The design philosophy of vanilla was to provide a social adventure with a focus on the intrinsic reward loop instead of the industry standard these days which is to focus on the extrinsic reward loop.
So the “essence” of this particular example is to get you, as a solo player, to get frustrated by noticing how you lose more when you’re alone, to branch out socially in order to increase your chance to win. It’s meant to motivate you.
Besides:
Answer that first. How you would actually prevent the trickery. They don’t even admit it’s a thing, so do you really expect them to do as you ask and apply preventative measures against such trickery?
Get real. Go back to retail if you’re so self-entitled.
Put forth some effort if you want to succeed in classic. Either that or accept the limits of your own inability to invest time, and your asocial behavior.
It’s infinitely meaningless to turn classic into retail. It needs to stay as a contrast to retail in order to stand out as a product. The social repercussions of retail’s matchmaking garbage in classic bgs has already done enough harm.
A simpler way of putting it is that there’s no meaning in terms of player retention to bring retail’s convenience into classic. Classic is the social challenge with lots of things designed to eat up lots of time, while retail is the extremely convenient alternative where you can achieve a lot even with very little time to play. So classic appeals to a different player base than what retail appeals to, thus increasing profits.
Which is why you tourists looking for retail’s convenience are better off in retail.
Retail is a psuedo-single player aRPG. Mostly thanks to that convenience completely destroying the social design, and class designs with a focus on making any player regardless of skill feel empowered in the gameplay.