Exactly. I feel like players are more selfish in both battlegrounds and dungeons. They have fixed their gaze on the rewards and do not really seem to care about the gameplay. That dopamine kick of getting loot is all that drives them.
Maybe it is inevitable. I have very fond memories of running dungeons in Star Wars: The Old Republic when the game had launched. No one knew a thing, and those that did know would share their knowledge. Otherwise you had to improvise and communicate. It was good fun. Today? Last time I tried the game I queued up with the automatic queuing system. I told the group I was a returning player and I probably got a āwelcome backā message from some of the randoms. Then weād go, and people would run this maze-like pattern to perfection in order to avoid the maximum amount of trash. Do jump-skips to avoid bosses. The goal was to get to the end and get there as fast as possible.
Maybe someone enjoys that type of gameplay. I certainly donāt. I donāt think thatās the intended way of playing these dungeons. But one also canāt expect the community to keep playing dungeons the way they did when the dungeons were new. If there were no rewards, Iād have no one to queue with at all. This is where I actually appreciate the design of mythic dungeons in retail. I realize that if you want to get the best loot available you pretty much have to play the meta, which is a pity, but for some that has a slightly more casual approach to the game I managed to have lots of fun in mythics.