here’s the argument:
it’s a casual feature for casuals
the end
Here’s the argument for wow being designed:
Is a casual game for casual players.
Exactly. There are casuals in this game, always have been, but especially now that people have grown up, maybe married with kids, full time job, maybe two jobs. They pay money for this too. So let them play.
Speak for yourself. I am the proud annexer of a tavern in Stormwind’s park on Faerlina.
There is no argument against RDF…
RDF not in the game doesn’t make anyone leave the city… flying directly to a dungeon is not making the world more full lol… Instantly fly straight into the dungeon or teleporting to a dungeon… lol whats the positive for me wasting 5 more minutes of my time flying instead of teleporting? What was added to the game?
RDF not in the game doesn’t make toxic encounters disappear… 2 classic expansions as example.
Literally the only reason you would remove RDF from WOTLK Classic is to hinder people leveling alts… and why would you want to hinder people from easily leveling alts??? Because I’m selling you 70 boosts.
doesn’t mean we have to make it super duper casual, like retail
Genuinely curious why you’re so committed to trolling the classic forums with your bad faith argumentation and the general horse excrement that make up your posts.
getting to the far end of the other continent to do a dungeon when you don’t own any flight paths is no mean feat. had to do it last night for the Half Pendant of Aquatic Agility and it’s about the only thing I got done. Granted I’d have a slow mount, so it might be one of TWO things I get done.
People have mentioned travel times and that’s a lot more “real” than your concerns over culture and social. Like in my experience leveling through rdf in wotlk, there WERE memorable social interactions and additions to my friends list. There were MORE interactions because I was able to spam dungeons.
But the opportunity cost getting to one end of the other continent on foot, certain dungeons might as well not even exist.
I think the problems without RDF are a lot more real than the problems with RDF.
Yeah, it was a bit of a stretch. Dunno though, didn’t Classic send you back to old zones for quests and training and weird profession materials far more often? Not to mention getting new flight paths and getting to new zones.
I think BC and LK heavily condensed everything, whether due to convenience or not having enough content.
We’d refer to RDF as a major design shift. QoL changes are like letting the minimap spin or remembering your bar layouts between spec swaps.
The term quality of life is used because when you’re talking about being on your deathbed, having ice in your glass is a wonderful quality of life improvement, but it isn’t going to cure your cancer.
Source; any patch notes ever
You’re welcome to call it a shift in design philosophy but it’s still a QoL feature.
Indeed, you may assign labels as desired. But you’ll need to convince others to accept your terminology or you’ll be misunderstood.
Why did you do that? Why were you not out in the world? Sounds like you’re the problem, not RDF
Not to mention with the current system you can do the exact same thing.
News flash kiddo, RDF in or Out doesn’t make people be in the world more… lmao… Lemme see, instantly teleport or 300 mount speed fly into dungeon… WoW my emersion was destroyed…
The only people that care about this are those annoying kids that sit at summoning stones in pvp gear thinking the guys in PVE gear wanna pvp… news flash… we don’t and won’t… we’re just gonna go straight to the dungeon or rez and go straight to the dungeon… gj bud you are that guy nobody likes trying to pvp at dungeons.
You know with the existing addon, you can still look at the addon and still do those same things right? It’s actually quite handy.
Right, you do need to convince the majority that disagree with your definition of QoL to start using it. You seem to be confused about the common definition.
Vanilla had a different feel from all the xpacs. Not just because it was the first one either. The fact it wasn’t very efficient and non linear add a lot of things that existing player base hate. Streamlined, non tedious, balance, is the name of the game now.
But yeah, you’d be around all over the continent finishing up some quests. UBRS used to be 15 people, Scholo/Strath 10. Raid sizes were 40 people. To get anything done, it FORCED you to be social. It FORCED you to wander zones mindlessly sometimes. Itemization was weird. Classes had pro’s and con’s in their own way, but by enlarge they were not homogenized like Wrath and beyond were. All this weird quirky things, while a turn off to some, others loved. Things were gate kept. There was a hierarchy of guilds so to speak. There was a hierarchy of players of sorts. If you put in more time, you got more reward. There was always that carrot on a stick.
The game had character.
Vanilla had a different feel primarily because you were different. Because the playerbase was different. If WoW were recreated with modern design principles in a hypothetical universe where the MMO boom hadn’t happened but game design had somehow progressed the same, it would be similarly magical so long as the handful of actually necessary “tedium for the greater good” aspects of the game were left in.
Most tedium is not for the greater good, though. And you can’t just plug your ears and say “lalalalalalal I can’t hear you” when it comes to the reality that modern players are modern players and part of game design is designing games with player behavior in mind. You cannot separate game design from the players that are going to interact with that design. Whether it is good or bad is largely dependent on that interaction, rather than some innate quality it possesses.
To be very specific, looking at the way players behave in classic WoW and judging the RDF tool with a cost benefit analysis from 2008 is absurd, even in the scenario where the hindsight analysis of the tool in that time period were correct. It is not, but even if it were, that doesn’t apply to a rerelease 14 years later when we have overwhelming and direct evidence of the playerbase behaving in such a way that makes the potential downside of RDF effectively nil and the upside staggering. The LFG culture in classic is hyper toxic. It’s bad for the social aspect of the game and the, ya know, “game being enjoyable and well-designed” aspect. It is far, far, far less dehumanizing to have a queueing tool than to have 99% of players turning themselves into the robotic queueing tool, except with a hundred times the tedium and burnout and 1% of the efficiency. And that’s just with regards to its impact on the max level experience, and not at all touching on the impact it has on leveling which is indisputably a completely positive thing. As much as it’s been super fun to level my priest from 1 to 41 while doing a single bleeding dungeon and questing solo 99% of the time, it would have been so, so, so much more enjoyable had I been able to actually participate in what is usually my favorite part of the leveling process.
I like the idea of not including RDF because it can always be added later. I find the lack of imagination and curiosity baffling. Experiencing at least SOME of WOTLK without a meta that we milked already is not game breaking. Quit crying over everything