Ostia wrote:
Yet they could add a system like behest, which for intended purposes works as intended? they could add an entire materia system from the ground up that works w/o any hitches.... They added an entire quest lines for the guilds, events, monsters, items, and the final quest line, all working fine and w/o any problems(Besides the encounter bugs here and there)
Yet the only thing where the "Coding" was so horrible/bad was the LFG tool...... Yeah Ok! I'll buy that excuse

You don't have to buy it, it's true. Just as a background, my entire family is programmers and engineers on the male side. We deal with moronic user-base all the time, especially seeming the bulk of the customer base lies in production.
There is a gigantic gap in mindset between someone who is a software developer for any reason, and those who are software users, and that's not defending the poor UI of FFXIV in any means. But poor coding does has a cascading effect on future developments of a program. It's not something you can just cut and paste out easily. There was plenty of problems in the source coding of FFXIV's program. Their entire menu system was built on a very strict template that was very difficult to pull the work-around they did have. (And they produced quite a few.)
Yoshida actually did a good job of explaining this in an interview that is fairly recent. (I should keep a log of these somewhere as they would be really useful to cite.) In the end, FFXIV 1.0 was a coding nightmare (to the point that you could expose the code in some conditions.) For the effort it would take to fix the code, they could have made a new server-side client, and that's exactly what they did.
Also, Behests? Wrong game.
The bulk of what we got in 1.xx, with the exception of the Seventh Umbral Storyline was content that was in production before release. This means the Chocobo Escorts, and Hamlet Defense systems were already working according to the original design and were just modified with balance. Ifrit, was actually initially designed on the old coding. Moogle Fight, Garuda, and fights beyond that were only in the initial stages of development at that point and could be heavily modified. Aside from the BLM Zerg method, which got patched, Garuda was heavily praised by the endgame community. (As was a lot of fights in the Seventh Umbral Era storyline.)
But there was always a catch: They did well
with what they had. A lot of the long term players understood how crippling the engine and server side coding was. It took them quite a bit to get to the point where we had something remotely resembling an Auction house, and how they actually had to create the work-around was really telling on how bad their search engine was. (Each search was essentially an isolated system.) Paired by the fact that was almost no data archiving whatsoever - again, the whole thing was a mess and a nightmare, and that's just what a layman in the simulation field can tell from the user-client side.
So yeah, for me, it's not believable, the evidence of it is fairly obvious to me. You can disagree, but it would be like disagreeing on who's a sitting elected official. Denying reality rarely is a successful practice (Though sometimes a profitable one.)