![]() But the thing players really need to think about is what asking for certain changes forces them to give up. I think it's less about black and white or what's right or wrong, people mostly just think about what they're gaining. It wont be an in depth guide, i will focus more on the early game play, the leveling experience, the pvp/pve aspects of the. ![]() But it's actually full of subtlety and nuance in every single design decision. Oftentimes, people look at design decisions in black and white it's right or wrong, you're dumb for not doing this, and why aren't you listening to us, it should be this way. I think there's actually a huge lesson here that applies to all games. You couldn't go grab a beer while you flew across the world. you had to go stop-by-stop, clicking each link. people are going to be in shock at some things that were in classic WoW. ![]() There are a lot of systems in place now that I think actually make WoW a better game, that contributed to there being a small the community. When the game first launched, there were no server transfers, we didn't have server coalescing. Warlocks are strong, self reliant, tier 1 levelers with nearly every leveling amenity imaginable. People don't know this, but the server concurrency was a lot smaller than it is today, purely because of technology we couldn't fit as many people on a server. What I think made old World of Warcraft great was the sense of community: that there wasn't dungeon finder. ![]() I don't think it was my old crappy quests that made World of Warcraft great.
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