You want us to be social you would need to increase the difficulty of most tasks in wow.
You go to a quest where you gotta kill a named guy and you see someone else there you don’t say anything you just invite him they accept you kill the guy and the guy you invited leaves without saying a word.
The content was trivial but you had the same goals as someone else, there was no social interaction, it is the same thing for Dungeons WITH OR WITHOUT RDF.
The content that dungeons provide is trivial so there isn’t much need for talking, you go in with the same minded people of just finishing the dungeons as efficient as possible and don’t say anything to them because you don’t have to.
It doesn’t matter how we got to the dungeon the fact is the dungeon is boring and easy and our goal is to mass pull and mow it all down to get our rewards, not to be social.
Imagine if heroics were cata level or harder, you would have discord links for the heroics.
Antisocial behaviour is a giant cultural and societal issue and isn’t going to be solved by game changes.
All that will happen by making 5 mans more difficult is more elitism, groups falling apart halfway through, finger pointing, and name calling. Don’t think that’s the kind of socializing you’re aiming for.
There’s a reason why people don’t like running H BF until after most overgear it.
Hell, difficult raid content where people are in pre-organized groups where everyone mostly likes each other, at least casually or superficially and have a good reason to keep things polite and pleasant, sometimes fall apart when they can’t progress.
There is more to it than just the content being difficult. There is raid structure, loot system being used, anyone who spends hours with people a week on a schedule there is going to be a lot of opportunities for conflict to arise. If people leave because content is hard they weren’t there to beat hard content to begin with, they were looking for easy loot. That would be a character issue on their part, not the games.
Im not really looking to invalidate your point, Im just saying its not the content being hard that drives people away the majority of the time. In fact, beating that wall tends to bring the group together more. Anyone who leaves progression because of the wall wasnt fit for progression in the first place, is what Im saying.
The difficulty of dungeons is irrelevant because people will move past them for what matters, and if they’re hard people will simply not do them any more.
Fair, but that willingness to face adversity as a long term commitment to a shared goal isn’t going to happen in a random group of 5 people for what should be a relatively small time investment in a 5 man.
People will just leave when it goes sideways more than a couple times, and the less emotionally capable are going to toss out some unpleasant remarks on their way out.
Not really a social experience I want to encourage, since I’m not looking for some kind of personal validation of my gaming (or any other) ability by running warcraft 5 mans. I play this game to chill and relax.
And LFD not being a thing doesn’t prevent experiences like that happening. It happens everyday in Classic across all the servers where the group falls apart because they wiped one time on a boss and someone feels like the group isn’t going to complete it. Even gearscore in Wrath originally didnt help because you just equipped the higher gear pieces whether they were good for you or not when responding to an advertisement to improve your gearscore then just equipped your real gear when you got to the dungeon. The lack of LFD isn’t going to and has not stopped random dungeons from being potentially toxic.
And this is exactly what the retail tool will do because it will literally show your item level like it does in retail so the only people who are going to really get groups is the people with higher item level