Preface: I want to start off by saying that I fully understand the plight new players faced in the MSQ dungeons prior to Update 4.2. I share SE's desire to address this, as should all players.
However, I feel that SE's efforts in Update 4.2 were foolish, poorly designed, and ill-timed. I'll offer a series of observations to support my position, and a set of recommendations going forward.
Observations: Having played both Castrum Meridianum and the Praetorium since these changes have been made, here are some observations.
- Forced cutscenes help improve the experience for new players, but they don't solve the problem entirely. The poor design of both Castrum and Praetorium leaves new players in a decidedly poor position, despite the changes.
In Castrum, the turret sequences and general enemy-avoidance strategies are still prone to confusing new players. Because prior dungeons never featured any similar mechanics, new players are still often left wondering what's going on.
In Praetorium, there are a number of issues. The teleporters early in the dungeon require each individual player to click on them, and are often used from within a pack of monsters to speed up progress. Elevators often require players to be on them when triggered a la Copperbell, a mechanic that is used sporadically and frankly wasn't very well thought-out. Finally, the Magitek armour authorization is something each individual player needs to obtain, a point left ambiguous by the dungeon. All of these poorly-designed mechanisms are prone to leaving new players confused, dead, or lost as they have to backtrack (in the case of the Magitek armour).
- The forced cutscenes introduced a new variable that wasn't controlled for, and can mess up people with slower hardware. Players on slower machines can exit cutscenes several seconds behind those on faster computers. In many cases - Nero in Praetorium being the likeliest that I saw - this can lead to people getting locked out of the battlefield if other players start in early. This is a new problem, as players could manually skip cutscenes beforehand in order to minimize the effect of slower hardware (now, slower FPS adds small delays throughout the length of the CS, not just for the load times coming out of it).
- Queue times are up, and veteran players continue to drop out. Roughly 1/3 of each party I was in verbally indicated they'd never again queue for this content. Others probably felt similarly, but didn't voice their thoughts. I know I won't queue for it again unless I happen to need Poetics tomestones quite desperately, nor will my girlfriend who I ran these observational runs with. This is a problem that will get worse, not better, unless rewards reach a point of being stupidly generous, at which point a different set of problems will be introduced.
Recommendations / TL; DR: The MSQ changes SE implemented in Update 4.2 did not effectively remedy the MSQ issues facing new players.
The changes did resolve the problem of people being pressured to skip cutscenes and being lost or verbally abused if they didn't. Nothing was done to address the other real sources of confusion and anxiety for new players. For this imperfect solution, a high cost was paid in terms of queue times, and a couple of hours was taken from everyone leveling an alt.
What I propose SE do instead, is exactly what so many on the forums have been suggesting: make both of these MSQ dungeons solo instances, complete with NPC companions. This would completely solve all problems arising from these dungeons, and will allow players to choose their own pace - either skipping the cutscenes if they don't care about the storyline, or watching them in their entirety.
I sincerely hope that SE is paying attention to the significant unhappiness this change is generating. As is often the case, they created a lazy and imperfect fix to a real problem. And, as often results from such a choice, their fix has significant and unpleasant side effects.
Fix the problem properly, already. Then nobody needs to worry about it ever again.