If We Could Walk That Road Again: A Vision for a Reimagined World of Warcraft

Introduction

I often wondered: what if one day, someone could take us back to the eve of the Dark Portal’s opening? What if players could relive the stories of Warcraft I, II, and III within World of Warcraft, then forge a new future for Azeroth? What would that world look like?

I know this idea may seem selfish. After all, the current Azeroth, and the gameplay of World of Warcraft, are the result of countless efforts from both passionate players and Blizzard Entertainment. But even so, I can’t help wanting to imagine a different kind of change—something more alive.

  • I want to adventure in a “living world.” Tumultuous plots, a dynamically evolving world, and unpredictable crises – these are what would immerse me.

  • I’m willing to invest time and gold into my characters—but I do not wish to be tormented by overly complex mechanics and repetitive grind.

  • I want the game to feel rewarding, but more than that, I want it to feel fair. Without fairness, even fun can be fleeting.

  • I want to fight alongside heroes I know and love—please don’t kill them all off just to replace them with unknown, forgettable figures.

But no matter how Azeroth evolves, we shouldn’t forget those who’ve long loved this world. Some players strive to conquer the toughest raids; others master Mythic+ dungeons. Some chase lore and collect everything. Some dominate the auction house. And some simply want to PvP for glory.

As for me? I just want Azeroth to stay alive. Even if all I do is level every one of my characters to max—no matter how long I’m away, I want to be able to return home.

What follows is a breakdown of my thoughts across 18 chapters.

  1. A New Timeline — Return to the Dark Portal
  2. Omen Shards: Connecting the Old and the New
  3. A Dynamic World and Open Battlefields — Realism Through Uncertainty
  4. The Legion System — You Don’t Have to Fight Alone
  5. The Merit System — Simplifying Currencies, Highlighting Contribution
  6. A Fair Fight — Let Skill Decide the Battlefield
  7. A Living World — NPCs Are No Longer Just Moving Statues
  8. The Wilderness Is Dangerous — A Harsh Environment
  9. The Sky Is Deadlier — Threats from Above
  10. Death Comes at a Cost — But It’s Never More Than the Value of Starting Again
  11. Home System — A Living, Breathing Community
  12. Pet System — Not Just Pets, But Surprises Along Your Journey
  13. Transmog & Decoration System: Crafting a Unique Adventurer
  14. Gathering: A Return to Simplicity
  15. Crafting: Simplified but Full of Surprises
  16. Character Resource Sharing: Diverse Experiences Without Repetition
  17. The Hall of Glory — Our Military Merit, Worth Being Seen
  18. Thoughts on Add-ons

These concepts for World of Warcraft are intended to spark new ideas and help guide the evolution of future gameplay. This is not a radical overhaul, but rather an active exploration and thoughtful expansion of the game’s existing foundation.

1. A New Timeline — Return to the Dark Portal

At the conclusion of a certain expansion, Azeroth suffers an unprecedented cataclysm: a dimensional “Shattering” tears apart our familiar world. History and reality twist in the destruction, with remnants of the old world becoming fragments drifting in the Void. However, at the edge of this disaster, an ancient surge of creation energy emerges, reshaping a new reality—Primal Azeroth.

Time is rewound to the moment before the Dark Portal first opened. At that time, distant Draenor was brewing an unprecedented crisis, while the great kingdoms of the Eastern Kingdoms were immersed in the calm before the storm. Until the omens arrived. The ground trembles, a flash of green lightning splits the night sky, and mages in distant Dalaran sense a severe anomaly in magical flow. Stormwind swiftly mobilizes its forces, dispatching vanguard troops to the Southlands under the command of Anduin Lothar.

Orc players will begin their epic journey on this Draenor, already corrupted by fel magic. Beneath its blood-red skies, the Horde clans have become prisoners of demonic power. Gul’dan and the Shadow Council complete the final ritual—countless slaves are consumed by dark altars, as blood and fel magic cause space itself to twist and surge.

Players will personally witness the entire construction of the Dark Portal, and at level 20, they will unlock the “Epic Prologue Questline”—Through the Dark Portal. Arriving in the cracked, barren wastes of the Blasted Lands in the Southern Eastern Kingdoms, they will establish outposts and strongholds, officially embarking on the furious campaign of the First War.

From here on, the history of Azeroth will no longer unfold as we once remembered.

2. Omen Shards: Connecting the Old and the New

The shattered fragments of the original world were not completely lost.
When the Dark Portal was torn open, its shockwave rippled across the Void, dragging pieces of the broken world back into the new one. These fragments—crystalline shards pulsing with violet energy—scattered across Azeroth like falling stars. They came to be known as Omen Shards.

Across the Eastern Kingdoms and Kalimdor, scholars and mages have established Omen Halls, arcane enclaves dedicated to studying these mysterious relics.
Their goal: to uncover what remains of the “fractured future” hidden within them.

Adventurers are dispatched to search for these shards across every corner of the world. What begins as a collection task evolves into something far more significant. Once enough shards are gathered, they coalesce into a monumental artifact: the Omenstone.

Through this massive relic, players gain access to the Broken Realms—reflections of past zones, instances, and realities.
These are not mere timewalking experiences, but new versions of classic content: alternate paths, hidden histories, and reimagined encounters await those who enter.

Whether you’re seeking long-lost loot, story threads left behind, or just a moment of nostalgia, the Omenstone serves as your bridge between the old and the reborn.

3. A Dynamic World and Open Battlefields — Realism Through Uncertainty

Azeroth is no longer just a map filled with quest markers. It is a living world, where war, disaster, resistance, and hope happen at any time.
You are no longer a mercenary completing tasks. You are part of a faction. You fight for your home, and for those who stand beside you.

World Event System: Storylines Driven by Shared Struggle

Main storylines unfold through large-scale dynamic world events, such as The Defense of Stormwind or The Assault on the Dark Portal.
These events demand the joint efforts of all players, and their outcomes are not predetermined.

They may last for days or even weeks, spanning across zones and involving entire regions. Failure is possible—and comes with consequences. Some areas may be altered, destroyed, or even permanently change hands.

  • You are not a spectator. You are a participant.
    These events don’t wait for you to click “Accept Quest.” They come like storms—unexpected, overwhelming—and only through collective response can your town and your allies be saved.

  • Story milestones affect the world around you.
    As the campaign advances, the terrain, enemies, and resource layouts of various zones may shift accordingly, sometimes permanently.

Field Encounters and Emerging Threats

Anywhere in the world, unexpected events can occur:

  • A patrol from your faction is ambushed by enemies. You can intervene to support them.

  • A village is under siege by monsters. If players rush to help, they will be honored by the entire village.

  • A mysterious merchant appears, offering rare goods—but only for a limited time.

  • You might become the assassination target of an enemy scout, and whether you survive may depend on your reflexes or the help of nearby players.

The world isn’t your stage. It’s your reality.
If you save a watchtower, it might become a trade hub tomorrow.
If you ignore a distress call, it might be rubble by the time you return.

Major City Defense — Safety is What You Defend Yourself

Your capital city is no longer a permanent safe zone.
At any moment, it may fall under full-scale assault by enemy forces. These battles take place as open battlefield instances, where all players can join the defense effort.

  • Warning Signs:
    In the days or hours before an attack, players may notice prices shifting at auction houses, gates undergoing repairs, or an increase in city patrols. These are not cosmetic details—they are signals.

  • Failure Has Consequences:
    If the city falls, core functions will be disabled: vendors shut down, repairs unavailable, trade suspended. Recovery becomes a community effort, requiring players to complete reconstruction quests.

  • Multi-threaded Combat Objectives:
    During the siege, players must defend civilians, eliminate invaders, reinforce barricades, support commanders—and all in different parts of the city at once.
    It is a battlefield, not a waiting room.

Outdoor Instance Battles — Replacing Traditional Dungeon Loops

Say goodbye to the static dungeon finder.
Randomized, zone-based open field instancing replaces traditional “go-in, clear-trash, loot-boss” loops.

  • No Group Finder Required:
    At any moment, you may be pulled into an emergent combat zone, triggered by the current state of the region. No loading screens, no lobbies—just real-time involvement.

  • Playable by Everyone:
    Through level scaling and adaptive difficulty, high-gear players act as frontline leaders or tactical support, while casual players still contribute through healing, control, or mission-based objectives.

  • No Fixed Strategy:
    Weather, terrain, NPC leadership, enemy patterns—they all vary with each instance.
    There is no guaranteed “optimal route.” Players must adapt, improvise.

4. The Legion System — You Don’t Have to Fight Alone

Core Concept: Soldiers (players), stand by for orders.

The Legion System builds upon the original Dungeon Finder interface, enhancing both organizational structure and the UI experience.
It remains the entry point for multiplayer content—story-driven battles, open-world events, traditional 5-player dungeons, raid instances, PvP zones, and more.

Unlike the old model where players sought out fights, the Legion System flips the paradigm: now battles seek out players.
Driven by the World Event System and a new Dynamic Matching Framework, most conflicts are no longer initiated manually. Instead, the system calls upon players to join time-sensitive missions, handles strategic assignments, gathers forces, and launches operations.

Formations initiated through the Legion System ignore level, gear score, or playtime.
Thanks to scaling, temporary stat balancing, and diverse role mechanics, every participant—regardless of experience—has a meaningful contribution to make. Whether you’re a frontline warrior or supply line scout, everyone plays a part in the machine of war.

Here, elite players lead with power, while newer players contribute through persistence. Just like a real army—not everyone is a commander, but everyone matters.

After each engagement, the battle resolution system evaluates every member’s contribution—success, failure, rewards, and penalties are all tied to this outcome.

World Legions

World Legions are automatically generated squads formed around major battles, dynamic events, and story-critical missions.

Each group is composed of players—or a mix of players and NPCs—based on size, item level, level range, class, and role.
Assignments aren’t just “DPS or healer.” You might operate a siege engine, man a cannon, hold a chokepoint, or escort refugees.
At the end of the mission, your combat value is calculated, and rewards (or penalties) are issued accordingly.

World Legion Use Cases:

  • Launching offensive or defensive operations driven by story or random events: interception, rescue, ambush, convoy escort, pursuit, etc.

  • Participating in major story-driven 5-player dungeons or raid events.

  • Joining PvP zones, battlefield skirmishes, or faction-based competitions.

How to Join:

  • If your character is marked as “Standby,” the system may issue a deployment request based on your current status.

  • Or, you can manually search available legions through the Legion Panel and join missions at will.

Player Legions

Player-created legions are long-term organizations, and serve as the core social structure in the New Dawn version of the game—replacing traditional guilds.
Unlike old guild systems focused on chat and grouping, Player Legions emphasize coordinated combat and collective objectives, centering around sustained development, shared identity, and group achievements.

A Player Legion can be founded by players who meet specific requirements, or joined by browsing the Legion Panel, where filters help players choose by activity style, language, schedule, or focus.
Once formed, a legion will unlock additional features over time and grow into a self-sustaining force for events and progression.

Veteran players can lead members into higher-tier content, striving for richer rewards and achievements that reflect the legion’s identity.

Key Features

  • Legion Leveling and Structural Growth
    Legions gain experience by completing missions, participating in battles, and coordinating with members. As the legion levels up, it unlocks new features—such as a shared vault, custom buffs, mission boards, transmog options, banners, and faction emblems.

  • Legion Missions and Group Goals
    Each week, legions receive a set of collective goals—such as completing a number of dungeons, defending a stronghold, or contributing to world events. Success grants rewards to all members, increases Legion Reputation, and adds to the legion’s progression tier.

  • Legion Camps (Optional Feature)
    High-level legions can build a base camp or outpost, serving as a hub for activities, gatherings, and event launching. These camps can be upgraded, customized, and used as a staging point for specific world events or factional missions.

  • Legion Leagues and Rankings
    Legions can compete in scheduled leagues, ranging from PvP zone control, world event performance, or tactical challenges. Performance affects their seasonal ranking, with rewards such as monuments, custom mount designs, visual transmogs, or honorary titles.

  • Legion Honor and Medal System
    Player contributions in combat, logistics, or tactics earn Legion Honor, which can be used to unlock rare cosmetics or advance within the legion’s internal structure.
    Special achievements such as “Frontline Vanguard” or “Tactical Executioner” may be awarded during large-scale battles—building pride and giving players visible recognition for their role.

How to Join or Create a Player Legion

  • Any player who meets the required conditions can spend designated resources to found a new legion.
    The founding process includes choosing a name, flag, emblem, and defining its mission focus.

  • Other players can browse existing legions through the Legion Panel, filtering by activity level, language, play schedule, or playstyle, and submit an application to join.

  • Inside each legion, a hierarchical position system governs permissions and responsibilities. Officers and leaders can assign tasks, manage recruitment, initiate legion-wide events, and distribute rewards.

The system is designed for efficient, scalable management, allowing large groups to function not just as social hubs, but as tactical, mission-ready units.

5. The Merit System — Simplifying Currencies, Highlighting Contribution

All the overwhelming and ambiguous currencies and title systems are eliminated, leaving only the two most essential: Gold and Merit.

Merit represents a player’s contribution to their faction. It functions as both a contribution score and a form of military rank. Any action that benefits your faction will earn Merit. This includes, but is not limited to:

  • Completing quests and dynamic events

  • Participating in dungeons and PvP activities

  • Effective interaction in the open world (such as rescuing or reviving other players)

  • Donating resources and assisting with defense setups

  • Fulfilling special missions assigned by the faction

Merit consists of two components:

  • Merit Level (Permanent): This grows steadily with continued contribution, similar to character leveling. It unlocks progressively more rewards and privileges, such as rare gear, new maps, titles, mounts, transmog appearances, building rights, and more.

  • Merit Points (Consumable): These can be spent at quartermasters to obtain a variety of reward items, including equipment, transmog appearances, mounts, crafting materials, and functional resources.

Through this system, all player actions—combat, production, assistance—are brought under a unified contribution evaluation framework. No longer will fragmented content lead to imbalanced experiences. Every effort finds a clear path to reward.

Truly achieving: Contribution is value; Merit reflects strength.

6. A Fair Fight — Let Skill Decide the Battlefield

We cannot choose our origins—racial traits, class design, or gear stats—but we possess the will to fight. What we truly long for is a fair battle: one where skill prevails, where adversity tempers resolve, and where honor belongs to every warrior who trains hard and dares to challenge the odds.

To achieve true competitive fairness, the following adjustments are proposed for PvP battlegrounds:

  • Matchmaking:
    Players are automatically rated and matched based on PvP activity and win rate, removing reliance on party-based ratings.

  • Standardized Battle Conditions:

    • All characters are scaled to the maximum level inside battlegrounds.

    • All talents are fully unlocked and freely customizable via a dedicated PvP talent panel.

    • Gear stats are standardized using predefined PvP equipment templates.

    • All combat tools and consumables are provided within the battleground itself.

  • Simplified Reward System:

    • PvP-exclusive gear, Honor Points, Conquest Points, and rank systems are removed.

    • All PvP rewards are settled in Merit, which can be used to redeem cosmetics, mounts, transmog appearances, and more.

With this system, PvP will no longer be a contest of gear gaps or number inflation. Instead, it becomes a true arena of skill, where victory belongs to those who master their craft and outplay their foes—not those who simply reach the end first.

7. A Living World — NPCs Are No Longer Just Moving Statues

In WoW: Rebirth, Azeroth is no longer a static stage—it is a living, breathing world. Every NPC is no longer a stationary backdrop, but a character with their own will and routine. They live, move, and think just like players do, becoming an integral part of the world. They do not exist for you—you just happen to cross paths with them, in the middle of their ongoing lives.

Key Figures: More Than Just Cinematic Characters

Every major character is no longer confined to cinematic cutscenes—they are living, breathing presences active in the world. They have goals, they make decisions, they assign missions—and their actions can alter the course of the war or even change your fate.

  • You might see Lothar at an outpost along the eastern frontier, lining up troops—his mount still dusty from a recent return from the frontlines.

  • Medivh chants softly atop Karazhan’s tower, as ripples of arcane energy shimmer from his window—hinting at something ancient and dangerous.

  • At night, a streak of magic lights up Dalaran’s skies as a messenger descends from the clouds, landing in the central plaza to deliver letters that may shape the future.

  • As you pass through a capital city’s council chamber, you overhear ministers and generals arguing over whether to attack Blackrock Mountain or fortify Thunder Hold.

  • And some days, a sudden increase in recruits training in perfect unison echoes through the barracks—it may signal that a commander is preparing for a massive campaign…

Here, the story isn’t told through a cutscene—it’s something you see with your own eyes and hear with your own ears as you go about your day.

Ordinary People, Extraordinary Lives

Even the most unassuming characters—a humble innkeeper, a blacksmith’s apprentice—have lives of their own.

  • Merchants hawk their wares in the daytime, then head to the tavern for a quiet drink after closing shop.

  • The blacksmith isn’t always hammering at the forge—sometimes you’ll find him walking along the riverbank with the innkeeper.

  • During festivals, bonfires light up the market square, where vendors shed their aprons to dance with children.

  • City guards change shifts every few hours. On night patrols, some may pause to chat with nearby NPCs.

  • And when you’re sent to find someone for a quest, they might not be waiting in place—they could be off attending a wedding or a feast.

This world has no static routine. Each time you return to a city, you might witness a different scene—new faces, new stories.

The World Speaks—Will You Listen?

Two townsfolk whisper on a street corner about disturbances in a distant orc village—you overhear them and unlock a hidden investigation quest.
An NPC passing by compliments your new armor, prompting you to turn and wonder who they are.
While watching drills at a training ground, you notice a young soldier fail repeatedly and get reassigned. In your next mission, you might be the one sent to help him find the courage to return.
And when you publicly support a certain council member during a debate, a few days later, they reference “the voice of the Adventurers’ Guild” in an official statement.

This world does not just welcome your presence—it responds to it. It is not a stage for you to control, but a homeland that grows and changes alongside you.

Footprints in Words: A Chronicle Woven by AI

As the world evolves, every war, every decision, and every character’s action should leave a mark—not be lost to time. We envision a system(World Chronicle System) where the official AI collects and organizes player behavior, NPC activity, and world events into a living Chronicle of Azeroth.

This “official novel,” co-written by players, NPCs, and the world itself, would exist within the game—accessible as books, archives, or record points. Whether you’re a long-time warrior or a returning adventurer, you’ll find the threads of history and the context of the present waiting for you.

It is more than a record—it is a tribute and a reflection. And in its pages, every adventurer may find themselves a part of the story.

8. The Wilderness Is Dangerous — A Harsh Environment

The lands of Azeroth are no longer just scenic backdrops—they are trials, waiting to unfold at any moment. From the moment you step beyond the city gates, your foes are not only enemies, but nature itself.

The weather system is no longer a visual flourish, but a set of natural laws that have real impact:

  • Heavy Storms: Torrential rain floods the terrain, turning soil to mud—your movement speed is reduced by 30%, and ranged skill accuracy suffers.

  • Overcast Skies: Thick clouds blanket the sky, cutting visibility drastically. Your distant field of vision fades into darkness, making ambushes far more dangerous.

  • Thunder and Lightning: Each flash of lightning reveals dark silhouettes across the mountains. All wild creatures become hyper-alert, increasing their aggro range and even initiating combat more aggressively.

  • Dense Fog: A nightmare fog winds through forested hills—your map functions partially fail, and friend and foe become difficult to distinguish.

  • Unseen Hazards: Nature hides random environmental traps—sinkholes, tripwires, or arcane snares. Triggering them immobilizes you briefly, drawing nearby hostile creatures toward you.

Players may counter or mitigate these hazards using scouting tools, consumables, or specific class abilities—like Hunter’s Awareness or Rogue’s Detection.

Risk Meets Reward

  • Severe weather often coincides with the appearance of rare resources, elite monsters, or timed world events.

  • Players can choose to brave the storm for greater rewards, or wait it out and strike when conditions are safer.

  • Certain quests only trigger under specific weather patterns—adding variety and deeper immersion to the world.

9. The Sky Is Deadlier — Threats from Above

Flying is no longer a free pass across the map—it is now a high-risk, high-reward method of travel. Within certain safe zones—such as skies above cities or air corridors controlled by the Alliance—players may still ride their flying mounts freely. But out in the wild… the sky is more dangerous than the ground.

Flight Restrictions

  • Certain wilderness regions are designated as No-Fly Zones or Storm-Interference Areas—entering them will force mounts to automatically descend.

  • A handful of high-level players or special quests may temporarily unlock flight in specific areas.

  • The flight path system remains, but now requires progressive unlocking and no longer offers full-map coverage.

Aerial Threat Mechanics

  • Hostile skies are patrolled by enemy airborne units—such as gryphons, dragons, demons, or enemy faction riders.

  • If spotted, enemies can initiate aerial takedowns or forcibly ground your mount, leading to immediate combat.

  • Triggering aerial encounters may yield rare loot, but also comes with a high risk of death.

Reclaiming Ground-Based Exploration

  • By limiting flight, players are encouraged to rediscover the joy of ground travel and exploration.

  • Attention is redirected toward environmental details, world design, and dynamic field events.

  • The world is no longer reduced to “flying from point A to B,” but becomes a journey you truly walk.

This is not merely a restriction on flight—it’s a redefinition of strategy and immersion in motion.

10. Death Comes at a Cost — But It’s Never More Than the Value of Starting Again

It is precisely because we can lose that we learn to cherish what we have. Because danger is real, adventure becomes meaningful.

Death Penalty Mechanics

  • Significant durability loss for all equipped gear. Repeated deaths may cause core equipment to enter a “broken” state requiring repair.

  • Gold penalty: Scaled by character level and the zone in which death occurred.

  • XP / Battle Resource loss: Max-level characters will lose a portion of active combat resources (such as Merit, faction reputation, etc.); non-max characters will lose a portion of their XP progress.

Adversity Buffer System

To avoid repeated deaths turning into a punishing spiral, the system implements a dynamic “Adversity Buffer” that ensures death is a cost, not a dead end.

  • Penalty reduction scaling: If a player dies multiple times in a short span, the system will automatically reduce gold and XP loss penalties, avoiding the “bankruptcy loop.”

  • Temporary blessing effect: After multiple consecutive deaths, the player will gain a “Soul’s Blessing”, nullifying the penalties of their next death.

  • Minimum Gold Protection: If a player’s gold drops below a set threshold (e.g., 100 gold), gold penalties are waived, and an automated “Field Rescue” is triggered—faction NPCs will assist in recovering and restoring the player.

  • Newcomer Protection: For players below a certain level (e.g., level 20) or those who haven’t completed the main storyline, death in key regions will trigger an “Ally Support” event. A designated NPC will temporarily join combat, assist in neutralizing threats, and escort the player safely to a camp or sanctuary. Basic repairs and guidance are offered once as part of this event.

11. Home System — A Living, Breathing Community

Once players meet the unlock conditions, they can choose to settle in one of several designated areas within the main city, receiving a plot of land or a house that belongs to them. This is no longer just a UI screen but a tangible, explorable in-game space presented as a community. Each community contains 5-10 buildings, and upon the player’s first login each day, the system randomly assigns neighbors (houses of other players) for simple interactions such as visiting, gifting, and observing neighbors’ daily life behaviors.

Core features of the Home System include:

:house_with_garden: Physical Presence & Lived-in Atmosphere

  • Dynamic Display: Mounts owned by players no longer exist solely as icons in inventories; they physically appear in stables or fenced areas. Pets freely roam within the yard, adding vitality and immersion to the home.

:brick: Upgrades & Character Customization

  • House Upgrades: Gradually unlock new features like adding floors (to expand storage), training dummies, exclusive crafting stations (alchemy labs, forges), etc.

  • Hiring NPC Residents: Upon meeting certain criteria, players can hire role-based NPCs who provide diverse services:

    • Butler: Handles bank, mailbox, and market visits

    • Transmogrifier: Customizes character and mount appearances

    • Architect: Assists with home decoration

    • Beastmaster: Manages pet and mount development

:art: Free Editing & Creative Expression

  • Home Editing Mode: Players can freely customize both the exterior (architecture style, flowerbeds, fountains, sculptures, ponds) and interior (walls, furniture, decorations) — adjusting position, color, and style. The system provides basic objects and supports using collected in-game items as visual decorations. For example, players might line their house exterior with glowing weapons to express personality.

:handshake: Social & Interaction Mechanisms

  • Neighbor System:

    • Default daily assignment of random neighbors to visit or interact with

    • Option to designate friends as fixed neighbors or show only friends’ homes

    • Ability to hide one’s own home and neighbor info for privacy protection

  • NPC Visitor Events: Occasionally special NPCs appear, such as:

    • “Postman” or “Delivery Gnome” delivering parcels

    • “Traveler NPC” requesting shelter and offering rare trade goods

:package: Storage & Resource Management

  • Private Storage: Acts as an extra bank vault to store crafting materials and commonly used resources. Storage capacity is limited and can be expanded with gold.

:seedling: Planting System

  • Yard Planting: Players can cultivate a limited number of crops for crafting or sale, also enhancing home aesthetics.

    • Seeds are one-time-use items obtained from quests, events, NPCs, or auction house.

    • Rare seeds are more valuable, producing more beautiful mature plants.

:hammer_and_wrench: Damage & Repair

When the main city is conquered by hostile forces, players’ houses may be damaged. Repairs require materials (cloth, wood, stone, metal). If unrepaired, others will see the house in a “dilapidated” state.

:man_mage: Multi-Character Shared Settings (Suggested Expansion)

In an ambitious but engaging design, players can assign their other characters as NPCs living in their home, each with “daily life” behaviors:

  • Hunter characters care for pets and mounts

  • Priest characters serve as gardeners planting crops

  • Warrior characters train physical skills or repair the house

  • Mage characters conduct magical crafting at crafting stations

In this way, the Home System becomes not only a hub for resource management and functional integration but also a stage to showcase character history and account progress, truly bringing the characters’ stories to life.

12. Pet System — Not Just Pets, But Surprises Along Your Journey

In this version, the traditional pet battle system is removed. Pets are no longer pawns in combat but rather spiritual companions on your adventure. They won’t decide the outcome of a battle, but they might bring a smile, hope, or even a lifeline when you least expect it.

Functional Roles of Pets

Across the world, players will encounter legendary pets with unique elemental types and fun supportive abilities, such as:

  • Fire Pets: When you are near death, they may suddenly leap out and breathe fire at enemies. The damage isn’t high but enough to turn the tide — enemies may fall before you do.

  • Lightning Pets: Occasionally trigger lightning strikes causing small area damage and stunning enemies for 2 seconds, potentially interrupting deadly enemy skills.

  • Nature Pets: Have a 1% chance to heal you, increase your health regeneration out of combat, and a very rare chance to revive you automatically upon death.

  • Earth Pets: Emit alert sounds near rare herbs or minerals, acting as a natural gathering radar.

  • Wind Pets: Provide a +3% continuous movement speed buff, the wind that knows you best on your journey.

  • Water Pets: Jump into water during fishing, sometimes bringing rare fish or hidden treasures.

  • Magic Pets: Grant brief and randomly changing visual illusions, sometimes even disguising you as a wild creature to sneak past patrols.

These abilities won’t affect overall game balance but enrich the adventure experience and player immersion.

Interaction-Driven Growth

Pet effects evolve based on how you interact with them:

  • Affinity: How often do you summon and travel with them?

  • Growth: Do they participate in your combat encounters?

  • Care: Do you share food by the campfire or choose new decorations for them?

These actions help pets level up, unlock new animations or effects, and become more spirited in their behavior.

Legendary Pets & Personalized Development

Legendary pets often originate from key story moments or special quests, boasting unique appearances and rare traits, symbolizing high-level player prestige. However, regular players can also earn these pets through effort or luck from treasure chests.

  • Pet Appearance Customization System: Allows players to modify pet colors, accessories, light effects, etc., making even the same pet uniquely yours.

  • Home System Integration: Players can set up a “Beast Trainer” NPC in their personal “Pet Enclosure” to train pets or select mini talent paths like “Adventurer,” “Gatherer,” or “Healer.”

  • Pet Talent Panel: Lets you choose growth paths to enhance traits, extend effect durations, or increase trigger chances.

Class Interaction & Balance Safeguards

While pets have some supportive abilities, they won’t participate in PvP, event dungeons, or group raids. Pets automatically hide in these scenarios to maintain game balance.

For hunters, this reform doesn’t weaken their role but adds more possibilities:

If hunter’s pets also benefit from the pet buff system, some buffs may reciprocally affect hunter skills and battle pets, creating special combat synergy.

This will truly make the “Beast Master” title meaningful and distinctive for the hunter class.

13. Transmog & Decoration System: Crafting a Unique Adventurer

Every adventurer deserves their own style. Appearance is not just an aesthetic expression but a continuation of honor and story. The transmog and decoration system is the key to standing out among thousands.

Comprehensive and Free Transmog Mechanics

  • Break Equipment Restrictions: Players will no longer be limited by equipment categories. Even a heavily armored warrior can transmog into a mysterious robe appearance, maintaining warrior stats while showing unique charisma.

  • Blueprints & Collection System: Transmog appearances come from quest rewards, rare drops, PvP honor items, classic dungeons, etc., encouraging players to “walk their way through fashion.”

Mount Decoration System: From Transport to Travel Companion

  • Mounts Become Moving Scenery: Each mount retains one default original style; all other colors and decorations must be collected or crafted. Players can add saddlebags, cloaks, banners, accessories, and more.

  • Functional Decorations: Some decorations have non-combat functions, such as:

    • Adding backpacks to increase small carrying capacity;

    • Equipping small campfires or portable stoves for temporary rest;

    • Animations for carrying goods (e.g., wooden crates, potion bottles).

Pet Decorations: Endless Variety on the Same Model

  • Similar to mounts, pet appearances can be changed with items altering color, charms, facial expressions, etc.

  • Pets can also wear fun accessories like “mini backpacks,” “hats,” or “goggles,” enhancing companionship and distinctiveness.

Home Decorations: Truly “Your Own Place”

  • Player homes are no longer uniform templates. Through gathering, buying, crafting, and questing, players can decorate a personalized living space.

    • Furniture types include tables, chairs, beds, bookshelves, and candelabras;

    • Wall decorations such as murals, banners, and maps;

    • Special items like rare monster trophies and souvenirs from journeys;

    • Gardening systems allow planting exotic flowers, and even creating small hot springs or camping areas.

14. Gathering: A Return to Simplicity

Gathering is no longer a restrictive profession choice but a return to a lifestyle. You no longer have to struggle choosing between herbalism and mining—if you’re willing to get your hands dirty, the whole world becomes your resource-rich land.

Gathering Freedom: No More Profession Limits

  • Players can learn all gathering skills freely—herbalism, mining, lumberjacking, skinning, etc.—breaking free from the “choose only two” restriction.

  • All gathering skills are level-free, lateral systems that won’t be fragmented by expansion-level gating; resources remain meaningful throughout the entire game lifecycle.

Resources Fully Integrated Into Game Systems

Materials gathered are no longer just “for crafting gear”; they become crucial pillars of the world economy and interaction:

  • Crafting system: Base materials for all types of artisans.

  • Housing upgrades: Needed for home construction or repairs.

  • City building/donations: Contribute resources to faction development and city construction phases.

  • Market trading: Sell directly on the marketplace, contributing to wealth accumulation.

Skill Growth: Proficiency Over Talents

  • Players don’t need skill points or talent trees to improve gathering; actual gathering activity increases proficiency.

  • Higher proficiency unlocks faster gathering (e.g., collecting multiple items at once, reducing cooldowns) and improved detection of rare resources.

Tool System: Realism and Strategy Return

  • Each gathering skill depends on tools such as sickles, pickaxes, axes, skinning knives.

  • Tools have quality tiers and effects: higher-quality tools reduce gathering time, increase drop rates, or yield bonus items.

  • Tools can be repaired or enhanced, and crafted by specific professions, fostering positive collaboration between gathering and crafting roles.

Gathering is Fun and Full of Surprises

  • Gathering in the wild is not just clicking nodes; it’s interacting with nature:

    • Discovering a strange fungus under a tree;

    • Unearthing a mysterious crystal among ores;

    • Even startling an elemental creature hiding in the grass, triggering a small event.

15. Crafting: Simplified but Full of Surprises

I have spent a lot of time reflecting on the true meaning of the crafting system. The current system indeed carries rich depth and provides long-term goals for players who love trading and crafting. But what exactly do we want to gain from crafting?

  • Sense of Accomplishment: Turning a pile of seemingly useless materials into a genuinely useful item;

  • Sense of Value: Experiencing self-sufficiency and steady growth within the game world;

  • Sense of Experience: Realizing through “hands-on creation” imaginations that are difficult to reach in real life.

However, if the crafting process becomes cumbersome, disrupts the game’s pace, or quickly becomes outdated with new expansions, then that “fun” will turn into a burden. Crafting, at its core, is a process of resource exchange and creative realization. It should inspire participation, not increase friction.

Therefore, I have restructured it into a simpler, layered system with surprise mechanics—a “Three-Tier Crafting System”—hoping that players of all types can find their belonging and reward in crafting.

Tier One: Logistics Assistant — Crafting “Basic Combat Resources”

  • Goal: Meet daily needs, improve survival efficiency, and enjoy the fun of self-sufficiency;

  • Crafting Method: Blueprints (unlocked with gold and level) + materials;

  • Crafting Location: Workshops in player housing, operated by hired permanent NPC crafters;

  • Product Types: Food, potions, enchantments, basic gathering tools, engineering gadgets, etc.

This tier covers most basic player needs, emphasizing “stability, practicality, and low cost.” Whether used or not, it doesn’t gate progress in quests but clearly optimizes survival and combat rhythm, creating a fun balance of “resources for efficiency.”

Tier Two: Combat Specialist — Crafting “Experience-Enhancing Resources”

  • Goal: Enhance gameplay experience and provide more personalized growth paths;

  • Crafting Method: Blueprints (from richer sources) + materials + special items;

  • Unlock Condition: NPC upgrades unlock advanced crafting functions;

  • Product Types: Blue-quality gear, gems, backpacks, advanced tools, housing components, etc.;

  • Additional Mechanics:

    • Introduces an “Experimentation Mechanism”, allowing special materials to create mutation effects;

    • Crafting may fail, but failure can still produce rare items (such as unique transmogs or temporary buffs).

This tier serves moderately engaged players and also provides goals for casual players. Through a dual path of “low-barrier crafting + auction house acquisition,” players are not forced into complex systems but can still obtain useful and surprising enhancement resources.

Tier Three: Legendary Artisan — Crafting “Promotion-Essential Resources”

  • Goal: Build the ultimate crafting system for high-end gameplay;

  • Crafting Method: Rare blueprints + materials + legendary items;

  • Unlock Condition: Investing substantial gold and items to upgrade NPCs to “Legendary Artisan” status;

  • Product Types: Legendary equipment, legion components, exclusive transmogs, etc.;

  • Expanded Features: Supports custom orders, accepting crafting requests from other players.

This tier is designed for high-end content and economic gameplay, key to raiding top-tier raids and conducting high-value trades. It showcases the ultimate value of the crafting path through deep character and equipment refinement.

Crafting Is Not Just a Profession — It’s an Extension of Your Creativity

  • No profession limits: Crafting is handled by housing NPCs; characters only need to unlock blueprints and provide materials;

  • No redundant effort: Account-wide shared crafting progress avoids repeated labor across characters;

  • Input yields output: Crafting will be a significant gold sink and a source of high-value items;

  • Like cooking gear: You provide the “recipe” and materials, NPCs handle crafting, and sometimes there are pleasant surprises.

Crafting should not be a burden — it should be a relaxed, fun, and explorative experience. When you see a piece of equipment go from blueprint to finished product and then impact your adventure, that sense of accomplishment far surpasses any drop loot. You can choose how deeply to engage at each tier — crafting is no longer exclusive to a few players but a “path of creation” accessible to every adventurer.

16. Character Resource Sharing: Diverse Experiences Without Repetition

In Azeroth, many players like me create multiple alt characters—different factions, races, classes, and talent builds—simply to experience a wider variety of character styles and gameplay fun. These characters are not “tool alts,” nor burdens; they are part of my story, multiple identities along my adventure journey.

However, in reality, when switching between characters, we often face unnecessary repetitive work and resource barriers—retraining professions, farming materials again, restarting progress. Over time, what was meant to be diversity in experience becomes the exhausting feeling of “climbing the same mountain again.”

Therefore, without breaking game mechanics or balance, we hope the official system can moderately relax restrictions between characters so that:

  • Non-combat resources are shared across account characters (e.g., gold, materials, crafting profession progress, etc.);

  • Housing, crafting systems, and unlocked life-skill facilities are shared;

  • Quests, achievements, and appearances have friendlier cross-character inheritance;

This approach not only boosts player motivation to create and develop multiple characters but also strengthens the immersion and sense of belonging with “one player, many characters, living together in the same world.”

What we seek is not shortcuts, but a more meaningful exploration path. Character diversity should be built on differences in experience, not on repetitive labor.

17. The Hall of Glory — Our Military Merit, Worth Being Seen

Every rescue, every desperate battle, every resource donation is a real contribution players make to their faction. Yet in the past, these deeds were quietly recorded by the system but rarely truly seen or remembered.
Therefore, a space outside of leaderboards and fame contests emerges — The Hall of Glory.

This is a real memorial area in the main city and a shared spiritual symbol for players. Through system mechanisms, the Hall of Glory automatically records and evaluates player contributions in world events, public battles, aid actions, and resource support, publicly honoring those who genuinely “fight for their faction.”

:classical_building: Glory Display Mechanism

  • Player Statues: Based on merit evaluations, the system selects representative players to have statues erected with brief descriptions of their achievements. Statues reflect the player’s actual character model, gear, and pose, displayed for a set period.

  • Merit Inscriptions: Records player contributions during specific events, for example:
    “Successfully halted enemy advances and rescued 17 allies during the critical defense of Duskwood.”

  • Event Replays (optional): Other players can click on the statue to watch a simplified highlight animation of the battle.

All honorees are automatically selected by the system based on behavior data — no boosting, no applications — emphasizing genuine “unintentional” heroic acts.

:trophy: Annual Glory Awards

At year-end, the system summarizes all military merit data and holds a server-wide “Annual Glory Awards” event, featuring the grandest display in the Hall of Glory.

  • Selection Process: Based on all player merit event records throughout the year, evaluated across categories without influence from gear or ranking, ensuring ordinary players also have a chance to be recognized.

  • Award Categories (examples):

    • Annual Savior: The one who turned the tide in a key event

    • Annual Supporter: The player with the most aid actions during the year

    • Annual Donor: The largest contributor of war resources

    • Annual Pioneer: The most active participant in frontline conflicts

    • Annual Explorer: The discoverer of special locations and event triggers

  • Rewards:

    • Statue Display: Exclusive statues with inscriptions remain for a full quarter

    • Unique Appearance Rewards: Exclusive transmogs unavailable elsewhere, like military merit cloaks or banner pauldrons

    • Housing Memorabilia: Honor medals, models, flags, etc., for decorating player homes

    • Military Merit Keepsakes: Items like the Candle of Honor or Blade of Glory, for viewing or collecting only

    • Title Preservation: Optional commemorative titles such as “Watcher of Azeroth” or “Light of the Frontline”

During the event, the main city switches to festive mode with parades, fireworks, and military ceremonies. All players can join and receive commemorative gift packs, making “Faction Glory” a truly shared celebration.

The Philosophy Behind It: Recognizing “Earnest” Effort

The Hall of Glory is not about showing off, but about telling players: “We see what you have done.”

  • Different from Leaderboards: It doesn’t favor skill, speed, or efficiency, but values true contributions to the faction’s overall good

  • Avoids Elite Domination: Rewards are designed so ordinary players have opportunities to be featured, not just top-tier ones

  • Emphasizes Emotional Payoff: Offers players moments of “pleasant surprise,” where a single donation, aid, or comeback is immortalized

  • Encourages Behavior Change: Inspires players to “take every battle seriously” as a norm, not just chase end results

This will be a system full of symbolic meaning and emotional power. When players see others’ statues in the Hall of Glory, the next moment, it might be their own name to be remembered.

18. Thoughts on Add-ons

First, I want to thank the developers of World of Warcraft add-ons — it is your passion and effort that have given tens of thousands of players a more convenient and personalized experience in the game. These add-ons respond to player needs on multiple levels: more efficient combat UI organization, richer numerical feedback, clearer quest prompts, and so on. Essentially, they reflect players’ desire not to waste time and to complete daily tasks and challenges more reasonably.

However, once add-ons exist, the game experience and fairness face new challenges:

  1. Balance Between Design and Add-ons

    • The original design intends that every player obtains necessary information, plans actions, and completes tasks through built-in system tools. Add-ons break this “tolerance balance” between design and players, and may widen the gap between players of different skill or dedication levels.

    • In high-difficulty raids or multiplayer activities, certain add-ons even become “essential tools,” without which it’s difficult to keep pace or receive optimal feedback.

  2. Barriers and Fairness Issues

    • Not all players have the interest or ability to study, download, and configure add-ons — this causes players who just want to focus on the game to get stuck in a cycle of repetitive operations and add-on maintenance, increasing the learning cost.

    • Also, varying degrees of dependency on add-ons among players create disparities in the same combat scenarios, affecting fairness in teamwork and competition.

  3. Impact on the Rhythm of Failure and Satisfaction

    • One of WoW’s charms is the sense of accomplishment gained through repeated failure and reflection. However, when add-ons provide optimal operation hints in advance or mask details that players should explore themselves, the “unknown” and “challenge” in the game are weakened. Predictable success cannot bring true joy, while turning points after deliberate attempts form the core appeal of the early game.

Ideas for Improvement

To preserve player choice while encouraging more players to return to a fair environment using only built-in functions, the official side can start from these directions:

  1. Optimize Built-in Interface and Data Feedback

    • Further improve combat UI: integrate commonly used add-on functions (cooldown timers, target health charts, key skill alerts, etc.) into the native interface so players can get similar information without extra add-ons.

    • Enrich quest and event prompts: provide more intuitive progress tracking and reward previews for daily quests, dungeon item interactions, etc., reducing player reliance on external tools for information.

  2. Enhance Customizability of Native Features

    • Add more customization options in game settings, allowing players to adjust interface layouts, action bar styles, alert types, and more according to personal preference. This blurs the line between add-ons and native features, enabling players to meet most needs within the game itself.

    • For common numeric statistics (DPS, HPS, threat range, etc.), provide toggle switches to show or hide, so players can easily track performance without learning add-on operations.

  3. Maintain Fair Player Experience

    • For high-difficulty raids and large-scale battles, consider introducing an “information sharing” mechanism: when one player uses system-provided info, all teammates can see key alerts (e.g., shared cooldowns, boss skill timers). This avoids disadvantages caused by some players using add-ons while others don’t.

    • Strengthen official review and curation of add-ons, gradually incorporate functions that highly rely on add-ons into the game, and clearly recommend “prioritize using official features” in forums or announcements.

  4. Respect Player Choice and Guide Usage

    • The official side should not simply ban or restrict add-ons, but attract players back to the native environment by offering better experiences. When built-in functions are powerful enough, players will naturally reduce dependence on add-ons.

    • When releasing new features, proactively communicate which add-ons these replace and how to use them, so players know the official side recognizes their needs and offers mature solutions.

By these means, more players can enjoy the world comfortably without frequently downloading, updating, or maintaining add-ons. Add-ons still exist, but no longer a necessity — only a complement. The ultimate goal is that regardless of choice, everyone can adventure meaningfully together in a fair and full-of-potential World of Warcraft.

Epilogue

When I wrote all of this, I didn’t have a clear goal in mind. I’m just an ordinary player who has carried many thoughts and feelings over the years, and at some point, I felt I should finally speak them out. Maybe some of these ideas are unrealistic, maybe they’re technically difficult to implement, or even sound a bit naive — but they are all genuine reflections, my way of responding to a world that has meant a lot to me.

I’m not a native English speaker. This English version was made possible with the help of ChatGPT. If there are any inaccuracies in context or improper word choices, I sincerely ask for your understanding. And if you happen to read this post and feel like responding, please know that I may not be able to reply promptly or clearly — but I will truly appreciate every one of you who reads and reflects on these words.

World of Warcraft has given me many beautiful memories. It is precisely because of that, I wanted to write this. Thank you to this world, thank you to all the players who once explored or are still exploring it, and thank you to the creators who continue to build it.

May we all find our own joy and meaning in this world — both virtual and real.

Have I ever told you The Definition of Insanity?

That we do some thing over and over reimanged remake, Wow 2 over and over every one want every oen need it warcraft 4…

This is how new games begin. Consider developing your own game.

1 Like

Ah, this is nostalgic to read. I miss the good old days of believing I could design a better MMO from scratch and throwing together long brainstorming documents.

  1. You want a new game with a lore reset from the starting point of the original Warcraft story. That’s all you need to say here.
  2. This is a bit muddled … timewalking but not timewalking, new content mimicing old content? Adding this sort of thing is usually about leveraging existing content in a minigame. You seem to be saying you don’t want to use existing content, only existing lore as if it was content? Seems inefficient.
  3. Why do quests exist in the first place instead of there being just a world full of mobs? I like the idea of dynamic worlds, but they are not a cure-all. For dynamic events to work, players have to find out that they are happening, in game events have to happen to aligned to the player character’s presence in the world and there have to be enough events without it becoming repetitive. The problem here is that one tends to imagine one perfect event of the player being in the right place at the right time and encountering something new and narratively important. What happens if the player isn’t in the right place? Or plays at the wrong time? Or hasn’t built any emotional connection to this random village and its people? Or logs in seeking to scratch a particular itch? And how does it stay fresh without becoming a grey goo of repetition? Creating a dynamic world that is also a satisfying game is tricky.
  4. This seems like just a faction/guild rep. I’m a little fuzzy here if you are trying to remove group finders or add them because it feels like you’re just repackaging them in a new form?
  5. So … reps and currencies? We have those.
  6. Matchmaking? Are you imagining an open world or controlled instanced content here?
  7. Am I going to be following around random NPCs hoping something interesting will happen? How much trivia about their lives am expected to learn and retain? Will they be repeating important events in their lives or do I need to be in exactly the right place at the right time to witness their story unfold?
  8. So … I log in … find the weather is bad and log out for a few hours until it clears up?
  9. One of the thing I enjoy most about flight is that it is not a constant grind through hostile mobs.
  10. I don’t like to die in games. That’s already sufficient penalty. I don’t really need material losses to make it more punishing.
  11. reserving comment until we see how the new housing system feels in practice
  12. new game is new game
  13. no reference to dragon customization as a baseline template for your idea?
  14. proficiency sounds like skill points by another name … aside from making gathering skills baseline, it sounds like an iteration of what we have now?
  15. I think the current crafting system could claim to be all these things
  16. not sure what’s different from the direction things are going now
  17. I’m not really a leaderboard person, so have no comment here.
  18. Your fantasy game, your choice what direction you want to take it. I might make a different choice in my fantasy game.

(some of that may have come out sounding more critical/dismissive than intended, just wanted to show someone did read it … happy brainstorming!)

:dizzy_face:
:headstone:
:man_zombie:

I died of old age reading this but came back to say… “Geeezus,”

2 Likes

Thank you so much for taking the time to read and thoughtfully critique my concept. Your feedback gave me a lot to reflect on, and I really appreciate how you pointed out the practical gaps and challenges.

While people often complain about World of Warcraft in different ways—most of it comes from differing expectations among various player groups—I think it’s a good sign that so many are actively discussing the game’s future across different platforms. Sometimes I find myself more excited by interviews where developers casually dream about WoW’s potential, more than by actually playing the current version.

I know there are certain “untouchable” bottom lines among the different communities, and sharing unconventional ideas can easily trigger backlash. That’s why some of my proposals may seem like a patchwork—because I’m not trying to throw everything away, but rather reshape and evolve the systems we already have. I realize the text was quite long—sorry! I honestly ran out of energy to polish it further.

The root of this idea comes from my personal feeling that WoW’s current storyline has collapsed beyond repair. If Blizzard is already experimenting with alternate timelines, like in Season of Discovery, then why not go even further and start fresh—from the moment the Dark Portal opens?

Since Warcraft I & II are unlikely to be remade and Warcraft IV seems to be a dream, maybe we could relive that epic storyline inside the World of Warcraft framework itself. After the events of Warcraft III, we could explore a different kind of vanilla era, essentially rewriting WoW’s entire narrative. I believe that story deserves to be told again—especially for new players. And much of the old content could be reused and reshaped. Developers would also have more breathing room to think about where the post-WC3 world could go.


To summarize the intent behind this whole concept:

  • Aim to make every proposed change logical and technically feasible
  • Not to tear down the current WoW, but to enhance its immersion, vibrancy, and playability, especially when players feel lost and need the game to inspire them again
  • Respect and protect the experiences of all types of players—they’re the core of WoW
  • Simplify repetitive and meaningless tasks, so that player energy is spent on truly fun experiences

Regarding some of your specific points:

  • The idea of death penalties came from Classic Hardcore—I was wondering whether different kinds of “costs” might create a unique kind of tension and playstyle
  • As for flying, I won’t explore it further. I only wanted to offer an in-world explanation for certain limitations and acknowledge that this has long been a controversial topic
  • On the weather system: I probably described it too harshly. I only meant for it to add surprise or immersion—certainly not to push players away or cause inconvenience. You were right to flag that as problematic.

On the “Omen Shards” concept that sounds like timewalking but isn’t:

  • If Blizzard ever chooses to overwrite the current timeline, the existing content could still become the future’s nostalgic destination
  • But if Blizzard pursues a parallel WoW version, then Omen Shards may be completely unnecessary

I’m also very fond of dynamic world systems, and I think they could truly enrich gameplay. But you’re absolutely right—it would require complex design to avoid all the issues you listed. A world intelligence or alert system might be needed to help players detect what’s happening. While WoW already has “event” mechanics, they often feel more like “appearances” than actual “activities.” If these events could feel more alive and responsive, they’d be far more fun.

Thank you again. I really appreciate your engagement and feel encouraged by your reply.

Yo, dog. You can just play an entirely different mmo if you want to.

2 Likes

I totally understand what you’re saying. But hey, no worries—don’t people always say they rarely take our feedback seriously anyway?

I appreciate all the time and thought you put into this post. There is a lot here, but I want to comment on one of the larger issues I see with the idea.

Two Factions. Trying again, to revive the alliance vs horde PvP, Faction vs Faction trope. Without constant faction balancing this doesnt work. Also, it just divides the player base. While originally it contributed to WoW’s success, it ended up being a hindrance. What happened was, as soon as a slight faction imbalance appeared on a server, players migrated via transfers, or just re-rolled. Which ended up just making the imbalance even larger.

The other aspect. World PvP does not work. And World PvP with death penalties will absolutely not work. World PvP in WoW only had pitched battles between southshore and tarren mill in vanilla, when there was nothing to do. Otherwise it was gank or be ganked. Never engaging unless you felt you had the advantage. World PvP with penalties takes people out of the world. And in the case of a major city or hub engagement? If one side sees that they are at a clear disadvantage, they can just log off to not receive a penalty.

Things like the Annual Glory award either the person who grinds the most, or play the most. Or are vague. Who decides who turns the tide in a battle?

As I look a little more, While I appreciate all the push for randomized world events and things happening spontaneously. That would be interesting. But, in this system, would zones still have leveling progression? What happens if a max level event happens in a leveling zone. Do the lower levels have to stay away? Or is it like Guild Wars 2 where they are scaled up to survive?

There is a lot to this post. But, what is most glaring is that this is a completely different game from WoW. This is a combination and hodge podge of ideas that is being shoe horned into a WoW Skin. There are a lot of good ideas here, but a lot of them are at odds with each other.

It is clear that you really like WoW. But, what I suggest is to distill this idea as a stand alone game. Remove the Warcraft Lore, and history from it. Then just think about creating an interesting game. Get rid of two hard factions. It only offers limitations rather than positives. If you are hard pressed on the other faction, make that the NPCs. But, also there will always be content repetition. No matter how alive the world is, and how many RNG events there are. In a persistent MMO, there will be repetition. After several people experience and event a bunch of times. They will learn what things affect the outcome and what that outcome will be. Hidden treasures are not hidden once they are found.

Also the tech to make destructible environments or a landscape that is truly altered permanently by player behavior, doesnt exist on a large scale. If you look at the current newest game Dune. There are areas to alter and build on, but they are a shard of a zone with a population cap.

Everquest had an interesting take on factions. All players of all races could group together and communicate. But, certain cities were hostile to certain races, because the NPCs there did not like that race. Races could improve their faction by rep grinds, or killing the race that one race did not like. But, the cost was that it made that race hostile again. Example. Ogres were Kill on Sight for Human NPCs. But through killing Trolls, or Dark Elves or Iksar, and doing those rep quests, you could become tolerated by humans. But you would then make yourself hostile to the evil races.

This impacted travel to an extent. You either had to rely on other players to port you places, or had to sneak through sewers and what not to reach the harbor and take a boat to a different continent.

But, there was no impact on communicating or grouping with other players. In the game, there were areas where people gathered to sell items communicate and group. These happened organically due to the way the game was structured.

TLDR: Remove Warcraft from the equation here. Create a game first.

just relaunch Wow when Azeroth gets born.

New storyline that remains evergreen/current or phasing that happens as you progress past a certain storyline with original phasing/timelines preserved for Chromie time.
I also no longer see the point in levelling. Just get to a certain max level and stay that way.

Previous gear or power progression can just be wiped each expac/season like they pretty much already do.

Nice dream.

unfortunately you now live in a world where no-one has time for “explore” and “fair”.
The Mindet for so many is all about “Rewards” and “Faster”.
This overarching mindset will drive a new imagining of wow to follow suit, promoting instant rewards and progressing to the next gear upgrade above experiencing the world. I can imagine WoW becoming a lobby game where you log in and just sit around in a featureless room waiting for your group to fill up. You get your next upgrade piece of gear and repeat over and over.
But hopefully not. I do enjoy the full game and really would not enjoy WoW becoming a lobby game

Thank you so much for taking the time to write such a detailed reply. I really appreciate your effort and thoughtful points. I completely understand your concerns about the two-faction PvP system, especially the issue of faction imbalance across servers. In my own experience, I can barely remember the last time I encountered true world PvP — aside from some limited PvP zones where players fight over resources, most people just focus on getting to their next objective as quickly as possible to upgrade their gear. So in a way, world PvP has basically disappeared, or at least faded into the background.

But I don’t think this kind of gameplay will ever truly vanish — it will likely return under different mechanics, rebranded and repackaged. That’s why I feel it’s too early to say that PvP combined with death penalties automatically leads to negative experiences.

You’re right that a death penalty is a rather extreme idea. My intention was to explore what kind of feeling it might bring — maybe something unexpected or intense. And if it does create a unique emotional experience for players, then from a design perspective, it could be balanced with appropriate rewards to soften the potential frustration.

What interested me most in your comment was the problem of faction imbalance. It’s a fascinating design challenge. In Warcraft I, there were only humans and orcs — two sides set up to serve the story. But in World of Warcraft, I don’t think it has to be this way. If we were to imagine a completely new timeline in a parallel universe, then anything could be possible — both the lore and the game mechanics could be rebuilt to serve a more engaging experience for players.

When I was writing that section, I actually thought about the fact that the Alliance hadn’t even formally formed at that time in the story. What were the other races doing then? If the focus is on humans vs orcs, how do the other races fit in? At one point, I even considered removing the faction system altogether and using races as the core of player identity. Then, alliances or rivalries between races could be formed dynamically by the game system — though honestly, I don’t yet have the ability to design that far ahead.

So, if I were to explain how to avoid the possible downsides of these systems, here’s what I’d suggest:

  • The death penalty could be limited to solo exploration or story quests. It wouldn’t apply to PvP activities or dungeon/raid content.
  • Faction-based conflicts could be initiated by the system, and players could opt in. The system could then place them into different instanced phases (like separate battlefields), each with a cap on participants. Think of it like multiple army divisions fighting in the same war. If one side lacks numbers, the system could fill the gap with AI-controlled NPC fighters to maintain balance. The battle would have a limited number of revives per player, and outcomes would be decided by system-based evaluation. Eventually, players could be merged into a final large-scale instance for a decisive battle, if the tech supports it.
  • Random events could occur mainly within enemy strongholds or cities — like paratroopers, infiltration sabotage, or boss monster invasions. These would largely involve NPCs, so enemy players wouldn’t usually be part of the event. In essence, it would be like converting today’s world events into spontaneous surprise attacks, instead of static scheduled spawns.

You mentioned this feels like an entirely new game — and I completely get why. My goal isn’t to tear down World of Warcraft, but rather to explore a version of it that’s more immersive, with clearer feedback, and simpler systems. What matters most is whether something is fun. And if something is fun, then there will be systems and algorithms to support it and solve the problems it may bring.

There was a time when I imagined a multiplayer online game themed entirely around the pursuit of legendary weapons. I came up with all sorts of original ideas, but I never turned it into a full proposal — because no matter how interesting it was, it wasn’t World of Warcraft. Unlike some players, I didn’t come to WoW because I wanted an MMO — I play WoW because I enjoy being in this world. I wouldn’t even say I love it — I just genuinely like being here.