I think this is a great idea! As long as they only make it as an introductory version of an dungeon.
- Everyone is given the option to run through the instance in their own pace, exploring and experiencing the dungeon.
- Some sort of NPC, could follow along and help you out.
-- This NPC could tell you lore, show the way if you have a hard time navigating the dungeon, and give tips on bosses, both before and during bossfights.
--- Example, "Interrupt this spell now!".
-- The NPC could also help players finding their way to the dungeon journal.
- You could either solo que, or party que. Bots would fill up the remaining spots.
- The rewards should be lower than normal dungeons. So that you'll progress your gear through the different difficutlies.
-- This will be a 100% guarenteed clear due to bots, so rewarding the same gear as alternatives where it's not, isn't logical.
- Quests should be doable in this mode (non heroic ones)
-- Heroic quests are meant to be more difficult and reward higher ilvl items.
- The bots and NPC could be scaled so that the fastest way of beating the dungeon, would be about the same as a normal dungeon.
-- Normal dungeons will generally be faster, meaning that more players will choose to do quests in normal dungeons. The purpose of this mode shouldn't be that players choose it to do the fastest possible way to run a dungeon.
So basically this is a non-mandatory feature that most players would do maybe once or twice, just to experience the dungeons lore, get some gear early on, or complete some quest without having to wait for a group for x minutes.
Players who just like to run instances for the lore and exploration, could do this how many times they want.
And players who feel the need to be able to learn the basic encounter mechanics, could do that in their own pace, meaning that they have an easier time transistioning to the higher difficulties.
Also, there shouldn't be a extended version of this which doesn't reward loot but lets you try out different mechanics from higher difficulties.
Part of the process to learn the higher difficulty abilities is to play and fail the actual dungeons, you don't need a sandbox for that.
I also believe that they should change LFR to something like the above.
The purpose of LFR is to give everyone the possibility to experience the content that the developers put a lot of time into.
So first of all, they should automatically fill up the raid with bots after 10 minutes, making sure that it doesn't take any longer to get into an LFR.
This would make sure that old expansion raids, such as Uldir, doesn't take forever to queue up for, and not make the first interaction that players do when they want to play LFR, a negative one (I've had 1h+ queue as a DPS for Nya'lotha LFR).
Secondly, they should add an NPC that can tell you some lore, and help players understand mechanics.
It wouldn't be like the dungeon ones, where you could play in your own pace, since there's a lot of other players (assuming there are no bots in the raids). But they could let you run around with the NPC, after the last boss has been killed, and let it tell you all the lore (they would have to despawn all the trash mobs that might've been skipped after all the bosses of a wing is dead).
And during boss fights, the NPC could help players out with mechanics in a more educational language.
Example from personal experience where this would have been beneficial:
After 50 minutes queue I entered the last wing of Nya'lotha. Right from the moment I queued, i looked at this as a negative thing (even though I had the time).
It was my second time (two weeks ago, since I started playing BFA about a month ago), and I had on my previous run managed to beat Carapace.
The tank pulled the boss quite fast, and we wiped within a minute. A lot of players died by getting slammed by the tentacles.
Tank left, and we started looking for a new one. Me and some others asked everyone to read the tactics in the dungeon journal while we waited, in case they didn't know how the fight worked. After 10 minutes, we got another tank, we asked if everyone had read the tactics, and understood the fight, and no one said "no". We wiped again, the same way as in the previous attempt, and I then asked if people would like me to explain the fight, which they did. I explained that you need to avoid the tentacles and DPS the tumors on the tentacles afterwards, and repeat until P2 starts, and then briefly how P2 och P3 worked.
We beat the encounter with ease this next pull.
So why is that? Well we could argue that some people didn't read the encounter journal, and that's probably the case for some of the players, but assuming that they did, they still might not have understood how the fight worked. We also have to remember that this is LFR, and most players who run these raids every week are unexperienced raid players, who are there for the loot or for the sake of seeing the encounters. So, how easy is the mechanics to understand when you read about them in the encounter journal? For someone who doesn't raid a lot, not that easy.
Having an NPC that would yell out; "Avoid the tentacles! You will die if you stand in the shadow!", and "Kill the tumors on the tentacles", during the fight, would help tremendously. It's a language that everyone understands, and they could even have the NPC, on demand, explaining the fight before it starts, in a understandable language.
I believe that if this was implemented in one way or another, not only would it be easier for people to learn and clear the encounters, but it would also make them more fun! Which might lead to more people wanting to play the higher difficulties of the raid in the end.