The game starts intentionally slow, there’s a lot to learn. You shouldn’t put too much pressure on yourself to “have fun” as ridiculous as that sounds. Wow follows a reward for suffering model, you’ll understand once you start getting the rewards.
Also undead has the bleakest and darkest starting zone so even “the world” is unenjoyable.
The game really doesn’t open up until level 20 or even 40. Just take your time and enjoy building your character. Consider rerolling for better vibes
No. Talents should cost you something. If you can respec for pocket change, nobody commits to a build and every Warrior in Hillsbrad turns into the same flavor of the month. Make the choice hurt a little.
@tiffplzz@AggrendWoW plot twist the war is no longer predominantly human vs orc it’s morphed into human vs undead!
Played driven content is the only way to last forever, the players themselves will write the story!
@ZybakTV@DerekSzyszka@AggrendWoW we need a bounty system ASAP, doesn’t need to be complex to start. Elevated gold and honor on bounty kills. Bounty goes up quick on lowbies
@Victorevans2026 Just want other people to have fun and would want them to let me get it if it were the other way around.
Yesterday someone made me 5 bags with most their mats so I made them a whole new armor set with my copper. Felt good. Got the copper back in less than an hour while questing
This convo on world PvP is it the best way to make horizontal progression last forever is to create a foundation for player driven content and to make PvP meaningful.
When I hear developers focused on expanding PvP through battlegrounds I cringe a little. A few that fit alongside the classics could be fun but 15 BGs to queue into sounds like retail PvE all over again. It doesn’t make the world the main character and it won’t last forever.
Imagine guilds pooling resources to build keeps, upgrade defenses, establish supply lines and control territory for their faction. These keeps could be sieged, captured, or destroyed by opposing guilds.
Controlling a territory could give regional buffs, XP bonuses for leveling in the zone, additional perks for the controlling guild, unique resources, or special crafting, or even a few exclusive dungeons that only your faction can enter while it controls the territory. Maybe those exist only in a few especially valuable zones so they become the most hotly contested.
Imagine an entire faction organizing to siege an enemy keep because they actually need access to something behind it. That’s a reason for world PvP and not just another queue.
Imagine leveling as Alliance in a Horde-dominated territory. That should feel dangerous and adventurous, maybe with special incentives to risk it.
Suddenly you’ve introduced a whole new dynamic around faction cooperation, guild ambition, resource gathering, shared guild investments, and territorial warfare. There’s so much to learn from Albion and EVE.
The point is to make world PvP meaningful and integral to the game, something the entire community has an incentive to participate in. The open world as a platform for player driven content that can outlast anything developers can script.
Guild rivalries, faction alliances, and shifting control generate content indefinitely. That’s what will make forever evergreen.
Focusing on battlegrounds feels like doubling down on developer driven content and pushing us away from the world. What we’re seeing now with organic world PvP in the WoW Forever beta is far more interesting, and I think moving toward more instanced PvP would be a massive step backward.
Battlegrounds give players somewhere to PvP but territorial control gives them something to fight for.