You have to break it down with crayons and pop-up pictures.
There are more DPS and Healers on Realms than Tanks… So as soon as a tank queues on ANY Realm… he will be grouped instantly with whoever is queued on his realm. There will never be an over-queue of tanks… thus no tanks would be shared across all realms and the result would be infinitely long queue times for DPS, and Healers.
Such dumb dumb dumb compromise, that honestly should be deleted.
With the vast majority of tanks having insta-queues, they will never be available to to groups that have triggered the timer to switch into cross-realm search. People suggesting this are only looking at the problem from the perspective of the dps on a low-pop realm without taking into the account the reality of what would likely be available in that cross-realm pool.
You caught me. It is a simplification. What I deleted before posting was, “Those people on that other realm are just like you. And that’s the problem. Be better.”
I feel sorry for the people who are so on the edge of acceptable social skills that they can only function normally if their precious realm reputation is at stake. Most people don’t need a corporate nanny to behave which explains why the vast majority of my rdf experiences were just fine. Did I occasionally run into idiots? Absolutely. But even when it happens, it’s not that scary. Requeue.
I’d (begrudgingly) accept a cross-realm toggle and said that so not sure why you felt the need for this comment. But no, compromise isn’t always the best result. Sometimes you can’t split the baby.
Also, why is everyone all about the perky pug? Why isn’t anyone worried about “The Patient” title? Way more important IMO.
This is actually the opposite of true. Dungeons DO matter. Not to the sweaty end game raider, but they matter to the bulk of players because that’s their majority play activity. The average player who doesn’t raid log, spent more time in dungeons in Wrath and every expansion onwards, than anywhere else in the world. So the dungeons matter a lot.
But we agree here. Because the important “worthwhile” activity should be the dungeon experience, NOT the group forming struggle that many people simply give up on as a barrier to entry because there are so many toxic people who attempt to control groups just so that they can’t be kicked for their behavior, or to control drops or get what they want at the expense of others, from a dungeon.
Forming groups should not be a barrier to entry. It should not be the ‘significant social activity’. If the formation of the group is the social activity, the dungeon has already failed, because it doesn’t happen inside.
A realm-locked Dungeon Finder, where people are acquaintances after many runs together is a far more social view than any amount of “LF1M DPS” “inv” “inv” “me” “inv” could ever be.
Give us an easy way to enter the dungeons with people we can associate with later, and we will be more social and less toxic because the changes in behavior are beneficial to us.
The difference is that people generally didn’t(and certainly don’t now) form long term commitments just for dungeons. They do do so for raids or arena or what not.
“… and the reward was the friends we made along the way…”
Sometimes I wonder why people with your attitude actually play MMOs. They’re an inferior performance experience to speed running a storyline FPS or RPG game. They’re slow and grindy, and generally solo are terribly boring.
The whole drawcard of MMO’s is supposed to be the people you play with. Otherwise, if you’re playing WoW for the solo challenge, or digital shinies… you’re playing the wrong game. Even Retail WoW wouldn’t satisfy your need.
Raiding isn’t somehow different in that. Aside from “5x as many people around you”, it’s just another activity for people to do together in a digital world. A sense of shared achievement only comes from sharing that achievement with people who matter.
That’s why so many people who buy gold and then GDKP their way to BiS gear for a tier just drop off once that’s done. (Or start loudly demanding “new content”.) They’re in it for the shinies, which is only a tiny fraction of what the point of the game is.
MMO’s at their heart, are basically a digital chatroom with games to play with others in the chatroom.
Stripping out all of the social interactions and focusing on the games is basically choosing an inferior gaming platform.
Nobody cares about the 4 random people you are going to do a dungeon with… because you will do 100’s of dungeons… if it was a more rare occurrence or a weekly lockout with the same 4 people thats different… its like getting an enchant… i don’t need to be your friend… enchant my gear take your gold and lets move on.
I don’t understand people so desperate for human interaction on a video game… if you need friends that bad try RL.
To make RDF an experience where you regularly meet the same people over and over.
This is the entire purpose of MMOs. What I don’t understand is why you want to make a game that doesn’t satisfy your needs, into a game that doesn’t satisfy your needs in a way that makes it worse for everyone else.
Add this toggle and I’ll relent on my anti-RDF stance.
This is why I’ve been against RDF.
Random people joining random groups allows for heightened toxicity.
Meeting the same people over and over reduces that issue enormously.
Incorrect. People care, and they should care. This is the attitude we are fighting against.
I disagree with this, because I know of many groups of people (that aren’t necessarily guilds or communities, but more networks of friends) that band together for the purposes of completing Mythic + dungeons in Retail.
The same used to hold true when Classic expansions were live, but some people seem to think that’s not necessary anymore. To some of us, it still matters.
And that’s fine if you are choosing to do so more power to you, there is however nothing intrinsic to dungeons themselves up to this point in classic(or back in the day) that encourages you to do so.
Why? Dungeons are fire and forget content designed to be pugged by complete strangers. Don’t be upset when people treat them exactly like what they are.
5 people relying on each other against a greater enemy that they couldn’t defeat alone. Yeah there’s something intrinsic about that kind of bonding experience.
The problem comes in when people are so obsessed with the ‘meta’ and optimising the fun out of the game, that they lose the camraderie and gain toxic behaviors.
Don’t hate the player, hate the game. I’m not the one who designed dungeons this way.
Of course, nothing I said means that you don’t work with your group to down a dungeon.
But since they are designed to be taken in small bite sized chunks nothing about them encourages forming a long term relationship over them. I mean if I get a good group I’ll keep running dungeons for awhile but I’m not going to schedule a meet up time over a dungeon.
Which means I’ll never see those people again beyond that one session.
Camaraderie for me is formed doing things that are engaging and fun. This isnt just me being toxic or obsessed with meta, I played a shadow priest in classic vanilla. I dont care about meta, I care about doing things that are fun to do.