So to my fellow geeks: there is hope, and patience is sometimes rewarded.
... I think the problem is th[e] level design devs.
Agreed. I've been playing and running RPGs since white box/three book D&D, Traveller and Top Secret in the late '70s and designing card games for over a decade, and played computer games since it was possible. I've always felt that the thing that was really missing from online MMOs was the touch of a good face-to-face game master. I remember one of the D&D RPGs where you controlled a party of 4-6 characters and thought 'THIS is a game that's designed pretty well.' I've gotten some hints of that in Vanguard and Elder Scrolls Online, but that feeling in WoW is happening less and less. You're so heavily railroaded in WoW and there's really nothing you can do about it. Sure, you might be able to kill mobs of critters until you hit level cap, but it'd be pretty boring.
If God forks the Universe every time you roll a die....
Man, I'll bet those two decades of me and my friends playing Champions really gave her a headache.
They could have written such a better system if they'd let me train their programmers in relational database and modern techniques, instead they forced them out in to retirement.
Too many people think the solution is to drop in *nix, not taking in to account business cases. And we the damned are forced to make it all work.