I think it will do the opposite. It's potentially 2 games for 1 subscription price increasing the chance players stick around.
Classic does not stand a chance in "killing" current "retail" WoW.
You forget the mass amount of players that Blizzard caters to now - the "casuals" - ever since the end of WotLK. They won't stop playing retail for a non-casual experience like vanilla WoW was.
Keep dreaming.
Bottom line is people won't know the sub numbers for each game since that data hasn't been released in years. Classic will have their community, retail will have their community, and some will play both. I don't get this polarizing discussion which will be better, which will have more players, at the end of the day it's another person playing Warcraft, which is the end goal for blizzard.
People will come back specifically for classic, while other who played it won’t touch it. I don't get why there needs to be multiple threads about which game which version of the game will be better than the other. Who cares, play the game you like and stop making it such a dick measuring competition.
I don't think it will but I HOPE it will. Legion was such utter garbage and BFA is looking equally bad. Maybe they wake up and make a better retail game if it starts to die.
• Diablo Immortal is the most misunderstood and underrated game of all time!
• Blizzard, please, give us some end-game focused Classic servers, where you start at max level!
• Serious Completionist: 100% OW Achievements, 100% D3 Achievements, 90% Immortal Achievements, 99% ATT Classic, ~90% ATT Retail
Again, the winning strategies for each team were different due to the map. Bads will always whine --- as a rogue in classic, the best winning strat for horde was for Horde to bunker down in front of Tower Point...the best choke in the game. You left Snowfall graveyard for Alliance, so they respawned close by, and were thus too far from their base making it too far to ride back. Rogue/Druid stealth teams could easily go across the bridge and take out tower npcs and cap. This forced Alliance to either trinket back and give up their attack, or stay at the choke and lose their towers.
This guy talks about map advantages and fails to point out Horde started nearly halfway up the map for almost a year before being moved down due to winning more games.
He also talks about later on how Horde don't queue, and they don't because once resources were removed, Alliance had direct advantage because the map favors a zerg, rather than playing the game. In a game where a competent Horde team does the winning Horde strat, its very hard for Alliance to win. The problem is, this lasts much longer than zerg games and people are too impatient.
The guy in the video even says, in Reinforcement games --- Horde won, and Alliance whined.
Same video: https://youtu.be/zbpgWkPbNc4?t=1009
This advantage wasn't just during reinforcements though. It was always there, and they could bottleneck it the entire time during classic as well. Utilizing stealthers to take the north. Weird I know. The difference in AV Classic is that once you took the northern towers, you had to march up with your team...whereas with reinforcements you could just stay at the choke til they hit 0.
Edit: Also read the comments, they largely disagree with what he says in the video and confirm what I am saying.
Last edited by wushootaki; 2018-06-04 at 06:52 PM.
Originally Posted by Zaelthon
Even starting half way up the middle graveyard was still closer.
yes when the reinforcements came out, that was not vanilla that was TBC, and that made it unfair because horde had the graveyard advantage.
And again he shows factual evidance in the "most deadly" list, but whatever you wanna beleive man
Factual evidence given by blizzard back when the content was current?
or
your twisted nostalgic beliefs.
what is worth more?
I beleive it to be the other way around. Blizzard will launch Classic WoW and have many people playing in the begining .Then after a month servers will be dead because everyone will realize why live is better.
Read the comments. Several of them disagree with his classic interpretation. If things were so one-sided, games wouldn't last 6+ hours. His advantages really only started to skew the game once they started messing with the actual game design for win conditions. This made the Alliance map advantages actually favor win conditions.
But his analysis disregards the following facts:
- Horde Land Mines
- Horde having Best Choke Point in game
- Both sides having different win strategies
- Lok being much harder to kite than Ivus due to a shorter leash range from initial spawn point
- Rams being nowhere near towers or Alliance NPCs, while Wolves were in direct line of sight of the Horde base and right next to Horde NPCs that could be aggrod, and thus easy to see and defend when players were spotted
- Balinda also provided a small advantage to the Alliance due to iceblock prolonging the time it took for her death, while Galv just straight out did more damage if you defended/healed him
- The competency of randoms vs. people knowing actual game strats
- Any actual factual statistics representing win ratios, rather than just NPCs that were deadly
- The disparity between gear quality and the fact that Alliance had more players, thus more high-end raiders in quality gear (PvE to PvP back in the day --- as welfare epic pighammer was basically MC gear, and nothing got added beyond that until the PvP revamp)
- The PvP revamp that then promoted players afking for honor, rather than participating in the fights
Originally Posted by Zaelthon
if things were so one sided games still would last 6+ hours, but most of those would end after 6 hours in the alliance winning.
again if you want to provide any evidance for this stuff, if you want to for example make ANY CLAIM on how possibly it makes sense all the horde bosses have far more then the alliance, and the alliance bridge archers have even higher.
Please stop giving your horrid excused and provide evidence like i have.
also horde having best choke point? no, no they did not until BC.
Most games ended, because generally after 6 hours people have to leave. The alliance having more players in classic is a direct advantage. More players on your side --- you can field the game longer. Do remember, Battlegroups didn't exist at first and you were operating just with your server. This changed shortly after the release of BGs.
https://wow.gamepedia.com/Battleground
"WoW Icon update.png Patch 1.5.0 (2005-06-07): Alterac Valley and Warsong Gulch added."
"WoW Icon update.png Patch 1.12.0 (2006-08-22):
For the first time in the history of World of Warcraft, you will be able to face off against players from other realms in the Battlegrounds. PvP Battlegrounds link Alterac Valley, Warsong Gulch, and Arathi Basin so that players from several realms will be combined into one huge matchmaking pool. Replenish your mana, sharpen your blades, and get ready for some brand-new challengers!
In order to whisper a player from another server in your battleground you must append "-Servername" to the end of their name. These whispers will not show up on your screen, but will show up on theirs.
Conjured items are the only type of items that can be traded to players from another server (anything else will give an error message).
When you join a battleground, you are automatically added to a raid group. You MAY NOT leave that group. To speak in this raid, use /bg instead of /ra.
Leadership of the battleground raid is granted to whomever has the highest PvP rank when the raid is formed (approximately 1 minute before the battleground starts).
You may be in a battleground group and a regular group at once, but the battleground group will be the one you see in the party frame as well as the raid tab."
That's over an entire year of dealing with only your server, where if you were outnumbered in population, after long games...yes chances were you'd lose when people have to go to bed. This same phenomena could be seen in DaoC, and as recently as GW2 where serveres attempted recruiting Oceanic guilds for the simple reason that people need to sleep/work at different time zones and can't be in the battle 24/7.
As for Horde having the best choke point. Yes, They did. The video you pointed out even states they did. People who knew it always existed used it. It was largely made more known once resources were added, because you could finish the game without a stealth team operation, and just sit at the choke. But the choke point was always there. The addition of reinforcements or changes to Alterac Valley didn't alter this choke point in any way. Which again, in the video YOU posted, states its the strongest in the game.
https://www.engadget.com/2007/07/17/...an-go-afk-now/
https://www.mmo-champion.com/threads...ned-blue-posts
Also, the lack of Horde defending their chokepoint, which 100% wins games is even a meme for Horde players.
https://www.reddit.com/r/wow/comment...lterac_valley/
Last edited by wushootaki; 2018-06-04 at 08:03 PM.
Originally Posted by Zaelthon
retail won't die, but neither will classic, but when classic comes out it will definitely have more active players than retail for at least a month. after the first month you will see the players who are tired of getting ganked or tired of not being max level yet quit and slink back to retail, they'll have an excuse ready, but deep down they'll know that it was because they couldn't hang in a real mmo.
a year or so after classic is out retail SHOULD have more subs and be doing better overall, but classic will still have a really healthy number of players and those players will likely also still be playing it a year after that. the classic community will likely end up smaller, but much more dedicated and much more loyal to the game.
so pick your side, play casually and get rewards for logging in once a week, or play a real mmo and try to make it in a ruthless world of people who just want you dead. and no that wasn't sarcasm, the current game is doable by doing your 1 m+ a week and with raid tiers gone you can play 2-3 hours a week and keep up. if you tried that in vanilla you wouldn't hit 60 for about a year.
I showed it to you. Read the comments of your own video. I'm not gonna scroll through and copy every single one that disagrees with the video. And the video points out Horde didn't use the stategy en masse until then. Nothing about the choke point changed. The design of the game forced more players to use it, once the focus changed to a race.
The strategy was always there. Its shown by the fact that none of the map changes in your video, or that existed, impacted either choke point. Alliance still had the bridge. Horde still had both Iceblood and The entrance to Frostwolf.
If you need proof that the chokepoint existed before the game got nerfed to shit:
http://vanilla-wow.wikia.com/wiki/Al...tical_overview
Here's a list of every advantage and disadvantage shown in the game, with an analysis of perceived advantages and imbalances, with how changes to the map and game impacted them.
"Icewing bunker
Because it is situated right next to the only path into and out of Alliance territory, whoever controls IWB controls the pass. In most games the Alliance won't leave any defenders, making it an easy take for the Horde who can hold off a squad of Alliance players with just a couple RDPS in the windows. Were the Alliance to leave defenders here, they could rather effectively bottleneck the Horde and prevent them from moving onwards."
Last edited by wushootaki; 2018-06-04 at 09:06 PM.
Originally Posted by Zaelthon
not only that. but other games that have done similar, (use EQ progression locked servers as examples) People complete the content, then don't play. while plat farmers for Daybreaks "wow tokens" clog up the economy and farm everything. then the company releases a new server and it just rinse repeats. difference is they changed the rules of those servers to try something "interesting" yet its just the same shit different day. I've expected the same to occur with classic. especially if it's tied to battle net. Now, gold won't be as readily available. but the gouging is going to be intense. Krol blade I'm lookin at you.
Lucifron, (the first raid boss in Vanilla) had 2 mechanics. Two dispells and a decurse.
Nythendra, the first boss of Legion, on Normal difficulty, has a breath attack, an ability that does aoe damage around the player and spawns pools, an ability where the tank has to move far away from the raid, and a phase where the pools are drawn towards her and aoe damage pops up in random places around the room.
One of these is carebear easy mode. It's not Legion.