I've been involved in multiple parties for the underworld and fissure and the main problem with these is that if any one member of your party wants to destroy the mission (as in, get everyone killed) they can do so at their whim and there's nothing that anyone can do about it. Combined with the fact that it's so aggrevatingly hard to actually get a party into the mission, and it cost money to get in, this is a huge problem.
It doesn't even have to be intentional. If any one member decides that they're "the man" and can just fly towards the closest enemy, chances are, the party will die. And even if the situation is salvagable and only a couple of people die there's a good chance that one of those dead members is going to exit right away anyways.
Anyways, I like the inherent challenge of the UW/Fissure but the entire experience is destroyed by the following issues:
1. Only the leader pays for the entrance fee, making all the members have to manually trade their 125 gold to start - thus making simply starting the mission a pain. Why not automate this and have each member automatically dinged for 125. That would be alot better than entrusting your money to a random person and would save a bunch of time. And to stop this from being a "griefer" tool, add a confirmation window when you enter the mission so that you aren't drawn into the mission before you're sure (like if you joined a party of 2 and the leader decided to enter the mission right there).
2. Everyone wants a monk for this mission. Being that monks are hard to come by this issue is a big problem as you can't even take Henchmen Monks with you to speed things up. A "crazy" idea that could help alleviate this is to have a place that you could "sign up" for missions and party leaders could select people from this list (which would include all districts) so people won't have to constantly jump from dist to dist looking for that elusive monk. Actually, this should be implemented for ALL missions/towns to make forming parties easier.
3. One person can break the mission by intentionally pulling too many things. There's no real solution for that though.
4. Failure can almost be guaranteed by talking to the NPC's before clearing an area. I mean, what kind of game mechanic is that. Why place an element at the start of the mission that you pretty much ALWAYS have to warn people not to touch. And why place an element that you have to run back and forth to. UW/Fissure always breaks down to: Don't talk to NPC, Clear the area, walk back to NPC to get quest, go finish quest, don't talk to NPC for next quest, clear the area, walk back.....
5. People quitting these missions is rampant. It's virtually impossible to go 2 minutes without at least one member quitting. And once one does then other people think "oh, we can't do this with only 7 people" and someone else leaves right away as well. There needs to be some kind of "lock" mechanism to prevent people leaving these specific missions. Like a time penalty to rejoin the server or even a 3 minute "exit" timer that can be cancelled if you decide to stay. Or at least replace the human with an equivalent henchman.
6. Henchmen. Why can't I enter with just henchmen. I'm SO tired of waiting for teams to form to take on these mission. I want to be able to go here and play. Not sit in town for literally 30 minutes to finally enter the mission just to have someone quit or be stupid and then have to form a party all over again. I know there's issues with Henchman behavior but I think that if you were determined enough (and I definately am) you could work with them.
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