World of Warcraft is soulless. It isn’t a world anymore. I enjoyed classic because the the people, places, and things in the world were more or less permanent. I would often see familiar faces. It looks really nice now, great job on that! But it’s really hard to see the world behind the crowd.
Questing simply isn’t fun because it’s always a competition to tag mobs and collect the item before somebody else. It feels bad to take it from someone else and it feels bad when it’s taken from you.
There’s no sense of discovery because it always seems like I’m the last one to the party.
It didn’t hit home until I tried to make a hunter just how bad it is. I can’t hunt for a rare pet because I keep getting moved to layers where they are dead.
The lack of permanence reduces the world to nothing but the terrain we stand on.
I think they should add an “Exception to the rule” feature to a few things in ‘WoW Forever’ …
That being:
Quest-Mobs required to be killed for quests are ‘tagless’ meaning anyone can tag-along for the kill-credit.
Gathered Quest-items don’t disappear when someone picks them up
(or at the very least, give them a far quicker respawn rate).
And a shard-feature toggle, where so-long as you remain in the same area of the zone – You won’t and don’t get moved to a different shard, so players can camp particular mobs or await for rare’s properly.
This helps with quests in the open world, and allows players to have a reward feature for dedicated patience as well.
It would help add that semblance of permanence and allow a smoother-progression for players to move forward with the game aspects we all truly want to enjoy
There’s been a lot of times I’ve attempted to invite others who are closer to the target to tag than I am when heading there and they’ve just declined. Even when whispered. Some people just don’t give a $#!% — What then? lol
Also - What about when there’s a griefer who’s spamming aoe or camping the one deeply-coveted quest mob over & over & over & over & over & over & over & over & over & over again? …
Having quest-bosses be tagless for the community is better for everyone. There’s no reason NOT to do it, other than complacency to a time we’ve achieved the means to advance from.
They don’t want to play the same way as you. So you can’t get mad. Plus I typically auto decline unless someone asks first. Or maybe I don’t want to share the loot. I won’t invite people on gathering quests. Kill quests, sure.
Let’s say others had ignored you, and every other classic player — Then Blizzard shoved every retail progression aspect into Forever and made the next expansion SHADOWLANDS with all its tragic retcons, mass world-building destruction, horrid lore and overwhelming systems in all their full grotesque glory – and stated we did it for the retail players? …
If you made a fair & righteously just protest towards that – and I said:
“They don’t want to play the same way as you. So you can’t get mad.”
It’d feel a tad contrived in a rather futile manner & way of thinking, no?
Dungeon grinding was always a bandaid for the terrible, antisocial system that is the vanilla tag system.
What sort of MMO is one where you hope to see no friendly players anywhere nearby, so that you have a smooth questing experience?
They don’t need to copy the retail tag system. But it would be trivial for them to make a Forever specific system using technology that already exists, that wouldn’t impact the economy at all and would not reward people who tag and run.