Believe me, there was some fun in "taking forever" to get back to something, because that left your corpse lootable, so you needed to get back ASAP or abandon it. Largely though the entire "wait around for something to do" is awful, and it's something that "business interests" don't care about. Businesses are more than happy to let players login, do 1-2 hours worth of play and logout, because it costs them less money. However RMT completely takes advantage of this. So the less "Active players" on simultaneously can cause instances where 50% of the active players sit around one zone, and all the remaining zones are filled up with RMT bots because nobody is actually watching. I can't tell you how often I've seen this outside of FFXIV.
"New feature" is announced, Bots immediately occupy all capacity for doing it (ugh the "public farms" in Mabinogi were completely free money to RMT because of this) and thus players then demand it to be nerfed or made "harder" thus destroying any incentive to actually do it.
I'd rather have a "3-5 hour" dungeon experience broken up where the "boss rooms" are broken up like Alexander/Coil is, but 2-3 hours of it is actually "Solving" the dungeon (Wizardy Online did this) the first time as a form of progression. Think "The sunken temple of Qarn" but you have to find segments of the map, unlock floors by completing 1-2 "boss" rooms (Wizardy had as many as 8 "boss" rooms on a floor, and you weren't solo'ing any of it when it was new content.) This allows you to either form a party and solve it quickly, or play it solo and use traps/dungeon-mechanics to deal with the mobs.
But overall, the pace of existing dungeon "party" content is fairly good. I miss the "outdoor dungeon" aspect because it made the dungeon's seem larger and less empty seeing other players trying to solve it too. FFXIV V1.0's dungeons actually were seamless (Shposhae was an "outdoor" dungeon, and was replaced with Satasha in V2.0, both being level 15 content.)



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