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10 Mistakes That Could Kill Classic Plus

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The speaker argues that for Classic Plus to succeed, Blizzard must avoid turning the game into a "retail minus" version by strictly adhering to the original design principles of Vanilla WoW. A major pitfall to avoid is the tendency to layer new systems on top of existing ones as quick fixes, often referred to as "putting it on a vendor syndrome." Instead of constantly adding band-aid solutions that complicate the foundation, the game should feel like a natural continuation of the original experience. The primary target audience for this project should be the players who abandoned Blizzard years ago due to changes in the game's direction; recapturing this specific group requires respecting their nostalgia and avoiding the over-convenience found in modern retail expansions that removes social friction and meaningful progression. Another critical mistake would be designing the entire experience around end-game content while neglecting mid-level zones and leveling areas. The speaker emphasizes that new content should expand the world rather than simply replacing old zones or forcing players to ignore legacy raids like Molten Core due to power creep. Furthermore, the game must not introduce excessive convenience that eliminates the struggle inherent in Classic WoW, nor should it suffer from heavy power creep that makes open-world encounters feel trivial. The progression system needs to remain balanced and horizontal, ensuring that new content feels rewarding without making old content obsolete or removing the sense of danger and achievement that defines the classic experience. Finally, the speaker warns against over-monetization and the erosion of class identity through homogenization. While acknowledging the business reality of microtransactions, he cautions against selling items that diminish the value of earned achievements, such as giving powerful mounts to paying customers rather than those who grind for titles like Gladiator. Additionally, the game must not be littered with bots or rely solely on automated support systems; maintaining a human element through active Game Masters is essential to preserving the culture and addressing issues effectively. Ultimately, Classic Plus should rebuild upon Vanilla's core identity without modernizing it into something unrecognizable, ensuring that every class retains its unique feel and that the community remains engaged with a living, breathing world rather than a sterile, over-polished product.
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So guys, we did a video already that people absolutely loved. Uh there was a ton of really really good comments about it. There there's a lot of positivity. Now, I'm not Mr. Negative. I'm not a doomsayer. I'm not a hater here, okay? But I do think there's it's important to also talk about places of caution, okay? So, we did 10 points of potential success for Classic Plus. 10 things they really need to pay attention to in Classic Plus in order for the game to be successful. But I also want to talk about some things they have to be careful of. I think it's important to talk about some things that hopefully Blizzard avoids, some things that Blizzard doesn't do in order for Classic Plus to truly be successful. And this is just from my perspective. This is my opinion. Obviously, it's not the de facto truth or anything like that, but this is what I think. So, I've come up with these 10 different things that I want to talk about. And the first one, if Blizzard is doing a classic plus, I think it's important for Classic Plus to be classic plus, not to be retail minus. Have you heard me talk about Season of Discovery? There was a lot of things that you kind of saw with Season of Discovery that I think were not great, but there was also some things that were good. I had a lot of issues with like the type of systems and stuff and the way that they implemented things in Season of Discovery, and we might talk about that a little bit later, but Classic Plus needs to be the game as it is, and it needs to feel like an extension of Vanilla WoW. It needs to feel like a continuation of that. the game needs to feel like it's being developed with the same sort of design principles. And that's what I talked about in the last video. So, I think if you are making the game and it feels more retail than it feels vanilla, and I think a lot of this comes from like the different systems and stuff, the whole sort of like put it on a vendor syndrome where they want to fix every problem by like, hey, let's just throw this thing on a vendor. Hey, let's put a band-aid on this thing and oh, it's already it's can't fix it. Let's just throw a band-aid on it. Cuz what ends up happening is you end up putting systems on top of systems. You lose the foundation. And I think it's really important to have that strong foundation. And whenever you go this retail minus sort of look and again I'm not even a retail hater. Like if you if you really know me, I mean people people say all kinds of things about how I feel or span wants no changes for classic. People if you didn't hear from me then you didn't hear from me. Okay? I'm not necessarily a retail hater. I just understand that you have two different types of games and some people like one type of game. Some people like another type of game. Some people like both. Some people like neither. There's different types of people that like different games. I think if you really want to draw on the success of Classic Plus and to really try and make the target audience I think who you need to target with this Classic Plus is the audience of people that you lost 10 years ago. Me. I guess I that's I'm one of those people. I'm one of those people that is like, "Hey, I played vanilla. I played Burning Crusade." And I I didn't really play Wrath. I I didn't really I wasn't super into Wrath personally, but like I would kind of come and go and I would peek around the corner and I would try and play WoW again. And if it wasn't for private servers, I probably never would have come back cuz I came back for like the blizzlike nostalia core private servers really like Allesium and all all that stuff, right? Lights hope. I do think there's a big generation of WoW player that basically gave up on Blizzard. They just gave up after however many years, after everything that they've seen, after everything that's happened and how much the game has changed. Maybe they came back around for 2019 classic. They didn't like layering. They didn't like that there was no progressive itemization. They didn't like how easy everything felt. And they have kind of given up on Blizzard since then. And I think that's actually a pretty big audience of people unfortunately. So you need to recognize I think I think it's important to recognize like the type of player that you're that you're missing right now cuz I think everybody if you come out with a classic plus I think everybody's going to try it. I think I think the retail players are going to try it. I think the classic players are going to try it. But there's a big potential there in terms of recapturing an audience that you already had. Not trying to necessarily go out and find a brand new audience that you never had. I think the biggest draw is going to come from capturing that old audience. And I think you do that by making it truly a classic plus and not a retail minus, which is like taking out a bunch of different systems, stacking them on top of each other, put it on a vendor syndrome, all these different things. It needs to feel like classic WoW. That's number one. Point number two of things that they have to watch out for in Classic Plus is if they waste what the world of Azeroth has to offer. I think if if Blizzard comes out and they say, "Hey, we want to do all this new stuff. We want to do classic plus." And they don't expand on what vanilla already is. They don't make new zones. They don't build out stuff that we've heard about but haven't really seen. They don't build out stuff that we didn't see until post Cataclysm. Let's see the pre-C cataclysm versions of those. I want to go to I want to go to Hyel. I want to I want to go to all these different places in the game. Hey, there's a massive area behind AQ. Look at that. That insane that massive mountain range outside of Redidge into into the burning steps. It's a gold mine. There's there's so much stuff there. There's so much stuff there that that you have to work with. And hey, there might even be other stuff that is not there in the game, but we know exists in the lore. I'm talking about Telebeam, for example. That is a layup for Blizzard because it's things that people want. It's things that people even like borderline expect at this point. Unfortunately, this is a whole separate discussion, but in some ways, Blizzard has kind of like lost control of the narrative around Classic Plus. So, that's why this Blizzcon is so so important. This Blizzcon that's coming up is so important for them to kind of like, hey, we need this thing to hit. This thing's got to hit hard. You've got to you got to really get the audience going. You got to propose the right things. I think it's very important that they are uh very quick with changes. They're very quick with feedback. if they notice something is like not good, hey, update the game. This isn't classic 2019. You're not trying to do this no changes thing. You're like, hey, uh, this is classic plus now. If this is classic plus, this is new. Like, this is this is new territory. You can build on this. You know, if something is not good, just be like, "Oh, yeah. Actually, this isn't designed well. Let's fix it. Just fix it." Right? I think that's important. And that kind of leads me to my next point. My next point is point number three, and that's if Blizzard is is being slow or unwilling to make adjustments to the game. Huge L. Massive, massive L. Cuz that's the big difference between a classic plus and classic 2019 legacy servers. Trying to recreate and recapture what people loved from years and years ago. There's a different goal here. The goal here is, hey, you recaptured what people love and all this stuff and and you gave them that experience, right? You gave people the experience to finish the game that they started as kids but maybe they didn't finish. That was that. Now that's not the goal anymore. The goal now is to learn from what was released and to learn, hey, people like this. People like this. People like this. They like these systems. They like these mechanics. So from that you derive why do they like it. It's not as simple as just like copy and paste and put the same thing in there. You have to find out why they like it. And if you can derive why they like it, then you can come up with new systems or other sort of avenues to do things in the game that are derivative of those same sort of design principles. But it's very important to make those adjustments and changes to the game very quickly. So if they're slow or unwilling to make those adjustments to the game, I think that's a big L because that's effectively how the classic WoW player has felt for the last seven years. That's what the classic WoW player has felt like. Like they felt neglected. They feel like, hey, like this this thing's been broken. Hey, this they're not changing this thing. Oh, they waited a whole patch to do this. That's point number three. Point number four, I think another big big mistake for this for a classic plus would be designing everything around end of game. I'm mostly an endgame player. If you know me, if you watch my streams, if you watch me play WoW, you know that I I like playing at max level. I like playing at level 60. I like playing at level 70. I like doing arenas. I like leading my guild. I like leading raids. I like I like the community aspect of the game, you know, kind of guild management, all that kind of stuff. That's what I enjoy about the game. That's but that's me personally, okay? I am an endgame type of player. I recognize that this is not every single player in the player base. Some people like to level, some people like to PvP, some people like to raid, some people like to do dungeons, some people just like do the economy and they craft and they do the auction house and they do all these different things. I used to call this non-content, but that was because I didn't understand that it is content. It's just it's not direct gameplay of like pressing your buttons type of content and like trying to trying to do kill things. I used to call it like non-content years ago, but I it's not really that that's not really a fair name to call it. So, I think it would be a big big problem for Blizzard to design everything for a classic plus around that end game. I think it's super super important that they they build the game out with good midlevel content. They add these new zones as like new questing hubs and new leveling areas. Add some new dungeons. Definitely add new stuff for max level. You need to add new stuff for max level. My entire point around this thing is that you need to make this game with all these different avenues considered. To take this a step further, let's say it's a direct continuation after vanilla ends and you are focused on the end game. Cuz if you think about what is classic wow and then what is classic woow plus. Well if you just tack the plus on at the end instead of the plus in the middle then you level the 60 you have mon core blackwing layer you have aq40 max ramis and you have a bunch of other stuff in between and before that sure but that's like you have those four raid tiers and then plus you tack things on at the end. Big mistake. This is kind of like piggybacking off of kind of designing everything around Endgame leads to point number five for me. That's keeping the exact same raid release before new content. I think having molten core as your first raid, there is molten core fatigue. I talked about this in the other video. Some of this stuff is going to overlap with the other video because I'm going to hit on some of these same points but in a different way and talking about them a little bit differently. I think if Molten Core, not to say that we should never go to Molten Core, or that Molten Core shouldn't be, you know, a big-time raid even. U maybe it should be. I don't know. But I think if you make Classic Plus and Molten Core is the first raid at level 60, I think that's a miss. I I think it's a huge miss because there's been so many different iterations of classic WoW over the years, over the last like seven years. Molen Core just doesn't feel special. Even if they change the mechanics, even if they change bosses, even if they change the environment a little bit, it's not going to feel right. Now, I think they could do that as like a second or third raid, maybe maybe Molten Core is just redesigned entirely and it's still called Molten Core. I think that could be hype. It could be even if it's redesigned. If Molten Core is the first raid redesigned, I think that's a miss personally. I think if it's like a second or third raid completely redesigned, I think, oh, pretty cool. That's part number five. So, don't keep the same exact raid released before you have new content. Point number six, and you'll notice in my last video where I talked about 10 points of success for Classic Plus, there was kind of like a a recurring theme, right, where I kind of tied everything back into into my initial point of what I was talking about, which was kind of building the game based on the initial design principles of of Vanilla WoW. This list is very similar to that one, kind of tying back to that first point. For point number six, making the game too convenient would be a problem. So, in retail WoW, you have a lot of conveniences. You have a lot of things that reduce friction. They make things very easy to do, but a lot of what Classic WoW is is dealing with that friction just enough in order to make things meaningful. I think it's okay to add some more boats, right? I've talked about this. If you want to add another boat, add another Zeppelin, something like that. That's one thing. That's not that's not that bad. You know, it's probably good, especially if you're building out the world, you need to have a little bit more travel options. I think in retail wow, for example, there's like a lot of ports everywhere. And if if things are just like boom, boom, boom, snap, snap, snap. Hey, we're porting here. We're insta queuing for this. You have a dungeon finder, raid finder, all this stuff. It's not good. I think it kind of removes those opportunities to intersect and to cross with other players and the social systems of how classic WoW works by design. It It's kind of antithetical to that. Some portals are okay. I mean, if they add a portal at some point for somewhere, I don't think that's the end of the world. But what I'm saying is if you overdo it and you reduce the friction so much that you just kind of slide in and slide out, then you never really stick. You need to have some friction. And if you make the game too convenient, then I think that's a miss. My next point is point number seven. It's it's throwing systems on top of systems to fix problems. I wasn't a big fan of SOD personally, but I think Sod did some things incredibly well. I was impressed with Scarlet Enclave. I don't think Scarlet Enclave actually got the love that it deserves. by the way, not from like the community and people like not liking. I think from a development standpoint, I I didn't think it got the love that it deserves. I would love to see them do Scarlet Enclave the right way. It looked like a private server raid, if that makes sense, because they took other stuff that already exists in the game and just kind of like jerryrigged it together. If you've heard of kit bashing, it's almost like they kit bashed a raid and it was cool and it was very impressive. And I I just feel like they should re-release a Scarlet Enclave in Classic Plus that has like the proper sort of development and just the oomph behind it. The main thing is to not just throw systems on top of systems and use these band-aid sort of fixes in order to try and fix problems that they caused themselves with a previous system. an example of this in season of discovery that I some people like this. It almost felt like I was playing like Call of Duty with like loadouts or something where hey this raid tier gives you this set bonus and this set bonus changes your character's play style and it's really really good and it's fun, right? Like the actual gameplay of like pressing your buttons is fun. That's great and all, but then a new raid tier comes out and then I don't have that set bonus anymore. So, my character's play style changes, but I really wanted to play that last play style. So, now it's like, okay, um, so the band-aid fixed to that is like, let's add something that you can pull a set bonus from the other gear and then you can put old set bonuses on new gear and it's like a set bonus enchant. It's just weird. I personally really did not like that. The whole game felt like very strange to me. It didn't feel natural. But here's the problem. And when I'm pressing my buttons and I'm I'm sitting there like seal twisting and doing whatever in season discovery, I'm like, well, this kind of feels fun. But the process of getting there, especially as somebody who like if I stepped away and then I leveled back late and I was I was doing other stuff, right? It just felt so strange for me to get back into the game and it's like, okay, well now go to this guy and get this thing off the vendor and then do this and then and I'm like, you have to do that in anything. But like it just felt a lot more like RPG ccentric in older versions of the game. Whereas in Season Discovery, it just kind of felt like, hey, let's we're going to throw this thing on a vendor and then you're good. I really don't want them to do that because that's kind of what I'm talking about where it's like systems on top of systems to fix the fact that now your class is bad because you don't have an old set bonus and you need that set bonus on a new piece of gear. I mean, your class just shouldn't be designed that way. Now, I think the reason that that specifically happened is because of what Season of Discovery was, and that was doing Classic WoW without actually changing anything directly. Like, they didn't really change the talent trees, but they had runes and they had items used to change the classes. That's very different than what I think they should do in a classic plus, which I do think that they should make tweaks and changes to the talent trees and they should update some stuff. It should just all be within the scope of Vanilla WoW's design principles, if that makes sense. I think this is a recurring problem that Blizzard has had over many iterations of the game over many years over many different dev teams. It's just something that has been the case now. I think with classic plus you have a chance to start a new okay you have a you have a chance to really go out there and really like top down analyze this thing and do it right. So point number eight that I think Blizzard should watch out for is creating new content that replaces old content. I think if they are making new raids, making new dungeons that is outright replacing other dungeons and other raids, not good. This is something that Blizzard has done over the years, whether it's like completely changing zones, right? Look at Cataclysm and getting rid of old content and they kind of stopped doing this after a while, but to the point where it's almost weird because how many times have we gone back to Deloran in retail right now? They kind of moved away from that and you can still go to different versions of Doran. It's weird because you're like doing time travel or whatever. I I think it's very important to not replace the old content with the new content. Now, that is is that kind of antithetical to what I was talking about with like the Molten Core thing. I think Molten Core is actually the exception to this. What I'm talking about specifically is, hey, if we release a new raid, the progression and the design of the itemization in the game needs to be so much more horizontal than it is now in vanilla WoW cuz Vanilla WoW's progression, it's very much like this. The power creep curve, it's like boom into AQ40 into Knack goes crazy. They need to add more mid-tier raids, add more 20 mans. I think they should have all raid sizes, by the way. And I think all these RA this is I talked about this in the other video more in depth but I think they should have 10 mans 20 mans and 40 mans and I think your best gear should be available like some of the best pieces that you can get should be available in all versions. I talk about this a little bit more in depth in the other video. So if you haven't seen that you should go watch that. But if you add new raids new content in general and you make it so much better and so much more rewarding that you end up not even wanting to go to the old zones or do the old raids or do the old dungeons. That's not good. I think that is poor design. That's bad. Now, how are you going to make this new version of a classic WoW with all these new raids or all these new dungeons or all this other stuff that you want to do, right? If this is like a this is like a thing, how are you going to do this without making the rewards that much better than the old rewards? I think the entire game needs a little bit of a redesign. I think the entire game needs like a reitemization, like a real in-depth analysis from top to bottom. and you're you're taking a look at itemization. It doesn't need to be a complete overhaul, but it needs to be like a hey, let's keep everything in check. All the same items that we have in vanilla woow right now should not be the exact same in classic plus. But if you're making new items and you're adding this stuff in and you want the the progression to be a lot more horizontal, then you're going to have to tweak things and you're going to have to change how stuff is looked at. I think it should be still being in the same sort of principles of vanilla wow, don't get me wrong, but I do think that you you're inevitably going to have to look at them and it's it's not going to be easy. That is a hard that is a big task. That is a hard task. But if you don't do that, then you're going to have a major problem. And I wanted to leave this as the last point, but this piggybacks off of this point, and I'm going to go go ahead and go to point number nine. It is a big problem if Classic Plus introduces very heavy power creep throughout the game's progression. And that's not just talking about endgame. That's not talking about just leveling. That's not just talking about PV. That's talking about everything. The entire progression of the game. If you introduce heavy power creep through having items that just scale out of control, it's going to be bad. It's not going to feel good. Being out in the world should feel dangerous at times. It should feel easy at other times. But if it's like I'm running through the open world and everything is a joke and let's say they don't change the health values of the mobs, the armor values, the the way that all the quests and stuff are. If they don't change all these things to match the different level of power that your character is going to have, I mean, again, this is like based on this like idea of like, hey, they them updating talents and them updating the classes and oh, I want this. I give paladins freaking lasers of divinity and all this stuff. If they give them new abilities, then you're going to do more damage. But you still need to feel the breadth of what you're doing, right? Whenever I'm fighting a mob, it it should still have the same sort of feeling. Even if I have more buttons to press, it should still feel like, hey, I got to watch my mana here, right? I got to I got to pay attention to where I'm running. I got to pay attention to what I'm doing. I think that is very important. So, introducing a heavy power creep throughout the game's progression, while leveling, uh, in PvP, in raids, whatever it is, I think will be a big problem. And it's kind of tied into that itemization. It's it's tied into the potential replacing of content. And I think that would be something that is bad. The final point, cuz we talk about all these things under the guise, under the scope, under the assumption that there would be redesigns, reworks, buffs, updates, whatever you want to call it, nerfs even to the other classes. And this is point number 10. This is the last point I want to leave you with. I think if they overdesign and homogenize the classes, that is so antithetical to what classic WoW was, losing that class identity, losing the tank identity, the healer identity, the DPS identity. Each and every class, they have something that makes that class that class. Every tank is different. Now, you can like balance them a little bit or make them a little bit closer or kind of help soften the rough edges. Absolutely. But you cannot you absolutely cannot just go and give every class a kick, every class a damage add, every class has this ability, a wall. It just it's not good. It it really takes away from what the classes are, who the character is. It's very very very much antithetical to what classic WoW was back in the day. This is something that you see now in retail, and it's fine, right? Retail WoW is very different. And again, tying it all back together, you don't want to turn classic plus into retail minus. You're trying to take classic wow and you're trying to rebuild it, update it as it were. It needs to have those same sort of vanilla design principles and continue the development of the game as if it was 2026 and this game is coming out with those design principles. That's what I think the core goal should be. I don't think it's no changes. I don't think it's, hey, let's throw it all out the window necessarily and modernize the game. I think it's just take the game, keep it going. And that's kind of just how I felt about the game and what they should do with Classic Plus for years. With all that being said, I do think there's a lot to talk about. There's a lot of rumors, myths, leaks, this, that, what. There's a lot of stuff going on right now. There's a lot of talk. At the end of the day, I hope that whatever Blizzard eventually puts out, whether it's at Blizzcon, whether it's another time, whether it's I mean, it's pretty much like the worst kept secret in the world that they're going to say something with Classic. I mean, they've teased it so many times, you know, whether it's the clip with Holly, the clip with my clip with Holly. I was I was I was just joking around with her on the couch at uh at the housing event, right? Something is coming. What is it exactly? We'll find out. But these are the things that I feel that Blizzard really has to be careful of and really has to watch out for. I'm going to add a bonus point in here and I think it's very very important to address this. It's about microtransactions. You look at what they've done over the years with the game and you look at what they're doing with Burning Crusade, with the boost, with the deluxe edition, with all that kind of stuff, right? You look at retail wow where it's like microtransactions. I understand that the sub cost of the game has not raised in 20 years. It's been $15 a month for 20. I understand that. I understand the business side of things, at least enough to say like, okay, they're probably going to have some sort of like secondary way of freaking getting their freaking grimy hands in your wallet. I understand that. But I think it's very important to address this with microtransactions and having this and classic plus. If you overmonetize the game and just riddle the game with microtransactions, it's going to turn people off so hard. It's also very important to know what type of microtransactions you are adding and what they mean for the game, what the impact of the microtransactions is. I'm not a big cosmetics guy, at least it depends on the game, but generally speaking, like I'm not I'm not super huge on cosmetics in WoW, but I understand the problem that has occurred in retail wow with cosmetic microtransactions. And I know they make an insane amount of money, insane amount of money off of these cosmetic microtransactions. In Retail WoW, one of the only permanent progression systems that you have in Retail WoW is mount farming, achievements, transmog. It's this kind of stuff. It is cosmetic cuz in Retail WoW, the way that game has been designed and the way that that game has, you know, progressed over the course of 20 plus years, gear gets replaced, but you can maintain how your gear looks with Transmog. Your mounts don't get replaced. You can have like a billion mounts. You can you can just keep changing your mouth for whatever you want it to be. The problem with microtransactions here, I'm talking about retail a little bit more than classic about this stuff, but it's kind of where my issue comes from cuz it's not really overmonetized in classic. My concern is if they make a classic plus, it is going to be overmonetized based on what they do with retail. If you're making stuff that is better, like significantly better, and then normal rewards that you can earn feel neglected or feel diminished because of cosmetics or other microtransactions, things that you can buy. That's a very big problem. I say that right now as here I'm I'm going to show you something. Okay, you see what this is? You see this mount? Now, this is a 280 speed mount. 280% speed flying mount in Burning Crusade. This is the deluxe edition mount that you get. This is an armored nether drake. Okay, you go to Burning Crusade. Everybody has this mount in Burning Crusade Anniversary. Do you know how many people had an armored Nether Drake in original Burning Crusade? Gladiators. You know how many people had a Nether Drake in original Burning Crusade? People that did that horrific rep grind dogs. Okay, grinders. Prestige. They earned it. You're a gladiator and wow, you're you're one of the biggest badasses on the server. This is my Nether Drake mount that I got with the deluxe edition of the game that doubles as both a 60% and a 280% mount. Now, it's not as fast as my my season 1 gladiator mount on this character, which goes to 310. It's not as fast. I get that. But that is an armored nether drake. My season 2 mount. My season 2 gladiator mount right here. It's not as fast. This is a little bit faster at 310, but that's because, hey, you earn it. Honestly, to me, this was such an egregious, disgusting thing that they gave you an armored Nether Drake and everybody is running around with an armored Nether Drake that I'm almost surprised that they didn't make it 310%. I mean, it is also like almost like a an actual pay to win sort of thing because you're effectively buying gold whenever you get this because you don't have to buy a 60% mount or a 280% mount. You don't have to buy an epic or a normal flying mount because you just have it and it doubles, right? So, it just it just scales with your with your flying skill. But what I'm saying here is like if you do these kinds of things that diminish or take away from the achievements of the game, it's not special. If you if you have a Gladiator title right now in Burning Crusade, like yes, your mount looks a little bit different, but it's it it kind of gets lost in the shuffle a little bit because you're just like, "Oh, what?" And this is a problem in retail. And they did the same thing. They did the same thing in Burning Crusade. And it's a slap in the face. It it I mean, it's like, now let's keep it real. I think a lot of people that are like repeatedly getting Gladiator every season, like they don't care that much about their like the Gladiator mount is cool, don't get me wrong, but like to them like they're they're in it for the sport. They're in it for the title above their head more so than the mount itself because the title stays there. The mount you can only have an Outlander, whatever, right? But like you're running around, you you have a merciless gladiator, infernal gladiator that stays there or even just a gladiator title. It stays there, right? Or people see it above their head no matter where they are. So, I get that part, but it's just bad for the culture of the game. It is a It is a terrible thing for the culture of the game. And that's just one example of overmonetization. Of course, I bought it. Like, I'd be an idiot not to buy it. The cost time benefit like you I'd be a [ __ ] cuz you pay a little bit more for it and you get like a month of game time. You get the level 60 boost. You get the mount. I mean, come on. The mount is a bunch of gold that you don't have to farm. But that's what they do. That's how that's how they get you with the microtransactions. They make it a deal so good and so sweet that it's like, "Hey, let's say you're you're a a guy with a a a wife and kids and a job and and a boss that freaking is always on your ass and you know, you're working all day and you come home and your girlfriend wants to watch a movie and then you're you're tired as hell. So you you sit on the couch to watch a movie and then you're watching the movie and you're exhausted. fall asleep and then she's mad at you for falling asleep during the movie and then you're like, "Oh," you know, but like you're just trying to work to make a living and have what free time you have. Of course, people are going to buy it. And that's how they get you. They they they make the deal so good that it it takes you less time to make like $50 or $60 at work than it will to uh spend the time to make the amount of gold that you need for the mount for a 60% mount and then like a 280% mount or like a level boost or something like that. That's how they that's how they do it. This could turn into a whole separate rant and discussion about like problems with overmonetization of games. Guys, I just realized I was almost done, but I'm not done cuz there's one more point. And I've talked about it plenty of times in the past, and it's a very big problem. Bonus point, point 12. This is actually okay. I wanted to keep it to 10 points, but some of the points kind of were related and they kind of they were like they were compound points. So, I think, look, we'll just pretend this is still 10. The botting, gold buying, gold selling. Insane. insanity how bad these farming bots are. You see them. You see them everywhere. You see them like fly hacking. You see them doing all these different stuff. They need to find a way to to just callull the culling of Stratholme, the culling of botters. I've had times where I've played WoW and I've sat outside an instance and I've seen guys with like random characters in their names just like they're not they're not real names and they'll run in and out, in and out, in and out. I'm like, "Dude, what?" I remember seeing it in Skolamance where I'd see these hunters run in and out of Skolamance and and I was just sitting there. I this happened on stream years ago or or like going in and I I would do like /h who rogue. I did this in Burning Crusade. Oh, I think it was Ramparts. Half of them were in the same guild. They just had random characters for their names and you would message them. They all had the same exact responses every time you talked to them. I'm like, "Dude, do you not have one guy that you can pay? Do you not have an intern that you can just literally log onto a server and just slash who ramp parts and do what I'm doing right now? They got to get rid of this, man. And that is exactly where I'm going with this. You don't have one guy you can pay. You need more than one. But bring back the human element to the game. Bring back game masters. Think I think not having game masters and having the game be littered with bots and gold buying and selling and all this stuff and not having a real person to to be able to analyze and address issues. And I understand about like look, I'm not an AI hater, okay? I understand the pros and cons of AI. All right? I'm not an AI hater. That human element is something that is irreplaceable cuz it's not all ones and zeros. It's not all X's and O's. Not having a human behind something or or a a human there to be able to actually like figure out what's going on in a situation and try and actually fix it inevitably leads to a worse product. You can't just have like all of your game master duties automated or you can't just have everybody thrown into like a Q system and like a help yourself sort of like cuz that's what a lot of it is. It's like a help yourself. Oh, you you have this problem, go to this, go to this and it's like you click through the different things and it's like unstuck or like hey let's get an item back. Some of that stuff, sure it can actually be automated and it's fine. You need to have people that are that are actually manning things. You need to have a way of getting rid of all these bots. You can't have bots just freaking littered on the server. So, help me God. If I log in, whenever Classic Plus, the the day finally comes, Classic Plus is here and I'm playing a let's say a human paladin and I load into Elwen Forest and I start seeing in general chat on day one, people trying to sell gold. day one people trying to I'm seeing like a random go to freaking wow gold in my ass and you know there's a new deal five gold for a dollar on day one of the server like dude the second you see a message like that it should you should just lay waste that like one message should go out and there should be somebody sitting there who sees it that gets reported boom deleted like just eradicate them from existence and it happens in every game. That's the sad part. It does happen in a bunch of games. You'll play I mean you you'll see a new MMO, you'll see something else come out, whatever. And it's like day one, you already have people trying to sell go, "Dude, this is so pathetic, dude. Pathetic." But man, you're freaking Blizzard, bro. You're freaking Blizzard. You talk about remember the old there was an old phrase, there's an old term called Blizzard polish. And and Blizzard really was like the gold standard for so many years. And I will say this, I do still believe that whenever Blizzard puts something out, like they put a game out or something, there is like that that Blizzard polish is still there. It really is. It really is. But it's not quite as shiny as it used to be, which sucks. It really does. But that doesn't mean that it can't be, you know. And I and I really hope and I wish Blizzard finds a way to shut the bonding and stuff down and really really set the standard, be the standard for this kind of stuff. I don't think it's going to happen, but I hope they fix that one. That was point bonus point2/point number 12/ Let's pretend that was 10 cuz I really wanted to keep this to 10 points, but here we are.