Shortly, regardless the problems that wow could have in terms of content, balance and so on, I find that there are 2 major problems which could be addressed:
- Character progression ( in terms of reputations and expansion "feature", which is azerite power for BFA ).
- Time spent travelling.
I don't know how many of you tried to monitor the time spent during stuff like
- Catching up Azerite power with a different character.
- Farming reputations with more than a character.
- The time needed to join a raid or a dungeon ( since there's no way to join it if not by enter it directly ).
- The time spent flying from point A to point B ( not the one spent by walking ).
But it's insane, and not something which is related to the game.
I started with UO, then Neocron, then WoW, then Gw2, Then Eso, Then WoW again ( just to let you know what I played ), and it was on GW2 that I happened to see probably the best compromise in terms of time saving:
Everything which is meant to be a reputation or an "expansion feature" is Account shared
Shortly, imagine that whatever the character you play, you will still pursue the same Azerite grind lvl ( same goes with reputations, even though I realize that by doing the story arc with x different characters could exploit the rep cap, but it something which could be simply solved by setting a cap to reward from story quest till honored or something similar ).
You will be encouraged to play an alt, since whatever you will do, you still will look forward a goal which is now account shared.
Teleport from Point A to point B instant, from wherever you are
Imagine that flypaths are teleports, and you can teleport on them regardless the zone you are in.
Obviously you will have to walk to where you want to go then, but you will save all the time spent flying, which is time lost.
Time not spent playing the game.
That's it.
Anyone else happened to measure the time wasted on travels and catching up?
Considerations on different systems?