The joy of good game design is to take out the bits that are not fun and distill the game down to bits that are fun.
Stuff that's not fun
1. Running around a wilderness area looking for the one path that will get you to a quest door so that you can find the "game"
2. Getting hit by Tiny level 7 mobs as you try and find the stupid path that is the one path that leads to your level 21 dungeon where you want to be , this knocks you off your horse or slows you in a 100 different ways .
3. Finding the one path that will lead you an inch away on the map , to then discover you are going to spend the next 15 minutes following a rediculously long and tedious path that winds round the rest of the map 3 times before finally letting you start the quest .
As a returning player after spending 20 minutes getting lost in the desert I spent a bit of time reflecting on the kind of sick and twisted developer thought this high level of tedium would help with player involvement .
This after I spent 20 minutes yesterday runnings around the edges of a pyramid before being able to enter the pyramid to play the game .
Anyway . Suggestions .
Put in some more ladders and bridges so that it's pretty much . Find the entranceway . Head towards entranceway . Play the actual quests !
Looking for a quest entry point whilst your party wait for you is not fun for new players .
Having to go back and guide the new through the wilderness is not fun for older players .
Often by the time I get to a quest the adventure part is over and the others have either waiter patiently for me to get there or already finished out .