@hestilllives19: See, I got to DZ lvl 30 before main lvl 30. There is a wealth of DZ content for players to enjoy (from purple rewards to really give you a boost or fill a rng drop hole in your gear all the way to how the bracketing of the different zones mean the southern area is a decent place for solo players as they level to really test their skills and prep for group combat against elites, especially at the *4/*9 main level boundaries - a pit-stop from the main levelling progression in the solo/co-op game to increase your DZ lvl and get some good extracted loot that'll help push your gear/competence). It's not all about the destination but the journey and I had no interest in rushing to find an end-game with no content by shortening the levelling curve of the main game. I comfortably got to 40-50 hours in before the end-game started and then have been enjoying my time pottering about and getting to that ilvl31 yellow loot in my own time. It's not as if there's something to do after that.
Because of this, I never understood the complaints of people who rushed through the world (this NY is big and there's a lot to do, even if quite a lot of the side stuff is very copy/paste). I was always geared pretty well (partially because of DZ stops on the way up the level curve) and so I never felt like normal enemies were too spongey. "How is this not a shooter?" I wondered as I always had a DMR to hand that would 1-shot any normal mob if I got them in the head (and playing stuff solo there is a lot of normal mobs). Some specials and elites took patience and lots of ammo but I took that as part of the RPG (I've brought down meteors on enemies in fantasy RPGs for them to barely be scratched). But enemies of my level who weren't the elite packs in the DZ? They definitely seemed like shooter enemies not bullet sponges. Like, definitely easier to down than the general enemies in an Uncharted game. Possibly because I was taking my time and so was always somewhat over-geared.
As noted by @thatdudeguy, this is an MMO solo progression through and through (I'm weird, I read the quest text in WoW - I like a stupidly large world and fiction to enjoy; even if half the text is basic instructions for a generic quest and only half is flavour; I'll enjoy the flavour in the games that do a good job adding that). You get directed to a hub, you collect a load of local quests, once you've don't the quests you return to the hub and get given a quest to go to the next hub (here it was to go to the locker in the next hub, which was pretty weird and I assume a pretty late addition to the design as it was very light on flavour text). As each borough has its own flavour from the terrible side-quest radio chatter and its own visual style, I found going through linearly quite the progression. And every time you're about ready for a break then there was a new main mission with unique assets, lots of VO, and an xp reward that basically got you most of the way to the next level. You can do them all co-op but I knew I was going to come back for hard mode and even challenging mode for the few that had it in the end-game (they even flag it with an achievement for doing every mission at lvl30 on Hard) so I decided that unless I had friends wanting to join up I'd solo them. First time through then they're pretty great as solo. It gives you the layout so when you're back doing it with randos or a group of friends you can rush through and not worry about missing out on any story-telling or details of the spaces they took time to carefully craft.
Soloing MMOs isn't for everyone but if WoW taught the world anything, it's that offering that in an MMO is core to moving out of a niche audience (by both attracting players who do like that as the primary activity, at least before being tempted by group content, and giving a solo diversion to players who are there for grouping but need something to do in gaps when groups aren't available).
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