Quote Originally Posted by Hulan View Post
Ah, see, now this is the heart of the debate, I would contend that Castrum Novum is a perfect example, because it proves that "travel" can equal "content". I think I speak for most of the proponents of "slow travel" when I say that there should be some form of fast travel, to be sure. I cannot think of a single example of a massive world wherein you cannot quickly travel between hubs.

This debate, rather, I think is about at what point traveling quickly becomes detrimental to the game instead of helpful. Conversely, how can we make the simple task of "getting from point A to point B" as engaging as possible. My original point - well okay, actually my second point, since my original point was just to lay out the benefits and detriments of each - was that the process of getting to an event can add value in and of itself.
Thing is the debate would make much more sense if the instance at the end was used for more that just a 1 time quest. essentially you are comparing what most MMOs have compared to XIV which is most MMO end game content = clear trash to get to the end boss, XIV does have some of this with dungeons but it also has primals which is travel to instance get directly down to business. I think you would probably have an easier time trying to convince the devs to add more content to the primal fights to get the end result of more content to get to the end content. Its all a moot point though with 2.0 making primals open world content.

BTW there is no reason to actually clear trash to get to the CN instance you can run through the whole area with little worry of death.

I agree that getting from start point A to end point B can be made to be fun and engaging I just dont think start point A should be camp A instead it should be a part an event that leads up to end point B.