I know this wasn’t directed at me, but I was compelled to respond.
This will be responded out of order since I want to use part of the quote as an emphasis to my point, and it would not make sense if the response was “in order.”
Players already chose to play something they may not completely enjoy in order to just be able to play the game.What you are saying is that people should play something they don't enjoy to fix an issue that's solely caused by SE failing to make the group composition mirror the preferences of the community at large and thus, directly defeat their point of playing the game in the first place (enjoyment) to fix the developers ineptitude.
I do that. I want to play DPS, especially RDM, but I tank instead. I have a limited amount of time to play per week, so if I want work towards my FF14 goals within my playtime, DPS is out of the question for me.
It is met with resistance every time because people this day and age are condition to force others to fix their problems.Of course that notion is met with resistance every time - It's nonsense.
You would rather have SE “fix” the DPS Queue time. One repeat example would be adding another DPS slot into DR: Leveling. This “fix” SE does will only provide temporary relief to the problem. In the long term, you will still have long DPS queues. The reason for that is that the addition of the DPS slot does not fix the player’s behavior.
To explain better what I mean I will use the grocery store scenario you provided:
So let’s assume that the store does the “common sense” thing and adds more apples (more DPS slots).If a grocery store always has people demanding more apples (DPS slots) after they're already sold out while oranges (tank/healer slots) remain rotting on the table, it is not the responsibility of the customers to "take responsibility for their actions" and buy more oranges (play more tanks/healers). They just buy what they prefer, just like players play what they prefer, and it's up to the service provider to empower them to do so by stocking up on apples - or, DPS slots. That's common sense.
The apple buyers are happy. Not only do they now get their apples, but they are in and out of the store as fast as the orange buyers.
That is great, unfortunately, player behavior starts to kick in.
On that same day, an orange buyer, who really wanted apples, but decided to purchase oranges all this time sees that the apples are plentiful. The person decides to stand in the apple line. He feels like he can wait an extra few minutes for the apple he really wanted.
Now the orange line is shorter and the apple line grew.
Eventually, other orange buyers and non-orange buyers will move over to the apple line. They either truly wanted apples, or they were curious to eat apples for a while, or they didn’t want pomegranates anymore and they wanted apples, etc. Now the apple line is back to where it started, and the oranges not being bought as much as apples, and those oranges are taking up apple space.
The store is right back where is started with oranges always on special and apple buyers upset because they can never get apples.
Your “common sense” idea falls flat because it removes the playerbase as a factor. Once tank and healer players see that the DPS queue is tolerable for them, they will queue as DPS. You just lost a tank or healer and gained a DPS. Your extra DPS slot will not be enough within a day. You can add ten extra slots and it wouldn’t matter.