If you don't think there is a hierarchy of players who use gearswap and any other tool to ensure sucess vs. those who don't, I don't know what to tell you. to my knowledge there isn't a single encounter in FFXI that requires any of those things, but that doesn't mean the playerbase hasn't all but mandated their use when operating outside of close knit groups.
Huh? The sentence that you quoted literally said there IS social hierarchy in MMO genre because the game design rewards optimized stats interaction.
If a MMO doesn't reward optimized stats interaction and they give reward to other activities like role-playing or something, Then very few people will optimize stat interaction. they'll mostly role play all day for the rewards. And people will write guides on how to roleplay better. Then social hierarchy will be shaped by who roleplay the best and gets the best rewards.
That's why I said MMO social hierarchy is shaped by how the game system is designed. In a system that rewards optimized stats interaction, of course social hierarchy will be built based on who optimize stats interaction the best.
Human behavior is shaped by the system that they are in.
was chainspell DL (and many other iterations of stun to entirely prevent/circumvent boss moves) decided by designers or the players? how about tp denial strats? how about kiting so that you can take as long as you like just by simply staying out of range? the developers give players tools to use, but don't predicate how and when to use them.
If game designers don't want enemy to be interrupted at all, then they won't put a spell called "stun" in game.
CS stun or stun rotation only extend the time that enemy movement is interrupted by stacking bodies or ability to lower cooldown, it doesn't change how stun functions as enemy interruption move. Stuns functions exactly how it should be with or without CS.
If game designers don't want "limit enemy TP gain" to be a playstyle, then they won't put subtle blow trait nor TP drain move in game.
The reason why any of these strats are viable is because designers put those skills in game as part of answer to a challenge, and player simply "found" the answer. It doesn't mean those aren't intended by designers.
but don't predicate how and when to use them.
They do. That's why boss enemies in FFXI have stun resistance that builds up if you stun too much. This mechanic is there because designers assumed players will use stuns, so resist mechanics is there to limit the number of stuns you can use per fight.
how about kiting so that you can take as long as you like just by simply staying out of range?
And that's why there was "rage" mechanics on old NM and time limits in new content.
All of those counter mechanics, like stun resist, rage or time limits is basically game designers telling how certain strategy can't be abused. Aka "wrong" answer to the solution.
So in my eyes, the optimal strategy is always decided by system designers and math, not players. Players only "found" optimal strategy permitted in the system. Players didn't "decide" what the optimal stat interaction is because they can't change stats.