Yes, yes it did. I just went and found several mobs in 1-60 and Cataclysm (80-85) level zones that have the "!" multi-tag thing. I found an article from January 2011 talking about multi-tagging, but the forums won't let me post it as a hyperlink yet:
priestwithacause.blogspot.com/2011/01/changes-to-mob-tagging.html
It might not have been in at Cataclysm launch, but it was definitely introduced during the Cataclysm era.
"PvE is like playing chess against an opponent that makes the same moves everytime"
"PvP is like playing chess"
"PvE is like playing chess against an opponent that makes the same moves everytime"
"PvP is like playing chess"
Wish they could just take a second to shoot down the "Disable CRZ Option" because such a thing would make no sense.
You're running around with someone on your realm (not in a party), you got CRZ disabled, and the fellow gets killed by a ganker you cannot see.
How about no?
I'm not sure I see the issue with that, it sounds akin to running around unflagged with someone flagged for PvP. Unless you mean that the ganker could not attack a healer they could not see?
Either way, I could see it being handled the same way - you engage with someone with CRZ on, it's forced on for you, similar to a PvP flag. You go solo and keep to yourself, it stays off.
Meh. Nothing about not allowing level 90 gankers from another realm getting zoned into a different zone meant for 50 levels lower players.
The loading times at zone borders you don't even see and accidentally cross several times if you are unlucky are really annoying -.-
There are loading screens that are faster.
Bleurgh. It's really disheartening to see them ignore all of the issues with the design and social aspect of the game that get impacted by CRZs and just comment on the technical limitations again. I really feel like they just don't know what they're doing with the feature at all.
The handling of CRZs has been the one thing that's really shaken my confidence in Blizzard as developers recently. It's horribly bad game design for a product like WoW in it's current incarnation.
The problem is that you're projecting your interpretation of what it means to be an MMO or PvP realm on someone who may have a different interpretation, and no single person is correct.
There are other ways to play with folks other than questing alongside of them, and before CRZ players were able to chose a realm based on the activity level of the PvP or PvE communities. One can hate getting ganked by 90s and still enjoy the challenge of being ambushed by someone their own level now and then, or they can be the type that thrives on a good corpse run while a group of max level players teabag their body, or somewhere in between.
PvP interests are not so black and white, it's more than just picking a PvP or PvE realm. Before CRZ, people had the choice of realms with varying degrees of casual/hardcore, ruthless/honorable communities, and everyone could find a community that fit them. Now we're all tossed in together, and suddenly people like you are insisting that others are playing the game wrong after having enjoyed their unique community for nearly a decade. You're no more correct in your interpretation of PvP and MMO than the rest of us - it's all a matter of opinion, and CRZ should account for the interests of more than one segment of players.
---------- Post added 2012-10-30 at 03:28 PM ----------
This, along with the node sharing, is major issue with it. Perhaps CRZ should only show players that yield honor?
CRZ would have been a significantly better feature if they had spread quest mob tagging to all mobs, instead of only ultra important ones.
Well, I can understand why they wouldn't do that, same reason they don't want questing in raids. It would undermine things like dailies if people could just clump up and aoe everything and be done in 30 seconds. But it would be nice if named quest mobs in old zones acted as they do in Pandaria.