End of Beta Special ft. @Meeix | Episode 5 – The WoW: Forever Podcast



Join Host @countdowntoclassic, Senior Game Designer Josh “Aggrend” Greenfield, Associate Production Director Clay Stone, Lead Software Engineer Ana Resendez, Lead Encounter Designer Michael Nuthals, & special guest @Meeix for a roundtable discussion digesting the WoW: Forever Beta.

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00:11 Intros
2:52 Addressing Datamining
7:28 Beta Insights
14:58 Secrets to Still Discover
21:31 Visual Updates
27:30 30-60 Leveling
31:39 Who is Forever for?
38:30 Beta Highlights
1:04:35 Scale of Beta
1:09:57 Fun Items to Find
1:13:31 Raid Sizes & Content
1:17:36 Approach to Encounters
1:37:01 A Teaser for the Future
1:38:53 Outro

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44 Comments

  1. Grouping for quests being slower in any capacity will always lead to people to hesitate in grouping up. Yeah the mobs might die faster and it might be safer. But the human brain compares killing 6 bats for their wings and killing 12 bats for their wings and says 12 > 6 ergo grouping is slower/not worth it. Plus dynamic respawning undermines the no item sharing entirely

  2. They mentioned 4 pillars that are their north star type of guides for the game development, but i didn't catch what those 4 pillars actually are. Can anyone illuminate me please?

  3. Thank you for RP-PVP! Please make layering a little more emergent gameplay aware. By continent, perhaps. All these invisible "instance portals" feels really bad. Also, please bring back Shaman tanking, which was super fun, and clearly a direction Shaman was meant to originally fill in part.

  4. 35:00 I guess the forth audience that creators of Forever thought this game would be made for are pirates from Turtle WoW and other pirate servers – but I’m sure they will not pay any money for this game – no matter their beloved pirate servers are closed by Blizzard or not. I didn’t play on any pirate server before, but I can feel the pain of losing every character and all of the progress they made there… Hope to see anybody from these pirate servers on official servers sometime

  5. Success with controller leads to consoles. This could allow couch co-op split screen gaming for family members to experience wow but also the early console experiences that made couch co-op 4 player gauntlet or those two player games. Man, if this can happen this game will open a whole new market of players.

  6. I think it's an awful decision. They think people play vanilla because molten core is too easy or something? People miss the original vanilla experience and it was not easy back then. If raids are so easy that everyone can do them very easily, that means we are simply doing a weekly quest, not a proper raid. An easy encounter does not make people scream after they beat the boss. They made the game ridiculously flashy in retail and now they are trying to ruin the vanilla experience by making it too accessible.

    STOP MAKING THINGS EASY

    People like hardcore, classic etc. because it is not easy. Raids being easier is just a technology problem. How many people even killed the original Naxxramas? That makes them super cool, doesn't it? If everyone simply killed Kel'Thuzad back in vanilla, who'd be talking about their great achievements back then? This is the essential part of MMOs. They don't understand what makes this game great.

  7. "its for everyone"
    Retail players ruined retail and now moves on to the next shiny thing.

    This is like someone leaving California due to high taxes and crime and then voting for the same policies in their new state.

  8. This lead software engineer is fantastic. I've worked with many product engineers and they are never this end user focused or this considerate of their impact on areas other than themselves.

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