Day 1 launch on Illidan, there were queues (Often it would say an hour or more, but it ended up being 15-60 minutes usually) and the servers were being rebooted from time to time, forcing you to re-queue. Sometimes you would get lucky and go right in, sometimes not.
Yes, you will be contesting for mobs, but that’s just part of the game, which I’m sure you’ll have to do even with sharding.
I’m not opposed to sharding in the starting area at initial launch, but that’s it. I don’t necessarily care, particularly since my wife will be starting in Durotar and I’ll be in Mulgore for the first 10 levels. And we weren’t planning to group up anyway before level 10.
You do receive less XP in a group because it’s a tic for a tac. Easier to level in groups so you get penalized. I know sounds crazy in a community driven game right? That’s an rpg though because now you have to make a choice that has real consequences. It’s built right in.
Isn’t there now a party bonus for grouping?
No, as I don’t see it necessary past any zone past level 20. People will be spread out enough by then. You’ll have the guys like me who no-life the game and play 18 hours a day after launch, and people who take is super casual and don’t worry about leveling quickly.
So if I had to pick, I’d go with the six starter zones, Westfall, Loch Modan, Redridge, Darkshore, Silverpine, and the Barrens. I really don’t expect any past that, but I could be totally wrong.
Yes, but do you also remember how awesome it felt when you dug your way out of that morass? Or how fun it was to gather 4 other players and rush out of those zones and take on mobs you’d never be able to solo at your level?
Outside of the specific class quests like the warlock feathers, there is ZERO requirement to remain in the noob zone.
Nope, because I never did that. I could have, but I was in a guild that was insisting I solo Hogger back before Crapaclysm nerfed him into the ground so I didn’t see the point of trying.
They made the game for everyone when it launched. Now all they make it for are high-end raiders, esports-tier M+, and PvPers. Evidence? When is the last time anything outside of them been both challenging and rewarding? Behold how many changes they make to classes, professions, and world content based only on the top players in these three areas.
These “I only log in to do M+/raids” type of folks are a scourge with their sweaty gameplay. They just want to zerg through an instance, rush past anything that isn’t necessary, and pull the slot machine lever for loot at the end, and stroke their epeen on the damage meters.
You’re correct that it never happened at that magnitude in the official servers, except that it happened during BC launch as you mentioned, and in Jade Forest in MoP, and the garrison issue at the start of WoD.
Original Vanilla also did not have potentially multiple MILLIONS of people trying it in the first month. The realities of this launch are not what the original game had to deal with.
If you cap servers at 3000, do you realize how many hundreds of servers they’d have to make to accommodate that many people? After a bunch of people quit, tons of these servers would lose the majority of their population, which is SIGNIFICANTLY WORSE for the longevity of Classic compared to sharding for the first two weeks.