WEBVTT

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You

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I

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You

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You

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I

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Hello. We are live. We really are live. This is the World of Warcraft Q&A. I am Randy Jordan.

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You know me as Kyvax from the Warcraft community team.

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And I'm joined by WoW Developers.

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We're going to answer your questions that you asked us following BlizzCon.

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I'm joined by Paul Cubit, Maria Hamilton, and Jake Miller, who I saw carrying around

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a sword at BlizzCon.

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Jake, where's the sword?

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Oh, it's off getting room forged.

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It's getting room forged.

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Okay.

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All right.

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Coming out of all of our amazing announcements at BlizzCon, we had so many questions from

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players all around the world, thousands of questions.

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We've gotten the most prominent ones together, and I'm going to ask you all an example of

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each.

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So every one of these questions was asked by hundreds of people.

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I'm going to ask you an example that caught my eye.

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And so I want to start with Maria.

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We saw a question in Germany from a player named Navarre, who asked, will we ever see

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return to faction-specific narratives and stories?

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I mean the short answer is yes.

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Okay good, short answer, give us a long answer.

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So with the story we've been telling so far, with the World Soul saga, we've needed to

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come together and unify and our concerns have been largely, we need to deal with this overwhelming

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problem.

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Yes.

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sort of grudging unity. For example, Silverman City, you know, we're having a horrible problem.

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Please come help us with this horrible problem, but also you can't go to that part of the

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city because we're going to kill you if you do.

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And that doesn't always feel good.

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No, no. You're definitely getting a different experience. You're playing an alliance character.

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You've got NPCs coming up and telling you they don't like you. And even after you successfully

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help them, then they say, well, grudgingly thanks, but also I still don't like you.

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So we want to make sure we maintain that conflict.

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We want to make sure we maintain that idea that we're not in agreement.

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We aren't all after the same thing, but we'd like to survive.

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So we'll work together very grudgingly there.

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And back in the war within, we did have an area where we had an opportunity to tell a

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a slightly different story, which was in the Arathi Highlands

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when we went and encountered the Red Dawn.

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And so there, we intentionally broke you out

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so you could sort of see what was going on

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from the Horde perspective and what

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was going on from the Alliance perspective.

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And there, we were able to find out, oh, the problem actually

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are these crazy fanatics.

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Let's deal with them.

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But again, it's a grudging unity.

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And that's going to change over time.

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it's not going to be always happy, friendly, you know, we need to unify, we expect to have

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more conflict in the future and more opportunity for those unique points of view.

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Speaking of change over time, I'm curious, how has narrative design in WoW evolved and

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changed over the first half of the World Soul saga?

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Yeah, it's hard to remember that we're about halfway through.

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So when we started, the very first thing we did was sit down

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and figure out the broad strokes.

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What are the big beats?

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How does the story begin?

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What happens?

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The big pieces.

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And then how is it going to conclude?

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And we set that up.

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And then we started looking at all the smaller pieces

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and how we can start moving things, people, places.

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We can have certain events happen.

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We can let you know about and foreshadow certain things.

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And we started setting all those pieces up.

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And that's what we've been doing with some of our content

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that drops at various intervals.

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We've also done a lot of lore walking that's

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trying to introduce you to or remind you

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or if your new player teach you about people and places

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and things that will add to the story.

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So we've been setting all of that up.

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But most importantly, we've been able to listen to you.

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We've been able to listen to what players are responding to

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and learn, oh, this wasn't as clear as we wanted it to be.

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Oh, they've got a lot of questions about this.

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We should make sure we reinforce this.

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So with those smaller beats, we're able to do that.

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And that's very different from what we've

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been able to do in the past.

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I mean, a trilogy in and of itself

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gives us a different opportunity.

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So fundamentally, as we move through this now,

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we're getting all of our pieces in the right places.

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We're raising all these threats.

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We're making clear how serious things are becoming.

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And from here forward, we're just going to go, go, go.

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Now we're going to just keep moving.

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And there's going to be many things happening very quickly.

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So we started off kind of pacing with slower,

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and now it's going to get a lot quicker.

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Exactly.

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Good.

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Very next question, I want to turn to you, Paul, because so many players asked us about

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race class combos.

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At BlizzCon, we announced some really exciting things.

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I'm personally going to be an undead paladin in the very near future.

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The question that caught my eye was from a player named TinkerShell, who said, are we

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going to see more race class combos with the current races and classes?

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So short answer again, yes, for sure, yeah, I mean, so in 12-2 we saw a really cool opportunity

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to add more races to the Paladin roster, I mean, we've been thinking about this for

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some time, if you remember back to when we were announcing Midnight, we talked about

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the Boyd Elf Demon Hunter, introducing maybe some unfairness, well this is only an alliance

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race, how come Horde races didn't get a chance to be a Demon Hunter, we said wait, with time,

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and as the Midnight story evolves we're going to have some more opportunities coming for

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for Horde races as well.

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And Undead Paladin, Forsaken Paladin was specifically

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what we had in mind there,

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because we had some cool story for it.

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But we also, as the story grew into telling,

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found some really cool opportunities for story

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for Night Elf and Dark Spear.

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So these opportunities sort of manifest themselves

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as we build the game,

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as the team thinks about what we think is cool.

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There will be more stuff in the future as well.

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And this will all be just a function

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of where the story takes us,

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as well as sort of the output of the team,

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what we're able to accomplish.

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So yeah, there will be more.

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They came.

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Good.

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Excellent.

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Alongside all of those questions about race class,

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we're just questions about how we all look, how we're able to

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design our own characters to look.

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And so I picked this one question from a player named

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Omidon.

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It's not even a question.

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He said, please tell me there is hope for broader character

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customization options.

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And I'm telling you, hundreds of varieties of this question.

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Yes, so hi, Omidon.

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Hi, hundreds of other people.

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Yes, there's hope.

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Yeah, so this has been something which has been super

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important to us, is just being able to express yourself.

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And you've seen this in so many ways in the game.

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Housing is probably the most apparent and recent one where

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we want to make sure that players have choices from a

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whole bunch of different cultures, a whole bunch of

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different vibes to be able to express themselves

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specifically in their home the way they decorated.

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But it's not just that, it's also the amounts you choose.

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It's the pets that go alongside you.

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It's the transmog with changes of coming to transmog in 12.25,

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which I'm super excited for.

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You'll be able to transmog across different armor classes.

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And that is all done with the mindset of let's just

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give people more flexibility to be able to express themselves.

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Character customization, the way you do your hair,

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the way that you present your skin color, facial features,

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any of that stuff.

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Tattoos is absolutely in that space as well.

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So this is something that we're passionate about, providing more options.

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There will be one future for sure.

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This is always something that we're looking towards for, you know,

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and these will manifest themselves in ways you might expect.

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So cool new hairstyles, cool new hair colors and whatnot.

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And also maybe ways you didn't expect, maybe new options,

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new drop downs up here on races that didn't exist before.

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You mentioned trans mod restrictions being lifted in 1225.

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I just want to ask you, yes or no, what are we doing with class sets with those?

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So for clarity, the specific rule sets are cloth, leather,

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mail, and plate.

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Don't matter anymore when you are transmogging.

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You can transmog across those sets.

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As far as class specific sets, those will still

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be class specific.

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And also weapons is something that we've seen questions

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about.

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You won't be able to transmog to a weapon.

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You don't know how to wield.

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So no transmogging, swords into guns, and things like that.

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Unless you're capable of wielding a gun.

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Yes.

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So you need to know how to use a gun in order

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to transmog into a gun.

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It's a short answer there.

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And the reason behind this is 100% just trying to find the

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coolest way that we can provide flexibility to players.

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We've seen a lot of feedback from players that like, yes,

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this is awesome.

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This is exactly what we want.

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But then there's also people on either side that say, hey,

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this went a little too far.

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That makes me feel uncomfortable to be able to

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transmug from plate to cloth and cloth to plate.

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And also people who say, we didn't go far enough.

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I would love to be able to transmug from paladin to

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priest, from rogue to hunter, or what have you.

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And so we're going to keep listening to feedback, but we're really excited to sort of take this big giant step forward in flexibility because once you start mixing those armor classes, the possibilities for transmog go exponential.

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Got it.

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Jake Miller at BlizzCon, we announced Wrath of the Lich King remix, and I saw this question from a player named Parmelion from Slovakia.

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Parmelion said, why have you decided to go with Wrath of the Lich King for the next remix?

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Well, after we finished Legion Remix, we knew that we wanted to do another fondly remembered

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expansion, and with it being the season of Northrend, going into Northrend for the last

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Titan, what better way to experience it than to go back to Grizzly Hills, enjoy that lovely

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music, and as the Remix team, look at a more mechanically simple expansion and see how

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we could remix it even more than we could, say, Legion Remix.

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So you'll see systems present in Rath Remix that include things like outbreaks occurring

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in the outdoor world, as well as in dungeons.

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The magic of the infinite is going to make our dungeons infinitely scaling in difficulty,

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as well as seeing what rune forging can look like for every class.

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The Hearthstone concept art of every class raised in the Scourge.

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I plan to just see that we're very, very happy to water here.

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And there's also a surprising amount of unreleased item appearances and rewards that we want

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to be able to bring to players, as well as watching concept artists go wild with these

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themes.

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It's so incredible.

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I can't wait for you to see the modern take on mounts like Invincible.

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I just want to jump back because I didn't hear that at BlizzCon.

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You said Rune Forging for every class.

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Rune Forging.

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We will die.

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We will come back and be ready to Rune Forge as every class.

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That's amazing.

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I'm really looking forward to that.

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There'll be more info in next year.

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Next year we've got more info on Wrath remix.

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Another thing to consider too, I think, is that we have a lot of players that have never experienced Northrend before.

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And since we're going there in the last Titan, it would be really good if they had an opportunity to kind of understand what the place was like,

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should anything happen to it.

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Understood. Moving on, a lot of questions about housing.

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So I just picked one from a player named Mario.

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Mario said, what will the future of Warcraft housing look like?

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Will there be continual additions, upgrades?

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Will there be new styles created down the line?

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Yeah. So for sure, I mean, this is a lot same as my previous answer.

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answer, it's going to continue to grow in ways you might expect and ways that you won't

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expect as well.

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So, ways you might expect, yeah, we're going to go to new places and we're going to steal

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all their furniture and bring them to our houses.

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So, you're going to have all these new cultures of decor that you can be able to absorb.

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There will be new endeavors where, you know, these cultures from around the world are going

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to come visit our neighborhoods and we're going to have cool opportunities to interact

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with them either through the, you know, the quests and tasks that come out of those endeavors

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as well as just getting some of their furniture as well.

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But also, as you might not expect, I mean, we talked a lot about a lot of these in coming in Eclipse.

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Things like showcases, things like mannequins coming up, the functionality like copy-paste, multi-select, by now.

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All these things are going to, you know, sort of increase the functionality that you have with them housing.

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And we're not stopping there. I mean, we're going to continue adding new things to housing.

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I mean, one of the things I've heard a lot of people ask for is different exteriors that

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better reflect the exteriors of the different cultures in the world.

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We've heard you.

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This is something that we are absolutely going to be thinking about as we continue to move

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forward.

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That's specific to announce at this time, but I want to make sure people know that those

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questions and requests are not going unheard, and teams hard at work.

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Speaking of questions and requests, well, I've got you, Paul.

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So many questions about class design, and we just can't possibly touch on every class.

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So I picked a question that's about all of it.

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A player named Spicy asked, what have you learned from the reduction of class complexity

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in midnight and how has your class design philosophy shifted as a result?

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Yeah, so as sort of a reset reminder, at the beginning of midnight we were specifically

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looking to reduce complexity in classes, specifically focusing on complexity.

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So reducing cases where our class felt complex, but with an attempt to make sure that we kept

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depth within those classes as well, kept a sort of a high skill ceiling.

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And a good example of a place where we said we gave our example ahead of midnight, and

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I think that we hit the mark, hit the mark by and large across a lot of specs, but this

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one is Outlaw.

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Outlaw is one where we have this mechanic, roll the bones, which is highly complex.

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You have a lot of different buffs where you need to memorize the relative value of each

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of them.

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And in the heat of combat, it was difficult for players to be able to identify when should

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I roll the bones?

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I re-roll my bonuses to get a chance at maybe getting a better one.

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This is something that a lot of people use add-ons for, to just, well, do the math for

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me in my head.

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This was redesigned in a way where it still has some pretty clear break points of how

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your mechanic works.

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And you do still have those choices of, well, should I re-roll, but it's much easier for

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players to be able to sort of tell in their head when the best time is to do that.

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So we think we're able to keep that high-skill ceiling, keep that complexity, and the flavor,

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keep the flavor of rolling the bones, rolling the dice without losing it.

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Another good example is evoker.

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Evoker has the flame shaper hero talent tree, which previously, similar setup, it was all

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about setting up in golf, but it was difficult to tell exactly what the best way was to do

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that.

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The previous version of that tree, that got rebuilt in midnight, which is now more about

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flexibility.

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You have some charges on some of your sort of iconic and power abilities.

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It's more about maintaining uptime on your heal over time, damage over time effects.

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And so these are all things which are going to give you flexibility, going to give you,

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Again, high-skill ceiling and still maintaining

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that fantasy of what it's about.

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Resto shaman is another class, on the other hand,

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where we saw some examples where players said, excuse me,

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players said that when we reduced complexity,

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we also maybe reduced some of that skill that was required.

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And so we've done a lot of iteration on Resto shaman

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over the course of midnight.

44:20.060 --> 44:21.100
I think we're still not quite there yet.

44:21.100 --> 44:22.340
Still a little bit more work to do there,

44:22.340 --> 44:23.940
but this is an example where we're still learning

44:23.940 --> 44:26.020
and adjusting our philosophy.

44:26.020 --> 44:28.620
And speaking of learning and adjusting,

44:28.620 --> 44:30.980
this is my best transition so far,

44:30.980 --> 44:34.780
I'm telling you we had questions from all around the world.

44:34.780 --> 44:38.840
I found myself translating Korean questions

44:38.840 --> 44:41.860
and there was one in particular from a player named Sourcrout

44:41.860 --> 44:46.540
that I really want to ask because it's just,

44:46.540 --> 44:51.540
the question was some raids used to have fun vendors inside

44:52.380 --> 44:54.620
for repairs and upgrades.

44:54.620 --> 45:00.140
why don't they include that anymore and could we see that in the future

45:00.140 --> 45:04.860
first i have to say is our crowd in korea essentially kimchi

45:04.860 --> 45:05.420
i

45:05.420 --> 45:06.660
i didn't

45:06.660 --> 45:08.020
didn't inquire for that

45:08.020 --> 45:09.300
okay just

45:09.300 --> 45:12.780
i'm just someone let me know i just i need you to know i'm very proud of having

45:12.780 --> 45:16.740
translated this correct this is very well done uh... thank you

45:16.740 --> 45:17.700
uh...

45:17.700 --> 45:22.060
so first of all uh... you know we've kind of had a darker tone things have been

45:22.060 --> 45:27.580
pretty serious, so kind of goofy, goofy sorts of vendors would have felt, you know, not

45:27.580 --> 45:32.620
not quite fitting with the story we're trying to tell. That said, I don't see any reason

45:32.620 --> 45:37.100
why we couldn't put more of those in. It sounds sounds great. Glad to hear that this

45:37.100 --> 45:41.140
is something that was enjoyable and we can definitely look at doing that.

45:41.140 --> 45:44.060
We have more raids coming. We do. It turns out.

45:44.060 --> 45:47.660
Plenty of them. Yeah, I'll say sauerkraut. We didn't know that you liked those vendors

45:47.660 --> 45:51.340
and so now that we know, yes, much higher chance that you'll see more in the future.

45:51.340 --> 45:57.120
Flipping all the way back around the world to Romania. I saw a player named Denny boy say

45:57.580 --> 46:00.060
Can we talk about the sword some more?

46:01.500 --> 46:07.900
He Denny boy asked if Sargeras is the only one that can come remove the sword

46:08.420 --> 46:10.900
Jake Jake's looking what sword? Oh my gosh

46:11.660 --> 46:14.220
We're retiring that joke right here right now

46:14.740 --> 46:16.740
We're done

46:16.740 --> 46:17.940
That joke is horrible.

46:17.940 --> 46:19.440
Oh.

46:19.440 --> 46:20.940
Oh.

46:20.940 --> 46:21.580
Wow.

46:21.580 --> 46:25.540
But the sword, the sword was questioned by many players.

46:25.540 --> 46:26.940
Yeah.

46:26.940 --> 46:31.980
So I don't want to, I obviously don't want to spoil here.

46:31.980 --> 46:35.580
As we talked about at BlizzCon, you

46:35.580 --> 46:37.780
can see the tip of the sword, actually,

46:37.780 --> 46:42.180
when you are in the mental vault.

46:42.180 --> 46:45.820
Sargeras barely missed, assuming he was going for the world

46:45.820 --> 46:54.540
soul. That's just as he was. He barely missed. And, you know, I don't want to spoil who or

46:54.540 --> 46:58.620
what is necessary to remove the sword. I can promise that we are going to be dealing with

46:58.620 --> 47:04.740
that sword, but I want to make sure you're all prepared for when that happens.

47:04.740 --> 47:14.220
We prepared, got it. I think I know what you're laying down. A number of questions were about

47:14.220 --> 47:19.420
our new announcements, things that are coming that surprised players.

47:19.420 --> 47:24.940
And I just gathered all the questions up about Tailbound and put them all together.

47:24.940 --> 47:33.260
And so what I saw was how replayable is Tailbound intended to be and what carries over between

47:33.260 --> 47:34.260
runs.

47:34.260 --> 47:35.860
Those are the main ones.

47:35.860 --> 47:38.860
But I just want to ask you, tell us more about Tailbound.

47:38.860 --> 47:39.940
Oh, absolutely.

47:39.940 --> 47:44.180
As with any roguelite game or game mode, those are the questions that are top of my mind.

47:44.180 --> 47:49.780
mind. And so, Tailbound's replayability is about the authored experience going through

47:49.780 --> 47:55.380
authored levels with a known beast sherry that the player can start to learn and embrace

47:55.380 --> 48:00.180
as they carve their own path through them. Of course, they may not succeed on their first

48:00.180 --> 48:05.460
run, but should they succeed on their first, on their second or third run, they will be

48:05.460 --> 48:13.380
able to, they'll be able to unlock more difficulties to take on those levels, on those tails, and

48:13.380 --> 48:17.020
face more challenging mechanics and tuning layered on.

48:17.020 --> 48:20.280
All of those through the lens of the different three classes who solve

48:20.280 --> 48:22.900
problems in slightly different ways.

48:22.900 --> 48:25.260
But in terms of what's carried throughout

48:25.260 --> 48:27.060
a run and throughout

48:27.060 --> 48:28.420
many runs,

48:28.420 --> 48:32.280
inside a run the player will run through the level and explore to find

48:32.280 --> 48:36.920
flasks and drafts and potions. Those are on use effects that are consumable

48:36.920 --> 48:39.560
and as they defeat monsters

48:39.560 --> 48:42.020
you'll collect experience that levels you up

48:42.020 --> 48:44.480
and at each level up point you'll get a choice.

48:44.480 --> 48:46.560
It's not too dissimilar from Torgast

48:46.560 --> 48:49.080
where you are gaining capabilities

48:49.080 --> 48:51.480
and ready to take on a final boss.

48:51.480 --> 48:54.320
Should you fail or succeed,

48:54.320 --> 48:57.560
you'll find yourself back at Quillgrave level one,

48:57.560 --> 48:59.440
but with many spoils to trade in

48:59.440 --> 49:01.680
with the various NPCs in Quillgrave,

49:01.680 --> 49:05.440
those villagers will give you improved starting stats,

49:05.440 --> 49:09.960
they'll give you ways to change up your class talents,

49:09.960 --> 49:15.240
change the flask options that can be found in the world, both the variety and potency,

49:15.240 --> 49:19.160
and the level up choices that you get will change based on how you upgrade things back

49:19.160 --> 49:20.760
with the villagers.

49:20.760 --> 49:24.960
Really common question about Tailbound, and I picked a version of this question from a

49:24.960 --> 49:27.000
player named Cassiel.

49:27.000 --> 49:34.040
The question is, is Tailbound a limited time event, or will we be able to play Beyond Midnight?

49:34.040 --> 49:39.120
A very important question with a more experimental style game mode especially.

49:39.120 --> 49:43.000
When we have the servers up, it's important that we dedicate resources to support and

49:43.000 --> 49:46.320
enable maintenance for those servers.

49:46.320 --> 49:51.680
There's also a lot of WoW to play right now and in the immediate future.

49:51.680 --> 49:57.160
We wanted to balance these, but we're always open to player feedback on when to extend

49:57.160 --> 49:58.760
or bring back events.

49:58.760 --> 50:03.600
A tail bound will be up from 12.17 through 12.25.

50:03.600 --> 50:08.960
A good amount of time to try and fail and try and succeed, to bring back all your cosmetic

50:08.960 --> 50:13.520
rewards to midnight in time for Rath Remix.

50:13.520 --> 50:14.760
Thank you very much.

50:14.760 --> 50:18.640
I am going to ask the last question of this panel.

50:18.640 --> 50:19.640
No.

50:19.640 --> 50:20.640
No.

50:20.640 --> 50:28.480
We are going to have one more question, and that is from a player named Bagzax.

50:28.480 --> 50:35.520
The question is, if any new playable races get added to WoW Forever, will we be able

50:35.520 --> 50:41.920
to see those races, including maybe Skyborne, eventually be added to Midnight, The Last

50:41.920 --> 50:46.280
Hiden, et cetera.

50:46.280 --> 50:48.080
Not for the World Soul Saga.

50:48.080 --> 50:49.080
Not for the World Soul Saga.

50:49.080 --> 50:51.760
You would not see any new race.

50:51.760 --> 50:55.120
I can definitely say that won't be happening for the World Soul Saga.

50:55.120 --> 50:58.560
I don't think we can squeeze in another new race at this point.

50:58.560 --> 51:03.880
I think we're, as I said, we're about halfway through, we're set, we're ready to go.

51:03.880 --> 51:07.320
It's just going to be go, go, go, go, go, that would be difficult.

51:07.320 --> 51:11.320
We still have a lot to pay off, so not for the World Soul Saga.

51:11.320 --> 51:17.360
But you never say never going forward, beyond that, we'll have to wait and see.

51:17.360 --> 51:22.440
Something else in WoW Forever that I really like is you're now creating a character with

51:22.440 --> 51:24.960
a first name and a surname.

51:24.960 --> 51:25.960
How about that?

51:25.960 --> 51:27.520
Is that coming to?

51:27.520 --> 51:28.520
Not in the World Soul Saga.

51:28.520 --> 51:29.520
Not in the World Soul Saga.

51:29.520 --> 51:30.520
Alright.

51:30.520 --> 51:31.520
Okay.

51:31.520 --> 51:32.520
Understood.

51:32.520 --> 51:33.520
Yeah.

51:33.520 --> 51:39.400
very, very excited. And we got a lot of questions about this kind of thing. So thank you very

51:39.400 --> 51:46.400
much. And that's it. That's all our questions about, well, Midnight, we have a lot more

51:46.400 --> 51:52.280
questions to get to. We're going to have the, wow, forever devs out here in just a few minutes.

51:52.280 --> 51:58.360
And I'm going to carry on with them for now. Thank you very much. Paul, Maria, Jake, anything

51:58.360 --> 51:59.560
else? Got anything else?

51:59.560 --> 52:02.360
No, I mean, thank you all for playing Midnight so far.

52:02.360 --> 52:04.720
We got a lot of fun twists and turns.

52:04.720 --> 52:09.360
Hatch 1215 with Unbinding of Kithix Raid is on PTR right now.

52:09.360 --> 52:10.840
A bunch of players are working their way

52:10.840 --> 52:12.640
through the labyrinth of Kindojohn.

52:12.640 --> 52:14.920
And there's all sorts of stuff beyond that in the roadmap.

52:14.920 --> 52:16.120
So thanks for playing with us.

52:16.120 --> 52:18.400
Thanks for your great questions.

52:18.400 --> 52:20.600
And yeah, I'll see you in Azeroth.

52:20.600 --> 52:22.560
Thank you for a good BlizzCon.

52:22.560 --> 52:24.760
Again, we'll see you right back here in a few minutes

52:24.760 --> 52:27.240
with the Wow Forever developers.

52:27.240 --> 52:27.840
Thanks, bye.

58:29.560 --> 58:47.260
We're back, and we're live. We really are live. I'm Randy Jordan. You know me as

58:47.260 --> 58:52.540
Kyvax from the World of Warcraft community team, and I am now joined by the

58:52.540 --> 58:58.360
Wow Forever devs. This is Josh Greenfield, Nora Mills, and our returning

58:58.360 --> 59:04.760
champion Tim Jones welcome back from BlizzCon what a BlizzCon we had and coming

59:04.760 --> 59:09.960
out of BlizzCon we asked for player questions and we got them we got so many

59:09.960 --> 59:14.400
I want to go right to the first one as fast as I can because we got so many

59:14.400 --> 59:19.360
questions a lot of them were about this first topic Josh I found a player named

59:19.360 --> 59:26.080
Maga Taurash who said what went into the development of the Skyborne Elves what

59:26.080 --> 59:29.360
What makes them different from the cinderella or the queldorae?

59:29.360 --> 59:32.700
Yeah, this is a pretty meaty answer, so I think I'm going to kind of start with the

59:32.700 --> 59:35.320
back half of this question.

59:35.320 --> 59:39.440
In terms of what makes them different from the cindorae or the queldorae, they're essentially

59:39.440 --> 59:42.040
kind of cousins to those races.

59:42.040 --> 59:48.840
The queldorae is both a Thalassian and a Darnassian word for essentially noble people or children

59:48.840 --> 59:54.160
of nobility, and they all kind of hail from ancient calendar.

59:54.160 --> 59:59.240
And they've sort of descended, it kind of gone different paths, you know, the, the,

59:59.240 --> 01:00:02.960
the Queldwry who would eventually become like the Blood Elves of the Shindorai, fled across

01:00:02.960 --> 01:00:08.880
the ocean, ended up in, um, uh, um, uh, Quelfaloss on the Eastern Kingdoms.

01:00:08.880 --> 01:00:14.200
And the, uh, Skyborne or the Shindorai, they ended up going a different path.

01:00:14.200 --> 01:00:18.760
And there, it's a long winding road, I suggest you watch the, uh, the, uh, found photographic

01:00:18.760 --> 01:00:23.360
panel for an overview, but they ended up in Skywall, which is in the elemental realm,

01:00:23.360 --> 01:00:28.560
elemental plane. And in terms of kind of what makes them different, you know,

01:00:28.560 --> 01:00:33.600
one of these two sort of offshoots of the high elves have sort of

01:00:33.600 --> 01:00:37.160
suffused themselves with arcane magic and they become dependent upon arcane

01:00:37.160 --> 01:00:41.740
magic, which obviously the Shindorai in Skywall, they don't have that sort of

01:00:41.740 --> 01:00:44.600
thought, they don't have the Sunwell, they don't have anything like that, and

01:00:44.600 --> 01:00:48.240
so they've kind of suffused themselves with more natural or elemental

01:00:48.240 --> 01:00:52.880
magic. And in terms of kind of what went into the development of the Skyborne

01:00:52.880 --> 01:00:58.240
is I kind of want to sort of frame this question with an answer talking about like, you know,

01:00:58.240 --> 01:01:02.640
I think a lot of people have asked like why not the quell the quell Dora or the quell philosome?

01:01:02.640 --> 01:01:08.480
I'll call them philassian high elves. And I think that kind of simple answer is kind of like why not

01:01:08.480 --> 01:01:14.560
both? I think whenever Tim was up on stage, he showed a picture of all the areas that we want to hit

01:01:14.560 --> 01:01:19.440
at some point during our development kind of the journey of wow forever, you know, like I said

01:01:19.440 --> 01:01:23.400
multiple times, it's on the box, it's wow forever, right?

01:01:23.400 --> 01:01:26.360
And that's not things that we're like, man,

01:01:26.360 --> 01:01:28.240
it would be really cool, we should maybe think about that.

01:01:28.240 --> 01:01:31.080
That's like things we intend to do at some point.

01:01:31.080 --> 01:01:33.440
And so we will be back to quell for loss.

01:01:33.440 --> 01:01:36.800
But in terms of the actual development process,

01:01:36.800 --> 01:01:40.040
we started off sort of thinking, obviously,

01:01:40.040 --> 01:01:45.040
a natural place where we want to do elves for wow forever.

01:01:45.040 --> 01:01:49.040
And we ended up kind of, as we were going through the

01:01:49.040 --> 01:01:53.080
development and thinking about Quothaloss, we pretty quickly realized that

01:01:53.080 --> 01:01:57.920
Quothaloss and our ambitions for it were kind of too big for just kind of a

01:01:57.920 --> 01:02:02.160
simple starter or low-level zone and it was also sort of not the right time for

01:02:02.160 --> 01:02:07.880
it. We talked about the time bubble that WoW Forever takes place in and it's

01:02:07.880 --> 01:02:11.640
if you think of it as terms of the original like first year of WoW, what

01:02:11.640 --> 01:02:15.280
that really means is we sort of dilated that first year. It's like a time

01:02:15.280 --> 01:02:21.120
dilation effect so that we can sort of hit a lot of content in between kind of the major beats.

01:02:21.120 --> 01:02:24.480
If you think of the major beats in original WoW, it's like, you know, molten core and

01:02:24.480 --> 01:02:31.360
docking layer and zoogaroo, etc, etc. And also sort of, but we are following that chronology.

01:02:31.360 --> 01:02:35.440
And so at the time that we're launching WoW forever, it's actually not quite the right time

01:02:35.440 --> 01:02:41.760
for us for quothalos either. And so it's one of those things that I think we, whenever we were

01:02:41.760 --> 01:02:46.840
sort of working through that sort of problem, I guess, is it's like, yeah, you know, we

01:02:46.840 --> 01:02:48.600
still really want high elves.

01:02:48.600 --> 01:02:52.040
And you know, one of the things we thought about was like, what if we started like the

01:02:52.040 --> 01:02:56.160
The Lassian High Elves and Northshire Abbey and had them play through like that.

01:02:56.160 --> 01:03:00.680
And I think that pretty quickly, yeah, it pretty quickly kind of was like, well, some

01:03:00.680 --> 01:03:03.820
people might be excited about that, but it didn't really feel like we're putting our

01:03:03.820 --> 01:03:05.600
best foot forward.

01:03:05.600 --> 01:03:10.260
And once we started really digging into it and really talking to, you know, different

01:03:10.260 --> 01:03:15.100
people on the team, Chris Metzen, had a little bit of input on this, and he, you know, he

01:03:15.100 --> 01:03:18.180
kind of encourages, he's like, hey, you know, spread your wings a little bit.

01:03:18.180 --> 01:03:19.780
Let's see what we can come up with.

01:03:19.780 --> 01:03:25.700
And we were really excited about some things that we wanted to do with, let's say, certain

01:03:25.700 --> 01:03:30.580
epic, I would even say legendary original WildQuest lines.

01:03:30.580 --> 01:03:34.580
Did somebody say Thunderfury, Blessed Blade of the Windseeker?

01:03:34.580 --> 01:03:48.580
Anyway, anyway, we had some ideas and we realized that, you know, kind of framing this and this race's origin story and this sort of realm of sky wall gives us a really good set of hooks that we can sort of pay off later.

01:03:48.580 --> 01:03:58.580
And I talked about that time dilation, that sort of timeline. When we get there to that content, I think it will be something that has a really satisfying payoff that we're super-duper excited about.

01:03:58.580 --> 01:04:02.340
about. And the last thing I want to say too is one of my favorite things about

01:04:02.340 --> 01:04:08.900
the Skyborne is it gives us a really great opportunity to explore class race

01:04:08.900 --> 01:04:12.540
combinations that high elves have never really had and that's like high elf

01:04:12.540 --> 01:04:16.940
druids or Shindorai druids and also shamans if you're playing on the horde

01:04:16.940 --> 01:04:21.380
side. We've never had a high elf sort of looking character that could be druids

01:04:21.380 --> 01:04:25.140
or shamans and that's super duper exciting from a gameplay perspective and

01:04:25.140 --> 01:04:29.140
You know, we do have a gameplay first approach on the WoW Forever game.

01:04:29.140 --> 01:04:34.140
I know a lot of Druid-only players who are very excited about this.

01:04:34.140 --> 01:04:38.140
And since you mentioned it, I just wanted to make sure everyone knows

01:04:38.140 --> 01:04:43.140
all of the BlizzCon panels that the WoW Forever doves put on this past weekend

01:04:43.140 --> 01:04:47.140
are on our YouTube slash Warcraft channel.

01:04:47.140 --> 01:04:52.140
And I have also been posting those into our new WoW Forever forums.

01:04:52.140 --> 01:04:55.140
Every panel, you can go watch them right now.

01:04:55.140 --> 01:04:57.140
Next question, huge question.

01:04:57.140 --> 01:05:02.140
Saw so many of these and a player named Andormu asked,

01:05:02.140 --> 01:05:07.140
will character models also have a classic skeleton option?

01:05:07.140 --> 01:05:12.140
Andormu said they noticed that even with classic models chosen,

01:05:12.140 --> 01:05:15.140
the skeletons are still from the modern game

01:05:15.140 --> 01:05:18.140
and seem like they just have the old running animation.

01:05:18.140 --> 01:05:21.420
Sure, well, very astute observation.

01:05:21.420 --> 01:05:24.460
You know, one of our core pillars is we want to be both

01:05:24.460 --> 01:05:26.900
approachable and familiar.

01:05:26.900 --> 01:05:29.960
And so how we interpret that as it applies to character

01:05:29.960 --> 01:05:34.160
models is that in approachability, we want people

01:05:34.160 --> 01:05:38.580
who aren't necessarily diehard classic fans to be able to

01:05:38.580 --> 01:05:39.500
come to our game.

01:05:39.500 --> 01:05:43.100
And if they want to be optioned to have a higher

01:05:43.100 --> 01:05:46.820
fidelity character and those higher fidelity customization

01:05:46.820 --> 01:05:52.740
options on that character. We have an option for them to try out. But also on the familiar

01:05:52.740 --> 01:06:00.060
front we have the ability to play as an SD character model from Vanilla. But in order

01:06:00.060 --> 01:06:07.300
to make the toggle work, there's some technical hurdles that we have to get over. And we had

01:06:07.300 --> 01:06:17.820
to have parity between those models' animations, and so we've painstakingly gone through all

01:06:17.820 --> 01:06:26.220
the animations on both character models and made sure that we have animations like Clay

01:06:26.220 --> 01:06:34.300
was showing at BlizzCon where the run animations are much less bouncy for dwarves and across

01:06:34.300 --> 01:06:42.220
all race-gender combinations, making sure that running, walking, swimming, attack animations,

01:06:42.220 --> 01:06:48.340
and there's lots of attack animations, spell casting animations, interact animations, that

01:06:48.340 --> 01:06:57.860
those main enemies are all grounded in a very classic feel, even though the skeletons for

01:06:57.860 --> 01:07:01.180
both HD and SD character models are shared.

01:07:01.180 --> 01:07:03.540
But I would stress that the beta

01:07:03.540 --> 01:07:07.020
and getting this out to our player base,

01:07:07.020 --> 01:07:11.180
we want to hear what people are and aren't comfortable with.

01:07:11.180 --> 01:07:14.060
So we want that feedback, tell us how you feel.

01:07:14.060 --> 01:07:16.020
I just saw so many questions on this

01:07:16.020 --> 01:07:17.540
and I just wanna ask you,

01:07:17.540 --> 01:07:21.140
can you just quickly run down what our options are

01:07:21.140 --> 01:07:23.020
and what those options result in

01:07:23.020 --> 01:07:26.460
as we're creating our character in WoW Forever

01:07:26.460 --> 01:07:28.620
and then, you know, how the world looks.

01:07:28.620 --> 01:07:30.180
Sure.

01:07:30.180 --> 01:07:32.620
So when you first log into the game,

01:07:32.620 --> 01:07:37.900
there will be a classic and enhanced version that you can

01:07:37.900 --> 01:07:39.980
mode options that you can select.

01:07:39.980 --> 01:07:45.660
And when you're selecting a classic mode option,

01:07:45.660 --> 01:07:48.420
you will automatically turn off quest tracking.

01:07:48.420 --> 01:07:52.780
You'll automatically turn off transmogrification.

01:07:52.780 --> 01:07:54.260
When you get to character select,

01:07:54.260 --> 01:08:00.620
there will be a toggle option at the bottom of all your character customization options

01:08:00.620 --> 01:08:04.780
that lets you toggle whether you want an SD or HD character.

01:08:04.780 --> 01:08:08.100
Now that option exists outside character selection too.

01:08:08.100 --> 01:08:12.860
You can just open up your game menu, go to graphic settings and toggle this in the world

01:08:12.860 --> 01:08:14.660
wherever you want.

01:08:14.660 --> 01:08:17.580
Okay, okay.

01:08:17.580 --> 01:08:20.580
That's exactly what I wanted to know.

01:08:20.580 --> 01:08:26.380
And speaking of character creation, so many questions about Realm-less.

01:08:26.380 --> 01:08:31.940
So we announced at BlizzCon that WoW Forever is going to be Realm-less, I'll put air quotes

01:08:31.940 --> 01:08:34.620
up because that's a new term for us, right?

01:08:34.620 --> 01:08:41.880
I found a question from a player named Erwax from France and Erwax said, how does Realm-less

01:08:41.880 --> 01:08:43.380
actually work?

01:08:43.380 --> 01:08:47.020
And then I have a second question from them, but first Nora, how does Realm-less work?

01:08:47.020 --> 01:08:57.520
Yeah, so really it's all about trying to decouple the player's social experience from the kind of old method of just selecting a fixed realm.

01:08:58.360 --> 01:09:09.040
I think the example that Anna gave on the deep dive panel from BlizzCon weekend was really apt, but basically where when she approached wow and she's just like, well, I want to play with my friends, you know, let's roll on the same realm.

01:09:09.040 --> 01:09:13.400
and discovering that like there are restrictions based on like what you know

01:09:13.400 --> 01:09:18.880
realm you pick even within the same rule set normal PvP and so on and so what

01:09:18.880 --> 01:09:22.420
realm list really means is it like the word I guess itself is somewhat self

01:09:22.420 --> 01:09:27.660
explanatory but in WoW forever you will be selecting a specific rule set rather

01:09:27.660 --> 01:09:35.860
than a realm it will be you know so normal PvP role play or hardcore similar

01:09:35.860 --> 01:09:40.420
to selecting a mega realm would be the vibe. So you would be playing with other players

01:09:40.420 --> 01:09:46.980
within your given rule set. That also means, oh, I guess I guess a good caveat is battlegrounds,

01:09:46.980 --> 01:09:50.900
in which case you may end up with players from other rule sets when you queue for battlegrounds.

01:09:50.900 --> 01:09:54.820
But for the most part, you would be playing with players that are within your given rule

01:09:54.820 --> 01:10:00.180
set. One of the other things I did see online was a little bit of confusion about whether

01:10:00.180 --> 01:10:04.580
you could kind of like hot swap between the rule sets with that one character. It's a

01:10:04.580 --> 01:10:09.140
a lot like current WoW were basically without a character transfer,

01:10:09.140 --> 01:10:11.380
you're not just going to be able to flip-flop between,

01:10:11.380 --> 01:10:15.020
I wouldn't be able to flip-flop between role play and PBE, for instance.

01:10:15.020 --> 01:10:18.660
So no easy hopping between the real sets,

01:10:18.660 --> 01:10:23.620
but we really wanted to balance seeing familiar faces with

01:10:23.620 --> 01:10:28.020
the flexibility of trying to manage player populations in-game.

01:10:28.020 --> 01:10:29.260
Because as you can imagine,

01:10:29.260 --> 01:10:31.860
the experience can get a little out of control if you try to

01:10:31.860 --> 01:10:36.860
cram way too many players in one given location, but it's so important to us that you still

01:10:36.860 --> 01:10:42.060
see familiar faces and we want to replicate that sort of neighborly vibe on a classic

01:10:42.060 --> 01:10:43.820
realm, respectively.

01:10:43.820 --> 01:10:51.540
So then a follow-up question has to be, how does this handle server-wide events, the opening

01:10:51.540 --> 01:10:54.940
of the gates of Encarage, what does that look like in Realmless?

01:10:54.940 --> 01:11:01.540
I don't want to share too much about Encarage specifically, but I will say that we are putting

01:11:01.540 --> 01:11:05.620
effort into making sure that any events that should feel like a global effort

01:11:05.620 --> 01:11:09.740
should still feel like a global effort. So players can look forward to

01:11:09.740 --> 01:11:15.500
contributing to some pretty big awesome fun event type stuff, but yeah I'm being

01:11:15.500 --> 01:11:20.380
intentionally dodgy. And I'll just underline that we do not have on

01:11:20.380 --> 01:11:25.460
Garage coming at launch. You mentioned Hardcore. We don't have Hardcore

01:11:25.460 --> 01:11:29.420
coming at launch. That's coming later, but it will be when it comes it will be

01:11:29.420 --> 01:11:32.360
be a choice like RP or PvP.

01:11:32.360 --> 01:11:33.360
Yeah, exactly.

01:11:33.360 --> 01:11:39.180
Okay, so Nora, I'm just going to keep going on this because the question that just blew

01:11:39.180 --> 01:11:46.740
me away, so many people from one part of the world wanted to get an explanation for how

01:11:46.740 --> 01:11:47.980
it's going to go there.

01:11:47.980 --> 01:11:53.260
So I picked a question from a player named Truth Teller, and Truth Teller said, will

01:11:53.260 --> 01:11:59.580
will, wow forever, use Sydney-hosted game servers for Oceanic players?

01:11:59.580 --> 01:12:04.260
And I'm curious if the answer is yes, how does that work for them?

01:12:04.260 --> 01:12:10.220
Yeah, so we are, I guess I'll note, we are going realm-less, but not region-less.

01:12:10.220 --> 01:12:14.180
So we'll still have regions like EU, CN, and so on.

01:12:14.180 --> 01:12:18.300
But yeah, Oceanic players are going to be, for the most part, hosted on Australian data

01:12:18.300 --> 01:12:20.220
centers.

01:12:20.220 --> 01:12:22.000
also means, you know, Oceanic players,

01:12:22.000 --> 01:12:24.900
you also do still have the option to play

01:12:24.900 --> 01:12:27.760
with your US player friends.

01:12:27.760 --> 01:12:30.040
You're also actually going to share a,

01:12:30.040 --> 01:12:32.360
the same ruleset wide auction house

01:12:32.360 --> 01:12:34.280
with your US friends as well.

01:12:35.440 --> 01:12:38.200
The, I guess the one caveat is,

01:12:38.200 --> 01:12:39.840
if you do find yourself in situations

01:12:39.840 --> 01:12:42.320
where you are mostly playing with players

01:12:42.320 --> 01:12:45.440
from a very different geographic location,

01:12:45.440 --> 01:12:47.720
European can vary as you may end up connecting

01:12:47.720 --> 01:12:49.440
to their local data centers.

01:12:49.440 --> 01:12:51.840
Basically, we're trying to pick whatever makes the most sense

01:12:51.840 --> 01:12:53.680
for that group of players in a given area.

01:12:53.680 --> 01:12:55.480
So I'm here in California.

01:12:55.480 --> 01:12:59.840
I join a group of friends, and they're all in Australia.

01:12:59.840 --> 01:13:01.200
I'm going to be getting-

01:13:01.200 --> 01:13:03.360
You're probably connecting to their data centers, yeah.

01:13:03.360 --> 01:13:06.240
Okay, that's fine, that's fine.

01:13:06.240 --> 01:13:09.400
I'm willing to make that sacrifice for my friends.

01:13:09.400 --> 01:13:13.400
The next question I found in our German forums,

01:13:13.400 --> 01:13:16.160
a player named Sarima asked,

01:13:16.160 --> 01:13:21.160
Do you have to choose a second name in WoW Forever?

01:13:21.560 --> 01:13:23.800
So in WoW Forever we have first name,

01:13:23.800 --> 01:13:25.400
we have surnames now.

01:13:25.400 --> 01:13:28.060
Do you have to put something in that field

01:13:28.060 --> 01:13:31.400
or do you have the option to still go with one name?

01:13:31.400 --> 01:13:35.520
So yes, you do have to put something in that field.

01:13:35.520 --> 01:13:37.560
One of the things that's at the forefront

01:13:37.560 --> 01:13:39.680
of a lot of what we're doing in WoW Forever

01:13:39.680 --> 01:13:41.840
and it's kind of grounded in our very like

01:13:41.840 --> 01:13:44.720
a pro social values for the game is just,

01:13:44.720 --> 01:13:48.360
We want, like player identity is really important to us, right?

01:13:48.360 --> 01:13:51.880
We want folks to be able to kind of like be known

01:13:51.880 --> 01:13:54.920
by their unique name, and the thing I said earlier

01:13:54.920 --> 01:13:57.000
about Realmless being a lot like, you know,

01:13:57.000 --> 01:13:59.040
if I choose role play, it's effectively like

01:13:59.040 --> 01:14:01.960
I'm joining a role play mega realm, right?

01:14:01.960 --> 01:14:04.800
And that means a much, much larger player community

01:14:04.800 --> 01:14:07.480
to play with, which also means a little bit less

01:14:07.480 --> 01:14:09.080
specificity with the names.

01:14:09.080 --> 01:14:12.760
Now I will say names are region wide in WoW Forever.

01:14:12.760 --> 01:14:16.280
So that means if I create Nora Anihart on the role play

01:14:16.280 --> 01:14:21.280
rule set, that name is taken for the PVP rule set as well.

01:14:21.280 --> 01:14:23.760
So it is region wide.

01:14:23.760 --> 01:14:26.480
But yeah, we find that second name

01:14:26.480 --> 01:14:28.560
is kind of a role play forward way

01:14:28.560 --> 01:14:30.320
to reinforce that player identity.

01:14:30.320 --> 01:14:33.600
And it still enable people to have unique names in WoW

01:14:33.600 --> 01:14:34.160
Forever.

01:14:34.160 --> 01:14:35.760
Personally, it's something I'm excited for

01:14:35.760 --> 01:14:38.560
because it is something that's very unique to World of Warcraft,

01:14:38.560 --> 01:14:39.160
I think so.

01:14:39.160 --> 01:14:40.040
I think so.

01:14:40.040 --> 01:14:44.880
But I'm personally excited to see what the players do with this.

01:14:44.880 --> 01:14:50.520
We just have no idea yet how they're going to use first name and last name to make a

01:14:50.520 --> 01:14:57.480
family of characters, to join someone else's family of characters, so forth.

01:14:57.480 --> 01:15:01.920
Social media is going to be so good for a while while we see how everyone sorts out

01:15:01.920 --> 01:15:05.960
their first and last name.

01:15:05.960 --> 01:15:11.480
question that I saw so many of for you Josh and that it came from a player

01:15:11.480 --> 01:15:20.920
named W. Punk or maybe W. Punk I'm not sure but W. Punk said is GDKP going to be

01:15:20.920 --> 01:15:26.480
allowed for Wow Forever why or why not what are we doing there yeah this is a

01:15:26.480 --> 01:15:32.360
bit of a involved answer and so it's gonna I'm gonna kind of bucket my answer

01:15:32.360 --> 01:15:36.080
up with a few other different questions I've seen around this.

01:15:36.080 --> 01:15:42.160
So I think the most important thing to us about, the short answer is that no, we are

01:15:42.160 --> 01:15:43.160
not going to allow GDP.

01:15:43.160 --> 01:15:44.160
Thank you.

01:15:44.160 --> 01:15:45.160
Good job.

01:15:45.160 --> 01:15:46.160
We're done.

01:15:46.160 --> 01:15:47.160
We're done.

01:15:47.160 --> 01:15:48.160
Okay.

01:15:48.160 --> 01:15:52.720
I think the most important aspect of that to us is our first pillar, which is to nurture

01:15:52.720 --> 01:15:54.800
and protect social experiences.

01:15:54.800 --> 01:15:59.200
I think a lot of times concerns around GDP sort of get bundled up in the conversation

01:15:59.200 --> 01:16:03.720
around RMT and things like that, and I will come back to that, we will adjust that to

01:16:03.720 --> 01:16:04.720
it.

01:16:04.720 --> 01:16:08.040
Okay, RMT, real money transfers, real money transactions, real money transactions, yes.

01:16:08.040 --> 01:16:14.600
But the actual main reason that we are sort of not going to allow it in a while forever

01:16:14.600 --> 01:16:21.200
is, you know, it has a sort of tendency we've noticed in the regions where it has been popular

01:16:21.200 --> 01:16:26.500
for longer to reach a level of ubiquity, that it can kind of overtake the traditional

01:16:26.500 --> 01:16:29.980
guild structure and that's one of the really kind of difficult things about

01:16:29.980 --> 01:16:34.220
being a game designer and managing sort of a game at this scale is sometimes you

01:16:34.220 --> 01:16:37.900
have to make difficult choices and you know we never really want to tell people

01:16:37.900 --> 01:16:41.140
how to play but at the same point that is one of our pillars and we want to

01:16:41.140 --> 01:16:44.380
nurture and protect those social experiences and that also means the

01:16:44.380 --> 01:16:47.820
traditional guild structure. The other thing too that we've kind of found is

01:16:47.820 --> 01:16:52.380
that a lot of times once it reaches that level of ubiquity it's a

01:16:52.380 --> 01:16:55.420
really big barrier to entry for new players or players that just don't

01:16:55.420 --> 01:16:59.540
don't have as many resources. If you're kind of the traditional carry or someone that has

01:16:59.540 --> 01:17:06.220
a lot of resources and has been playing for a long time, it's great for you. You get a

01:17:06.220 --> 01:17:10.580
raid and you're going to make some money on the side, but the barrier to entry for newer

01:17:10.580 --> 01:17:15.220
players is oftentimes they have to buy gold to buy into it. And that's something that

01:17:15.220 --> 01:17:19.060
we're taking very seriously in a while forever. And that leads me to the second part of the

01:17:19.060 --> 01:17:25.380
question, which is the real money transactions and the economy. GDP is an excellent way for

01:17:25.380 --> 01:17:30.140
bad actors to launder large sums of gold and we do try whenever we you know

01:17:30.140 --> 01:17:35.060
action accounts of buyers or sellers or bots we try to pull that money back and

01:17:35.060 --> 01:17:38.900
it makes it more difficult for us and that's why one of the things that I'm

01:17:38.900 --> 01:17:42.740
really excited about too about while forever is that we are going to be very

01:17:42.740 --> 01:17:47.540
very actively monitoring the economy you know one of the things that we hear a

01:17:47.540 --> 01:17:52.060
lot with GDP is like well I need this to afford consumables we didn't have

01:17:52.060 --> 01:17:56.140
of GDP and season of discovery and the levels,

01:17:56.140 --> 01:17:57.500
especially once we get to level 60

01:17:57.500 --> 01:17:59.900
and like sort of the rating economy sort of settled

01:17:59.900 --> 01:18:01.700
the way you would kind of expect.

01:18:01.700 --> 01:18:06.540
On a original WoW server, the economy was excellent.

01:18:06.540 --> 01:18:11.100
Expecting for a version of vanilla WoW was very, very good.

01:18:11.100 --> 01:18:14.220
And part of that was because we were constantly managing

01:18:15.260 --> 01:18:16.900
the inflow and outflow of resources.

01:18:16.900 --> 01:18:18.300
Like if we got to a new phase

01:18:18.300 --> 01:18:21.740
and nature protection potions were very needed,

01:18:21.740 --> 01:18:25.500
we had a lot of not uh... you know levers we can pull in knobs we can turn

01:18:25.500 --> 01:18:29.260
to affect the availability of things like elements or if you dreamfoil

01:18:29.260 --> 01:18:32.380
and uh... you know we also have the tarnished undermined real system which

01:18:32.380 --> 01:18:34.180
we are having and while forever

01:18:34.180 --> 01:18:37.740
said that i i didn't know that tarnished undermined real in welfare

01:18:37.740 --> 01:18:41.780
that's correct it's it's kind of like a bat emblem of justice system essentially

01:18:41.780 --> 01:18:44.060
and one of the things we have there was uh...

01:18:44.060 --> 01:18:47.860
you know we had these kind of boxes that had met random resources and i mean

01:18:47.860 --> 01:18:52.340
That was another kind of lever we could pull to adjust the economy, and when a certain

01:18:52.340 --> 01:18:56.740
resource got scarce, we could up the drop rate of it in those boxes.

01:18:56.740 --> 01:19:02.100
That gives you a lot of replayability for dungeons and things like that, and it's great.

01:19:02.100 --> 01:19:07.180
The last thing we're going to do in terms of GDP, and it's just not GDP, but real

01:19:07.180 --> 01:19:12.860
money trading in general, is we're going to very aggressively punish gold buyers.

01:19:12.860 --> 01:19:16.940
Being frank, we've been probably too lenient on gold buyers, and it's been a little bit

01:19:16.940 --> 01:19:22.540
easy to get around some of our some of our actions before and we are taking this very

01:19:22.540 --> 01:19:27.340
seriously and you know as someone who's got a 22 year old world of Warcraft account I can tell you

01:19:27.340 --> 01:19:32.300
it's not worth losing it permanently it's not worth losing any of your accounts permanently so I

01:19:32.300 --> 01:19:39.340
would very strongly recommend that you don't do it it's not worth it I won't I promise thanks man

01:19:39.340 --> 01:19:47.040
Our old friend, Omega, asked a question that got my attention. Omega said,

01:19:47.040 --> 01:19:56.720
will Wow Forever use the midnight add-on API restrictions or the classic API or something else?

01:19:56.720 --> 01:20:03.080
Yeah, so when kind of sitting down to consider this, like I actually like that you listed it out

01:20:03.080 --> 01:20:07.660
that way because like we had to choose between like a do we want to go the modern approach,

01:20:07.660 --> 01:20:13.580
classic approach or some third thing, right? And we have a lot of empathy for add-on developers

01:20:13.580 --> 01:20:18.460
and their ability to also kind of keep up with our patches, our changes to those APIs,

01:20:19.100 --> 01:20:24.780
and so on. So I guess to answer the actual question, we did opt for the modern API approach.

01:20:25.580 --> 01:20:31.340
That said, I will say, you know, Boston counters and just a lot of things I think in WoW forever

01:20:31.340 --> 01:20:36.860
are just kind of a lot more simplified compared to modern. And so I don't really necessarily think

01:20:36.860 --> 01:20:43.420
that the combat restrictions necessarily are going to really impact someone's experience negatively.

01:20:44.140 --> 01:20:49.580
Our hope is that kind of unifying that API with modern is going to be a lot easier to kind of

01:20:49.580 --> 01:20:54.940
keep up with, you know, add-on updates and develop add-ons for our game. I know it's a very common

01:20:54.940 --> 01:21:00.780
use case, for example, for players to customize their UIs with the add-ons. I personally love

01:21:00.780 --> 01:21:03.180
I love doing that myself.

01:21:03.180 --> 01:21:05.020
We also very much don't want players

01:21:05.020 --> 01:21:08.380
to feel like they need add-ons in order to play the game.

01:21:08.380 --> 01:21:11.300
Because I don't know, myself and others on the team,

01:21:11.300 --> 01:21:13.100
like we're add-on purists.

01:21:13.100 --> 01:21:16.460
So I tried to get by with very minimal add-ons.

01:21:16.460 --> 01:21:19.060
And I'm delighted to say that we do also offer,

01:21:19.060 --> 01:21:25.560
In Wild Forever, the damage meter, the cooldown manager.

01:21:25.560 --> 01:21:28.860
And actually, additionally, I'm proud to say too,

01:21:28.860 --> 01:21:31.300
Swing Timer perhaps coming soon.

01:21:31.300 --> 01:21:34.180
So again, we want people to feel like they can just

01:21:34.180 --> 01:21:36.940
jump in and play without feeling like they absolutely

01:21:36.940 --> 01:21:41.380
have to go download add-ons in order to hang,

01:21:41.380 --> 01:21:43.180
in order to play WoW Forever.

01:21:43.180 --> 01:21:48.180
So why do we want that is my question.

01:21:48.820 --> 01:21:50.700
As an add-on impurist,

01:21:50.700 --> 01:21:51.540
Yeah.

01:21:51.540 --> 01:21:56.540
What are we benefiting in WoW Forever overall, the summary?

01:21:56.540 --> 01:22:01.820
the summary. It's I mean it's a lot simpler to be able to like if you're a new player coming to

01:22:01.820 --> 01:22:07.180
the game and like you don't know about the slew of add-ons that are available you don't even

01:22:07.180 --> 01:22:11.820
necessarily know where to look to go get the add-ons basically someone has to like adopt you take

01:22:11.820 --> 01:22:16.860
you under their wing and be like oh you don't use this can trivialize this you should use this to

01:22:16.860 --> 01:22:21.980
customize this piece of your you know like there are a lot of things that can kind of create friction

01:22:21.980 --> 01:22:25.300
in ways that aren't super social or fun, right?

01:22:25.300 --> 01:22:28.020
Because it can lead to some amount of gatekeeping

01:22:28.020 --> 01:22:31.380
if we go too hard on allowing add-ons

01:22:31.380 --> 01:22:33.540
to be a critical part of your player experience.

01:22:33.540 --> 01:22:36.920
And so we're trying to alleviate that while still allowing

01:22:36.920 --> 01:22:41.220
players to have the freedom of utilizing add-ons

01:22:41.220 --> 01:22:43.700
if they want to, if they so choose.

01:22:43.700 --> 01:22:44.980
All right.

01:22:44.980 --> 01:22:48.100
Carrying on from there, Tim, I saw a question

01:22:48.100 --> 01:22:50.380
from a player named Allystar.

01:22:50.380 --> 01:22:55.380
and AllyStar asked, will forever include flex rating?

01:22:55.900 --> 01:22:58.940
Smaller guilds, they can struggle.

01:22:58.940 --> 01:23:02.580
Even with 20 players, a smaller guild

01:23:02.580 --> 01:23:04.740
can have a hard time getting there.

01:23:04.740 --> 01:23:08.580
Let alone 40 person raids, that's a lot.

01:23:08.580 --> 01:23:12.860
So the question is, flex rating possible?

01:23:12.860 --> 01:23:15.540
And then the follow-up question is,

01:23:15.540 --> 01:23:18.740
will cross-faction rating be a possibility

01:23:18.740 --> 01:23:20.220
to solve that issue?

01:23:21.420 --> 01:23:23.900
To start off with the beginning of that question,

01:23:23.900 --> 01:23:27.980
no, we're not going to start off with flex rating,

01:23:27.980 --> 01:23:32.980
but one of the promises that we want to make,

01:23:33.020 --> 01:23:36.560
or that we are making in World of Warcraft forever is,

01:23:37.900 --> 01:23:40.920
we want to support guilds of different sizes.

01:23:43.060 --> 01:23:45.500
At the beginning of Season of Discovery,

01:23:45.500 --> 01:23:55.220
Some people really love the consistent ecosystem of being able to just smash two five man groups together and have enough people for a 10 man raid.

01:23:56.340 --> 01:24:04.820
And that's the promise every single tier that we will ever do will have both a 10 player raid and a 20 player raid.

01:24:05.220 --> 01:24:12.380
And we want it to be really easy for people to graduate from dungeon gameplay into being a 10 man guild.

01:24:12.380 --> 01:24:17.880
And if you have more people than that 10-man guild can approach 20-player content.

01:24:17.880 --> 01:24:23.380
And in those separate ecosystems, we want the content to be rich, deep, fulfilling.

01:24:23.380 --> 01:24:26.880
The 10-man raids will have a lot of bosses.

01:24:26.880 --> 01:24:33.380
I think we have eight or so bosses in our first raid, in the Barrow Deeps.

01:24:33.380 --> 01:24:35.880
Really? Just eight?

01:24:35.880 --> 01:24:38.380
I think somewhere around there.

01:24:38.380 --> 01:24:44.500
And even more in the in the hydra rate and you can get to your pieces across those experiences

01:24:44.500 --> 01:24:47.220
And there will be some people who want to do both and that's awesome

01:24:47.220 --> 01:24:54.320
But we want our our guilds and our social groups that really gravitate towards 10-man content to have a consistent

01:24:55.260 --> 01:25:01.380
piece of endgame content that they can they can do and do it consistently and not have the rug pulled out from under them

01:25:01.980 --> 01:25:05.860
And then the second part of that question about cross-faction gameplay, you know

01:25:05.860 --> 01:25:11.740
So, this is vanilla, we're based in vanilla WoW, the Horde and Alliance hate each other,

01:25:11.740 --> 01:25:17.980
we want to embrace the war in Warcraft and so there's not going to be any cross-faction

01:25:17.980 --> 01:25:18.980
play.

01:25:18.980 --> 01:25:22.700
Horde and Alliance are going to hate each other, they need to fight, we want to encourage

01:25:22.700 --> 01:25:27.140
world PvP, battlegrounds, so yeah, that's our stance on that.

01:25:27.140 --> 01:25:30.340
Alright, I just want to hit a couple other things that were in there.

01:25:30.340 --> 01:25:37.340
40-person rating is on the table, is coming at launch, and then potentially later.

01:25:37.340 --> 01:25:42.340
That is correct. So for launch, we have Onyxia's Layer.

01:25:42.340 --> 01:25:53.340
We aren't going to have a 40-player raid every single tier, but where we're starting out with Onyxia's Layer is kind of the first foray into having

01:25:53.340 --> 01:26:00.340
an extra piece of rating content in addition to the 10 and 20 ecosystems that we want to consistently support.

01:26:00.340 --> 01:26:10.340
And Onyxia really serves as just call all your friends in your guild together, call an extra guild to group up,

01:26:10.340 --> 01:26:18.340
go to Duswallow Marsh and rate Onyxia, get a ton of awesome loot, get some extra tier pieces and have an awesome time.

01:26:18.340 --> 01:26:19.660
Nixie's head is on the table.

01:26:19.660 --> 01:26:20.500
Of course, yes.

01:26:20.500 --> 01:26:24.300
And let us, I would like to understand a little more

01:26:24.300 --> 01:26:28.380
about how dungeons fit into that ecosystem.

01:26:29.300 --> 01:26:33.020
Like, you know, I'm playing World of Warcraft

01:26:33.020 --> 01:26:34.140
for the night sometimes,

01:26:34.140 --> 01:26:37.500
and there's a lot of different difficulties for dungeons.

01:26:37.500 --> 01:26:40.380
Well, we are taking a hard stance

01:26:40.380 --> 01:26:44.180
on across both dungeons and raids.

01:26:44.180 --> 01:26:46.780
The instance is a single difficulty.

01:26:46.780 --> 01:26:49.140
There's no heroic difficulty.

01:26:49.140 --> 01:26:52.780
I know some people have been seeing multiple color variations

01:26:52.780 --> 01:26:53.380
of armor.

01:26:53.380 --> 01:26:56.380
Those are just for offset pieces.

01:26:56.380 --> 01:26:58.900
There's only one version of our 10 men raid.

01:26:58.900 --> 01:27:00.820
There's only one version of our 20 men raid.

01:27:00.820 --> 01:27:01.780
Same with dungeons.

01:27:01.780 --> 01:27:04.100
You get what you get.

01:27:04.100 --> 01:27:06.180
Understood.

01:27:06.180 --> 01:27:08.860
Another subject that I want to make sure and just touch on

01:27:08.860 --> 01:27:14.780
before we go is transmog, because this is a bit novel.

01:27:14.780 --> 01:27:16.440
And so I just want to ask the panel,

01:27:16.440 --> 01:27:21.440
does anyone have something to explain about Transmog?

01:27:21.440 --> 01:27:24.220
We mentioned it quite a bit at BlizzCon,

01:27:24.220 --> 01:27:28.040
but players like, I saw a player named Rosalia,

01:27:28.040 --> 01:27:29.540
came onto our forums and said,

01:27:29.540 --> 01:27:31.820
could you provide some more details?

01:27:31.820 --> 01:27:33.740
Just like, can we just unpack Transmog

01:27:33.740 --> 01:27:37.900
so we can understand how it differs from modern wow?

01:27:37.900 --> 01:27:38.880
Absolutely, yeah.

01:27:38.880 --> 01:27:41.220
One of the things, I think it's really important

01:27:41.220 --> 01:27:43.020
when we were designing Transmog,

01:27:43.020 --> 01:27:46.660
we really wanted to make sure that we were able to,

01:27:46.660 --> 01:27:48.140
even if you haven't enabled,

01:27:48.140 --> 01:27:51.300
maintain a lot of the silhouette that you would have had.

01:27:52.260 --> 01:27:53.500
That's why things like,

01:27:53.500 --> 01:27:55.880
if you have a cloth chest piece and you're a paladin,

01:27:55.880 --> 01:27:57.740
you're gonna need to have another cloth chest piece

01:27:57.740 --> 01:27:59.540
that you're gonna transmog over that.

01:27:59.540 --> 01:28:01.020
And that is kind of important.

01:28:01.020 --> 01:28:02.980
So it's obviously, it's not gonna be completely

01:28:02.980 --> 01:28:04.820
kind of Wild West.

01:28:04.820 --> 01:28:06.900
And then the other thing too that I think we're,

01:28:06.900 --> 01:28:09.300
it's just, it's kind of unique and we're really kind of,

01:28:09.300 --> 01:28:10.540
we think it's really cool.

01:28:10.540 --> 01:28:17.100
is just the ability to have multiple different pieces of armor per slot

01:28:17.100 --> 01:28:19.620
saved per set that you have.

01:28:19.620 --> 01:28:21.940
So again, if you're a healer paladin

01:28:21.940 --> 01:28:24.580
and you get a plate chest piece out in the world,

01:28:24.580 --> 01:28:28.660
if you've designated a plate chest to transmog over that slot,

01:28:28.660 --> 01:28:31.220
it will swap to that plate chest appearance

01:28:31.220 --> 01:28:34.060
when you equip the actual plate upgrade you get.

01:28:34.060 --> 01:28:35.940
And I think that's really cool because it gives you

01:28:35.940 --> 01:28:38.820
a lot of flexibility even within each set.

01:28:38.820 --> 01:28:45.820
and it allows the players who just don't care for it to hop out and they don't have to care for it.

01:28:45.820 --> 01:28:49.320
Yeah, exactly. You can pretty much pretend it doesn't exist.

01:28:49.320 --> 01:28:59.320
So, last question, because we have PVPers and a lot of PVP enthusiasts just asking for some more information.

01:28:59.320 --> 01:29:07.820
So, Tim, how will PVP in forever be different than other versions of World of Warcraft?

01:29:07.820 --> 01:29:14.820
Specifically, there was this player named Last Rodeo in England who asked how will PvP in

01:29:14.820 --> 01:29:15.820
forever be different?

01:29:15.820 --> 01:29:19.820
And so, you know, we're going to go to a rodeo.

01:29:19.820 --> 01:29:20.820
Sure.

01:29:20.820 --> 01:29:25.820
And what happens with PvP in forever?

01:29:25.820 --> 01:29:31.820
Well, like I said before, we want to embrace the Horde and the Alliance conflict.

01:29:31.820 --> 01:29:35.820
PvP is something we want to heavily invest in and support.

01:29:35.820 --> 01:29:38.700
We love the fact that people love dueling so much.

01:29:38.700 --> 01:29:42.020
We love the fact that people love running battlegrounds.

01:29:42.020 --> 01:29:47.380
There won't be any rated PVP, though we've re-envisioned the PVP ranking system.

01:29:47.380 --> 01:29:54.060
There will be a new PVP track to gain honor in and level up through with your own unique

01:29:54.060 --> 01:29:59.100
PVP rewards that will reset every season or tier.

01:29:59.100 --> 01:30:02.460
They'll be aligned with our tier and raid releases.

01:30:02.460 --> 01:30:08.600
And we've really taken care to look at how people participate in battlegrounds and make

01:30:08.600 --> 01:30:13.460
sure that we've adjusted the honor so that people don't feel like they just have to sit

01:30:13.460 --> 01:30:16.140
in Alteric Valley over and over and over.

01:30:16.140 --> 01:30:22.220
So we want our brand new battleground, Darkspear Islands, which has a brand new reputation,

01:30:22.220 --> 01:30:25.740
another progression track as well to explore and get rewards from.

01:30:25.740 --> 01:30:31.160
We want that, Warsaw, Arafy Basin, more battlegrounds to come in the future.

01:30:31.160 --> 01:30:35.280
We want people to be excited and rewarded for participating in all of those.

01:30:35.280 --> 01:30:40.080
Love more battlegrounds to come in the future, that is a great thing.

01:30:40.080 --> 01:30:42.320
So I want to leave that there.

01:30:42.320 --> 01:30:46.960
But before we go, Josh Greenfield, tell us what you got.

01:30:46.960 --> 01:30:51.880
Yeah, so starting next week I'm really excited to announce that we will be having a weekly

01:30:51.880 --> 01:30:52.880
podcast.

01:30:52.880 --> 01:30:58.360
It's going to be hosted by myself and Josh Corbett of Countdown to Classic Fame.

01:30:58.360 --> 01:30:59.360
Josh and Josh.

01:30:59.360 --> 01:31:00.360
Josh and Josh.

01:31:00.360 --> 01:31:07.320
show I guess, but we'll be having that weekly all throughout the beta for the next six weeks.

01:31:07.320 --> 01:31:11.240
So we're going to dive into a bunch of different topics, talking about sort of the topic of

01:31:11.240 --> 01:31:14.240
the week, you know, whatever content is unlocked.

01:31:14.240 --> 01:31:18.060
We're going to have guests from the team, we're going to have other developers on to

01:31:18.060 --> 01:31:22.320
talk about things that they've developed in systems and features and content, a whole

01:31:22.320 --> 01:31:23.320
bunch of things like that.

01:31:23.320 --> 01:31:27.280
And we're also going to have members of, you know, like content creators and members of

01:31:27.280 --> 01:31:29.840
the community who are going to join us at various points as well.

01:31:29.840 --> 01:31:31.720
I would like to join you at some point.

01:31:31.720 --> 01:31:37.240
I just love this so much, podcasting, just speak to my heart.

01:31:37.240 --> 01:31:43.720
So that's it and we're going to get out of here because there's a beta to open.

01:31:43.720 --> 01:31:48.680
There's a wow forever beta waiting for one of you to press a button and send that thing

01:31:48.680 --> 01:31:49.680
live.

01:31:49.680 --> 01:31:51.200
So we're going to go do that right now.

01:31:51.200 --> 01:31:52.720
Thank you very much.

01:31:52.720 --> 01:31:53.760
Thank you so much.

01:31:53.760 --> 01:31:57.320
Thank you everyone out there who asked so many questions.

01:31:57.320 --> 01:32:03.580
It was our pleasure to meet you at BlizzCon, to see you online, and to try to answer some

01:32:03.580 --> 01:32:04.840
of your questions.

01:32:04.840 --> 01:32:09.160
We will see you in the Wow Forever Beta in a few minutes.

01:32:09.160 --> 01:32:09.840
Thanks.

