But Why Tho? Interview
We've summarized the key points from the interview below.
Building on Classic
The team played a lot of classic WoW. They did the dungeons and raids, and looked at the complexity and fight duration.
They wanted additions in Forever to feel authentic and cohesive
Raids and Dungeons
They often brainstorm how to make each boss super unique and different.
Initial ideas of bosses felt a little more like Retail bosses, where characters were moving a lot or the bosses had a lot of moving parts.
They have an awesome QA group that playtests their encounters.
There's a lot of creativity to explore quirky mechanics and let players explore class buttons.
Future Content
New Patches could contain a new PvP season, reputation, crafting recipes, profession updates, zones, quests, mysteries, secrets, dungeons, and more.
Players should expect more content for all players at all levels.
Catch Up
They're trying to avoid doing catch-up mechanics, as when you do that, you can diminish the accomplishments of the person who did that.
There's no increase to the level cap, and there are only so many raids, so they hope that you can find a group that matches what you're looking for.
It's okay to play at your own pace.
Economy
They are paying more attention than ever to the economy to maintain its integrity.
They have talented people who do economy reports that report to them weekly.
They can't guarantee they've caught everything, but they can fix it quickly once they know about any issues.
If Tim needs to come in on a weekend and fix a gold farm, then he'll do it.
