RDF, Classic HC, and the fabled social experience

Random dungeon finding is a popular feature in many modern MMORPGs that allows players to quickly find groups for dungeons and other group content. While this feature may be convenient, it can also detract from the social aspects of the game and kill immersion for some players.

In contrast, the hardcore scene in classic MMORPGs like World of Warcraft is a community that prides itself on its dedication to challenging and immersive gameplay. Hardcore players often create their own rules to make the game more challenging and to foster a strong sense of community and camaraderie.

One of the most popular rules in the hardcore scene is the “permadeath” rule, where players must delete their character if they die in the game. This rule creates a real sense of danger and risk in gameplay and encourages players to work together and communicate effectively to survive.

Another rule is the “ironman” rule, where players must level up and progress in the game without any outside help, such as buffs or equipment from other players. This rule encourages players to be self-sufficient and to rely on their own skills and knowledge of the game.

The hardcore scene also fosters a strong sense of community and social experiences. Because hardcore players share a dedication to challenging gameplay, they often group together to tackle difficult content and share knowledge and strategies for the game.

In the hardcore scene, players must rely on each other to survive, which creates a strong sense of camaraderie and teamwork. Players often form close relationships with their fellow hardcore players, and the community is known for being welcoming and supportive.

Unlike random dungeon finding, which can result in players grouping with strangers and never seeing them again, the hardcore scene encourages players to build long-term relationships and to work together to achieve common goals. This fosters a sense of immersion in the game world and creates a more satisfying and rewarding gameplay experience.

In conclusion, while random dungeon finding may be convenient, it can detract from the social aspects and immersion of MMORPGs. The hardcore scene in classic MMORPGs like World of Warcraft offers a challenging and immersive gameplay experience that fosters a strong sense of community and social experiences. The rules of the hardcore scene, such as permadeath and ironman, encourage players to work together and communicate effectively, creating a more satisfying and rewarding gameplay experience.

One of the key differences between EverQuest and Classic WoW is the level of difficulty. EverQuest was known for its unforgiving nature, with harsh death penalties, tough mobs, and no hand-holding. Players had to rely on each other and work together to overcome these challenges. Classic WoW, while still challenging, was more accessible to casual players and had some streamlined mechanics to make the game more user-friendly.

Despite the differences, both games offered a rich social experience. Players had to work together, form groups, and join guilds to progress in the game. This created a sense of community and camaraderie that was difficult to replicate in other genres. The virtual world aspect of MMORPGs allowed players to immerse themselves in a shared fantasy universe, where they could interact with others and make lasting friendships.

On the other hand, the introduction of the Random Dungeon Finder (RDF) in WoW and other streamlined game design features has created a more anti-social experience for some players. With the RDF, players can queue up for dungeons without ever having to interact with other players. This has led to a loss of community and a lack of investment in the game world. Similarly, theme park game design, where the game leads the player from one predetermined activity to the next, has resulted in a less immersive experience, where players feel like they are going through the motions rather than exploring a living world.

In summary, EverQuest and Classic WoW offered challenging gameplay and a strong sense of community, which was difficult to replicate in other genres. The virtual world aspect of MMORPGs allowed players to immerse themselves in a shared fantasy universe, where they could interact with others and make lasting friendships. However, the introduction of the RDF and other streamlined game design features has led to a more anti-social experience for some players. The sense of community has been lost, and the immersion in the game world has been reduced.

hc scene is a very minor clique of wow players, and not having rdf is driving people away from the game, including myself and my entire guild. i do appreciate you using the word SOME when relaying your anecdote wtihout any real factual evidence involved.

Not sure if you are aware, WOW was NEVER intended to be a HC experience and if you wanted one… well… RP servers are there just for those kind of things.

And, if we are being honest here, RDF PROMOTED social interactions because it put everyone in touch with EVERYONE that played wow, it didnt segregate you to just ONE server. I made some life long friend in WOW that i MET because RDF did just that. the guild i built off the back of RDF still exists in retail today almost 15 years later. so i will NEVER buy that rdf did anything to the social experience. i WILL say though, that the players have certainly destroyed the social experience by the very nature of how they were raised on youtube and live streamers teaching them its funny to be toxic.

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Humans in general are monkeys with technology. The concept of clout has lead to a crumbling society where toxicity and general douchebaggery have become mainstays, especially in video games with competitive scenes (even if they are pointless like parsing 12 year old solved content)

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Except it didn’t. The people you are being “put in touch with” are random strangers from other servers that you will never see again after the run ends. Dungeon runs became silent because there’s no point in trying to form relationships with people who are going to effectively disappear at the end of the dungeon. This is why RDF contributed to retail becoming so anti-social.

Having an external system automatically place you in a cross-realm dungeon group is not a social interaction.

Thats an entire novel that shows your dedication to describing the softcore players on Era.

Kudos I guess?

Transfers, then GDKPs are your primary culprits.

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I mean, having access to more people doesn’t mean its more social.

Blizzard could just make RDF a solo experience with AI as your partners and most people wouldn’t even notice. Now to be fair, Blizzard could unleash bots in WotLK to fill heroic groups and people probably wouldnt notice either.

RDF does not promote socialization. No RDF marginally affects socialization, not with the people you group with, but setting up a network of playing with people to group with. The problem, is that its not worth the effort in WotLK to maintain a social network in order to have steady access to heroic dungeons.

The best way in wotlk to run consistent heroics, is be in a guild that is active, and ask guildies to start a dungeon group and then just use pugs to fill in the gaps.

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this is already what happens in classic without RDF. no one talks in dungeons anymore and since servers are so big you have no reason to form a relationship with PugShaman#39 that you just ran a heroic dungeon with.

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I don’t know what game you’re playing then but it’s not this one, because social interaction does not happen in 5 man groups. Unless your definition of social interactions is “Group?” and then “gg” at the end. Half the time you don’t even get that. Plus it’s is absolutely brutal trying to find groups now.

I just wish you anti-rdf people would shut up with your stupidity because it doesn’t even make sense. The game sucks for any new player now without rdf, it is just absolutely brutal to get into any group for a 5 man, at any level.

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Waste of time post.

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So much text used to say so little. Long story short, he’s against RDF. The problem is that classic/crusade dungeons are ALREADY dead content with NO “social” aspect left to preserve. They should have RDF at this point. This isn’t classic anymore with booming low level brackets. It’s wrath with totally empty low level brackets. Stop trying to treat the second as if it were the first.

Furthermore, XP buffs and boosts already killed the old world, and they are far worse than RDF.
:axe:

He uses so much text just to bark up the wrong tree.

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This just isn’t true we already have real ID friends.

You can literally make a friend from a different server and then invite them to play by queuing dungeons…

Same way you can do it for arena now

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Aint no way youre this out of touch. Ive leveled 3 max level character’s, even after level 70 nobody speaks in dungeons.

Ask for teleport, finish dungeon “ggs”

Do you even play the game you cornball :skull:

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Anti RDF people love their solo player game

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Wait…

You can queue for Heroic dailies with ppl from other servers if they’re on your friend list?

I would assume if they added RDF into the game they would allow that since you can already cross server queue for arenas with people.

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Did you input prompts into ChatGPT to have it write this? :joy:

(Not flaming, genuine question because I just had diffbot read the entire front page of the classic forums and then create a post about hardcore. → To all you “hardcore” players)

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Except none of what you wrote is true. It doesnt happen. I have played when rdf was available and i am currently playing with rdf not available. What you say is not true.

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Which bot is that?

Classic doesn’t need RDF over lvl 60 the amount of ppl I’ve seen lvling in outlands and northrend is astounding