r/classicwow • • 2d ago

Forever Beta Feedback Blizzard please fix for launch. Exploit for levelling 1-30 in 2 hours. 1-60 in 5 hours.

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u/Rhobodactylos 2d ago edited 2d ago

We finally have a social avenue to level up outdoors with everyone else, just like the developers in 2004 must have intended.

Truly a spectacle reinforcing the pillars & direction of the 2026 Dev team.

We've also nerfed dungeon quest exp by 40% to promote more social experiences for the vision and the journey instead of the destination.

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u/gubigubi 2d ago

Unironically if you had everyone leveling up by turning in apples the game would be vastly more social than it is now.

Runescape is incredibly social because you will have people standing in the same spot doing the same task as each other for dozens of hours.

Though in runescape a lot of players usually have "Home Worlds" Which are servers they usually choose to play on or if no there are also servers for specific skills so you will see the same people for extended periods of time.

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u/Myriadower 1d ago

As someone who played UO and EQ, WoW will simply never be meaningfully social because its design is antisocial.

UO’s roots in MUD’s and its infancy of MMO design and lack of (player) direction and relatively small map focused on few important areas which never changed resulted in a player interaction centered world.

EQ moved away from those roots, but was so laborious that people already accustomed and expecting to socialize in MMO’s socialized even more, despite now having a linear world you progressed through while leveling.

WoW very specifically designed away the exact conditions which facilitated meaningful socializing in UO and EQ.

It gives player’s crystal clear directions with questing purposefully designed to be fundamental to play and easy to follow, creating hyperfocus on individualistic gameplay systems.

A majority of content is soloable, whereas EQ’s meaningful content required long form groups to clear, and even higher level trash could be unapproachable for many solo players due to the interaction of unsympathetic systems. Groups spent hours together, socializing during long, required downtimes you don’t see at all in WoW because it designed away from that.

Progression in WoW is very linear and purposed towards reaching and engaging in an end-game. That becomes more social because…you require other players, you spend more time with them, the content and locations become constant, etc. The things we saw in UO and EQ.

Modern MMO design, that I know of anyway, made specific design choices to eliminate mechanics that were unfriendly to players. But it was those unfriendly mechanics which forced players to make friends of each other. WoW is designed to be easy to play, which negates most of the need for surrounding yourself with real community.

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u/helpamonkpls 2d ago

Oh come on Runescape was social 20 years ago. Today it is practically a single player game.

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u/MistSecurity 2d ago

You get out what you put in.

You can be completely mum and never speak to anyone and have minimal issues, yes. You can also join a clan, talk to the people around you, and socialize basically constantly if you want.

Go to GotR or another densely populated activity. Tons of talk going on. Some of it is inane gamer nonsense, but there are conversations that happen pretty often. GotR it's basically every mining phase.

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u/DimmyJeans 2d ago

Arguably the only thing that's made it less social was the introduction of the grand exchange. Other than that it's pretty much always been up to you to socially interact with other players.

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u/NaahThisIsNotMe 2d ago

just like the developers in 2004 must have intended.

why do people think this?

the 2004 original big shot.. Tigole, Furor, Afrasiabi and such came from EverQuest. a game where almost everything was open-world and instances didn't begin until the 4th expac ( planes of power) and even then, it was extremely limited.

They could've made WoW that way ; open world molten core, open world dungeon, open world everything... but instead they put it all in instances. From newbie dungeon like deadmine to raids like molten core, everything was in instance so people did not have to compete against eachother for every single bit of ressource, like they did in EQ.

Why do people think the 2004 dev intended for player to be outdoor, when they explicitly added instances everywhere so they didn't have to be outdoor?

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u/Keaneo315 2d ago

Because it fits their narrative

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u/Rhobodactylos 1d ago

Nobody with semblance of a working gray matter thinks this.

The 2026 dev team parrots this to gain sympathy and traction from those who don't know any better and it's working wonders, since the classicwow community can't do 3rd grade math at the age of 40.

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u/m4nn3_ 2d ago

I always felt less dungeons will reduce socials. It’s almost the only place where people stick together and you meet someone you can find good snd funny. Usually people don’t party up for random things

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u/CrackSmakcer 2d ago

Inb4: we’ve added the wow token.