Dungeon Finder: Blizzard's reasoning for why it doesn't deserve to be added

Hello everyone,

I wanted to make a pro’s and con’s list to Dungeon Finder, and why the con’s outweigh all pro’s that it may give. Please give it a read. This is primarily where Blizzard is coming from and why they do not want to add it.

Pro’s:
In and out, you get your dungeon complete usually without fuss. Quick and easy content completed at your leisure. Encourages solo play.

Con’s:
Community eorrsion
Toxicity

The pro’s of dungeon finder are quite clear. It’s a great, quick QoL feature that generally makes it easier to complete things. I would like to go into the con’s, and why this benefit simply isn’t worth it in the long run.

The first is quite basic: community erosion. This is very simple to see. You do not spend time searching for players, you rarely if ever communicate with your premade group, and you will almost certainly never engage with those players again.

Let’s compare this to an old fashioned group:
You spend the time to find players. As a result, you’re more committed to the group. If things aren’t going well, you’re much less likely to leave at the first inconvenience, as you invested your time into putting together the group. This, by default, leads to more intergroup communication. Wipe on a pack? You’ll probably talk about it, maybe you want to mark some mobs for CC, maybe you’ll trash talk the tank. But you’re probably not leave at the first sign of trouble, which you’re more inclined to do in Dungeon Finder. With Dungeon Finder, if you have a bad group you simply drop the group, wait the 15 minute time (none if you already killed a boss) and queue it back up. While inconvenient, this is part of the Warcraft community building structure. Challenges. Yes, WoTLK heroics are a joke, but this topic isn’t talking about WoTLK, it’s talking about the entire history of WOW. It’s talking about the very essence of what pushes players on. The desire to overcome challenges, be it raids, levels, or even an elite quest.

This also Segway’s into my next point: Toxicity.

Let’s, for example, say you have a bad tank. If you spent the time putting together the group, you’re more likely to accept the tank’s inability to perform up to your standard. The game itself encourages you to work with this tank, help him figure out what he is doing wrong. Talk to him. Engage in your community. If you’re in Dungeon Finder, however, you bet your butt you’re vote kicking him at the first opportunity. You don’t care if he’s bad, you want him gone.

Now let’s flip the coin. You’re the tank. You suck. You keep getting vote kicked from groups, and nobody is telling you why, and you have no way to improve. What do you do? You quit. The absolute last thing an MMORPG needs is people quitting due to direct response from in-game results. It’s important to keep these bad players in the game. Yes, they might inconvenience you, but they’re part of the entire server ecosystem that keeps the server running. You know what happens when all the casuals up and quit? Your butt is paying $25 to transfer to a new server because you ran all the casuals quit and your server is now dead. It’s a big circle of life, and players of all skill levels should be encouraged to keep playing the game. To keep interacting with the community. Remember, these incredibly bad players may be out there farming your raid consumables in their free time. They enjoy WoW in their own way, and it’s important to appreciate them. Now, imagine, because you talked to this tank, helped him out, he got better. Eventually, he might become great. He might even join a raiding guild one day, and become their main tank. That guild might raid for multiple expansions. That terrible tank now has a large, diverse friend group to help out, which trickles down to helping out the entire server. More tanks are always a good thing!

I need to stress this interaction. In Dungeon Finder, it is simply incredibly unlikely such an interaction takes place by the very nature of its design. But in a normal, put together group, the game itself invests you into each other to complete the content. And, once in a blue moon, you might make a friend due to this interaction. This chance interaction is what leads us to life long friendships. My personal friend group are people I met and befriended back in original TBC, and early Wrath. 15 years later and we still talk and hangout on a daily basis. THIS is the World of Warcraft experience. Not the loot, not the ease of completing content, but the game itself encouraging you to work and stick together, to breed and create lasting friendships. Dungeon Finder, by design, significantly reduces this opportunity, and as a result led us down the slippery path that resulted in retail. A world where everything is an automated queue. A world where server communities do not exist. A world where you, and probably everyone you know, has already long left behind because of design decisions like Dungeon Finder.

This is a social game, first and foremost. It is designed, intentionally, to force you to work together. To make friends. To create communities. This is why Dungeon Finder should not be added to classic. The short serotonin benefit it offers will never outweigh the lasting damage it creates to the game itself.

8 Likes

Tldr; Anti-RDF.

22 Likes

FF14 is built on queues for all of its instanced content and it has generally one of the friendliest and most active communities of any MMO on the market

Seriously, come up with something new already. Killing the community ain’t it

39 Likes

Way too long :woozy_face: but he was pretty clear in the interview that he wants guilds to be a thing. And in wrath guild we’re a big deal

This is true about LFG.

So was RDF

5 Likes

RDF became a big thing yes. And I want RDF cause I’m what you would call a casual player. But they have been clear that we aren’t getting it so I’m accepting it

3 Likes

imagine thinking that people actually talk more in regular groups compared to RDF. FYI things like “OMW” “any summons” or “gg” at the end of a dungeon aren’t exactly the pinnacle of socialization you anti-rdf nerds think it is.

8 Likes

They do talk more, even if it’s not much. They talk more because they’re more invested in the group.

Yes, it might be identical in some groups. But there is a significantly higher chance if it isn’t LFD.

It’s important to save this aspect of the game, even if it seems pointless to you.

I can count on my fingers the number of words people say even without RDF. It’s a bad argument. At most it is me whispering someone “I can heal xxx if you want.” or someone whispering me “Can you heal xxx.” saying hi when someone joins, and saying thanks at the end. Hi/thanks are what I would say (at the very least) in a random dungeon. I fail to see how me telling someone I can heal is this major social interaction that must be preserved at all costs.

3 Likes

Did the OP just list the cons of RDF as if to say it doesn’t happen outside of RDF?

9 Likes

Well they have not really been clear, they have left the door open to add it.

I have accepted it as well, I have 18 days left to complain.

5 Likes

Well I’m just going to tell myself it isn’t happening so if it does I’ll be excited.

5 Likes

I hope it happens for you !!!

2 Likes

More like it’s significantly more likely to be toxic inside of an RDF group than without.

That’s the whole point. Put together groups are more social than premade groups. Even if it’s small or some times nonexistent, it’s there

That has not been my experience.

3 Likes

Your cons also happen just as much with groups made through trade chat. They aren’t any less toxic, people drop with no warning all the time (or just ninja log), and people rarely talk.

You’re kinda wasting your time typing a bunch of paragraphs when a more accurate post would have been:

Pros: In and out, you get your dungeon complete usually without fuss. Quick and easy content completed at your leisure. Encourages solo play.

Cons: None

Edit: Actually lets add more pros:

Helps people on dead factions/servers get dungeon groups that they couldn’t otherwise create, helps people with social anxiety get into groups (I’ve known people like this), stops people from selling loot in dungeons, prevents toxic gatekeeping and loot reserving.

I’m sure I’ll think of more.

11 Likes

Honestly, I disagree. I think it is even. RDF doesn’t change anything. The fact is, the community as a whole has changed, because the game has changed a lot in ways that some here do not understand. Systems that were put in place, such as borrowed power, stats and level squishes just to name some, has really destroyed the community aspect of the game, because when people have provided feedback on these sort of systems, Blizzard ignored them.

Dungeon Finder didn’t change the community, Blizzard did.

9 Likes

Your “Con” talking points are being taken from someone who was deemed not good enough to be on any important Blizzard project. As the bottom of the corporate pecking order, they were put in charge of re-issue of a 15-year old game.

They were given an office, in the corporate basement, to “lead” something that was afforded no monetary or personnel resources.

You’re white-knighting the CHANGES put forth by the equivalent of the corporate janitor.

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I 100% guarantee, assure, promise, you that we could of had LFD and R all this time throughout classic and BC…

Wouldn’t have made a bit of difference regarding the current community culture.

3 Likes

You’d have a point if we didn’t have the ability to queue into cross realm BGs from anywhere in the world, with Wintergrasp itself being a queued cross server BG now as well.

3 Likes