@TLOgg Rare that I'm actually FLOORed by a celebrity passing... this legitimately has me having a bad time. Would recommend his auto biography if you haven't read it... he grew up in a different time than us for sure.
:(
@x5_PiG@SOOP_EN Yo... this is terrible. Responding for algorithm noise and... anything else I can do? I watch nearly 100% of your uploads and this is just shitty for an already life-support community/content.
@AggrendWoW Just commenting so you know - how much appreciation there is in the community for the dialogue you are keeping open.
Thank you for your passion.
Long potentially sappy yap incoming.
You know, having worked on this game for last few years I have done a lot of playtesting my own content, internal alpha testing, team playtests, etc. I've probably "played" multiple thousand of hours of WoW: Forever at this point.
Since beta launched, I'd been playing it as much as I could, but it was sporadic. I managed to reach 20 on two characters doing that, so it was not an insignificant amount of playtime. However, I often times interrupt myself to go send a slack msg, or fix a bug when I notice things while playing, and it usually turns into work in one way or another after a few hours.
But yesterday, I just... played the game for a whole day in the beta. I'm talking 9 or 10 hours. Slack closed, off VPN. I just played.
And it was a full day:
- I got 4/5 pieces of the Fang set on my druid
- Crafted a sweet leather helm for her
- Finished leveling my forsaken pally to 20
- Finished up the last of my dungeon quests my warrior
- I met a hilarious and very irreverent paladin tank who I ran Wailing Caverns 3 times in a row with to try and get him the cape from Verdan, and me the fang boots from Serpentis (Neither of us got what we wanted)
- Did 2 dungeons with some guild members I haven't really spoken to or grouped with in 3 years or so
It was a transformative experience for me. I think yesterday was when it is really starting to actually feel real. It wasn't Blizzcon and how crazy that was, the reception to beta, the podcast, or anything like that. It was just "no lifing" the game for 10 hours and wanting more at the end. Honestly, I got a little emotional.
It hit me that the team really did it. I mean they DID IT. Yeah there's improvements and fixes to be made still, and there's feedback to act on (and stay tuned, we've got updates coming soon on some big feedback items). But all of that stuff aside, this is going to be a legendary launch, and the Forever team completely blew even my expectations out of the water.
I look at each loving detail or small secret, knowing who exactly put that there and thinking how we couldn't have done this without that person. Then I think of the brilliant things that person added that haven't been found or aren't available yet, and I get almost giddy with excitement for them.
I said a week or so ago that I thought we had something special here, and we do. I just can't believe the dumb luck that I get to be a part of this moment with such a once-in-a-lifetime team. It's wild.
Anyway, rambly sunday morning post. Have fun and be good to each other!
We're lucky someone so passionate, dedicated and amorous of Classic is on the dev team. Too many IPs get handed to people who do not have an understanding of what they are working on. This guy gets it, we should appreciate this. Wow forever has a chance to be truly great.
This starter zone was made to have more in common with the Ghostlands or Bloodmyst Isle than, say, Elwynn Forest. If you look at the flow of those zones, this zone and its arc follows that closely.
One big challenge we had with this race was introducing them to you, then sort of contextualizing their conflict in a shortish experience. That's a big reason we looked to those TBC zones for the type of experience we were looking to create. Azuremyst/Bloodmyst really introduced the Draenei to you, how they came to crash land on Azeroth, and they had a pronounced throughline from start to finish.
It was a really fun challenge, but it definitely was a challenge. I think if you were to play through both side by side you'd see a lot of spiritual connection with those TBC starter zones.
@Kaelaris@Warcraft At least mana ticks have some skill expression that can come into play (creates gameplay)... the current system is a very 'passive' one (doesn't create gameplay)... I'm not sure I have a strong opinion either way.
@Gingitv I'm against it. The reason is > if you offload the decision for loot/tag/xp contribution to the server, players no longer interact... it becomes a single player mode for some in an MMO > keep some friction reminding you of the world and other participants in it.
@JeezyAndy@innxcence_ I don't fundamentally see a problem with UI, models, textures... it's more gameplay mechanics that I'll be on the lookout for personally as a sign they lost their way.