There are two types of gamers.
The Rules gamer and the Role gamer.
The rules gamers want jobs and no classes, without jobs all of their characters blend into a generic adventurer class who acts as a sort of everyman. Without racial modifiers, choosing a race becomes a cosmetic choice with no lasting impact. Without strict faction memberships, guild quests become senseless and arbitrary. They love the strict combat script of this game that role gamers call jump rope.
The role gamers dislike a game having too many arbitrary rules, they feel hemmed in. If they can't choose a role they find desirable, the game is not worth their salt.
Roles should be defined by decisions not rules.
On one hand, the rule gamer is right:
If you don't have rules and statistics, if you don't have attributes, classes, racial modifiers, and skill requirements, your role is undefined. That isn't role-playing, that's pretending the way kids pretend.
There's no hard limit to push up against, no consequences for your decisions, no meaning to any of your actions.
On the other hand, the role gamer is also right:
If the rules prevent you from playing a desirable role, what's the point of playing?
If there are too many arbitrary rules restricting your freedom of choice you're not really playing a role, you're just following a script. It might be a good action game, or a good strategy game, but it's not really a role-playing game if you can't make basic decisions about things like your character's skill development, what kind of armor they wear, or whether or not Derplander the WOL can reject his destiny and live in the cities as a drunk pimp with a Lalafell girlfriend and a gambling addiction.
1.0 was mostly role and little rule, now we swung over to the other side. All rule and little role. A great game has to have a balance between role and rule.
Guildleves remains as a repetitive sidequest and material gatherer option, in the most boring way associated with fetch quest rpgs, only they removed the long walk to return quest giver. It has basically been untouched since the beginning of 1.0 for the most part.
It has/had the potential to be a fast easy way to jump in and out of different styles of content solo or in a pre made group.
https://guildleveideas.webs.com/
My issue with fates, GW2 dynamic events, ESO anvils is immersion. Immersion is a suspension of your senses or beliefs.
So you can have immersion whether you have convenience or not, but that requires developers to think about what their mechanics mean. Which unfortunately for MMO’s tends to rarely happen.
There is too much “weird MMO crap” going on for me to get truly immersed the way I would with a single-player RPG.
By “weird MMO crap” I mean all the stuff MMOs seem to need to have to be MMOs.
Things like enemies that simply stand around all day in the same spot, never moving, simply waiting for someone to come and kill them.
And ones that respawn faster than their predecessor’s corpses de-spawn.
People standing around waiting to be the hero who saves the village by slaying the monster, only they can’t because someone else is slaying it right now (but don’t worry, there will be another monster along in a minute, and the village will need saving again).
Bar patrons who bounce up and down on the table for hours while waiting for this mysterious “group finder” thing to “pop” and yelling at the other patrons to queue.
I mention the immersion thing because that is something XIV Hamlet and FFXI beseiged got right. If it happens constantly and very conveniently, it is immersion sapping and loses it's flair and oomph. The wildlife and enemy AI from 1.0 was amazing and immersive. They had reasons to exists beyond being your experience points or a means to an end on a quest or material farm. Sure, some of their tendencies were weird and annoying, but it made the world feel more like a real place.
Fast travel, I love it and don't want to see it go. But it's whole point was to not force a player to waste time seeing the same static environment they have been through a thousand times. Maybe if the environment was not static, I wouldn't mind a temporary or out of the blue reason for it to be limited for a time being? Maybe the aether gets plugged due to an ominous storm, maybe the fog gets so dense it renders my mini-map useless for a bit, maybe the sun and moon get so eclipse I can barely see two feet in front of my face, or maybe at night a new race of vampires and evil beast come out to feast on my rotting corpse? If it is static, do not touch my convenience with a ten foot pole, thank you. Idk, perhaps there is random treasure chest that spawn rarely with a mini game to unlock it? What if once an eorzean month or year, a crater opens in the Sagolli desert and some ancient ruins reveal a lost civilization?