Originally Posted by Etruscan
Some great points here. I can only assume the concept of player immersion has never been a factor, otherwise they would have most likely been implemented in the first place. In my opinion, other glaring examples of world breaking are the lack of day/night/weather/calendar and also the magical way portal teleportation system.

I think fundamentally immersion was sacrificed on the altar of player convenience, their interpretation of 'fun' and perhaps also a desire to reach a more casual audience who are maybe put off by the notion of learning a new and deep rule set.

They've sort of shot themselves in the foot with their story arc...a race against time to find a cure but there is no in-game clock. The notion of adventuring suggests camping where you stop, not tracking back/teleporting to some fixed base camp every evening no matter your partys current location.

+1 to everything you said.