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Blizzard Just Revealed Their Real Vision For WoW Forever

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Blizzard has officially launched the beta for World of Warcraft: WoW Forever, introducing a new vision that blends the nostalgia of the original game with modern accessibility and social features. The developers, including Josh Greenfield, Norah Mills, and Tim Jones, addressed a wide range of player questions during a live Q&A session following BlizzCon. A central focus of their presentation was the introduction of the Skyborn Elves, a new race distinct from the High Elves or Blood Elves. Unlike their cousins who fled to Quel'Thalas and became dependent on arcane magic, the Skyborn Elves settled in Skywall within the elemental plane, infusing themselves with natural elemental magic instead. This design choice allows for unique gameplay possibilities, such as high elf druids and shamans, expanding the roster of playable class-race combinations that were previously unavailable. The game also introduces significant structural changes to how players interact with the world, most notably through a "realmless" system. Instead of selecting a specific server, players will choose from different rule sets such as Normal, PvP, or Roleplay, effectively creating mega-realms based on play style rather than geography. While this system aims to replicate the familiar experience of playing with friends regardless of location, it does not allow for easy switching between these rule sets on a single character. Additionally, Blizzard confirmed that while the game will be regionless in terms of rules, it will remain region-locked for latency reasons; Oceanic players will primarily connect to Australian data centers but can still play with US friends if they accept the potential ping increase. To further enhance social identity and prevent name collisions in these larger communities, the game now requires both a first and last name, reinforcing the roleplay aspect of the experience. Furthermore, Blizzard outlined their strict stance on protecting the traditional guild structure and social dynamics by banning GDKP (Gold for Dungeons/Keystone) and Real Money Trading. The developers explained that allowing such practices creates a high barrier to entry for new players and can overshadow genuine social interactions with economic exploitation. To maintain a healthy economy without relying on player-driven inflation, they plan to use tools like the Tarnished Undermine system to manage resource availability. On the technical side, WoW Forever will utilize a modern API rather than the Classic API, which simplifies development for add-on creators and reduces friction for new players who might otherwise feel forced to download complex external tools just to play. The PvP landscape will also shift away from rated arenas toward a focus on battlegrounds like Dark Spear Islands and Alterac Valley, with no cross-faction gameplay to preserve the core conflict between the Horde and Alliance.
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It's a great day for Azeroth, everybody. Classic Plus beta is here. Wow, Forever Beta is here. It's finally time. Years, we have talked about this and it launches right after this developer Q&A that we are going to watch right now. It's starting in just a few seconds. So, let us get after it. I Dude, I it feels like 2019, dude. It Here we go, boys. >> We're back. And we're live. We really are live. I'm Randy Jordan. You know me as Kyax from the World of Warcraft community team. And I am now joined by the WoW Forever devs. This is Josh Greenfield, Norah Mills, and our returning champion, Tim Jones. Welcome back from BlizzCon. What a BlizzCon we had. And coming out of Blizzcon, we asked for player questions and we got them. We got so many. I want to go right to the first one as fast as I can because we got so many questions. A lot of them were on this first topic. Josh, I found a player named Magash who said, "What went into the development of the Skyborn Elves? What makes them different from the Cindere or the Quelder?" >> Yeah, this is a pretty meaty answer, so I think I'm going to kind of start with the back half of this question. Okay. Um, you know, in terms of what makes them different from the Synindori or the Queldori, uh, they're essentially kind of cousins to those races. You know, they're all the Queldori is a, uh, is a it's both a Theassian and a Darnacian word for essentially noble people or or children of nobility, and they all kind of, uh, hail from ancient Calendar. Uh, and they've sort of descended it kind of gone different paths. the, you know, the uh the the Queldorai, who would eventually become like the blood elves of the Shandorai, fled across the ocean, ended up in um uh um uh Quelthalos on the Eastern Kingdoms, and the uh Skyborn or the Shandori, they ended up going a different path, and they're it's a long winding road. I suggest you watch the uh the found photographs panel for an overview, but they ended up in Skywall, which is in the elemental realm, the elemental plane. Um, and in terms of kind of what makes them different, uh, you know, they're one one of these two sort of offshoots of the high elves have have sort of suffused themselves with arcane magic and they've become dependent upon arcane magic, which obviously the Shandori and sort of the they don't have the sun well. They don't have anything like that. And so they've kind of suffused themselves with with more natural or elemental magic. Um, and in terms of kind of what went into the development of the high el the skyborn elves is I kind of want to sort of frame this question with an answer talking about like, you know, I think a lot of people have asked like why not the qu the Queldorai or the the Quelosome. I'll call them high elves. Here we go. >> And uh, I think the kind of simple answer is is kind of like why not both? Um, I think whenever Tim was up on stage, he showed a picture of all of the areas that we want to hit at some point during uh our development, kind of the journey of WoW forever. You know, like I I said multiple times, it's on the box. It's Wow forever, right? Um, and uh uh you know, that's not things that we're like, man, it would be really cool. We should maybe think about that. That's like things we intend to do at some point. And so, you know, we will be back to Qualos. But, um, uh, in terms of the actual development process, we we started off sort of thinking, you know, obviously a natural place. We're like, we want to do elves for for, um, uh, uh, WoW Forever. And we ended up, uh, kind of as we were going through the development and thinking about Qualas, we pretty quickly realized that Qualos and our ambitions for it were kind of too big for for just kind of a simple starter or low-level zone. And it was also sort of not the right time for it. Um, we talked about the time bubble that uh, WoW Forever takes place in. And it's it's if you think of it as terms of the original like first year of WoW, what that really means is we sort of dilated that first year. It's like a time dilation effect so that we can sort of hit a lot of com content in between kind of the major beats. If you think of the major beats in original WoW, it's like, you know, Molten Core and Blackwing Lair and Zulgaroo and etc etc. Um, and also sort of but we are following that chron chronology. And so at the time that we're launching WoW Forever, it's actually not quite the right time for us for Qualas either. Um, and so it's one of those things that I think we uh uh whenever we were sort of working through that that that sort of problem, I guess, is is it's like yeah, you know, we still really want high elves. And you know, one of the things we thought about was like what if we started like the theassian high elves in Northshore Abbey and had them play through like that. And I think that pretty quickly. Yeah, it it pretty quickly kind of was like well that's some people might be excited about that but it didn't really feel like we're putting our best foot forward >> and uh once we started really digging into it and really talking to uh you know different people on the team Chris Metson had a little bit of input on this and he uh you know he he kind of encouraged us he's like hey you know spread your wings a little bit let's see what we can come up with and we were really excited about some things that we wanted to do with let's say say certain epic I would even say legendary uh original WoW quest lines. >> Did somebody say Thunderf Fury, Blessed Blade of the Windseeker? >> That very blessed. >> Anyway, we were we we had some ideas and we realized that, you know, kind of framing this and and and this race's origin story in this sort of realm of Skywall gives us a really good uh set of hooks that we can sort of pay off later. And I talked about that time dilation, that that sort of timeline. When we get there to that content, I think it will be something that has a satisfy is it gives us a really great opportunity to um explore class race combinations that high elves have never really had and that's like high elf druids or shandori druids and uh also shamans if you're playing on the horde side. We've never had a high elf sort of looking character that could be druids or shamans. And that's super duper exciting from a gameplay perspective. And you know, we do have a gameplay first approach uh on the WoW Forever team. >> I know a lot of uh druid only players who are who are very excited about this. And uh since you mentioned it, I just wanted to let make sure everyone knows all of the BlizzCon panels that the WoW Forever devs put on this past weekend are on our YouTube/Warcraft channel and I have also been posting those into our new Wow Forever forums. Every every panel you can go watch them right now. Uh next question. Huge question. saw so many of these and a player named Andormu asked, "Will character models also have a classic skeleton option?" So, what people have been talking about, >> I noticed that even with classic models chosen, I'm actually glad skeletons are still from the modern game and seemed like they just have the old running animation. >> Sure. >> Well, very astute observation. Um, you know, one of our core pillars is we want to be both approachable and familiar. And so how we interpret that as it applies to character models is that in approachability. Um we want people who aren't necessarily classic fans to be able to come to our game and if and if they wanted the option to have a higher fidelity character and those higher fidelity um customization options on that character, we we have an option for them um to try out. But also on the familiar front, we have the the ability to play as a an SD character model um from vanilla. But in order to make the toggle work, I it there's there's some technical hurdles that we have to get over and we had to have parody between um those models animations. And so, you know, we we've painstakingly gone through all the animations on on both character models and and made sure that um we we have animations like Clay was showing at at Blizzcon where, you know, the run animations are are much less bouncy for for dwarves and across all race gender combinations, making sure that um running, walking, swimming, uh attack animations, and There's lots of attack animations, um, spell-casting animations, interact animations, um, that those main anims are all grounded in in a very classic, uh, feel, even though the skeletons for, um, both HD and SD character models are shared. Um, but I I would stress that the the beta and and getting this out to our player base, um, we want to hear what people are and aren't comfortable with. Um, so we want that feedback. Tell us tell us how you feel. >> I saw I just saw so many questions on this and I just want to ask you, can you just quickly run down what our options are and what those options result in as we're creating our our character and then you know how the old animation. >> Sure. the old like. >> So, when you first log into the game, there will be a classic and an enhanced version um that you can opt mode options that you can select. And um when you're selecting a classic uh mode option, you will automatically turn off quest tracking. You'll automatically um turn off transmogrification. Um, when you get to character select, there will be a toggle option at the at the bottom of all your um, character uh, customization options that lets you toggle whether you want an SD or HD character. Now, that that option exists outside character selection, too. You can just open up your game menu, go to graphic settings, and toggle this um, in the world wherever you want. Um, >> okay. Did I miss that's that's exactly what I wanted to know. And speaking of character creation, so many questions about uh realmless. So we we announced at Blizzcon that WoW Forever is going to be realmless. I'll put air quotes up because that's a that's a new term for us, right? >> Uh I found a question from a player named Irwax from France. And and and Iwax said, "How does Realmless actually work?" And then I have a second question from them, but first Nora, how does Realmless work? >> Yeah. So, um, really it's all about to decouple the, uh, players social experience from the kind of old method of just selecting a fixed realm. Um, I think the example that Anna gave on the deep dive panel from Blizzcon weekend was really apt of basically where when she approached WoW and she's just like, well, I want to play with my friends, you know, let's roll on the same realm. Um, and discovering that like there were restrictions based on like what, you know, realm you pick even within the same rule set, normal PVP. and so on. And so, um, what realmless really means is it it like the word I guess itself is somewhat self-explanatory, but, um, in WoW Forever, you will be selecting a specific rule set rather than a realm. Um, it will be, you know, so normal, uh, PvP, roleplay, or hardcore. Um, similar to selecting a mega realm, uh, would be the vibe. So, you would be playing with other players within your given rule set. Um, that also means, oh, I guess I guess a good caveat is battlegrounds, in which case you may end up with players from other rule sets when you queue for battlegrounds. Uh, but for the most part, you'll be playing with players that are uh within your given rule set. Um, you one of the other things I I did see online was a little bit of confusion about whether you could kind of like hot swap between the rule sets with that one character. Um, it's a lot like current WoW where basically uh without a character transfer, you're not just going to be able to like flip-flop between like I wouldn't be able to flip-flop between roleplay and PBE, for instance. Um, and so uh no easy hopping between the rule sets. Um, but we we really wanted to balance kind of like seeing familiar faces with the flexibility of kind of trying to manage player populations in game because as you can imagine like the experience can get a little out of control if you try to cram way too many players in one given location, but it's so important to us that you still see familiar faces and we want to like replicate that sort of neighborly vibe on uh a classic realm effectively. So then a follow-up question has to be how does this handle serverwide events the the opening of the gates of encourage what does that look like in realmless >> I don't want to share too much about encourage specifically u but I I will say that uh we are putting effort into making sure that any events that should feel like a global effort uh should still feel like a global effort so players can look forward to contributing to some pretty big awesome fun >> eventing type stuff. Uh, but yeah, I'm being intentionally dodgy about AQ. >> And I I'll just underline that we do not have Encourage coming, you know, at launch. You mentioned hardcore. We don't have hardcore coming at launch. That's coming later when it when it comes. It will be a choice like RP or PvP. >> Exactly. >> Okay. So, Nora, I'm just going to keep going on this because uh I the the question that just blew me away. So many people from one part of the world wanted to uh wanted to get an explanation for how it's going to go there. So I I picked a question from a player named Truthteller and Truth Teller said, "Will Wow Forever use Sydney hosted game servers for oceanic players?" And I'm curious if if the answer is yes, how does that work for them? Uh yeah. So um we are I I guess I'll note we are going realmless but not regionless. Uh so we'll still have regions like EU CN and >> that's the dream. The dream is regionic players are going to be for the most part hosted on Australian data centers. Um that also means you know oceanic players you you also do still have the option to play with your US player friends. Um, you're also actually going to share a uh the same rule setwide auction house with uh your US friends as well. >> Ping's not bad. That's what we did on Bri. >> Yeah. I I guess the one caveat is if you do find yourself in situations where you are mostly playing with players from a very different geographic location. Um, your ping can vary as you may end up connecting to their local data centers. Basically, we're trying to pick whatever makes the most sense for that group of players in a given area. >> So, I'm here in California. I join a a a group of friends and they're all in Australia. I'm going to be getting >> You're probably connecting to their data centers. Yeah. >> Okay. That's that's fine. That's fine. I'm willing to make that sacrifice for my friends. >> Uh the next question uh I found in uh our German forums a player named Serma >> plays at 150 in NA freaking rank one multiplayer. >> A second name in WoW forever. This is the So in Wow Forever, we have first name, we have surnames. Now, do you have to put something in that field or do you have the option to still go with one name? >> So, yes, you do have to put something in that field. Um, one of the things that's at at the forefront of a lot of what we're doing in WoW Forever, uh, and is kind of grounded in in our very like pro-social values for the game is just we we want like important to us, right? Um, we want folks to uh be able to kind of like be known by their unique name. And the thing I said earlier about Realmless being a lot like, you know, if I choose roleplay, it's effectively like I'm joining a roleplay mega realm, right? Um, and that means a much much larger player community to play with, which also means a little bit less uh specificity with the names. Now, I will say names are regionwide in WoW Forever. So that means if I create Nora Annihart on the roleplay rule set, uh that name is taken for the PVP rule set as well. Um so it's it is regionwide. Um but yeah, we we find that you know second name Name is a kind of a roleplay forward way to reinforce that player identity and it still enable people to have unique names uh in WoW forever. Personally, it's something I'm excited for because it is something that's yeah, it's very unique to World of Warcraft, I think. So, >> I think I think so. And I'm I'm I'm personally excited to see what the players do with this. Like, we just have no idea yet how they're going to use first name and last name to make a family of characters to join someone else's family of characters, the so forth like I just social media is going to be so good for a while while we while we see how everyone sorts out their their first and last name. Uh the difficult question that I saw so many of uh for you Josh and that is came from a a player named W Punk or maybe Wunk. I'm not sure but Wunk said is GDKP going to be allowed for WoW Forever? Why or why not? What are we doing there? Yeah, this play involved answer and so I'm gonna it's gonna I'm gonna kind of bucket my answer up with a few other different questions I've seen around this. Okay. >> Um, so I think the most uh important thing to us about the short answer is that no, we were are not going to allow GDK. I think Good job. Thank you. >> Yeah, we're done. Okay, we're done. Yeah, I think the uh I think the most important aspect of that to us is our our first pillar which is to nurture and protect social experiences. is I think a lot of times concerns around GDKP sort of get bundled up in the conversation around RMT and things like that and I will come back to that. We'll we will address that too. >> Okay. RM real money transfers. Real money transactions. >> Real money transactions is correct. >> I don't think the main reason that we are uh sort of not going to to allow it in WoW forever. I feel super strongly. >> It has a uh sort of tendency we've noticed in in the regions where it has been popular for longer to reach a level of ubiquity. um that it can kind of overtake the traditional guild structure. And that's one of the really kind of difficult things about being a game designer and managing sort of a a game at this scale is sometimes you have to make difficult choices and you know we we never really want to tell people how to play but at the same point that is one of our pillars and we want to nurture and protect those social experiences and that also means the traditional guild structure. Um, the other thing too that we've kind of found is that a lot of times once once it reach reaches that level of ubiquity, uh, it's a really big barrier to entry for new players or players that just don't have as many resources. If you're if you're kind of the traditional carry or someone that has a lot of resources, uh, and has plays has been playing for a long time, it's it's great for you. You know, you're going to you're going to make, you know, you get a raid and you're going to make some money on the side. But, um, uh, the barrier to entry for newer players is oftent times they have to buy gold to to buy into it. And that's something that we're taking very seriously in while Forever. Um, and that leads me to the second part of the question, which is the real money transactions and the economy. Um, you know, uh, GDKP is an excellent way for bad actors to launder large sums of gold. And we we do try whenever we, uh, you know, uh, action accounts of buyers or sellers or bots, we try to claw that money back and it makes it more difficult for us. Um, and that's why one of the things that I'm really excited about too about WOW Forever is that we are going to be very very actively monitoring the economy. Um, you know, one of the things that we hear a lot with GDKP is like, well, I need this to >> I think this is so important um for them to be have GDK and season and it >> I've talked about this for years, >> especially once we get to level 60 and like sort of the rating economy sort of settled the way you would kind of expect it to on a original WoW server. Uh, the economy was excellent. uh con espe for a version of of of vanilla wo it was very very good and part of that was because we were constantly managing you know the inflow and outflow of resources like if we a new phase and nature protection potions were very uh needed we had a lot of uh you know levers we can pull and knobs we can turn to affect the availability of things like elemental earth or dream foil and you know we also have the tarnished undermine real system which we are having in WoW forever I I didn't know tarnished, undermined real in WoW Forever. >> Yes, correct. It's it's kind of like a emblem of justice system essentially. And one of the things we had there was uh you know, we had these kind of boxes that had random resources in them and that was another kind of lever we could pull to adjust the economy and when when a certain resource got scarce, we could up the drop rate of it in those boxes. And that gives you a lot of lot of, you know, replay-ability for dungeons and things like that. And it's great. And the last thing we're going to do in terms of GDKP and just not GDKP but real real money trading in general is we are going to very aggressively punish gold buyers. Um being frank, we've we've been probably too lenient on gold buyers and it's been a little bit easy to get around some of our um some of our actions before and we are taking this very seriously and you know as someone who's got a 22-year-old World of Warcraft account, I can tell you it's not worth losing it permanently. It's not worth losing any of your accounts permanently. So, I would uh very strongly recommend that you don't do it. It's not worth it. >> I won't. >> Okay. >> Thanks, R. >> Okay. >> Our uh our old friend Omega that got my >> the hammer of justice prevails said >> uh will Wow Forever use the midnight add-on API restrictions or the classic API or something else? >> Yeah. So when kind of sitting down to consider this like I actually like that you listed it out that way because like we had to choose between like do we want to go the modern approach classic approach or some third thing right and we have a lot of empathy for add-on developers and their their ability to also like kind of keep up with our patches our changes to those APIs uh and so on. So I guess I I to answer the actual question we did opt for the modern API approach. Um that said uh I I will say boss encounters and and just a lot of things I think in Wild Forever are just kind of a lot more simplified uh compared to modern. And so I don't really necessarily think that the combat restrictions necessarily are going to really impact uh someone's experience uh negatively. Um our hope is that kind of unifying that API with me a lot easier to kind of keep up with, you know, add-on updates and and develop add-ons for our game. I know it's a very common use case, for example, for players to customize their UIs uh with the add-ons. I I personally love doing that myself. Um I we also very much don't want players to feel like they need add-ons in order to play the game cuz uh you know, I don't know, myself and others on the team, like we're we're add-on purists. Uh so like I I try to get by with very minimal add-ons. Um, and I'm delighted to say that, you know, we do also offer in WoW Forever the, uh, damage damage meter, uh, the, you know, the the, uh, cooldown manager, uh, and and actually, additionally, I I'm proud to say, too, uh, swing timer perhaps coming soon. Uh, so we, you know, again, we want people to feel like they can just jump in and play without feeling like they absolutely have to go download add-ons in order to um, you know, in order to hang, in order to to play WoW Forever. So, so why >> why do we want that is is my question as a as an add-on >> in purist what what are we what are we benefiting in WoW forever overall the summary >> it's I swing boys to be able to coming to the game and like you don't slew of add-ons that are available you don't even necessarily know where to look to go get the add-ons basically someone to like adopt under their wing and be like, "Oh, you don't this contrivial seal toasting arguments maximize this piece of your, you know, like there are a lot of things that can kind of create friction in ways that aren't super social or fun, right? Because it can lead to like it can lead to some amount of gatekeeping um if if we go too hard on like just sort of allowing add-ons to be a critical part of your player experience. And so we we're trying to alleviate that while still allowing players to have the freedom of uh you know utilizing add-ons uh if they want to if they so choose. >> All right, carrying on from there. Tim, I saw a question from a player named Ally Star and Ally Star asked, "Will Forever include flex rating?" Oo >> uh smaller guilds they can they you know they can struggle it even even with uh 20 players a smaller guild can have a hard time getting there let alone 40 40 person raids that's that's a lot. So uh the question is flex rating possible and then the follow-up question is will cross faction rating be a possibility to to solve that issue? um to to start off with the beginning of that question, no, we're not going to start off with flex rating. Um but you know, one one of the promises that we want to make or that we are making um in World of Warcraft Forever is um we want to support guilds of different sizes. Um, you know, some at the beginning of Season of Discovery, some people really loved the consistent ecosystem of being able to just smash two fiveman groups together and and have enough people for a 10-man raid. Um, and and that's the promise. Every single tier that we will ever do will have both a 10player raid and a 20player raid. And we want it to be really easy for people to graduate from dungeon gameplay into being a 10-man guild. And if you have more people, then that 10-man guild can approach 20 player content. And in those separate ecosystems, we want the content to be rich, deep, fulfilling. The 10-man raids will have a lot of bosses. So, I think we have eight or so bosses in in our in our first raid uh in in the Barrow Deeps and even >> just eight, >> I think, somewhere around there. Okay. >> Um and even more in in the in the hydro raid and you can get tier pieces across those experiences. And there will be some people who want to do both and that's awesome. But we want our our guilds and our social groups that really gravitate towards 10-man content to have a consistent um piece of endgame content that they can they can do and do it consistently and not have the rug pulled out from under them. Um and then the second part of that question about cross faction gameplay, you know, this is vanilla. This we're based in vanilla WoW. The Horde and Alliance hate each other. We want to embrace the war in Warcraft and there's not going to be any cross play. Horn Alliance are going to hate each other. They need to fight. Um we want to encourage world PvP battlegrounds. Um so yeah, that's our >> All right. I just want to hit a couple other things that were in there. >> Okay. 40 person rating is on the table is coming. >> Yeah. >> Uh at launch and then potentially later. >> That is correct. So, for for for launch, we have um Onyxia's Layer. Um we aren't going to have a 40 player raid every single day, but we're we're starting out with Onyxia's Layer as kind of the the first foray into having >> um an extra piece of raiding content in addition to the the 10 and 20 ecosystems that we want to consistently support. And Onixia really serves as um just call all your friends in your guild together. call an extra guild to to to group up. Go to Dustwala Marsh and and and raid on Ixia, get a ton of awesome loot, get some extra tier pieces, um and have an awesome time. >> Nixia's head is on the table, >> of course. Yes. >> And and uh let us uh I would like to understand a little more about how dungeons fit into that ecosystem. >> No, I I did not write the script. I'm I'm playing World of Warcraft midnight sometimes and there's a lot of different difficulties for dungeons. >> Well, we are taking a hard stance on across both dungeons and raids. The the instance is a single difficulty. There's there's no heroic difficulty. Um I know some people have been seeing multiple color variations of armor. Those are just for offset pieces. Um there there's only one version of our 10-man raid. There's only one version of our 20-man raid. Same with dungeons. You You get what you get. >> That's right. >> Understood. Uh >> that's right. >> Another subject that I want to make sure and just touch on before we go is um transmog because this is a bit novel and so I just want to pan does anyone have something to explain about transmog? We, you know, we we mentioned it quite a bit at Blizzcon, but uh players like uh I saw a player named Rosalia uh came onto our forums and and said, "Could you provide some more details uh just like can we just unpack transmog so we can understand how how it differs from from uh modern woow?" >> Absolutely. Yeah. One of the things, you know, I think it's really important when we were de designing transmog, we really wanted to make sure that we were able enabled maintain a lot of the silhouette that you would have had. Um, you know, that's why things like, you know, if you have a cloth chest piece and you're a paladin, you're going to need to have another cloth chest piece that you're going to transmog over that. Um, and that is kind of important. So, it's obviously it's not going to be completely kind of wild west. Um, and then the other thing too that I I I think we're it's just it's kind of unique and we're really kind of we think it's really cool is just the ability to have multiple different pieces of armor per slot um uh saved per set that you have. So again, you know, if you're a healer paladin and you get a plate chest piece out in your out in the world, if you've designated a plate chest to transmog over that slot, it will swap to that that plate chest appearance when you equip the actual plate upgrade you get. And I think that's really cool because it gives you a lot of flexibility even within each set >> and it it allows the players who just don't care for it to opt out and >> and they don't have to care for it. >> Yeah, exactly. you can pretty much pretend pretend it doesn't exist. >> So, last question because we we we have PvPers and a lot of PvP enthusiasts just asking for uh you know, some more information. So, uh Tim, how will PvP in forever be different than, you know, other versions of World of Warcraft? Uh specifically, there was this player named Last Rodeo in England who asked how how will PvP in forever be different? And uh so I you know we're we're going to go to a rodeo. >> Sure. >> And uh last one what happens what happens >> uh with PvP in in forever. >> Well, like I said before, we we want to embrace the Horde and the Alliance conflict. Uh PvP is something we want to heavily invest in and and support. We love the fact that people love dueling so much. We love the fact that people love running battlegrounds. Um there won't be any rated PvP, though. We've reinvisioned the PvP ranking system. There will be a a new PvP track to gain honor in and and level. >> I really wish there was arenas, man. I hope I hope they hope they decide to um that will reset every season or tier. They'll be aligned with our our tier and raid releases. Um, and we've really taken care to look at how people um, participate in battlegrounds and make sure that we've adjusted the honor so that people don't feel like they just have to sit in Alter Valley um, over and over and over. So, we want our brand new battleground, Dark Spear Islands, um, which has a brand new reputation, another progression track as well to explore and get rewards from. We want that Warong uh, Arafi Basin, more battlegrounds to come in the future. We want people to be excited and rewarded for participating in all of those. >> Love more battlegrounds to come in the future. That is that is a great thing. So, I I want to I want to leave that there. But before we go, uh Josh Greenfield, tell us what you got. >> Uh yeah, so starting next week, I'm really excited to announce that we will be having a weekly podcast. Um it's going to be hosted by myself and uh Josh Corbett of Countdown to Classic Fame. >> Josh and Josh. >> Josh and Josh. It's going to be the Josh show. I guess. Um and uh but we'll have be having that weekly all throughout the beta for the next six weeks. >> Um so we're going to dive into a bunch of different topics talking about sort of the the topic of the week, you know, whatever content is unlocked. Uh we're going to have um guests from the team. We're going to have other developers on to talk about things that they've developed and systems and features and content, a whole bunch of things like that. We're also going to have members of, you know, like content creators and members from >> Did they say classic guest? I didn't hear them say classic guest. I I would like to join you at some point. I I just love to have you on. I I love this so much of podcasting. Just speaks to my heart. >> So, uh that's that's it. And we're gonna we're gonna get out of here because there's a beta to open. There's a Wow Forever beta waiting for one of you to press a button and send that thing live. So, we're going to go do that right now. Thank you very much. Thank you so much. Thank you everyone out there who asked so many questions. It was our pleasure to meet you at Blizzcon, to see you online, and to try to answer some of your questions. We will see you in the WoW Forever beta in a few minutes. Thanks. All right, the beta is going live. That's a good Q&A. That was a good Q&A. Good Q&A. That's good. Good for Countdown to Classic. Yeah, he used to he used to do Countdown to Classic while we were doing uh ClassicCast years ago. Uh so that was it, man. If you guys like this, uh, I mean, we we do a lot of stuff here. Sorry, my voice is still a little bit gone from Blizzcon, but we do a lot of different things here. Uh, I hope you guys enjoyed the Q&A. Uh, there's a lot of really cool things. Swingtime, stuff like that. They hit on a lot of stuff here, which is really nice. Uh, thank you guys for watching. Make sure to sub to my YouTube channel, YouTube, Instagram, Discord, Reddit, Twitch, Twitter, everything's SPAN TV. I also stream on uh Kick Rumble. I mean, we have a Facebook, we have a Discord. I I think I mentioned everything, right? There's so many different things, right? So, make sure to follow everything, sub to everything, Instagram, Tik Tok, whatever it is. Everything is SPF TV. Thank you guys. Leave a comment. Let me know what you think. It's been a great time.