
Originally Posted by
Shurrikhan
Not everyone thinks of actually interacting with the open world as inherently disrespectful of one's time nor post-content bonuses (much like the ability to overgear content that has lost its relevance, such as for glamour/transmog) as having been denied necessities.
I'm not sure how we reached this narrative that no matter how efficient the combined rewards of travel and combat/looting are across open world content, any more than the least possible travel times (as to maximize the portion of time actually in combat or spent looting) is necessarily toxic.
I'll admit that those who like open world elements and world-immersion seem a larger portion there than here, but it is a preference. Some see having a more immersive world, or travel itself, as being as core to open-world content as challenge is to purely combat content. In the same way the game would generally be expected not to power creep raids out of challenge through massively impactful gear acquired in very little time, many expect them not to make the world and its topography irrelevant while the rewards for open world content there are still, themselves, relevant.
That's not to say I wouldn't prefer more granular unlocks for flight in the 9.1 and 9.2 zones, such as in the vein of partial flight access as had back in WotLK, or for those unlocks to be based more on time than content grinds, but there are reasons for not unlocking flight right away while the content in those zones are still wholly relevant beyond merely "milking player hours" out of players. Just like here in XIV, the money WoW makes has nothing to do with player hours and solely to do with store purchases and subscriptions.
Disclaimer: That being said, I sometimes actually go on walks and see the outside world, and I don't think I'd prefer to teleport to work and back over having a scenic 20-minute commute, so I might just be crazy.