No, I’m not assuming it, I’m not saying it’s the only reason to leave it out of the game. Nice attempt to control the narrative. I presented one testimonial next to several other reasons, yet, you decide to point that one out.
There’s no toxicity in leaving away a system that harms the social experience, it’s actually the opposite. You keep saying it brings people together, but you leave the incentive out of the equation. Putting people together without incentives does nothing.
And saying 1000% is a random number, you don’t have the factual data to support that, meeting new people must have a purpose, an intention. RDF doesn’t incentivize people to talk to each other, just to do a task without needing to talk. Sure, people can talk if they decide to, but according to my experience, backed up by several other testimonials, runs tended to be rather silent after RDF was introduced in the game.
I can’t put myself in the shoes of millions of people, that’s impossible to do. It will save players’ time to run dungeons, but that’s about it. If they are new to the game, they have much bigger content to explore and play, arguing that RDF will be good for new players is far-fetched, because once they get hooked with the system, they won’t have to go outside a city and explore the world. You can’t tell it will make their experience less boring because you don’t know why they play the game, nor their preferences in gaming.
It’s funny how people assumed that RDF was the cause and sole reason for WoW subscriptions peak. A 4% growth is not representative, and if you look at the increase rate, it was much bigger prior original Wrath was released, you know, when RDF didn’t exist. Based on numbers and tendencies, we can say the game was much more successful without RDF, 11.5mil against 500k… do the math.