Hi,
We’ve been 20 years in the same game, however, we can see how different is from its firsts iterations. (duh), things change.
However, there are many situations in retail that can at least evoke some classic feeling.
In my case, I was farming boxes in LBRS, for the ravenholdt reputation, and I thought that the game in that particual scenario, wasn’t that different from the classic version, aside from few variables (such as resists, stealth detection range, movement speed, yada yada).
However, when you play other kind of content, the feeling is that it is a different game. If we could’ve played this retail WoW version in the 2007 days under another game’s name, people would have not recognized that it’d be WoW.
I’m talking about PvP micro mechanics and complexity in micro-variables, I’m talking about PvE overdesigned mechanics, I’m talking about aspects such as “the meaning of gold in the world”, or character power progression being seasonaly destroyed.
I’m not trying to re-discover the wheel with this, I just want to leave a reflexion here, that the game would be better off with less complex systems and more player-friendly goals.
I came with the idea that, if WoW could increase raw gold generation, lower repair costs, and add some “gold sinks” that people would invest ** in, along with simpler systems (such as the so asked M+ changes, just to name one), the game would retain more players, and become a more attractive product for new ones.
** The idea of that gold sink would be a NPC token that could cost, let’s say, 1M gold. And then, you could use that token to get some elitist items such as spectral tigers, challenge mode: gold sets, or whatever other item that is not obtainable in the game (or unlockable), so people could farm those items by playing the game (maybe playing mythic+ to farm gold?), while others could just play the game with enough gold for repairs or consumables, while the gold would be spent and not contribute to the long term inflation by being destroyed thanks to the called token.
In general, probably not everybody agrees, but the classic feeling has shown that works, and it is true that retail is not retaining players; while I am not a classic andy, I can see how SoD and all of the classic iterations could give some guidelines of how retail should be designed in the future. Simplifying systems and letting players play the way they like, would lead to a more satisfying experience overal.