Multiplayer Leveling Experience

This thread is meant both as feedback to Blizzard and as a discussion starter to all of you about how you find the leveling experience when shared with others.

A friend and I returned to WoW recently and decided to level new characters in preparation for Dragonflight. We both started in Mulgore as tauren. They chose balance druid while I chose beast mastery hunter. We quested through the zone, rode the zeppelin to Orgrimmar, spoke with Chromie, and selected Cataclysm for our timewalking. Neither of us have heirlooms.

First of all, the journey was over before it really began. We played through Northern Barrens, Southern Barrens, Dustwallow Marsh, and Thousand Needles. Reached level fifty by completing the three Thunderdome quests in Tanaris. We ran Ragefire Chasm, Wailing Caverns, Razorfen Kraul, and Razorfen Downs one time each to finish off zone stories by utilizing the dungeon finder. Came across about a dozen rare enemies and killed them. The friend gained some extra experience from herbalism but not a great deal since we didn’t go out of our way to find herbs. I went with skinning so no extra experience from that.

The enemies were fairly easy with two of us tackling them but at least we still had to do at least one basic rotation per fight. It’s just a shame that now with Chromie time forcibly cancelled we will only get to continue our characters’ adventures and experience the rest of the game by obliterating enemies that pose no threat to us. All those stories of strife and bravery lose their edge when every great threat is just low level trash you can steamroll and your greatest obstacle is not falling asleep.

The second issue is that the multiplayer part of this leveling journey felt buggy and badly designed. Most quests didn’t share progression despite friend and I being in a party and right next to each other. We also discovered a possibly unintended glitch that if we clicked on an interactable object (both quest objects and old world treasure chests that are normally only lootable by one person) at the same time then both of us would receive our own separate loot from it - whether that loot was a quest item or treasure. In a sense we were effectively duplicating treasure chest loot.

We had to be on voice and loot everything at the same time on a count of three to be able to progress with quests at the same rate as the alternative was interacting with quest objects separately then awkwardly waiting around for respawns since there were often not enough objects for multiple people. Quest items that came from looting enemies we killed were also not counting for both of us and the drops were uneven with one of us always two or three needed items short while the other got all their drops despite killing and looting the same enemies. Sometimes not even simple “kill X amount of Z type enemy” quests would be shared despite only requiring kill credit.

We have also, in the past, leveled together in Battle for Azeroth and Shadowlands and experienced all these issues plus an additional one: one of us would frequently miss out on NPC dialogue. Depending on who accepted a quest or ran into a dialogue-triggering zone a second quicker, the other person in the party would simply see no chat bubble and no chat text from the NPCs thus missing out on story beats. Both of us ended up walking away from those two expansion launches confused and disappointed and dropped the game for a while each time because we felt like we got a jumbled, inferior experience.

We have been discussing that we might have to play Dragonflight as two non-friends would. Not in a party and not trying to stay synced up with our progression. Basically, treating the leveling experience as a single player game because playing together in a group seems to be a worse experience than being a lone wolf. Which is a shame.

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Sadly the open world is not designed with group play in mind…

There used to be some areas which required a party, or at least a well experienced player with a bit of common sense of surroundings to complete, but on the whole the open world has very much been a single player experience right from day one in 2005.

The multiplayer aspect of it is not grouping with people in the world but rather seeing them run by on their solo journey while spamming emotes.

There is a new mmorpg being made called “Pantheon:rise of the fallen” give it a look as it promises its open world will be heavily group focused.

As for wow ur better off both playing solo but on voice chat.

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That is true! Ever since phasing became a thing did WoW open world become more dynamic for each players experience, but they lost the shared experience since the world is viewed from two different lenses for players.

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The open world needs to be made considerably tougher. I spend a bit of time levelling in classic, and if you pull 3 or 4 mobs within +2 levels of yourself, you die, end of story.

Meanwhile in retail you just pull the world and spam AoE until you’ve got enough kills

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Interestingly, some of these issues were there from Vanilla and later fixed, while others got worse over time.

This one, for instance is fixed from Pandaria onwards.

But yeah, leveling is way too easy and fast now, and the way phasing and dialogue triggering works, is sloppy to say the least. I still liked leveling some characters with my sister, chilling. Before she quit because of the censorship…

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I found Shadowlands was sometimes difficult to level with a friend despite party sync. There is a LOT of phasing and cut scenes and it isn’t always clear for your co-quester that one of you is behind them, or not at the same stage.
So have experienced the count downs to handing in some quests - just in case lol.

Also, if one person is ahead and synced, I think they have to hand their quest in first to have a chance at a box, otherwise the quest disappears from their list.

It all gets a bit messy, and in the elite Maw areas, where a friends help is needed (for the covenant campaign) even party sync didn’t work :face_with_diagonal_mouth:

More work is clearly needed at all stages of levelling, to give a solid experience, although it is important that solo play works remains viable. (So players aren’t left stuck on a vital bit of story progression).

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this is sad. but they made this game too noobfriendly in every way. rotations are braindead, gearing nobrainer, can’t die etc

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Wanted to thank everyone for the replies! It makes me feel both relieved that my friend and I are not only ones who had these experiences as we kept wondering if we’re doing something wrong, but it also makes me feel sad that my friend and I are not the only ones who walked away from leveling and questing terribly disappointed. That’s no good.

I’m hoping that Dragonflight will feel less like a single player game. Apparently, the dragon riding races can be done together with friends which has me really excited as my friend and I love griffon racing against each other on Guild Wars 2. Fingers crossed!

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