In game design, there is an art to making a challenging grind. You need to engage your playerbase, even when the grind gets tedious, with the promise of progress if they keep pushing.

Pagos fails in this regard: too much RNG makes progress too unreliable, and all of your light progress depends entirely on the biggest RNG factor of all: whether or not you get into an active instance.

Because every light source requires other people in the instance involved and doing things, your rate of light gain can fluctuate massively. I've had three hour lockouts where nothing happened, and this morning I built a party and got three crystals in 80 minutes. But that only happened because I got into a new instance and was able to grab the good dragon camp. Usually it's taken.

Again, way too much RNG, too little control over your progress, and people are tapping out and saying "I quit." And they're right to do so--nobody should play content that isn't fun.

I'm only still doing it because I am sadly devoted to my DRG; been a dedicated fan going all the way back to FFIV (FF2) on the SNES.