Soaring Skyterror Mount, Patch 6.2 - Vicious Mounts, Patch 6.2 PTR - Build 20141

Patch 6.2 Developer Q&A - Ion Hazzikostas
Lead Game Designer Ion Hazzikostas answered questions about Patch 6.2.


Flying
  • Flight was delayed from Patch 6.2 until Patch 6.2.x mostly for development reasons.
  • There are some quests and bugs that need to be fixed for the best gameplay experience before you can fly.
  • The decision to allow flying was too close to Patch 6.2's release to get it done in time, so Patch 6.2 would have had to been delayed to make it happen.
  • The reputation grinds required for flying will take around three weeks if you are doing the daily quest every day.
  • The way flying is unlocked in Draenor is a blueprint for how flying will be unlocked in the future. You can experience the game from the ground, explore it thoroughly, and then you will be able to fly. The exact way it is unlocked will vary on the content, but it is an idea that can be applied in a lot of contexts.
  • Flying was a hard decision for the team. Players believe that they the team was lying and the plan was to never add flying back to the game, but the reality is that it is a large design team and it was a decision made by the team as a whole. People on the team were on both sides of the issue and with Patch 6.2 being on the PTR it was a time to make a decision. It wasn't fair to players to keep the decision unresolved for so long.
  • The majority of the team was on the side of never allow flying, which is what was said in the initial interview.
  • After the initial interview, the player and team feedback made them reconsider flying. Never is a powerful word, so once it was out there, players who were fine with being on the ground started to think about the flying mounts they would never get to use again. It felt like something very valuable was being taken away from players.
  • The team is happy with the compromise that they came up with and how it is has been received.
  • The delay on communication about flying after the decision in the initial interview was because the discussion was ongoing and a decision hadn't been reached. Even saying that they were still debating the issue could have gotten hopes up and then disappointed many players if they decided to not allow flying.

Reputations
  • The Patch 6.0 reputations aren't defensible. They are complete mob grinds that were added late in the process. Originally there weren't going to be any reputations, because it didn't fit in the structure Draenor was designed around. They were mostly used as a bar to progress towards cosmetic rewards.
  • The Patch 6.2 reputations are better, there are weekly and daily quests you can do rather than endlessly killing mobs and killing rare mobs gives reputation.

Quests
  • The Apexis daily quests were a result of the classic overreaction to daily quests in Mists of Pandaria. In Warlords the team tried to go another direction and the idea behind the Apexis daily quests has promise, but the execution was flawed.
  • The Mists of Pandaria daily quests felt very structured and narrow, so the team went towards more flexibility and freedom in Warlords.
  • Instead of a quest telling you to destroy cannons like a Mists of Pandaria daily, you are sent to an area and can kill mobs, interact with objects, looting things to use elsewhere, killing rares, discovering secret phases with extra events. The idea was good, but by removing quests entirely story and context were removed, so there was no purpose behind the quests and it ended up feeling more grindy.
  • The rewards for Apexis Crystals were also bad. Most of the rewards weren't useful for players or cost far too much, so players didn't do them.
  • The Tanaan daily quests in 6.2 are better. They have more structure and better rewards for the Apexis Crystals.

Professions and Garrisons
  • The team wanted to be sure garrisons were adequately rewarding for players, as it was a core feature of the expansion. They wanted players to care about their garrison, upgrading it, building the buildings, getting resources and followers, and doing missions. Many systems that used to be part of the outdoor world were tied into the garrison this way. Professions and gathering are clear examples of this, as miners and herbalists could roam the world, gathering things to sell. Now everyone has ore and herbs in their garrison.
  • There was content in the world, but it was easier and more accessible to get the same things from your garrison.
  • Outdoor world content is the core of an MMO and tremendously important, so the lack of world content was a failing that really needs to be fixed.
  • Alts have become increasingly popular over the history of the game as leveling became faster and easier.
  • The team recognizes that many people play multiple characters. They prefer to see alts exist to serve themselves. You should have a healer alt because you want to heal, or another class PvP alt because you want to PvP as that class. The progression for each character should be on that character. Multiple alts shouldn't exist to serve your main character.
  • In Patch 6.2, the team is looking into having diminishing returns on an account wide level for missions that reward gold. It is a nerf, but alleviates some of of the pressure to have many alts. It is a problem when it scales linearly and having six characters gives you six times the amount of gold, making you feel like you have to log into them all every night.
  • Garrisons are the path of least resistance to many rewards, which is a problem. The team likes that the garrison is something for you to do when you can only log on for a short time. They don't want players to log on for hours and be unable to think of anything rewarding enough compared to spending a few minutes in your garrison taking care of things. Rewards are shifted back to the outdoor world in Patch 6.2.
  • Garrisons giving you loot from the next highest raid tier didn't work out well. When some guilds finished Normal and went to clear Heroic, they already had a good number of Heroic items and didn't need much loot.
  • Naval missions require less micromanagement. You have fewer followers, less frequent missions, and more meaningful rewards. Having to log in every 30-45 minutes to send followers out on a mission detracts from gameplay.
  • The current version of garrisons is tied to Draenor. You won't bring your buildings to Azeroth. The core gameplay of building a base, having followers, and other ideas would be nice to bring forward, but it won't take the same form as the garrison we have now.
  • The garrison and daily cooldowns constrained professions, moving away from feeling like a crafter and more like a collector of daily cooldown materials. Patch 6.2 gives you more significantly materials from your daily cooldown and sends you out into the world to find Felblight.

Guilds and Raiding
  • Guilds have disbanded in every raid tier. The glue that keeps guilds together is the officers and leader and as they move on in their lives guild break up.
  • Changing the raid sizes and structure worked well.
  • Raid participation is up in Normal and Heroic.
  • Mythic raiders have a better experience after the move to a fixed size thanks to tuning for only one size and new mechanics that are possible with a fixed size. It also settles the 10 vs 25 debate.
  • Mythic is something for people to aspire to. It allows the best players to prove who is the best.
  • Mythic only takes around 5 - 10% of the time spent on developing the raid. Most of the time is spent creating the art, gear, bosses, and doing tuning. Adding a few extra mechanics, testing, and tuning Mythic doesn't take very long.

Timewalking and Dungeons
  • The Bonus Events aren't trying to force players to do all of the different content.
  • Having a Timewalking as an event makes it a more focused activity, allowing you to gear up alts or catch up.
  • If Timewalking dungeons gave better gear than the Draenor dungeons, there wouldn't be any reason to do them.
  • If Timewalking dungeons gave you the same or worse gear, no one would do them.
  • The limited availability makes it a bonus activity and gives players the best of both worlds.
  • The old dungeons are great to go back and visit, but they wouldn't hold up to repeated visits as well as the new content.
  • Warlords of Draenor dungeons were great, but they didn't have any rewards to keep bringing players back. This is something the team needs to solve better with future dungeon releases.
  • Mythic dungeons will give players better rewards and a reason to go back and do the dungeons.
  • Valor caused you to run the exact same dungeon for better rewards over the entire expansion. The dungeon also got easier as you geared up. It wasn't a great system.
  • In the future, the difficulty of the dungeon might scale so that they aren't super easy by the end of the expansion.
  • Timewalking wasn't added instead of new dungeons. It is a feature that the team has wanted to do for a long time and most of the work was fixing scaling and done by programmers.
  • Patch 6.2 didn't have art resources to make new dungeons in time, Hellfire Citadel was the priority.
  • You can chain run Timewalking dungeons to gear up alts. The gear is similar to Raid Finder gear, but you can chain run the dungeons, unlike Raid Finder. The quest for doing five also gives you an extra bonus roll for that week during the event.

Raids
  • Fight length is determined by the nature of the fight and mechanics. If the mechanics are the same over the entire fight, it shouldn't be longer than 5-6 minutes unless it is an endurance fight.
  • If there are multiple phases in a fight, it can go on a little longer.
  • End bosses with many phases and abilities should go on around 10 minutes or so.
  • The team is happy with fight lengths in Tier 17.
  • Brackenspore's endurance aspect was okay and didn't get boring.
  • Mythic Mar'gok was too long because of the extra phase. Fights that go over 15 minutes are too long, especially when you start the final phase 13 minutes into the fight.
  • The length of Maidens was about right, but the first half of the fight felt too slow. If you rushed and pushed them to 20% it wasn't a super long fight, but if you waited for a 3rd boat phase it felt longer.

Raid Itemization
  • The vast majority of players in the game aren't going to get 735 weapons, because they won't kill Mythic Archimonde.
  • With one flat item level for the entire zone and bosses that increase in difficulty as you get deeper into the zone, kills later in the zone become less and less rewarding.
  • A guild that finally kills Heroic Blast Furnace may DE almost everything from the boss, as they already have 685 gear in other slots.
  • Other guilds would go 6/7 Highmaul and then move to Heroic rather than killing the final boss, which doesn't feel great. Making items stronger as you get deeper into the zone helps to solve this problem.
  • Itemization would not be as interesting if every boss had complete coverage for every spec.
  • Most guilds that are going to kill Normal Archimonde will move on to Heroic and have access to the first few bosses that drop the same loot as normal Archimonde.
  • The Mythic player that doesn't have a best in slot Agility weapon on Archimonde will have a 730 during progression, while other players in the raid won't even have a 730.
  • The people "harmed" by this itemization are mostly the highest end Mythic raider with all of the content on farm. If you are just trying to rank higher, you are comparing to players of the same spec who have access to the same weapons.

Classes
  • There are some concerns with how Demonology plays right now. You need addons to play it well because of how complex it is. It also was the best all around spec, so warlocks that wanted to play other specs had to go Demonology. It is still viable in Patch 6.2, but won't be the best anymore. The best spec changes over time and it is Demonology's turn to be the worst warlock spec for now.
  • Demonology will be significantly overhauled in a future patch.
  • Ability pruning may not have gone far enough. Shamans may not need the Unleash spells. Some classes had abilities pruned that shouldn't have been and the class fantasy suffered.
  • Rotations aren't designed to be engaging when you are fighting a target dummy.
  • During a PvP or boss encounter you are getting out of fire, LoSing things, interrupting, worrying about adds, and other things while doing your rotation, so keeping your rotation from becoming very complex is necessary. There is a very high skill cap and there are very few players who are at the skill cap today.
  • Rotation changes in the future will improve the fantasy of playing your class. Visuals and animations are important. Rogues suffer from the lack of unique and distinct animations.
  • The game is less dominated by absorbs than it was in Mists of Pandaria. There is more healing where people are not just full or dead.
  • Disc priests and absorb-centric healing need to be scaled back in the future.
  • If you have almost any raid comp, you need a disc priest and some other healers.
  • Holy priests are in a great place in terms of versatility right now, but if you only have one Priest in your raid, they should be discipline.
  • Absorbs come at the expense of other heals, stopping bars from becoming empty, which makes the other healers that enjoy refilling bars sad.

Patch 6.1
  • Twitter integration wasn't a high priority feature and didn't take away from outdoor content. It was a feature that a few programmers worked on. It was only a convenience added for players that already use Twitter.
  • The S.E.L.F.I.E. camera was a side project for one designer and programmer who worked on it for a few weekends. There have been many features that started as side projects, such as hard to find Hunter pets, toys, or the Brawler's guild.
  • Patch 6.1 was extremely light on content and might have better been named Patch 6.0.5. It was a small set of updates, but using a major patch number may have been misleading. The team had just launched the expansion and was going on holiday vacations, but wanted to get some fixes and improvements in before the next major patch.

Misc
  • The team is proud of the leveling content in Draenor.
  • The Adventure Journal was added to give newer and returning players an idea of what content to do. The need for it was especially clear at the end of Mists of Pandaria, when you would hit 90 and see all of the daily quests, but nothing telling you that they were a waste of time and it was better to go and get epics from Timeless Isle.
  • The team doesn't want inconvenience to stop you from doing content, but they also have to be mindful of the downsides of making everything too convenient.
  • Portals in Cataclysm made the world feel smaller because of how quick travel to each zone was.
  • The Group Finder added in Warlords is an improvement over random matchmaking, adding some of the social aspect back while avoiding spending an hour looking for a group in town.
  • Artistic integrity is important to the team.
  • The only thing that differentiated skill or accomplishment in Mists of Pandaria was color. There was one set of armor for PvP and one for PvE and then color variation in each.
  • In Patch 6.2, there is one set of armor for average accomplishments and a modified version of that set for bigger accomplishments, then color variation in those sets. The same system was in place during Burning Crusade. There are still two sets of gear, just tiers of skill rather than PvE and PvP.
This article was originally published in forum thread: Patch 6.2 Developer Q&A - Ion Hazzikostas started by chaud View original post
Comments 277 Comments
  1. Osmeric's Avatar
    Quote Originally Posted by IKT View Post
    That's a reason to make some simple specs and classes, not make them all simple and boring
    So, you are proposing a mechanism where if your average player picks his class with insufficient prescience, he's out of luck?
  1. zrankfappa's Avatar
    The design/development meetings at Bliz really must be completely void of honesty, I almost can imagine a room of Lores sitting around nodding saying "Ya right. Cool. Sounds good". It is the only thing that explains the complete lack of foresight.
  1. thegempolice's Avatar
    'Fights that go over 15 minutes are too long' heh like Sha of Fear took about 25 minutes and if anyone messed up orb swapping you had to start again.
  1. mmocfd328e0b6e's Avatar
    "Patch 6.2 didn't have art resources to make new dungeons in time, Hellfire Citadel was the priority."

    Well than where is my subscription money? Maybe one of the owner's jacht has it?...
  1. Xtrm's Avatar
    I love the comment about no reputations were originally planned for WoD, what the fuck happened between MoP and WoD that fucked with this expansion's development so much.
  1. Dawnseven's Avatar
    Quote Originally Posted by Lora Twinblade View Post
    I'm really not sure how anyone could not have seen a nerf to the gold made from garrisons coming from a mile a way, it's just way too much for no effort, especially when done on multiple characters. (And yes before you ask, I also have several garrisons set up on alts exploiting the shit out of it and no, it wasn't that much work/effort.)

    Expect it to be nerfed even further when 7.0 launches.
    Sorry, I don't see how you can possibly say that alt garrisons weren't that much work/effort. Name some bigger gold/time sinks.
  1. kovin's Avatar
    guess im staying on nostalrius for a while longer then
  1. Kelathos's Avatar
    Quote Originally Posted by Xtrm View Post
    I love the comment about no reputations were originally planned for WoD, what the fuck happened between MoP and WoD that fucked with this expansion's development so much.
    IMO, the losses from Cataclysm were still hitting hard as Pandaria launched. At least for myself, I skipped 5.0-5.3. Only returned to put Garrosh down after the 5.4 trailer. Combine that the poor design of 5.0 "mass" dailies and Blizzard connected the wrong dots. After making the best WoW content (5.1, 5.2) they opted to drop content altogether.

    It's rather spectacular that they drew the conclusions they did, but Warlords speaks for itself.
  1. Jasper Kazai's Avatar
    I like how they call the WoD reps indefensible, but they're not doing anything about them. "Yeah, they suck, but they're going to stay that way." Even if it was something simple as making more garrison missions that give you rep rewards like the Arakkoa token or the Highmaul Relic, that would be something. Just a little reward saying "we know we fucked up."

    I also love how their solution to garrisons being a burden with alts is saying that they want you to play alts to play alts rather than serve a main. So, they're dictating how you should play the game, and also saying the amount of work is good. That's bullshit, honestly. My main has always and will always be my #1 importance in WoW, and I don't want them telling me that I can't have alts just to serve it. That's exactly what I want my alts to be. Sure, I like playing them from time to time, but their main purpose is to give shit to my main. I see this as an excuse to not make garrison progress account-wide. It really should be.

    I've been generally positive on WoD this whole time, but these two answers specifically really irked me.
  1. Flayr's Avatar
    Wait, they're nerfing demonology because it's too complex and the best spec out of the three? Sure, nerf the complexity a little (I never played demo really, so I don't know how much of a problem complexity is), but don't make it the worst! Instead, why not just bring destruction and affliction up to demonology's level? Make destruction and affliction just a little more complex, especially destruction. It's boring to just sit there casting mostly 2 spells and the occasional Conflagrate and Chaos Bolt when you get embers, especially if the damage is lackluster compared to other classes. Give destruction an insta-cast proc like the old instant-shadow bolt talent did that shows on screen; a simple on-screen proc indicator can do wonders (like Frost Mage's buffed Ice Lance indicator).
  1. Osmeric's Avatar
    Quote Originally Posted by Flayr View Post
    Wait, they're nerfing demonology because it's too complex and the best spec out of the three? Sure, nerf the complexity a little (I never played demo really, so I don't know how much of a problem complexity is), but don't make it the worst!
    From what I understand, nerfing the complexity is a big enough redesign that they can't do it mid-expansion. They basically admitted they screwed up designing the spec this expansion.

    And if they are planning more across-the-board rotation simplification in the next expansion, changing things now could be seen as a waste of effort.

    - - - Updated - - -

    Quote Originally Posted by Kelathos View Post
    IMO, the losses from Cataclysm were still hitting hard as Pandaria launched. At least for myself, I skipped 5.0-5.3. Only returned to put Garrosh down after the 5.4 trailer. Combine that the poor design of 5.0 "mass" dailies and Blizzard connected the wrong dots. After making the best WoW content (5.1, 5.2) they opted to drop content altogether.

    It's rather spectacular that they drew the conclusions they did, but Warlords speaks for itself.
    I am more and more of the opinion that something is fundamentally screwed up in their internal decision making procedures.
  1. Solvaran's Avatar
    Quote Originally Posted by Osmeric View Post
    They undoubtedly have data on how well people are doing the "dumbed down" rotations. And the data are almost certainly telling them that people are, by and large, NOT doing them very well. He basically said as much, comparing the performance of players in top guilds to average players.

    So: more simplification incoming.
    Having just started playing FF XIV a week a go due to the hot mess WoD is in (well, also the Polygon interview + token f2p), I wonder if they could simplify enough to get WoD on consoles? That would probably give them an nice revenue bump and access to new players since existing players are experiencing a pretty significant drop.

    - - - Updated - - -

    Quote Originally Posted by Jasper Kazai View Post
    I like how they call the WoD reps indefensible, but they're not doing anything about them. "Yeah, they suck, but they're going to stay that way." Even if it was something simple as making more garrison missions that give you rep rewards like the Arakkoa token or the Highmaul Relic, that would be something. Just a little reward saying "we know we fucked up."

    I also love how their solution to garrisons being a burden with alts is saying that they want you to play alts to play alts rather than serve a main. So, they're dictating how you should play the game, and also saying the amount of work is good. That's bullshit, honestly. My main has always and will always be my #1 importance in WoW, and I don't want them telling me that I can't have alts just to serve it. That's exactly what I want my alts to be. Sure, I like playing them from time to time, but their main purpose is to give shit to my main. I see this as an excuse to not make garrison progress account-wide. It really should be.

    I've been generally positive on WoD this whole time, but these two answers specifically really irked me.
    I disagree with them as well. However, they probably think that they don't want to make folks with one toon feel that they are severely disadvantaged unless they makes alts. However, if they went this route, they'd need to make much more engaging content to soak up all the time folks with alts spend on their alts. They haven't done this, they won't do this, and if they makes alts have a "penalty", well, they'll lose a segment of the alt players.

    Anyhow, Bliz has long had a point of view on how they really wanted people to play. For a very long time, it was:
    1) one toon (cause "choices should matter!")
    2) one spec (cause "choices should matter!")
    3) no transmog (cause folks need to see how awesome you are cause you're wearing boss xyz's gear!)
    4) be in a raid guild
    5) raid!

    The focus is really on raiding and the raid gear it provides. Alts are something that happened due to folks wanting something different than that model requires/provides.

    I'm currently giving FF XIV a try due to me not liking WoD and the Bliz interviews over the last 1.5 months. It is interesting in that they kinda push you to have one toon (you can have more if you want), but each toon can have ALL classes and ALL professions if you want, but you have to level each from 1. For each class you learn, you actually become a level 1 in that class, can only wear level 1 gear, etc. You level 50% faster on your lower level class. Having multiple classes allows you to access a few additional abilities from a class (for example, my gladiator now can raise folks due to him also having a lower level healing class... he's going to become a paladin eventually).

    Anyhow, my point in giving the FF XIV example wasn't to promote it, but rather to say if WoW wants to discourage/penalize alts, they need to rethink how they handle mains otherwise folks will run out of stuff to do on mains (it used to be your main had to grind forever for raid mats, thank gods that no longer is the case like vanilla/cata!).
  1. muto's Avatar
    Please bring back Cata Demo
  1. rowaasr13's Avatar
    Quote Originally Posted by Vormav View Post
    2. You don't seem to realize that there's a large percentage of players who hate flying right? It's not like it's every single player that loves flying and only the devs who hate it. I know you want to pretend that they don't exist, but i'm afraid that they do.
    I seen ZERO who hates flying. Anyway, you hate it - you're free to not use it. Don't force your religion on others.
  1. ihyln's Avatar
    So to summarize the Q&A proved that they fucked up ALL aspects of WoD except for raiding. Wow! And it was in development for how long???
  1. Solvaran's Avatar
    Quote Originally Posted by ihyln View Post
    So to summarize the Q&A proved that they fucked up ALL aspects of WoD except for raiding. Wow! And it was in development for how long???
    Yeah, a bit of exaggeration (levelling was good as well), but yeah. Removing something like valor (i.e. gear progression) killed heroics, bad reps grinds, apexis grids, garrisons too rewarding, Ashran, no-flying at max level (if you're pro-flying), etc. They also made LFR even easier (too easy, imo), which killed any enjoyment/engagement I got from that as well.

    From posts I've seen from raiders, it sounds like raiding guilds are struggling with maintaining rosters as well. So, while raid content (i.e. encounter and environment design) may be good, raid "culture" may be struggling as well (idk... I only pugged raids in BC/LK, and switched to LFR when it came out).
  1. MasterHamster's Avatar
    All I see is confirmation over and over and over of what I've been saying for months, that when you try to "perfect" everything in an MMO, and make things 'optional', all you get is player apathy.

    We "didn't want to be forced to do dailies/factions"
    We "didn't want to cap weekly currencies"
    We "didn't want to farm dungeons after overgearing them"
    We "didn't want to rely on RNG"
    We "didn't want to farm for our professions"
    We "didn't want exclusive prof recipes locked by reputation"

    WoD is such a gigantic pile of good intentions and "perfect balance" that makes people stop giving a shit. When you can stay at the front by idling in a garrison and do your weekly raid, what the fuck do you think players will do? Utopian sandboxers who cannot understand what drives players chant about "choice" until they realize everything that kept them occupied between content patches are no longer worth doing, because it doesn't progress your character. No incitement, no drive.

    It's quite remarkable to watch the results when you give players too much of "what they want". Still not a single word about changing leveling to something that at least could constitute as an actual game, where failure is a possibility. Nowadays the only thing that could kill you is going afk or ganked. Such fun.
  1. Solvaran's Avatar
    Quote Originally Posted by MasterHamster View Post
    All I see is confirmation over and over and over of what I've been saying for months, that when you try to "perfect" everything in an MMO, and make things 'optional', all you get is player apathy.

    We "didn't want to be forced to do dailies/factions"
    We "didn't want to cap weekly currencies"
    We "didn't want to farm dungeons after overgearing them"
    We "didn't want to rely on RNG"
    We "didn't want to farm for our professions"
    We "didn't want exclusive prof recipes locked by reputation"

    WoD is such a gigantic pile of good intentions and "perfect balance" that makes people stop giving a shit. When you can stay at the front by idling in a garrison and do your weekly raid, what the fuck do you think players will do? Utopian sandboxers who cannot understand what drives players chant about "choice" until they realize everything that kept them occupied between content patches are no longer worth doing, because it doesn't progress your character. No incitement, no drive.

    It's quite remarkable to watch the results when you give players too much of "what they want". Still not a single word about changing leveling to something that at least could constitute as an actual game, where failure is a possibility. Nowadays the only thing that could kill you is going afk or ganked. Such fun.
    Part of the problem, though, and Ion admitted it in the interview, is Bliz tends to be "all or nothing" in design changes. That doesn't lead to healthy choice, that either leads to no choice (i.e. where content is removed), or an obvious choice (where the effort vs. reward system is so out of whack that you only have one "real" choice). Some other newer mmos have cracked this code much better that Bliz has lately.
  1. belljb's Avatar
    The team recognizes that many people play multiple characters. They prefer to see alts exist to serve themselves. You should have a healer alt because you want to heal, or another class PvP alt because you want to PvP as that class. The progression for each character should be on that character. Multiple alts shouldn't exist to serve your main character.
    Don't tell me how to use my account or my alts, Blizzard. I pay my subscription like everyone else and I will do -- within the EULA -- what I damn well please with my characters.
  1. mmoce2fa46bcbe's Avatar
    Quote Originally Posted by belljb View Post
    Don't tell me how to use my account or my alts, Blizzard. I pay my subscription like everyone else and I will do -- within the EULA -- what I damn well please with my characters.
    Obviously...

    But there's a difference between a person choosing to play like that, and the developers designing the game with the intention of people playing like that.

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