Reminds me of a comment on Shawn's latest stream, where he was talking about how long a boat ride took and he proudly proclaimed the world was so large, that it'd take 4 days in game to complete. I believe the day/night cycle is about 1 hour in real time, so you're looking at 4 hours on a boat for whatever this journey was.
I'm sure on paper this sounds amazing, like a super epic journey. If you were reading about it in a book, it'd feel immense (although, I have to laugh at how ASoIaF basically did this with Tyrion and it was hilariously bad).
In a video game though? You've basically just told the player to alt tab out for 4 hours and do something that's not your video game. But worse, you're also telling them that they need to be sure to check back in to get off the boat. It's a complete lack of respect for the player's time. (Side note here, this is also why sitting and medding for 5 minutes after a fight isn't a thing anymore, especially in current year. It's a lot easier now than it was in 1999 to just disengage from the game entirely between fights, which once again, means you're not actually playing the game.)
There's a reason games abandoned these types of systems, and it's not because everyone's a "carebear." It's because you want people to actually play the game, not spend hours travelling back and forth from camp site to camp site. If you're not actually engaged in the fun part of the game, killing shit, then what's the point? Sure, you can say exploring, but you know what this game also makes impossible? Exploring. Because travel takes so long, and the punishment for death is so high, why the fuck would I ever want to explore a place off the beaten path? Doing so means my risk of death is high, losing hours of exp, as well as then making me do a naked corpse run where I've got even less tools to get back to the same area.
It also encourages "safe" gameplay. "Oh, do I want to try killing that camp over there that looks super interesting? Ah fuck, no, it's got 3 mobs there that I can't split. Can't even run away because they removed another quality of life feature in leashing, so if I get in trouble, the mobs run faster than me and will just pummel me into shit. I'll just go kill some more blue con safe mobs and not risk it."
I get what they're going for. There's a sense of accomplishment for overcoming the hard obstacle, whether that's travelling really far or conquering that hard camp. I'm just wondering why they decided to re-implement all the tedium it took two decades to get rid of as opposed to figuring out what what actually made a game like Everquest fun. I can tell you it sure as fuck wasn't taking 30 minutes crossing a zone while running at a slug's pace.