So, in light of the two most recent blunders by ZOS (Nerfmire and now this Dungeon Finder Fiasco), I feel as though certain people would benefit from a good ol' lesson in proper business practices.
Lesson 1) Keep the customer happy, not your ego
You may have your own opinions on what will make your game "great". That is fine, but if there are a plethora of your customers who disagree with you, the majority of which are all more advanced users of your product than you yourself, then maybe you are wrong. And even if you are right, maybe it's not worth it. Being able to swallow your pride and leave your ego at the door is an important part of succeeding in any business venture, especially the gaming industry where the most dedicated end users inevitably have far more experience in your product than the developers.
This of course refers to Nerfmire. I'd like to hope that the gameplay changes have resulted in enough of a population drop that some positions within ZOS are seriously being looked at. Any responsible company would do so.
Lesson 2) Strive for the best, but plan for the worst
So, I work for a multi-billion dollar company in supply chain planning. I don't have an especially important role, but I have a pretty good idea of what works and what doesn't from a pipeline perspective. In our planning, the "golden rule" we follow is to plan for the peaks. This is an important concept, because our inbound shipments fluctuate wildly throughout the year. If we did not allow for peak shipping capacity in our plans, there could be dire consequences for our division as a whole. We're talking millions of dollars in revenue lost.
What we're seeing right now in this event is what happens when you don't plan around the peaks. If the dungeon instance servers are only designed to handle "average load", with no allowances and no plan for a massive spike, you can't simply have an event that encourages all players to use the dungeon finder and expect nothing to go wrong. That's literally setting yourself up to fail. I have to wonder how much revenue they've lost during this event, simply because players see the dungeon finder isn't working and find another game they'd rather play. In any other business sector, there would be mass termination over something like this. But hey, I won't pretend to understand how game development land works.