<confused glasses> just to start with, this thread seems to have been started by the mods from a post from another thread. just want to clarify .. I am not starting a post about this .. at least not intentionally. for some reason this was all considered off topic despite the fact that the OP is the one that brought up LFD in a discussion he started about systems that will fail to retain players .. this was the post that started the discussion and my reply .. I think the problem is most studios don't care. The unfortunate state of the genre is that it is full of people that don't care about group content and just want to play a single player game in a world with other people. It's yet to be seen how much Carbine cares about this. They tend to say they do .. but 16 or so years of this and I have given up faith in what devs say. the lfd is a bandaid for the fact that they can't figure out how to balance servers. im not saying it's easy or even entirely possible to completely balance out servers that are incapable of creating groups .. but there have to be possible solutions that don't turn the community into a bunch of loot zergers that see the other four people in their group as existing purely for the purpose of getting themselves loot. Carbine says they have added lfd because it is familiar. they want the game to feel like previous mmos and while I don't think that is a bad approach in all cases, I just think there are some thing that shouldn't be similar and lfd is one of them. even with the server only option which I was initially very happy to hear about .. i have a feeling the issues with lfd are going to perpetuate regardless of how many people queue for same server. so to kinda answer your initial question, I think lfd is something that will kill player retention .. there used to be a commitment involved in creating and joining a group. you put something on the line and said to the other people that you were there to help, that you were there to do your best to accomplish their goals and they were there to do their best to accomplish your goals. over time you were able to easily identify people that were not there for the group and you could avoid them. you made lasting relationships with people on your server. even the fact that you had to run all the way to the dungeon meant you were prepared to make sure you hadn't wasted time getting there. all of that psychology is gone now and dungeons have essentially become solo content. again, because devs know full well that the genre is comprised mostly of people playing a solo rpg in a world that has other people in it that they can meme chat with and overcharge for their own gain, and otherwise use to get better stuff. anyway .. here's to hoping im wrong. </confused glasses> interestingly enough, i cancelled my rift account the day they released lfd. wildstar's lfd system will likely be a factor in whether I am retained or no. i believe it is why most games have retention problems. not the only reason, but a reason. its dumbed down the content and shortened the time it takes to get things done. futhermore, the main reason I stayed in wow for 6 years was because of the people I took dirt naps with at the bottom of dungeons .. once upon a time those people would actually engage in conversation from time to time .. of course once upon a time you actually took dirt naps in dungeons from time to time. the instant gratification lfd system has almost single handedly destroyed this part of mmos for me.