Player limits is something I believe disrupts the flow of the game. Whenever I see something new, a dungeon drop or an event spawn, I adjust to it and make plans based of of it.
Say, a Rock Dragon spawns but I am not in the mood to do an LoD and I know it takes a while to complete those. I’ll probably try to take advantage of the people who have left and attempt to spawn other events so I’d have a greater chance for loot elsewhere.
The flow of the game is important to me.
As for dungeons, the Haunted Cemetery is a big problem. Not only are the monsters that drop it rare in the first place but it isn’t even a guaranteed chance it’ll drop. Then the player limit hits and I’ve lost my chance for that etherite I’ve been hunting.
It’s things like that that make me go “Eh, I’ve got better things to do with my time.”
Yeah, I took the scenic route with that explanation, but the point is that when my flow is interrupted I get off track and get placed in an undesirable direction. Same thing happens with deaths, though it is better to stop playing then anyway.
The solution? Well, I certainly do not like the idea of entirely removing player limits. Although, that doesn’t mean they shouldn’t be changed. I personally believe that all player limits need to be adjusted to have the cap set for the highest amount of players able to hit the loot threshold. Of course some dungeons would be out of sync so the boss(es) may need their threshold tweaked.
rant rant rant