Video summary
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.
Read the full video transcript
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.