Monkioh retweeted
Congratulations everyone, you made HISTORY!
WoW: Forever has achieved:
🔹The biggest launch in WoW history by peak concurrent players
🔹The highest number of returning players in WoW history
This is all because of you, the players. From all of us, THANK YOU!
Monkioh retweeted
*Slaps Roof of WoW: Forever*
This baby is running on:
3,924 Virtual Machines
251,136 GB of Memory
70,480 CPU Cores
I don't think people realize how true that last sentence is. The game is the way it is because slowly, over time, people asked for these things. Maybe it wasn't implemented in the exact way they imagined it, but it's there's a pretty clear trend over the past 20 years.
Monkioh retweeted
we are officially weeks away from the sun setting at 4:30 pm. please begin mentally preparing to eat your dinner in the pitch black.
Monkioh retweeted
Reposting myself is kinda weird but one thing I did want to make sure I mentioned that did NOT get mentioned in the podcast is that we are also fixing a bug with XP in dungeons.
In previous beta builds, the XP earned per kill was awarded based on the highest level person in the group. If you are running, say, deadmines with 4 level 20s and 1 level 25, the amount of XP you get is extremely low per kill. With this fix, you should now receive XP based on your level relative to the mob as intended.
This, combined with the 20% increase to base kills in dungeons should make it feel better and more even.
XP gain is not going to be what it was in era, but it should feel significantly better now. We understand that some of you want to dungeon cleave to 60, but this is another one of those things that has to pass muster with our core pillars. That playstyle being the optimal way to level does not pass that muster and we need to hold firm on these balance adjustments.
As it stands now after the adjustments, with perfect xp/hr play, the leveling rates in dungeons will be very close, if not equal to the speed you can level with optimal questing play. That's how much better it was to level in dungeons in Era.
Maintaining that balance is vital to our "World is the Main Character" and "Nurture and Protect Social Experiences" pillars together. Once the scales tip and dungeons become the clear winner, it has a cascading effect on player behavior and we have to consider that impact holistically.
It's podcast-o-clock once again!
youtube.com/watch?v=LwOWAf06…
Monkioh retweeted
As I mentioned in the previous episode of the podcast, we've been listening to feedback on the Skyborne and have some adjustments coming. Check it out in the blog post below!
worldofwarcraft.blizzard.com…
Monkioh retweeted
“wanting xp from dungeons means ur disingenuous and u suck at the game if u need it and u should go back to retail and ur catering to bots and ur ruining the wow experience and and and”
bro some ppl just want to tank or heal in a group setting, it’s not that deep
YOU WILL PLAY HOW I WANT YOU TO PLAY OR ELSE GRRRRRRRRR!
You already have two fucking versions of WoW where you can spam dungeons endlessly. Why does Forever need to become the same thing when Blizzard has been telling us since BlizzCon that Forever is supposed to be about the journey? You don’t want to quest, do open-world content, or PvP? Fine. Stick to the other two versions and stop trying to turn Forever into the exact same thing. Let those of us who actually want that experience enjoy it.
Monkioh retweeted
I think a lot of Forever players are being a bit unrealistic (especially on a platform like X) on how Forever is "suppose to played"
Look it's gonna be sweaty as fuck. I know it, most of you with a brain know it. People are gonna use the recent Dungeon EXP stuff to run dungeons fast, skip trash, rush to bosses, get loot, and gtfo. Obviously unless Blizzard makes some changes it's going to be a toxic mess.
Classic has always been sweaty. Look at previous versions. What's usually left after the honey moon is over and 70% of people never make it to max level? Speed running, mass farming, sweat sweat sweat sweat.
The best thing you can do is find a guild that has the same attitude toward the game that you do. A good group of people who you can pick a couple days a week to play with and rely on them to play on your level and at your pace.
Blizzard hasn't always been great at guild discoverability. They expect the stary-eyed "explore world and you will make friends" This isn't 2004, it's not realistic. Hopefully with help of forums, discords, and SURE maybe finding some people out there on a whim in a dungeon or raid or on an elite quest.
If you're worried. Don't be it's fucking early, it's Beta. Wait till release and enjoy the game at your pace. Let the sweats sweat. You can stay cool and relaxed.
LvL 60 might seem like a long journey and it is. Expect 100-150 Hours to get to the end hell maybe more. Don't worry about being "left behind" Millions will play.
This is an idealistic, utopian version of the game that does not and has never existed with all too rare exceptions. I’m sorry, I genuinely wish it were like this, but it isn’t and designing the game with that perfection in mind will lead to disappointment and engagement loss.
This looks innocent, and its hard to explain, but this is exactly the type of thing that fucks up WoW Vanilla.
WoW Vanilla is extremely good at forcing players to talk to eachother, help eachother, and make friends.
Every single QOL you add that simplifies that process is against the core of the game.
There is a reason that in Retail, you can go do 2 dungeons and 2 zones without having said a word to anyone- and when u dont need to, people simply dont.
Its not about "the option", its about that ppl need to be forced into positions where they must communicate, this is what makes wow vanilla tick and why its such a hypersocial experience you cant leave without making friends.













