One of the reasons these action MMOs with fatigue systems do so well in the asian countries is because the people have learnt how to deal with the systems, and also have gained a deeper appreciation for the game and the dungeons they run from it. It forces you to think what the best combination of dungeons is to run each day or week, because you are limited. The drops and eventually crafted items feel more rewarding because you've worked hard to get it, not just farmed non stop every day.
What most western companies fail to do is to implement a fatigue system properly in which the players don't feel that they are being heavily restricted. C9 does a great job with the fatigue system. I wish more games with fatigue systems (and I can see more games switching back to those systems eventually) had systems like it. :P