Im not disagreeing that they went up. I dont think them going up is a good thing, because they destroyed the friction of tedium and eroded the need for other people to help you overcome said tedium.
Subs continued a slowing upwards velocity briefly and then platued and dropped after RDF was implemented. Blizzard didnt become more popular, rdf didnt have any tangible effect on subs. more dungeons per capita were cleared.
Please tell me you understand numbers and the slope of a graph (in this case sub numbers over time) and the velocity of an increase in subs over time, in order to continue this discussion.
Also subs =/= dungeons. please choose whether we’re discussing how many dungeons are getting cleared or how many people are subbed (blizzards popularity)
Because its something theyve become accustomed to over the last decade?
no you do, its pretty clear sub growth was a slowing velocity over time until cata P1. Do you think the the data between data points on the graph are actually literally in a line? as growth slows you have a high chance for a data point to be negative then with a higher velocity? like do you understand math, graphs, or making sense out of it?
If you look at rdf’s data points its very much within the overal velocity slowing curve that started at the end of tbc
im not teaching a course here, its pretty clear what im saying to people who DO understand math i guess. unfortunately thats it for our convo tho, because we do need a baseline of understanding to continue.
“Community” is one of the biggest red herrings in WoW.
People have this romantic ideal of five strangers meeting in trade chat, embarking on this glorious journey together, and emerging as friends from the experience. It’s a WoW after-school special that, simply put, NEVER HAPPENS, and never did.
I met the majority of my friends in wow questing or in the RDF dungeon itself.
Right which is normal dungeons. Leaving heroics out imo is good as this is a stepping stone to becoming more social to get into raid guilds or just raiding in general where you communicate. Having this step to start facilitating this is good and why i would 100% support rdf for ALL normal dungeons or even heroics UP TO LvL 80 when at that time the ability to queue into RDF is removed.
The tedium caused by analog LFG is overwhelmingly negative, rather than positive. The tedium caused by raiding is the opposite. The former causes intense attrition among the playerbase without successfully promoting a more interconnected game. People, as a matter of objective fact, do not en masse create these large and social networks and care about their reputation more because of analog LFG. Not that a large dungeon running network is social in the positive sense of the word, but it doesn’t happen at all in any case. What people do in response to analog LFG is have a worse experience with dungeons and detach from the game more quickly and in larger numbers. Analog LFG causes a less social game on top of a worse dungeon experience.