WoW 10 postabout fixing vannila vs millions of palyers what want classic to be classic. Those threads cant be taken seriously dude. They are made by minority.
WoW 10 postabout fixing vannila vs millions of palyers what want classic to be classic. Those threads cant be taken seriously dude. They are made by minority.
Except the debate has greatly slipped from "Vanilla true god" to "I want a wow tailored to my desire". Which is just impossible.
There can't be multiple vanilla servers and no matter what Blizzard may finally release (don't hold your breath tho, it will actually never happen) people will be disapointed.
Vanilla wannabe-players are allready a minority, don't kid yourself into believing something else.
No it's not, tens of thousands of people have played on private servers, which are worse than Vanilla ever was, and yet they liked it. It's just a bunch of idiots from retail who can't manage to get that there is a world outside their head and that these people in the world have different tastes than them.
Really? All I ever hear is how great AV was in Vanilla. That's one of my favorite memories of AV, then again I was on a competitive server. We wouldn't have horrendous ques waiting for Alliance (was a Horde main.)
Battlegroups were introduced in Vanilla, so possibly they implement battlegroups from the beginning, but most people's complaints about battleground were the que times in Vanilla. Specially if your server was dead or one faction dominated.
I'm just reading through this thread and have no opinion on the classic WoW servers. I believe the numbers of people wanting classic servers are large just because Blizzard is taking the time to recreate them but what actual proof exists? I did a quick google search and got this article (https://www.dkpminus.com/blog/estima...ivate-servers/) from last year but it included private servers up to Wrath. Is there a place I could find actual numbers for people that would be playing on a Vanilla only private server?
Please quote where I said there was no noticeable difference.
What I said is that the core flow, hub, and experience of most of the zones remained more or less the same with a facelift. Yes they changed the order of the zones, and the level, but that was to make a more natural flow across the continents, so you weren't running through death zones to get to the next zone you could do.
I'm not really talking about the big environmental changes that amounted to essentially nothing. Darkshore, as an example, all the quest hubs, caves, paths, etc, were essentially untouched. They just smashed auberdine and added that whirlpool thingy.
Let me try an example. I thought when they did the 1-60 revamp in Cataclysm, that I'd get all new 1-60 content and it'd be totally different. It felt more or less the same, just faster. Most of my memories of quest hubs, layout, location, etc, were all accurate enough to roll through the content with few hiccups. Sure, there were a handful of environmental changes, and a few massive reworks, but I'm talking about the majority of zones.
“You can never get a cup of tea large enough or a book long enough to suit me.”
– C.S. Lewis
Bullshit. I didn't want vanilla but I dont care at all. This is all YOUR side coming out with "well, we wanted it but... not X" Those of us who were against the idea were against it precisely because of this whiny bullshit. You all want Classic? You should get classic. Period. Pick a patch, run that, that's what you get.
But all of the 'well I just want THIS change' was utterly predictable. Your side will never be satisfied...
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Gaming and WoW stuff
You have no insight. The game sucks is your arguement? Well this whole movement and Blizzards response to it shows otherwise but whatever. Delusional and sad : (
Lol hype alone will make this profitable in the first month subs become available. Lose money? Are you crazy? Do you really think Blizzard has not greatly looked into this? Internal numbers show this is highly profitable move.
What's really interesting is that there is a market for a Vanilla WoW experience. But it's exactly that, they want that experience not the story. So embrace it, run with it. Rift is a great example of a game really trying to capitalize on that. So I say, just go ham and do your best to capture that experience but then focus on that and not the story. Let retail focus on the story.
They completely changed the flow of quests and you rolled through the content, because that's how Blizzard designed it to be. They got rid of all the quests that sent you from one continent to the other. The massive cross-zone chains (Scepter of Shifting Sands most obvious example.) Some of the stories of the entire zone got altered, Hillsbrad Foothills, Silverpine Forest, Eastern and Western Plaguelands, Blasted Lands all had story reworks. So did Stranglethorn Vale and Barrens (which they split into 2 zones.) Thousand Needles and Feralas also had story reworks for the zone.
Most quest lore was rewritten (though if all you did was skim through to find out what number of x you have to kill, you probably didn't care.) To say the stories weren't massively change is wrong, if all you care about is the objective of the quest, well then yea...there's only so many types of quest they can have you do.
Wow you people are really are conspiracy nuts. These are mostly your people. Now that it's happening, you're seeing the divisions in the pro-legacy camp between the purists and those who want various changes. There were pro-legacy people asking for small changes in the threads about this before Blizzard said Yes. They're just louder now.
And certainly there are people who won't touch retail WoW nor private servers, but are more than happy to shell out $15/month for WoW Classic (I'm one of them).
I see no way they will lose money on this in any scenario. There are (tens of?) millions of people who will pay for it, and the cost to develop it is insignificant compared to a new game. They most expensive, and slowest, thing to develop in WoW is the content (art assets), which they won't need to do for Classic WoW. The infrastructure cost to run WoW is completely trivial (so small they don't even list it in their financial statements), and the main thing they need to do for Classic WoW (backend engineering) is the simplest part of the whole system (go look at private server codebases, they are very simple, most of the complexity is in the client).If I had to guess, I would say Blizzard will lose money on this because they're going to have to pay a lot of people who make significant salaries and there will be some significant CapEx to pull this off.
finally vanilla server but turns out it's all nostalgiaaaaa
hit & run posting lol
Yes they had some minor changes, and got rid of quests that had you traverse the world for whatever reason. That wasn't the main questing experience.
Story was rewritten yes, but that's lore, not the main questing experience.
The zones still were laid out with the same hubs, and had you go to more or less the same location and kill different mobs. My favorite example is the human starting area in Elwynn, I think all they did was update the mobs and environment. Instead of picking up grapes, you put out fires. Instead of killing that guy in the house, you kill the guy more or less where the house used to be. Still clear out the cave. Etc. Most of the zones I recall leveling through felt like it was the same with environment and story updates, but if you already leveled through the zone, your intuition was the same.
The core of what I'm getting at is you claimed a sense of new exploration for post-cata players. I'd argue that they'll soon realize it's basically the same with some environmental changes, small story changes, and a whole bunch of random nonsense quests that websites tell you to just skip.
“You can never get a cup of tea large enough or a book long enough to suit me.”
– C.S. Lewis
I dont think they should change anything apart from game systems. Homogenize the engines (just so Blizzard dont have to develop two separate engines) while leaving the same assets so the same looks as close to the original as possible but runs much better on modern hardware. I could stand behind some other engine related fixes implemented: for example creature debuff cap or cast timer clipping - if you remember in Vanilla your effective cast time was actually spell cast time + your latency. They overhauled the system when they implemented GCD reduction from spell haste with BT release, allowing you to 'queue' casts or clip it (starting your next cast/channel before your current was finished on the client).
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