Blizzard is a joke

We pay $15 a month to play the recreation of a 20 yr old game on ONE server. And you can’t even have the decency to take some of your multi multi multi billions of dollars to keep that ONE server up for HC. Blizz is a joke and it’s time we all walk away for good.

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Bye felicia.

Must feed the hamster, we go again!

The goal is not to go again. The server is dead, there is no one here. It’s you people that are ok with this is why they are able to get away with it. You die to the world not to the servers

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Actually if we weren’t here they would probably shut the servers down.

We go again.

You must be on Skull Rock if you don’t see anyone, there are tons of people on fresh, honestly its still to busy, and there are even a good number on Defias. Blizzard gave us an actual Hardcore server which is what the true HC population wanted, for those that were truly HC, we knew exactly what we were getting into and what we signed up for, its a brutal and unfair version of wow, there is no mercy, no rollbacks, no appeals, where death can come by any manner and is always lurking, and where all deaths are final.

Thats how it’s supposed to be and thats what we wanted.

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another mass D/C just hit, we’ve all been locked out for about 20 minutes now

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Dudes on his level 10 posting like he’s an authority figure. Blizzard is a bunch of cowards and they better watch out cuz I live down the street from your office and got all your license plates.

Oh,no, that’s crazy, don’t do that, that doesn’t solve the problem.
I have a solution to the problem that I think you should see.

Optimization Proposal for Classic Hardcore Mode (HC)


Introduction

This proposal aims to improve World of Warcraft Classic Hardcore Mode (HC) by retaining its core challenge while reducing player frustration and improving accessibility. By introducing survival mechanics, lowering entry barriers, adjusting item drop rates, and adding class-exclusive skills, this plan seeks to revitalize Hardcore Mode, attract both new and returning players, and explore new business models to innovate MMORPG gameplay.

The success of games like Elden Ring: Shadow of the Erdtree and Black Myth: Wukong demonstrates the viability of combining hardcore challenges with player-friendly mechanics—a design philosophy aligned with insights from industry leaders such as Laura Naviaux Sturr, Chief Operating Officer of Amazon Games.

“Innovation often lies in reinterpreting classic designs through a modern lens.”

She elaborated during a summit: “We’ve focused too much on ‘what’ to do—pursuing graphical fidelity or linear growth. When a game succeeds, we instinctively think of sequels. But perhaps we should prioritize how players wish to experience games and how those experiences evolve. Then, we can reapply, repackage, or reimagine existing elements in fresh combinations.”

This proposal aligns with World of Warcraft’s future design philosophy while offering novel execution strategies.


1. Gameplay Optimization

1.1 Survival Mechanics

  • Flask Of Petrification

    • Replace the material “Black Lotus” with a lower-tier alternative.
    • Limit usage to once per character every 24 hours or once every X hours.
    • Reduce crafting difficulty and improve availability to ensure more players can use it.
    • Design Goal: Provide a critical " extra chance of survival. " without undermining the hardcore challenge.
  • Class-Exclusive Survival Skills
    Each class gains a once-daily save-life skill to enhance game strategy depth and class features.
    Examples:

    • Paladin: Ardent Defender – Use existing skill effects to minimize development costs keep versions as consistent as possible.
    • Mage: Arcane Guardian – Automatically blocks lethal damage and activates a mana shield, granting 1000 mana per second for 30 seconds.
    • Rogue: Death Pact – Absorbs all damage for 30 seconds; absorbed damage must be healed post-combat.
    • Full skill list in Appendix A

1.2 Accessibility Adjustments

  • Reduced Cost for Beginner Mounts – Lower gold requirements for level 40 mounts.
  • Dual-Spec – Allow free talent resets in safe zones to adapt to HC challenges.
    These changes are designed to lower the barrier to entry for new players and increase the flexibility of the game.
  • Max-Level Rewards – Grant survival-enhancing skills upon reaching level 60 to incentivize exploration.

2. Item Drop Rate Adjustments

  • Dungeons & Raids: Increase blue/purple item drop rates to 90% (The drop rate increases gradually based on the number of deaths of the account role, unlocked at the game characters level 30 to prevent abuse).
  • Wild Treasure Chests: Increase blue/purple item drop rates to 15%–30%.
  • Design Goal: Treat item drops as part of progression to alleviate death pressure, while retaining challenge via perma death.

3. Player Segmentation

Separate dedicated hardcore players and casual hardcore players into distinct groups with optional rulesets.

  • Design Goal: Ensure dedicated players enjoy the original hardcore experience, while casual players engage with relaxed mechanics.
  • The two groups of players will receive different unique rewards.

4. New Business Models

  • Low-Cost Microtransactions
    • Introduce affordable in-game store items (e.g., $1–$3) to attract light spenders.
    • Mechanic: When the game character dies, allows players to redeem purchased Mall items using in-game gold through certain NPCS.
    • Data Support: Strong demand for low-cost microtransactions in China can boost retention and revenue.
    • The most successful example comes from the NetEase MMORPG game Ni Shui Han.
    • Example: In March 2025, a Chinese HC server player paid ~¥57,000 RMB for Bindings of the Windseeker in MC, highlighting HC’s unique appeal.

5. New Gameplay Features

  • Core Content: Introduce unique, differentiated features to enhance competitiveness (e.g., UGC-like systems without heavy backend support).
  • Custom Services: Add premium customization options for a fee.
  • Oversight: Establish a new department to manage reward distribution and compliance checks.
  • Goal: Generate viral buzz to propel WoW back into top game rankings and attract new players.

6. PvP Adjustments

  • Battlegrounds: Add Warsong Gulch and Arathi Basin with death-protection mechanics to alleviate HC mode stress.
  • Note: Partial content ties to final rewards.

7. Expected Outcomes

  • Player Growth: Conservatively estimate 5 million active HC players at launch, with global numbers potentially exceeding 10 million.
  • Revenue Potential: Leverage NetEase’s NI SHUI HAN low-price strategy success to Extra profit without compromising HC integrity.
  • Community Impact: Streamers like Asmongold and LoLtyler1 may return, reigniting WoW’s cultural relevance and boosting merchandise sales.

8. Conclusion & Next Steps

This proposal balances HC Mode’s brutality with game experience, aiming to create a sustainable MMORPG game mode.

Key Next Steps:

  1. Test class skills and drop rate adjustments on the PTR.
  2. Conduct player surveys to finalize microtransaction items.
  3. Collaborate with content creators for targeted marketing.

We look forward to refining this proposal with Blizzard’s team.


Appendix A: Full List of Class Survival Skills
Appendix B: References (Industry Reports, Player Demographics)

Just now, I saw people on X discussing the same idea as mine. I’m stoked that folks are coming around to my way of thinking.
Maybe it won’t be long before my plan gets a chance to come to life.

Reference:

https:venturebeat.com/games/what-gaming-can-learn-from-the-past-laura-nauviaux-sturr-interview

Matthew Ball is << 2025 Game industry analysis >>

Inspired by this book:
One Hundred Years of Solitude