DC travel inside the game is complicated, to be fair. I mean it would be complicated whatever game did it. It's possible, but they would need to prevent your character from writing any data while it's happening, such as by having you in an indefinite loading screen. This is because it is actively copy+pasting your character data to another data center, potentially on the other side of the world in some cases.
The glamour dresser thing on the other hand is silly. There are lots of ways to code that without causing issues, and it could even be done
independent of the server - such as by storing this information on a cloud server that the client retrieves from. When you choose what you want, you could just tell the server "I want to wear that today". There actually isn't a good excuse for that.
The queue isn't fake when you login. It's just processing logins 1 at a time. I can accept their reasoning for this - it's probably safer to make sure there aren't conflicts when loading characters. What bothers me is that, from what I can tell, SE doesn't seem to use any multi-threading at all. While it has risks, I guarantee it is possible for them to do - and good programmers should be able to do it without those risks coming true.
To give an example of the lack of multi-threading: knockbacks. If you see 100 people get knocked back at a hunt, you see 32 people very, very slowly get knocked back, one at a time, over about 10 seconds. It's incredibly slow and I can't see a good reason for it in
2025. There wouldn't have been a good reason for it 10 years ago. Same with raid buffs. Computers aren't that slow, and I certainly hope they aren't when they have all these running several zones each:
