafted). More players in more queues = more activity.
4. Breaking vanity down so that it's by-piece and by-level-range means more for crafters to do, which means more to gather/purchase, all of which means more activity. It's so DoH and DoL have something else to do. Why else (other than code-imposed limitations) would they not allow us to capture our appearance as sets rather than pieces?
tl;dr: Roleplayers are a tertiary audience for this system. The goal seems to be to stir up player activity from end-game players who otherwise squat in Mor Dhona / Wineport and only log in once a week. That this vanity system benefits RP is only icing on the cake. To think otherwise is a delusion that we'd best be rid of ASAP.
I don't expect enough of an outcry from the community for level restrictions to change; outside of roleplayers, for which alts are more common, few will care about being dressed in high-level gear from level 1 (yes, even when leveling their other classes). I do expect the community to get Square to eventually allow DoM the breadth of aesthetic options that plate-wearers will have, as that's a more universal cause that people can get behind.
It's not. They don't. This is blatantly obvious when you examine how they've set up glamours.
If the system had been designed with roleplayers as the primary or even a secondary audience, we wouldn't be seeing any of these restrictions or limitations. We'd be able to capture a particular appearance and apply it to ourselves regardless of what we'd actually be wearing. No level requirements, no class requirements, no mandatory "prism" items, none of that.
Instead, if we take a closer look, we find:
1. Glamours are top-down. To have the widest variety of appearances at your disposal, you have to be level 50. From this is inferred that the intent was to give those at end-game the most options.
2. The number one complaint you'll find re: aesthetics at iLvl 50+, right after "I can't dye this particular set of gear", is "I look like everyone else". This dude's in myth/Allagan, that dude's in myth/Allagan, this girl's in myth/Allagan, etc. Glamours are clearly intended to feed that "I'm a special snowflake and I should look unique" ego. See: Yoshi's demonstration of a Lala swapping out an Allagan Tunic for a Crimson Vest.
3. From that follows that, with glamours in place, end-game players will have more of a reason to DR / dive into lower level dungeons more frequently for a particular piece of gear they're after (e.g. aetherial pieces that differ slightly from base gear in appearance can't be bought or crafted). More players in more queues = more activity.
4. Breaking vanity down so that it's by-piece and by-level-range means more for crafters to do, which means more to gather/purchase, all of which means more activity. It's so DoH and DoL have something else to do. Why else (other than code-imposed limitations) would they not allow us to capture our appearance as sets rather than pieces?
tl;dr: Roleplayers are a tertiary audience for this system. The goal seems to be to stir up player activity from end-game players who otherwise squat in Mor Dhona / Wineport and only log in once a week. That this vanity system benefits RP is only icing on the cake. To think otherwise is a delusion that we'd best be rid of ASAP.
I don't expect enough of an outcry from the community for level restrictions to change; outside of roleplayers, for which alts are more common, few will care about being dressed in high-level gear from level 1 (yes, even when leveling their other classes). I do expect the community to get Square to eventually allow DoM the breadth of aesthetic options that plate-wearers will have, as that's a more universal cause that people can get behind.