What insights would you like to see in a future episode of the WoW: Forever Podcast?

Greetings!

We’ve been super excited about the reception to our first episode of the WoW: Forever Podcast and are already gearing up for next week’s show!

This next episode is going to focus heavily Class Design with special guests from our systems design team, so please look forward to that!

Looking forward past that, the team wanted to know if there are any other topics that you would like developer insights on for future episodes?

So, feel free to post and let us know what topics you’d like to see us dig into and discuss in the WoW: Forever Podcast!

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Would be nice to hear about high-end dungeon/raid encounters design philosophy to expect

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Some insight on why the faction language barrier wasn’t removed and instead be made a toggle in the options that makes the enemy players’ emotes and chat gibberish.

Maybe on Forever it has merit with how the faction identity harkens back to Vanilla, but based on Retail it feel extremely archaic and redundant with how crossfaction raiding, dungeons and rated pvp already exist as well as a consumable that both sides need to buy and use.

Rather just have Common as the universal language like in every cinematic and interaction with NPCs ever and have Orcish Orc-only.

Two related questions:

  1. Will it be at some point possible to change the last name? I imagine it could be popular, if only for role-playing reasons, like a marriage

  2. Is it on the table that progress would carry over regions? In games like Diablo 2 and Overwatch, when you change regions, your progress stays (OSRS or RuneScape also). WoW is not like that, but I think that Forever could consider it, at least in the future. If someone moves from NA to the EU, as of now, they would need to lose their character and/or play on the “wrong” region with a higher ping. Even if it were paid region transfer would be great, but of course best would be seamless Diablo 4-like experience. Hoping that technological advancements can support this.

The reason the two questions are related, is that if names are unique to a region, if region-transfer is made possible, there could be a name conflict

Guilds need to know more about raid sizes. Will MC/BWL or others be a 40 man raid or will it be like SoD and scaled for 20 man but allow up to 40 players?

Currently with the information that’s been given feels very vague and currently feel if you want to experience all raids you need to prepare for a 40 man raid team, split into 2 x 20 man raid teams and then again 4 x 10 man raid teams to experience all the content. Which sounds like a organisational nightmare.

Could we get some clarity on this so guilds can prepare?

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Thank you very much for giving Europeans the same question, since we mostly do not have access to post on the US Forever forums, which are way more active. I like how the devs really seem to want community feedback this time around.

Myself and many others would like some sort of statement regarding the implementation of RP-PvP.

The challenges, internal debates, reasons why it was not considered and possibly hopefully what the community outcry did to this decision!

Warrior Rage…

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  1. Possible to show/hide quest level at minimap? and what future with minimap. (imho need little improvements)
  2. more options like autoaccept quests - option on/off
  3. In Hardcore servers add BGs to HC servers and will be nice that death isn’t permanent only in Battlegrounds on hardcore servers, because BGs is much fun. (I really missed this when I was playing on hardcore servers.)
  4. /console ffxglow 0 possible to back work? its for many ppl very important because eyes bleed in zones like Barrens, Durotar, Badlands, even Westfall..

While endgame class design is my biggest concern, I would love to hear what the team has planned for long term content aside from the additional content from the roadmap.

Is the open world going to pull people out of cities actively in some other way than simply daily quest?

What gold sinks will there be to keep the economy healthy, and will we be able to earn gold in BGs/PvP in some way?

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Thats a nice in-game store you’ve got there. Shame you’re not talking about what its for. How’s about sharing some insights into that?

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Will things change for us PvP players who would love to play both factions over time? Now with the game going realmless (awesome change btw), we can’t play both with one account. I have watched the Q&A with Nora where you guys mentioned server balance is very important and even though that is 100% correct, I am just hoping you guys find a workaround for this! <3

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With all the extra fun pets out in the world can we get some extra stable slots for hunters? Would be greatly appreciated.

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Did the wowclassic.plus survey influence some of your desicions along the way for WoW Forever?

Please talk about your approach and design intent when it comes to racial abilities and balance.

A lot of the comms/marketing for Forever have focused on the social aspects of the game, the world as a character, encouraging people to play their way and so on; essentially pitching it as getting back to WoW’s roots as an RPG and encouraging people to play it as an RPG.

That’s included giving assurances when it comes to class design, and I found it very encouraging to hear at one of the Blizzcon panels that your goal with class balance is essentially ‘everything is viable, and nothing is so good you stack it, so play what you want to play’.

You also recently posted an article titled Create the Hero You Want to Be in World of Warcraft: Forever which includes the line “Each playable race has its own racial traits, offering additional flavor and utility alongside your chosen class as you adventure through Azeroth”.

It would be really nice if race was a choice we all made on the basis of flavour and utility; things like Goblins getting discounts at vendors, Mecha-Gnomes having built-in profession tools and Skyborne’s slowfall are fantastic on that front.

Unfortunately, though, racial abilities as currently implemented in Forever are a significant source of player power, and many players will feel obliged to choose their faction and race on the basis of PvE/PvP performance, not flavour and utility.

The team clearly recognise this on some level, and the recent change to the Gnome racial ability Eureka is encouraging in terms of indicating an awareness of it and an intention to make balance changes to racials generally.

Ideally though people would actually be free to “create the hero they want to be”, and to play a race they like without always having the nagging feeling of knowing they’d be better off as some other race with a better racial ability.

A simple example is Dwarfs, who have a 1% passive crit ability tied to a weapon type and a 5% damage bonus against beasts (which will presumably be inactive most of the time).

They can be directly compared to Orcs, who also have a 1% passive crit ability tied to a weapon type but then have a target-agnostic on-use damage bonus as their other racial.

Because Alliance Shamans can only be Dwarf, this means that they’ll underperform Horde Shamans any time they’re not attacking a beast.

This sort of thing feels really bad as a player who cares about optimising my performance in raids, and personally I don’t think racial abilities should have a performance impact on PvE/PvP at all.

Ideally the abilities that do would be removed entirely, (and maybe replaced with additional flavour/utility) but if that’s not on the table they could be disabled in instanced PvE or PvP content, or we could be given the ability to ‘respec’ them and be a hardy Gnome, a hasty Dwarf or an angry Human.

If none of these are options, please consider additional balancing like the change you made to Eureka, including buffing weaker racial abilities; Taurens, Dwarfs and Skyborne are far weaker than Orcs, Humans and Undead at the moment, for instance.

Please give this some thought, and please explain your reasoning whatever you decide.

(I’ve done a lot of work looking into this and have a bunch of maths/spreadsheets/etc on the topic. I could write a whole big essay, but I don’t think this is the right place for that - I’m happy for you to contact me directly if it would be of any use to you.)

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2 key things that will majorly impact Forever’s longetivity…

Bots - These have been rampant in Classic for years, is there a plan to better tackle these in Forever? Summon bots, fishing bots, farming bots. We’re already seeing them in Forever with reports of fly hacking. Appreciate there will always be some degree of this and they should be caught over time but it has been rampant in anniversary and era where players can stand in a spot and see a stream of bots flowing.
Support - Actual game support has been nothing but AI responses for a long time, will we see the return of GMs? Or at least more human support? Players are often faced with AI responses that leave them frustrated and often times their queries unanswered. For a paid service it really feels sub par especially given the size of Blizzard.

Keep up the great work!

Seconding this, I feel like I am being forced into playing a faction I do not prefer.

Blizzard, with these racials you are giving us OPTIONS, but you are leaving us no CHOICES if you care at all about the performance of your character.

I think that encounter design would be cool to hear about.
I also think it’d be cool to hear about balancing the classes and various problems, since its a common complaint and some insight would probably be very helpful to deal with it.
I’d love to hear a little bit about world design too, specifically how they plan to evolve the old world. It’s an interesting topic.

Would like to hear more about why the taunt is tied to Judging, which we are expected to use on cd for threat. Have there been talks about moving taunt to its own ability instead?

Dont get me wrong, a taunt at all is fantastic, but the current implementation has some concerns which can be rather annoying to deal with.

What about Housing ?

Why housing is not in Forever ?

Housing is totally a feature for forever : immersive, a place for the character, horizontal leveling with gaining new items, increasing the house and collection.