So you should go back and watch the interveiw with zeirhut. he said specifically if they valued running dungeons per capita they would have implemented rdf in the first place, and they dont.
Same could be said FOR RDF. Which is why there should be a compromise, meet in the middle. But somehow itâs turned into a NOPE.
Some people enjoy not being forced to talk to people they donât know for a variety of reasons that also donât prevent them from enjoying the game to their fullest.
Could easily make it server only, like successful pservers have.
Subjective, because from my viewpoint, the game is already gatekeeping, exploitative, and toxic af
Actually, the original game devs wanted the system in at launch, so, I donât know, maybe I trust the game devs to know what WoWâs core game design was meant to be over the opinions on the forums.
Subjective again. My guild used to manually form groups toâŚwait for itâŚqueue up in the RDF. I used to hit my friends up in other guilds toâŚwait for itâŚqueue up in RDF. And if that didnât work and I was determined to get whatever I needed, or just kill some time, Iâd queue up on my own. You can do both and use both forms of grouping.
The problem for me is this all or nothing approach, specifically it seems only to RDF. PvP, no problem, retail features for dungeons? Letâs see what we come up with. RDF? Hard line in the sand and eff anyone who dislikes it. It would have been nice if Blizz had actually tried to make a compromise, or voice that they were trying. They didnât and nowâŚitâs just disappointing.
Anyways, good response, and I hope my response isnât taken any more serious than just engagement in the convo.
Yet, in the same interview, he also said they have no problem if people want to overgear and run dungeons solo? Me thinks Zeirhut doth protest too much. If running dungeons is for the âsocial pillarâ then I would think dung solo runs at or near level would be counter to that.
The game was purpose-built to be a social experience where players would interact with one another and work together to accomplish common goals. Trivializing and effectively removing the process of finding people to play with completely goes against this idea. There should be as little automation that trivializes social interactions as possible.
There are multiple reasons why.
If youâre primarily playing with people on other realms, thereâs really no point in having realms to begin with. Realms were meant to give a sense of permanence to the community â You can make friends youâll interact with in the future, guilds will be familiar to you, there can be PvP rivalries, each realm has its own culture and quirks.
Many people scoff at the idea of community permanence, but itâs one of the primary things that set games like WoW (at least before Activision) apart from lobby games where thereâs absolutely no sense of community permanence at all. This idea is why MMOs were so special to begin with. They were basically the first highly-populated games where you could interact with the same people just by happenstance and not because they were a part of your personal circle.
Both of those are awful. You should be able to stick with the friends you make in WoW. Thatâs kind of the cornerstone of WoWâs social environment.
Ignoring toxic people in dungeon finder groups almost doesnât even make sense because youâre already incredibly unlikely to group with the same people again and thereâs nowhere near enough space in the ignore list to tangibly affect the frequency of toxic players when you have access to the entire playerbase of the game. The whole point of the ignore feature is to squelch interactions with specific people in the future, but in dungeon finder, there are usually no future interactions whether you liked the person or not.
Thereâs the obvious argument that peoplesâ reputations can be ruined on their realms, which is a huge win because others can actively avoid the toxicity.
Without the aspect of reputation to encourage goodwill between players, many people wonât think twice about ninja looting, even if they get kicked for it.
âExecutive decisionsâ no longer belong to a group leader, so not only are playersâ abilities to actually lead hampered but those executive decisions can be abused, like unfairly vote-kicking.
Itâs not uncommon for groups in dungeon finder to fall apart because some people will just ditch the group because they didnât like the random dungeon they were put in.
It was extremely common for people to queue for roles that they werenât geared or even specced for, often because a DPS just didnât want to wait for 40 minutes for a DPS queue.
Mixing different players together and giving them no say in who they group with increases the frequency of toxic experiences the average player will have. Many peopleâs toxicity comes from a place of having high expectations of others, and they tend to flock together when they can manually form their groups. When they have no say over the matter, their horrible attitude doesnât suddenly disappear. It flares up even worse because theyâre grouped up with the average player who they normally never played with in the first place.
These issues share similarities with problems that already existed, but these ones specifically are unique to the dungeon finder experience.
Itâs not really a split hair. Warlock summons require soul shards and multiple people to help summon, as well as playing a Warlock. Summoning stones require multiple people to have traveled to them, and they donât teleport you exactly where you want to be. Mage portals require the runes, donât teleport you exactly where you want to be, and they require playing a Mage.
Dungeon finderâs teleport is 100% free, can be used infinitely, requires no help from other players, and teleports you from anywhere in the universe to exactly the place you want to be.
Other methods of fast travel significantly close the distance gap, but they do so imperfectly, and/or they have costs. Dungeon finderâs teleport literally deletes the aspect of traveling to the dungeon, which breaks the worldâs scale design and cheapens the perks of investments in faster travel and leveling classes with shortcut utilities. Thatâs a pretty huge deal.
Iâve seen talks of compromise and changes, but I canât say Iâve seen mention of a single compromise where both sides would actually be happy, because both sides have entirely different goals. Many of the things that pro-dungeon finder people want are precisely what we want to avoid, and vice-versa.
Unless youâre aware of some truly fair compromise that Iâm not aware of? Even if you removed the âextraâ incentives from dungeon finder, itâs still the path of least resistance, and therefore the primary path of the average player.
I never said that weâre in the vast majority. Anyone who claims to actually know the exact proportions, or thinks that this issue has a âvast majorityâ is an idiot and/or a liar.
Clicking a button to have an algorithm slap together a group and teleport you to the content you want to clear is the path of least resistance, which means the average player will default to it. When those players are no longer joining manually-formed groups, the pool of players available for manually-formed groups shrinks significantly. This in turn causes many of the people who used to manually form groups to simply give up and âjoin them if you canât beat themâ. Itâs actually very similar to the way factions die on specific realms.
I think youâre kinda missing the point here. He was saying that our reasoning for disliking dungeon finder is vague, which I totally disagree with. I think both sides of this argument have quite thoroughly articulated why they do or donât want the feature in the game.
I donât think a true compromise is possible. Players who do and donât like dungeon finder want entirely different things. I donât think thereâs a solution that will satisfy both types of players.
Iâd love to hear any ideas you might have though â there could be some compromise that Iâm just not seeing or havenât heard of.
See, this is an area where compromise just might not be possible. In my mind, itâs completely backward to want to do group content but also have the expectation that group interaction isnât mandatory for it. Because at that point, the other players may as well just be NPCs, and you could just be playing some offline single-player game. The game was designed to require and encourage player interactions. You may not like that aspect of it, but itâs something you just kinda have to deal with if you want to do group content because thatâs one of the cornerstones of the design philosophy.
But then dungeon finder would be useless for people on dead realms. And dead realms are justifiably one of the biggest arguing points for people who want to see dungeon finder implemented.
This solution tends to work for private servers because there isnât a huge list of them to choose from. Their populations are extremely condensed and usually have queues for peak hours as well.
Youâre not wrong about that, but those are all problems that people can easily avoid without being forced to use a non-standard method of grouping. When you form your own groups (the current standard), you can allow everyone to join your group regardless of gear/skill levels, guarantee proper and fair loot, and remove people who are toxic. Anyone who is unhappy with the current state of groups can simply be the change they want to see and forms groups with their own vision.
If dungeon finder is implemented, it becomes the standard, and you lose access to these tools unless you use a non-standard method. One way, the problems can be dealt with outright. Another way, there will be problems no matter what.
Would you happen to have a link to that? Was it at the launch of Wrath youâre talking about or Vanilla? And wasnât it only one of the devs who wanted it? I feel very strongly there isnât a good case for dungeon finder based on what the devs think/thought.
I donât remember if youâve specifically stated that youâre pro-dungeon finder or not, but if you are, Iâd like to point out the glaring irony hereâŚ
Between playing with a guild/friend group and just PUGing, which method would you guess is most common? Iâd just like to point out that dungeon finder certainly was not made for people who already had consistent groups to play with.
What do you mean? Like, PvP gets to have cross-realm, matchmaking and teleportation and PvE doesnât? Because thereâs a handful of reasons why theyâre totally different.
Itâs funny actually, this kind of illustrates the point I was making earlier. The new LFG tool is a compromise, and they did voice what they were trying. People who wanted dungeon finder didnât get what they wanted, but we have been given a tool with more functionality than the one that was originally in Wrath.
This is why I say that a true compromise probably isnât possible. People who want dungeon finder are NOT going to be happy until they get automatically formed groups and cross-realm play. And the people who donât want dungeon finder wonât be happy unless these things are Retail-only.
The new LFG tool is a compromise that Iâm perfectly happy with, but you hate it because you want dungeon finder, right? Removing the teleport, for example, might be a compromise that youâre perfectly happy with, but Iâd be unhappy because it wouldnât fix the crux of the issue, which is automatic, cross-realm group formation. I see no real âmiddle-groundâ in this situation.
I totally see what you mean, but to be fair, he not only stated that it wasnât really on their radar, but he also didnât think that it would be as fast as leveling normally.
On paper, it doesnât sound so bad. It doesnât sound very unfair for a full Sunwell BiS-geared player to be able to slowly clear an entry-level normal mode dungeon. Iâm guessing thatâs the only perspective he actually had on it. From the way he talked about it, it seemed like the idea of leveling that way was actually kind of funny/dumb to him. Like someone in Retail saying âIâm going to level ONLY with experience gains from mining oreâ.
I donât think he actually knows how much this is going to be exploited.
I appreciate your post; Youâve been quite reasonable and polite so far, which is far more than can be said of most people who are having this discussion right now.
Thatâs because there arenât actually valid reason why RDF is bad. The anti RDF crowd just dislikes the idea not the actuality of the end result.
There have been plenty of compromises proposed that cover the actual reason the anti RDF crowd lies about why RDF is bad. If those arenât acceptable to you the issue is you.
Transfer. Blizzard often offers free transfers. If you invested hundreds of hours in a toon, well i guess paying 25$ is your solution⌠a LOT of people resigned to doing this in TBC. It kind of sucks, but your solution is right there.
I will say that I wish Blizzard were doing A LOT MORE to keep servers healthy and balanced, but I think they gave up on that a long time ago.
Iâve explained in my thread that RDF being a solution for dead realms and factions is a solution for the sympotoms and not the disease. Blizzard needs to monitor and take care of their servers and not let a tool âfixâ it. Theyâve shown that there is in fact changes they want to implement that would potentially fix these issues: One being the culling of dead realms going into Wotlk (which did happen) and Iâll just quote the blue post for the faction balance solution:
Josh Greenfield said, "Instead of trying to twist players arms and force them to move to certain servers, weâd like to try a design solution to this. Essentially, the idea is that if you are the underdog faction, you have a massive bonus. Something like 50% increased honor, 20% increased experience, 10% bonus reputation, loot bags from quests, or whatever.
Transfers and servers mergers are at best only temporary solutions that donât even cover all the problems. They only help with what is currently the dungeons being spammed. So they donât help low level dungeons, they donât help when most people have gone back to raid logging.
They do but the problems RDF solves are not solely related to dead realms and exist on mega servers as well. As such RDF while not solving all the problems low pop realms have do solve some of them and those solutions also apply to healthy realms.