
I actually like the instance timers since they tend to keep people on their toes regardless as to whether they're in a dungeon IC or OOC. After all, it isn't particularly realistic to have all the time in the world to break into an enemy stronghold and poke around at a leisurely pace. Once the timer runs out I tend to assume that the band of adventurers is forced to retreat or even killed as a result of being unable to deal with the various threats occupying the instance before enemy reinforcements arrive.
Ninety minutes is also a pretty decent chunk of time, especially if you add potentially lengthy queue times on top of it. I've only failed a dungeon once due to the timer running out and that was due to being stuck with a group that just couldn't seem to grasp the mechanics of the Garuda fight no matter how many times I tried to explain it to them. If you're role-playing in a dungeon you don't necessarily need to get to the end of the dungeon, either. If I decide to use Satasha as a generic pirate stronghold for some role-play then I'd probably settle for reaching one of the middle rooms instead of going right to the end.
Ninety minutes is also a pretty decent chunk of time, especially if you add potentially lengthy queue times on top of it. I've only failed a dungeon once due to the timer running out and that was due to being stuck with a group that just couldn't seem to grasp the mechanics of the Garuda fight no matter how many times I tried to explain it to them. If you're role-playing in a dungeon you don't necessarily need to get to the end of the dungeon, either. If I decide to use Satasha as a generic pirate stronghold for some role-play then I'd probably settle for reaching one of the middle rooms instead of going right to the end.