People were there who know what WoW was like before and after RDF, and how this affected the course of the game. This includes the dev team, who have decided to try a different path in classic.
The premise has never been that it prevents it; it reduces the need to have social interactions; not having RDF increases that need, and as a consequence, at some point you’ll have more opportunities and incentives to do so.
The fact that you can’t accept a) what a social interaction is; b) how that’s the basis of the social experience (a.k.a. socialization); and, c) it’s benefitial on so many levels, prevents you from seeing why.
Apparently the dev team has a different concept of “proof” and/or “problem” than you.
So seeing that some people will say “I’ll go”, while others may say “enh sham have wf inv”, we have learned about how people interact while forming into play groups. Oh, and that Grushenka is likely specced enhance and knows how to use WF totem. Over time one will also learn that “invite” or “inv” is an extremely common phrase in the shared langauge, leading to the realization that it simplifies sending an invite to a play group.
Having RDF would not prevent that distinction from happening, indeed the exact same distinction would occur.
While also providing a better experience for both groups of players.
Yep and I think the original dev team in wrath had a better idea of game design than the current devs, you know the ones who added RDF in the first place.
Right the ones who were competent enough to do that which makes me trust their judgement about RDF a lot more than the devs who have lost millions of subs.
You know the same ones who also added CRBG’s which were the predecessor to RDF and just like RDF were a hugely popular addition.
Are you saying that Kris Zierhut didn’t help develop original WoW?
Edit: If I’m not mistaken, he was there back then, and he was the one that said (not the one that made the decision) no RDF in Wrath Classic. So, do you trust him or not?
The quality of BG play, which had been continually rising throughout vanilla, reversed and fell into steady decline after the introduction of xrealm BGs. Despite (generally) helping queue times, it reduced the intrinsic value of the games themselves. And without the social fabric of realm based alliances and rivalries, true PvP guilds disappeared.
Perhaps it was known that this would happen, but it was believed it would be a good tradeoff to have more people “running the content” even if the content had less intrinsic value.
Mine did. Just like Grobb has a good world balance and plenty of people running dungeons, raids and making friends lists now. Perhaps the answer is to let people find the right server for them rather than erode the social structures of the well developed servers.