Quote Originally Posted by Roda View Post
Some of the ARR dungeons were really good STARTS to developing interesting dungeon experiences, but unfortunately instead of building on mechanics like the keys in Haukke, or the pads in Qarn, they've optimized the fun out of the dungeons following that era.
Vanilla, and in some cases TBC, WoW dungeons were like this until people got tired of running them over and over and over and ended up pushing people to be the most optimally efficient they could possibly be to get through the dungeons as fast as possible due to boredom. That's how the dungeons and raids ended up becoming a one-way path of trash>boss>trash>boss>trash>ad nauseam. XIV is no different; due to simple repetition, players will end up wanting the most efficient run through the dungeons to get their daily grind over with as quickly as possible. Stopping to smell the roses is only nice the first couple of times. After that, any arbitrary delay becomes an annoyance for repeat-runners (cutscenes for new people, anyone?) that will cause people to complain that dungeons take too long/aren't optimized for quick runs to get said daily rewards.

It's a lose-lose proposition for both the dev team and players wanting more challenge and efficiency at the same time.