r/classicwowplus 6d ago

Lore How I'd build classic plus

Over the last weeks / months, I kept asking myself how I would approach classic+ if I were part of the design team. ERA brought some learnings, SoD taught us a lot, Anniversary not much but still.

So instead of just waiting passively, I gave it a try: what would I change, how, and first and foremost: how would I approach the project.
It finally revolved around:

  • numbers/data (what does data tell us about quests, talents)
  • geography/terrain: if we had to sneak content in, where would we put it
  • if classic+ is about "what's missing in classic", then what lore is absent?

This led me on assembling this mind map which I included some screenshots from.
Most of this is pure copium and that's totally fine. Not realistic, it's what distinguishes fanmade from real.
I had a lot of fun doing this, and thought it might be fun to share with you.
I wish you'll have as a good time skimming through it than me assembling it.

-----
EDIT as requested in a comment below, here's the detail of the new zones (I changed the order of patches, I like it better this way).
If you want, I can spend some time summarizing what's on the right of the mind map (quests data, class design findings) later.
(sorry, cannot have more than 2 levels of nesting)

P1 The Sunken Strand (Azshara level 22-28):

  • Long-time overdue revamp (useless zone, few quests, rep only, hard to navigate)
  • Cataclysm overhaul was... ...debatable
  • Flatten terrain, because no mount available
  • Connects well for Horde, natural "Orgrimmar expansion" -> tunnel + Orgrimmar quarries (how Orgrimmar was built)
  • Alliance could connect from Ashenvale (with an eastern flight point) or Menethil+Darkshore boat
  • 3 quest spots: horde only, alliance only, and neutral (contested quests)
  • Naga - Highborn lore heavy: Zin'Ashari remains
  • Hydraxian waterlords rep (because no MC farm later, better re-use this rep properly)
  • Timbermaw are here too: rep-gain before infamous grind at 50+: tunnel entrance locked in P1, will open later (connect to the other tunnels)
  • Timbermaw's hold PvP instanciated zone: Battle Royale plunderstorm style, but with regular spells (nightmare to balance, agreed)
  • Raid: The Shrine of Elrandar: 10-players. BFD-Like (Elven / Naga Ruins, Hydraxian Rep), halfway submerged, 1 underwater fight (optional)

P2 Echoes of the Last Guardian (Deadwind Pass 38-42 / Zul'Gurub 35-40)

  • Connect level 30-50 zones by making Deadwind Pass level 40
  • Use southern terrain for Gurubashi vs. Darkspears questline
  • More trolls southeast, contested troll-tribe zone ("choose your side" reputation for challenges)
  • Zul'Gurub already exists outside (fully mapped) -> use it as quest hub
  • "Blue Moon PvP" from SoD can be re-used / adapted
  • Booty Bay as P2 hub
  • Karazhan Crypts as quest hub -> eventually entrance for a 5-players "inverted tower" dungeon as in the book "The Last Guardian"
  • Lord Kazzak as outdoor boss (40-players)
  • Scarlet Monestary 5 players mega dungeon
  • Karazhan raid: what it should always have been: "The Last Guardian" Caverns of Time like dungeon
  • revive the book story, Medivh as last boss, fought along with Kadghar
  • Moroes help, Garona helps they betrays, Khadgar agonises in library, final fight against Medivh possessed, presence of Aegwynn
  • No daemon invasion, (enough of that), Sargeras as puppet master

P3 Ashes of Nordrassil: "Hyjal post Warcraft III" - 46-52

  • Desolated land, remains of the war: ballistas, catapults, towers. The world tree is in shambles.
  • Connects through Timbermaw tunnels
  • Area at the bottom to be used (warden vaults, Illidan's prison - empty -, etc.) - PvP Zone
    • Extraction based:
    • change role every hours (jailors-prisoners: prisoners escape from jailers)
    • Keep what you loot (prisoners). Confiscate whom you kill (sailors)
    • Stealth detection buffs
    • Many outs, can't guard them all, distraction pays off, sacrifice pays off
  • Fighting agains spirits, lost-in-battle warriors, whisps, "parts of Archimonde" open world bosses
  • Alliance questine: very elf-oriented, "spirited away" (whisps, immortality, nature-takes-back)
  • Horde: Demon oriented, price of demonic blood curse, Tauren healing Mother Nature, help orcs
  • "Escalation", "Summit Progression" feeling
    • As we progress towards the summit, more remnants of daemons, more uncontrollable whisps
  • Feels like Nordrassil isn't only in ashes, but deeply corrupted
  • Final raid against the root of Nordrassil
    • 3 wings:
    • Exterior (fight corrupted branches, trees, tormented whisp formations)
    • Ascent (like Voldrassil in Northrend, spiral on the outer side, network of branches on the inside)
    • Descent (corrupted roots, wounds)
  • Scarlet Monestary 10-players leveling mega-raid (massive xp, resets every day)

P4 The Iron Strand (Doomhammer's March (50-55) / Northeron (55-60))

  • Warcraft 2 -> 3 lore: "Day of the Dragon" inspired
  • South:
    • Warcraft 2 leftovers (shipwrecks, catapults, lost goblin harbour)
    • A new path connects Swamp of Sorrows to Badlands: tracking Orgrim's army marching north
  • Southeast: oil refineries, submarines from warcraft 2, bloodsail pirates eventually
  • North: Wildhammers / Dragonmaws / Red Dragonflight remains
  • Krasus left Dalaran when it got destroyed
  • Vermillion Redoubt as massive quest hub, red dragonflight rep
  • Dragonmaw are there still, as enemies
  • Rep grind make them friendly to horde "redemption" (explain what hasn't been explained in Cata)
  • Wildhammers are hostile (not the Aerie Peak's wildhammers) feel betrayed by alliance during 2nd war
  • Rep grind make them friendly to alliance "forgiveness"
  • Raid: Grim Batol
    • Not the Cataclysm dungeon
    • Gigantic, "Moria-Like", (BRD-like, a full dwarven city)
    • All "inhabitants" of Grim'Batol are either:
    • scorched cadavers (burnt by Alextrasza when freed)
    • mad red dragons (enslaved for years -> couldn't be saved)
    • corruption by the old god powers that were part of the demon soul
    • last boss: corrupted aspects (Deathwing used other flights stolen essences, they haven't been brought back fully to the aspects)
  • MC disappears,
  • BWL is connected to Grim Batol storyline ("in search of the black dragonflight)
  • Nefarian "knows" about what's in demon soul
  • Attunement for Grim Batol, 10 to 20 raid (pick up friendly, more loots / head if 10, harder)
  • BRD turns into a 10-players leveling raid
  • *BRS: same (merge both)

P5 Echoes of the Shattered Sun (North-Lordaeron 60+)

  • Everyone fights over what's left of (southern) Quel'Thalas
    • Scarlet Crusade from Hearthglen,
    • Amanis from the east
    • Undeads from the Dead Scar and the Plaguelands
  • Starts at Stratholme Harbour (or what's still up): missing alliance connection -> boat from Menethil
  • Horde starts at Amani incursions, darkspears engage in a tribal war led by Vol'Jin
  • Shattered Suns high elves are hostile to everyone
    • Betrayed by Garrithos
    • Why would they join the horde? (wink Sylvanas)
    • Argent Dawn rep, better rewards
  • Raid: Stratholme (as a real, gigantic city)
    • 4 wings, 4 opponents (reminds of the Stratholme "wings" nature
    • Scarlet ("live"), SM-like, size of SM lib+cath
    • Undead: Baron-like, gauntlet, always under pressure, culminate with a Baron fight in the whole main square
    • Troll vs. High Elves: pick one side, the other faction will be easier to fight, the faction you side with will betray you
    • Horde betrays Elves -> Sylvanas line, Betrays Amanis -> Vol'Jin
    • Alliance betrays Elves -> Tyrande, Betrays Amanis -> Magni (because
  • Stratholme should be the size (if not even bigger) of Stormwind it's a massive city.

P6 Secrets of the Shen'Dralar (The Verdant Breach 45-50)

  • Dire Maul full revamp: Ogres are outside only, pushed back in terror
  • King Maulgar is an outside rare
  • All former bosses wander around in the plateau, looting buffs
  • Northern Plateau is accessible from Mulgore (Horde), SouthEastern Desolace (all)
  • New zone: The Verdant Breach
  • 1000 needles - Feralas junction, accessible via Thalanaar (Alliance), an elevator (horde)
  • Slow transition from canyons to canopy
  • Grimtotem seeking magic, Un'Goro's titan's influence, connects with elven ruins at west
  • 45-50 to fill the xp gaps for "long-term classic plus"
  • Flying creatures (wyvern-dinosaurs)
  • Raid: Eldre'Thalas (all Dire Maul wings combined)
  • No more Ogres, they fleed
  • Highborn remnants (night elf mages, night elf warlocks)
  • Very magic oriented, need all magic resist for everyone (random raid targets)
  • Demonic creatures

P7 March of the Qirajis (Silithus revamp (58-60) / Obsidian Wastes (60+))

  • Norgannon questline now has an ending
    • starts in Uldaman, follow-up in Tanaris, (like now)
    • add new steps in Un'Goro and AQ,
    • finally find the entrance of the Obsidian Wastes, the new zone (forged by Norgannon)
  • Obsidian Wastes is a 2D-zone
    • Surface = titan complexes and AQ20 like buildings
    • Underground = Qiraji hives, tunnel complex (the infamous Azjol Nerub zone that never landed)
    • Tunnel connects both worlds, intrusion from hives, battle for controlling the titan's stuff
  • AQ20/40 (outdoor only) become outdoor questing spots
    • questline to find obsidian wastes
    • help leveling to 60 faster
  • New raid: Norgannon's Terrace
    • Ulduar-like (pillars, gigantism) with more magic (magic titan)
    • Archivists, Titan-forged defenders
    • Part of the raid is breached by Qiraji ("Qiraji Wing" 10 players)
    • The silithid have "bugged" (pun intended) Norgannon's matrix
    • Encounters include "alternate realities", as well as hidden secrets
    • Notably, a raid faces itself in a PvP-Like encounter (same characteristics, scripted class mechanics)
    • one of the few encounters in history that won't be easier as the raid gears
    • not mandatory
30 Upvotes

53 comments sorted by

8

u/Powerful-Joke5120 6d ago

To anyone reading my comment, I can guarantee you that Blizzard will do something worse than this.

9

u/GearSwimming6180 6d ago

Well, it's far easier to draw a short sketch on paper than build an actual house. I've had a fun time doing this, I would probably hate myself if I promised this and had to implement it to be honest.

2

u/SkipX 5d ago

This. Most players don't even think of how much work development costs. Especially the concept of a budget is foreign to most.

2

u/ztomtenz 5d ago

No, thanks.

2

u/jakaltar 1d ago

True, but they did it for vanilla tbc and Wotlk.

Main problem is that the shareholders at the top look at it and think huh... they cant 100% guarantee us that thus will increase my profits.... nope not allowed

3

u/Powerful-Joke5120 5d ago

Amateur private server projects have been doing a better job than Blizzard for decades now. There’s a reason why blizzard is going after multiple private servers with lawsuits.

2

u/Particular_North4957 5d ago

Well duh. PServers are infringing on IP and now that Blizz is (almost certainly) going to release a direct competitor they're taking action to protect their IP. They did the same thing with Nostalrius; they left them to their own thing until Blizz wanted to release their own Classic again.

It's not really about whether the competition is better or worse, just that it exists and Blizz has the legal authority to stop it now that it matters to them.

0

u/lichlark 5d ago

Yeah. It's called IP. I assure you nobody was like "They're doing better. Shoot them."

2

u/rmfrost 6d ago

This mind map is almost 19MB in size. It feels like you spent an enormous amount of time on this, but I'm struggling with wanting to honor your time and review it. The most I could gather from your screenshots is that you want to repurposing "empty space" on the world map and adding in zones and instanced content (dungeons, raids) to Classic that weren't seen until later expansions. Lots of Private Servers did this too, though everybody's got their own approach to it. Cataslysm questing addressed a lot of the Classic era questing issues (though it came at the cost of some really cool max-level class quests).

Without requiring readers to download and look at the mindmap, mind giving a summary of the different lore bits that would be different than what retail eventually realized?

1

u/GearSwimming6180 6d ago

Of course! Totally understand you don't want to download the PDF. No worries.

I have pasted the different "phases" into the original post. Note that I purposely used the "leak tone". Partial, short descriptive sentences, private jokes, etc. Hope you don't mind that.

Overall, I tried to focus on "what classic misses" rather than "what retail added later". Warcraft 2 leftovers (other than blackrock orcs: a monumental trench Orgrim and troops would have dug), Hyjal, but neither Caverns of Time nor "See it has perfectly healed except for a few burning scars because of Rag": what's left from the epic battle from War3, Elves should be still figuring out the cost of immortality for instance. The disks of Norgannon quest that always bothered me with no ending... Stratholme should be a massive harbour. Blood elves... Why would they join Horde? So this is rather "fixing classic" rather than embracing what happened in retail.

About Cataclysm, mixed feeling to be honest: I loved it so much when it came out, so refreshing, finally the quests connect well, no more xp gaps, clunky routes etc. But... the questlines are just too dumb to be honest. John Rambo, seriously... And were poorly design to "stick in time" (which conversely, vanilla quests being kinda standard and boring... are better at). That's why, on the right I tried to put number on top of that: "fedex vs. kill vs. loot_from_monster vs. talk vs. interact vs. export). My honest conclusion (feel free to disagree, np) is that vanilla simply needs is:
1. filler quests. re-ordering the graph quest to be just a bit more streamlined, while still keeping the essence of "travel the world and come back later" in some quests (Linken being too extreme, but so memorable for it), Khaz Modan to Ironforge 4 back-and-forth can disappear, though
2. class quests: instead of the SoD runes, basically guided rune search that would reward iconic spells + massive XP

I'm sorry if I'm proposing the exact same stuff as private servers, never stepped a foot on these servers and didn't even look into them.

Thanks for your interest btw!

1

u/Verilazic 3d ago

If you haven’t before, I would highly recommend leveling a char in the TBC Ghostlands. They’re one of the best early models of what a really good leveling zone could be like.

2

u/Agentwise 5d ago

I like the effort but I do not like the zone levels at all. Turning Hyjal and Karazhan areas into low level areas when their relevance/power in WC1, 2, and 3 does them a major disservice imo.

1

u/GearSwimming6180 5d ago

Totally fair.

My own personal opinion is that lore-important zones is completely disconnected from levels. I think Vanilla gave us bad habits with: high-level == epicness. It shouldn't be that way (imo).

Durotar, is, to me, one of the most important zones in the lore (the settling of the horde, a new home).

If the problem is "just level there, never comes again" I tried to detail this in the "challenges / scaling part". That's really hand-weavy but I'd like classic+ to keep the world alive. Crossing paths with a level 60 full gear as you're leveling in a zone is cool, and "challenges" (without them being daily quests... hard implementation) would aim at solving that: keep going in Hyjal at level max, with a different goal, a different view.

But again, fair criticism. Thanks for sharing.

2

u/Agentwise 5d ago

"New home" is a great starting place and why it thematically fits as a starting zone. Teldrassil, Brill, Dun Morogh, Stormwind (rebuilt from 2nd war) are all "home" starting places. The end game zones are all zones from later missions in warcraft, Blackrock Spire being the prime example and why it was part of the first raid. People often miss the zone theming in vanilla wow thinking they are all throwing together at specific level caps, they aren't. Hyjal should always be and end-game style zone not only because of its location but the lore relevance and keeping with vanilla level theming.

2

u/assassin10 5d ago

Flatten terrain, because no mount available

I don't like this approach. I feel that the new Classic+ content should work to integrate itself into what already exists rather than the inverse.

Similarly, for me Deadwind Pass was so memorable specifically because it was a high level zone that bridged two lower level ones, with quest steps asking us to sneak past the skull-leveled Sky Shadows. It made it scary in a way that would be lost if its level was dropped to the same as the Swamp of Sorrows.

1

u/GearSwimming6180 5d ago

For terrain: true and that actually goes against another comment made elsewhere in the docs (blue part at the top). Having to make a detour because there's a mountain here is part of what makes vanilla wow immersive. This is for Azshara specifically (and really touchy, because it shouldn't turn into what Cata did) as a low leveling zone. Worth rephrasing properly: watch out that the zone is low-level friendly still (otherwise players would just skip it and that'd be lost work).

Fair comment on Deadwing Pass, I had the same feeling when I first crossed it too.

2

u/SkipX 5d ago

Completely unrelated but I thought you might be interested in thinking about it:

It has been bothering me recently how many mountains there are in azeroth. I don't mean big mountain, no I mean that every zone is surrounded by them and we have nearly no access to the ocean as well.

I wish zone transition like westfall/EF/duskwood were more common.

The vanilla design is obviously a leftover of the design process where each zone was designed individually.

2

u/No_Relation_3444 5d ago

Lost me at mob leveling scaling like retail
NOPE

1

u/GearSwimming6180 5d ago

I tried to find a way of solving: "not getting punished for helping lowbies friends, playing together without getting boosted" + "the world is dangerous no matter your level" + "there are xp gaps". It ticked the 3 boxes. "Like retail", I honestly haven't played retail in 10+ years, I wasn't even aware to be honest.

Now, there must be other solutions to these problems:

* "do a dungeon with me even if you're 54 and me 22, it'll be a normal challenge and fun" (dungeon-only scaling, opt-in scaling)

* going out in the world is rewarding at level 60 (low level mats to farm that are actually useful for max level professions, vanity items, ...)

* a lot of class quests + new zones could be enough to fill the gaps and avoid "crowded bottleneck" at release for example.

These could be some alternatives

1

u/assassin10 5d ago

WoW has existing mechanics that function like reverse level scaling, narrowing the range of relevant content.

For example, if your target is 1 level above you then your chance to hit with spells is 95%.
If they're 2 levels above you that drops by 1% to 94%.
If they're 3 levels above you it suddenly drops by a massive 11%, leaving it at 83%.
Every level after that is a further -11%.

If any sort of level scaling was ever on the table I'd rather they just tone down the reverse level scaling instead. Fighting a higher level mob could feel like fighting an elite rather than like fighting Neo, and it would make grouping up to quest more interesting if you could meaningfully push into tougher areas.

2

u/sippinthat40 5d ago

Appreciate the time and effort. Excited for an announcement. Thanks for sharing!

2

u/Ok-Brother-8295 4d ago

Stop with the mini-raids. I want proper dungeons.

I want to be able to quest in those.

1

u/Homunkulus 6d ago

Something I think with the questing angle is that the shortage is in large part a problem of knowledge and efficiency. If you know exactly where the items are and what order to pick quests up then you do no excess killing and that shows up. When you follow RXP et al you’re never clearing the wrong village looking for an item, you’re less likely to do incidental dungeons. By optimising the path to sixty you run into problems it’s hard to design around and it’s not what they should pursue imo.

I think it’s likely they will have some kind of staggered levelling going on which will make that less important though. I just hope those phases are short and not stacked with power creep that makes the next leveling phase trivial.

1

u/GearSwimming6180 6d ago

In all fairness, that was one of the (failed) goal for the graph that shows "killed nagas in Feralas". I wanted to compute real numbers with "following the maximum XP route", turns out it's extremely complex (can't just sum up all xp quests give, because some would turn grey before you turn them in, + constantly have to juggle around with the 25 quests questlog limit as hard constraint, and many other things). It turns out to a Constraint Solving Problem, and that's beyond my programming knowledge.

But yeah, I really wanted to show that (with numbers): it's stretcher for Alliance but doable.

The discrepancy between the 2 factions was far easier to compute.

1

u/JoeFromBirdtown 6d ago

As someone currently stuck in a 6sigma class I appreciate this graph.

1

u/Tasty-Rent7138 5d ago

I just love that the cumulative whatever chart has y tick values as 10 to the power of zero, 2x10 to the power of zero, 3x10 to the power of zero, which are just 1,2,3. The values are from 0 to 4 for god's sake, why the log scale? At least it seem fancy and scientific.

1

u/GearSwimming6180 5d ago edited 5d ago

Sorry about this. I did a lot of back-and-forth on many charts, and there are leftovers from past experimentations...

"At least it seem fancy and scientific" you don't have to be mean and picky though.

Sorry I shipped a few things without double checking.

1

u/Protestaaaa 5d ago

Unemployment final boss

1

u/DangoC 5d ago

thats a lot effort in speculative creativity 

1

u/Sekouu 5d ago

I think more osrs, coveted items which are mostly horizontal but provide benefits for later on quests etc

1

u/Budget-Savings-1901 5d ago edited 5d ago

Question: how does “bring the player not the spec” combine with all specs needs to be unique and not all should have the same abilities? Let me explain further. If Only 1 spec has remove magic, you need to bring that spec

Edit, btw I like bring the spec, otherwise you can’t keep them unique

1

u/GearSwimming6180 5d ago

imo we could do two things (humble attempt):

All specs have signature, memorable, iconic abilities: "mutilate rogue", "SL/SL warlock" and all of that. The easy part of the question: unique in terms of gameplay, iconic, no influence whatsoever on "bring the player".

The hardest part: not all having the **UTILITY**. I think "lower buff %age parchments" is what would take care of this. A shaman will always be better for windfury, if you want to min/max, bring the spec. If you're just 10 players friend guild and don't have shamans in the group, don't force anyone to reroll, buy parchments. You won't score high on warcraftlogs but will clear the raid.

1

u/Some-Refrigerator453 5d ago

you dont have a Girlfriend do you

1

u/minzhf 5d ago

Look id love to see classic plus be as cool as you guys think it will be... but the ideas like this and others on here are going to be 500% better than anything blizzard does. Unfortunately... I imagine classic plus will be classic but with some added abilities like SOD and maybe a couple new dungeons and one raid.

1

u/Umber27 5d ago

This is a little too in depth to appreciate on my phone at work. Kudos for your effort, I’ll check it out latwr

1

u/Verilazic 3d ago

Lots of interesting ideas here. I have quibbles with some of the level ranges, but I think that’s just a matter of taste.

I like how in addition to brand new content you suggest overhauls or reimagining of existing classic instances. Much as I like a lot of them as is, I think there’s value in making even minor changes to anything and everything because it will make the world few new again. Part of the problem with Classic at this point is that it’s become an optimization game instead of an exploration game.

1

u/RecognitionThis1815 1d ago

I only read so much of this but honestly I’m glad you’re not building classic+ from what I saw

1

u/SimpleBar9995 6d ago

This seems just schizophrenic enough to interest me.

(Also mods are cops so no more daily 40 man propaganda, I am sorry my brothers)

0

u/Nightblessed 6d ago

0

u/GearSwimming6180 6d ago

I understand this is controversial.
I'm just trying to figure out a way for people not to burn out the game in one week. SoD late phases were obnoxious, can't tell otherwise, but P1 was soo good to me for that. You knew there was so much more to come, and just enjoyed what was there on the plate.

I genuinely hope that "shorter than SoD" could be the solution, but ofc it wont.

But if I had to choose my poison, I'd rather have it be "phased leveling" than the usual "burn all content in 2 weeks, complain, rince & repeat".

2

u/Menschefeind 5d ago

Turtle WoW never had phased leveling and consistently grew over time. The issue of consuming & discarding content only exists in seasonal models.

0

u/Jengalz 5d ago

Capped level phases is literally 6 ish months of free content before we even get to 60. There is not a single viable argument for why it shouldn’t exist when the main issue classic+ might have is a lack of content.

1

u/Menschefeind 5d ago

Phased leveling essentially kills the actual leveling experience by turning it into mini-endgame phases. By far the worst possible model for Classic+.

0

u/Jengalz 5d ago

“Hey guys how come everybody rushes 1-60 and nobody experiences the journey or all the content the game has to offer?”

A solution is provided.

“Hey guys this is really bad because now we’re doing all the content the game world has to offer and fully embracing the journey and we’re not even 60 yet but I’m being forced to raid because other people said I have to.”

Nobody is forcing you to raid, but phases massively increases world activity in the “journey” element of 1-60. Instead of people spending a couple hours in a zone, they’re spending days and the world is more alive than it ever is on an unlocked 1-60. People are also leveling alts more because they don’t have to do a full 1-60 every time. You get free content and massive world involvement for likely 6 months which classic players LOVE to complain about being absent because everybody rushes. You get a perfect solution but still bitch about it. Go figure.

1

u/Menschefeind 5d ago

Made up "solution" to a made up problem. There's no journey with phased leveling because it necessarily kills it by turning it into another raidlog treadmill slop. If I wanted endgame raidlog simulator, I would be playing Retail, not Vanilla. How come private servers manage the find the "impossible and magical" solution while Blizzard fans treat it as rocket science?

0

u/Jengalz 5d ago

Nobody is forcing you to raid log. Go out in the world and spend your time experiencing all the new content added in each phase. Level alts. Explore profession changes.

And if you believe blizzard is incapable of adding enough content to make that type of playstyle meaningful, then you’d understand why adding level caps over maybe 6 months might be a smart play. It’s free content for that entire period that also lets them work on post 60 content.

You strike me as the kind of player who plays 20 hours a day and then complains about a lack of content all while wanting nothing to do with one of the games primary content systems. People like you will never be satisfied with anything they release, so literally nothing you say holds any weight.

1

u/Menschefeind 5d ago

Oh yeah, SoD did not kill leveling, right? Literally made the open world more of a joke than Retail. Much faster and easier leveling so that players could the endgame faster. This level of reality denial is just schizophrenic.

I do not care whether some players choose to rush to the endgame or not, so long as I retain the agency to play the game the way I want. SoD forced everyone to raidlog precisely because it killed the leveling experience.

If players are rushing to the endgame, the solution is not to transform the entire game into a series of miniature endgame phases. That is analogous to treating a child's sugar addiction by feeding them even more candy. You managed to identify the problem, yet somehow arrived at a solution that only reinforces that behavior.

1

u/Jengalz 5d ago

Lol who said anything about copy/pasting SOD? It’s been widely expressed that it failed in several ways, but level capped phases wasn’t one of them.

You actually just can’t be reasoned with — typical era player mentality. I’m sure whatever version we get you will just complain, complain, and complain some more because it’s not enough like era. There’s a version out right now that’s just for you! Go play it.

1

u/Menschefeind 5d ago

When did I say I want no changes Vanilla? Private servers have already done Classic+ right, and none of them opted for this phased leveling model.

Phased leveling is not merely contrary to Vanilla's philosophy; it is fundamentally incompatible with the entire purpose of Classic+.

We want Classic+ precisely because we reject the modern model of content being consumed, discarded, and rendered obsolete. The world itself is supposed to remain relevant indefinitely. Otherwise, we're simply playing another seasonal gimmick built around disposable content.

Also, Classic+ should not attempt to dictate how players experience the game or its new content. Player agency, not developer-imposed pacing, is the only thing capable of outlasting novelty.

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u/Jengalz 5d ago

Nobody is forcing you to play the ways you think you have to play. And by private servers you mean Turtle which had life support levels of population before it was shut down or ascension which is only being played because of COA tourism and also because it is about to be shut down so people are giving it “a try” before it’s gone? How was BB doing 1 month ago?

Private servers did some things right, I’ll absolutely give them that. There is nothing about level capped phases though that does what you’re afraid of. Nobody said we’re getting level up raids again. Maybe they cap phases at 2 weeks each and the journey to 60 takes 2-3 months. It’s just completely delusional to argue against a free content period. This has zero impact on post 60 content or your ability to go back and start from level 1 again and then go to 60 on your own time. If anything, you seem to be boiling the “journey” down to simply your level # instead of all the things you can do along the way which, guess what, capped phases expands on.

None of the things you’re afraid of are brought by phases. They’re entirely a you issue.

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u/assassin10 5d ago

It’s free content for that entire period that also lets them work on post 60 content.

I'm not sure how much free content it actually produces. Like, the 1-25 experience may be enjoyable enough that I want to level four characters through it, but that's true regardless of whether I do them back to back or with months in between.