(HC) The 1 dungeon per 24 hour rule makes no sense

This is the one rule for official hardcore servers that I feel is just arbitrarily limiting player’s enjoyment in the game.

So you say and I quote

Blockquote
One of the most important aspects of the WoW Classic Hardcore realms is engaging in adventures in the outside world with other players.

Well, as I’m sure even players on the dev team knows, most hardcore deaths tend to happen before level 20. You know what’s funny about that? Alliance players will generally not touch a dungeon before level 20. Alliance is also the more popular faction in hardcore, as anyone who’s played on “unofficial” hardcore servers would know.

As such, your average players that struggles to even make it past level 20, will engage in plenty of “adventures in the outside world” as part of their hardcore experience, in spite of dungeons being limited or not.

What limiting dungeon runs does, however, is. Well first of all it’s just blatantly giving in to the fan fic rules set by a certain influencer who pushed hardcore from the very beginning. Sure, hardcore may be more of a community sort of grassrooty type of thing, but that doesn’t mean that, you know it doesn’t seem right that influencers should be able to set or influence rules for something that’s been officially sanctioned by Blizzard.

Second of all, there’s innate danger in entering dungeons. The deeper you go in a dungeon, the harder it is to get out. Usually, to get the reward that you’re looking for in a dungeon, you have to go pretty deep. Whether in a group or not, the danger that a dungeon will pose to your average player is not to be underestimated. For instance, let’s say a Rogue trying to farm a dagger off of the first boss in Gnomeregan. Or a Druid wanting to farm the mace off of the robot boss also in Gnomeregan. They have to stealth in past tons of mobs in order to get to the boss they’re looking for. Things can go and will go wrong. Of course, these players will not have the option to farm these specific items on official Hardcore servers if this rule stays in play, so they’ll have to resort to using the AH or something. Far less dangerous than entering a dungeon, by the way!

Thirdly, you say and I quote yet again

Blockquote
Creating random and serendipitous interactions is a core aspect of the original release of World of Warcraft

Well, what’s to say you can’t have those kind of interactions in a dungeon? What’s to say that the 2nd or 3rd run of Deadmines will play out exactly like the first one?

You also say…

Blockquote
and spending most of your leveling time in dungeons is counter in spirit to what Hardcore is about.

Okay, so what is Hardcore about again? Do we have a definition for it? The only one I can think of is, “don’t die”. And to me, it feels like entering a dungeon is risky territory. So how is doing dungeons not in spirit with hardcore?

Moving on to the next piece I want to quote from the article…

Blockquote
We do recognize that there may be a desire to run a dungeon while leveling multiple times, such as to finish a quest or get an important piece of loot. As a result, we’ve added a 24-hour timer to almost all dungeons for players until they hit level 60.

Okay so I don’t quite get what you’re trying to confer with your statement here. So you realize the desire that players might have to run a dungeon multiple times while levelling, that makes sense. Loads of people like to run the same dungeon over and over, for instance a Rogue farming the sword from Van Cleef, or a Warrior farming the SM Scarlet Crusade set… and despite you realizing the desire that these players have, you’re going to limit the dungeon runs to 1 per 24h, effectively making it impossible for anyone but the slowest of levellers to run the same dungeon multiple times… okay, yeah that makes sense, I guess?

On my final notes here I would like to say that I feel like when this rule was considered, one argument that arose was probably something along the lines of: “Well, we don’t want people spamming SM for 10 levels.”

To that I say… well… why not?
Running dungeons in this game can, and many people would attest to this, be a bonding experience. It can be a way to make new friends or acquaintances within the game. Especially in hardcore, where most people will likely choose to be on coms for dungeon runs.

In my opinion, you are killing off a social aspect of the game in order to appeal to fans of a certain influencer’s anti-MMO ruleset.

But hey, at least RXP stocks are looking up!
Huh, maybe there was a connection to that after all…

5 Likes

Whenever I talk about more dungeons, HC boomer andies attack me, but I dont ask for uncapped amount, just 3 or so. Locking it for 24h kinda sucks because if youre a good leveler, in 24h you’ll already be out of the level range of the dungeon you wanna re run. And again, i dont mind getting 0 exp from the reruns. I just wanna be able to finish those quests or have another go at my loot

Edit: I also love the “true hardcore players” attacking me for the dungeon topic or that i’d love to be able to trade, especially for profession, or create an HC economy, while they all follow leveling guides KEKL very HC indeed…

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I think that’s the point of this limitation - you run each dungeon once. Isn’t this rule part of the community hardcore challenge?

That’s the rule of the addon yes, but i never liked it. it becomes even more annoying when youre trying to do some quests that are not doable in one run, or if you get ninja’d.
Dungeons are much more fun than simply questing, and also a risk. But can be abusable by a team of 5, naturally, thats why I’d remove mobs exp for reruns

That’s why the 24h rule, you can finish the quests on the next day.

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It’s very simple. it’s to keep people from getting a fully optimized group, maybe with WB’s, and farm dungeons 24/7. SM gives very decent xp even when the mobs are green and pose little danger.

Some might not know but this is already a rule on unofficial HC realms, but even more harsh. One lockout per dungeon under 60, that’s it.

Classic 2019 launch taught us if people can take the easy route with a group they will. Full raid groups aoe farming SM come to mind.

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And yet Blizzard ain’t axing trading knowing full well it will kead to botting, gold selling etc. Does nothing against RestedXP guides that at this very moment prepare ones to sell specifically for HC realms so that any idiot can safely get to level 60. Noooo dungeons are the big evil.

Why Blizzard wants us to do quests? Why we can’t level by grinding in dungeons? Is this really so rigged? We should buy RestedXP? I guess Blizzard won’t introduce Quest helper :smiley: This is crazy…

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This will give more people out in the world, wich is something most players want. Also they want people to experience the game, not just 5-6 dungeons and nothing else. If you want HC, lvling soley by grinding the same dungeons for days on end is not really the challenge you should have on your HC run. Yes, yes, it will ruin your plan to the first lvl 60, but the majority think this is just fine. Dungeons that are often trivial to your premade and optimized group and poses no danger at all, is hardly much of a challenge. And with the current rule there is 1 dungeon period. You can not go back even if it’s impossible to finish all objectives in 1 run.

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People who won’t interact with one another because they focus on their own adventure. Hell original HC rules luckily not enforced on official servers go with absolutely zero interaction with other players. No grouping, nothing.

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But original rules allow AH an d also trade to some extend. I am happy only “Over-index” rules be applyed to HC server. Addons still can do rest for you.

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This is one of the things I was happy with, I’d have preferred some kind of level restrictions on AH and trade also to completely obliterate any chances of the server eventually becoming another gold selling / botting cesspit.

Would’ve also been nice to see some kind of CD on petri flask, but we’ll see how it turns out with a fresh economy.

Yeah, would be nice with lvl brackets on trade. Should go for both AH, directly trade and mail. If you are lvl 13 f.eks. you can only trade with people lvl 10-19. When you turn 20, only people between 20 and 29 and so on.

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Not when you gamify it to your advantage. You don’t go in to fight orange or red mobs or skip packs to then wipe on them. That is what death clips on YT do but those that reach HC 60 and get TF or raid clears can quickly gamify and mass farm yellow/green instances which would be way quicker leveling than the open world. And for selected instances with 5-man on Discord it also should be way safer.

Gear advantage from mass dungeon runs is also a thing. Leveling enchanting as one of the first on the realm can also be valuable and so on.

Mostly it’s about not creating highly organized groups for leveling. Keep the efficiency lower and thus more time for errors to happen.

This won’t be addon controlled so players will theorycraft this till the very last drop of speed and efficiency. Will not be surprised if “mass petri” would still be there if not more, like some sort of mass leveling in groups.

First of all, I don’t think that majority of the people want to do more than one a day, or can.
Secondly, this rule applies only to characters below 60
and Third, this is a part of anti-booster protection, which I support

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If you make dungeons farmable the game will be over. The economy will be trash, the powerlevling will be trash… you dont see the problem OP?

You can reenter later and the same ID will nave respawns. Just not bosses. You can always finish your quests like that.

you could also end your session with dungeons and pick them up again in your next session if you are so eager on running them twice

You can complete all quests of a dungeon in one go, except end game dungeons. But limiting to one dungeon per day still keeps you out of other dungeons. I’d make it save you instead, same as Heroic dungeons. This way you can run other content but not farm the same one all day.

There is so many things wrong in this mentality that I can’t even start.

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