Maybe you're looking for a discussion, but most of your posts in this thread are telling everyone you know better while arguing with strawmen. You come off as a condescending ass.
Ah, there it is. The "condescending" card, classic.
Let's be clear: I’m not claiming to "know better." I'm pointing out inconsistencies in the arguments being made. And the reason you feel like I’m "talking down" is because no one has actually provided a coherent counter-point. Every time the discussion gets to the core design questions of - Why is forced downtime good? What does corpse recovery add other than inconvenience? How do you sustain a grouping-dependent game with low concurrency?
The responses become: "You just hate the game." "It's not for you." "You're being negative." "Lol boomer/zoomer/don't play." That's not a discussion. It's emotional self-protection. It's just an emotional response to anything that threatens the
feeling people want the game to give them. If someone had actually broken down
why these systems work (beyond "they were in EQ"), I'd engage that. Happily.
But instead, what I'm doing is holding up a mirror to arguments like: "We want high friction because it builds community - but also won't complain if nobody plays." "This is meant to be niche and low population - but also grouping will be the core of every level range." "We don't want modern MMOs - but we expect modern stability, content cadence, and sustainability."
If a system is fun, it doesn't need nostalgia to justify itself. If a system is good, it stands on its own design merit. If a system is tedium rebranded as identity, people can and will critique it - especially before release, when it still matters. That's not being an ass. That's literally what makes discussion worthwhile. If pointing out contradictions = "condescending," then the issue isn't my tone, it's the fragility of the premise.
If you do have a well-reasoned case for these systems then make it. I'll respond in good faith. But if the response to critique is just: "You sound condescending." Then all you've actually said is: "I don’t have an argument. I only have a feeling.” And I can't fix that for you.
How does making mobs take longer to kill and thus become harder and more resource draining for soloers and small groups cave to casuals exactly?
I read it wrong. I thought they were reducing TTK, not increasing it.