Joining worlds was instant (even if we had to spam retry). A queue would force players to wait passively, remove the "quick hop"-style gameplay, make trading, farming and exploring feel waay slower. In a sandbox MMO game, such as PW, where players constantly jump between worlds, that friction tends to add up into a problem.
Queueing encourages AFK slot hoarding. If queues exist, players already inside a popular world will stay AFK to hold their spot. People will avoid leaving because rejoining means waiting again. All this results in worlds becoming "full" even when some of the players arent actively playing.
Queues hurt trading economy flow. Popular trade worlds such as BUY depended on a high turnover of players with constant fresh batches of buyers/sellers entering. With queues fewer players get in quickly, trades slow down and market becomes less dynamic. For a game like PW that is problematic.
Queues introduce new exploits: organized groups could "reserve" access to certain worlds. Queue-sniping scripts become a real thing.
Removes player control: currently players can spam join and get lucky, trying different worlds quickly. Queues make players locked into waiting. You dont have any control over when you get in and where.
Queues are a bad experience for short sessions. Not everyone plays for hours. If someone logs in for 15-30mins the queues could eat their entire playtime. They might just call it quits, it hurts casual players.
Queuing doesnt solve the real problem. The issue is NOT in joining... Its having too few popular worlds. Players cluster in thr same worlds. A queue manages congestion but doesnt fix it. Better solutions would be smth like having more popular worlds, increasing player caps and improving world discovery.
To put everything in a nutshell:
A queue system would trade short bursts of frustration (spam joining) for long, guaranteed waiting, which is usually worse in a game built around fast interaction and player-driven activity