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With the upcoming Classic WoW release, many people who played originally during Vanilla are planning to return to the game. However, those players have likely lost contact with their friends from Vanilla since then. VanillaFriends is a site destined to help you reconnect with those friends you met during Vanilla!
It is incredibly easy to input your information and start looking for your friends - Simply go to the Enter Info page, and input your information, including the name of your character, the realm you used to play on, and your preferred means of contact. No registration is required to use VanillaFriends! Once you enter your information, it should take a few minutes for your name to show up on the database.
Hello Classic enthusiasts! We’ve been following the discussions about Classic closely here on the forums (and elsewhere) throughout the winter, and wanted to give you an update on a few things that the Classic development team has worked through since BlizzCon and the Classic demo.
The feedback we got from the demo was fantastic. Thank you to everyone who gave us so much feedback to work with, especially the community members who compiled lists of issues that people found with the demo. We’ve looked at everything that was reported, and want to share a few anecdotes with you so you can see how we’re tackling these issues.
One thing many players noticed was the incorrect health regeneration and the spell critical hit multiplier. Good catch! Going into the demo, we thought we’d fixed that and were surprised to see the issue crop up. Before BlizzCon, we specifically checked health and mana regeneration, and fixed the critical hit cases. We also did combat and regeneration tests to make sure we had those accurate.
It turns out that there was a discrepancy between how Classic was configured on our environment at the office (correct!) and the environment serving the demo to you (not correct…). Tracking that down taught us how to best check our environment configuration as we prepare it for launch.
Another issue players reported was that Warlock demon summoning was broken – lots of players said that you shouldn’t lose your current demon until the new one appears. We double-checked and in the original 1.12 WoW, and there, as soon as you started summoning a new demon, your existing demon disappeared. So the demo actually matched how the game played originally. There were a few other reports – such as “rare mobs do way less damage” and “Kobolds at Jangolode Mine run faster than walking speed when running away” – where we were able to confirm that the gameplay was the same in the demo as in the original 1.12 WoW.
It’s important to point out that there are some bugs we’re going to fix before launch, and there are some bugs that we don’t intend to address. As we mentioned in our BlizzCon presentation, some differences aren’t worth fixing, like differences in how the mail works. Nonetheless, we’ve fixed some fairly high-priority issues:
That’s not all we’ve done, of course, but we want to give you an idea of what we’re prioritizing: core game systems, combat, and content. We’ve spent time on other things such as user interface and making sure graphics “feel” like they used to, but our primary focus is on gameplay.
- Critical Strike rating: Each item now “Improves your chance to get a critical strike by X%.”
- Rogue Energy didn’t work right: it was both benefiting from melee haste and re-calculating more often than it was supposed to. Both issues were fixed.
- Slow Fall no longer applies to your jumps.
- You again get pushback when hit by ranged attacks and wands.
- Dodge, Parry, and Miss were all not happening often enough.
Again, we’re following all of your discussions and loving your enthusiasm – and we’re going to get more information for you posted here soon (not soon™).
Thank you, and get ready for a Classic Summer!
Now gather round, my friends. I see you’re all excited about those Classic servers coming this summer. You have no idea how good you have it. See, the thing about it is, we ain’t so good at remembering when things got added to game. Already the devs have had to remind us that not all the things that looked like bugs in the Classic demo were actually bugs.
We think things were always the way they are now. Let Ole Grand Pappy Honor’s Hammer spin you tale of yesterday, how things were back in the day. I’ll tell you how it was, how it really was, when we walked to Ironforge, for miles we walked, in the snow, six feet of snow, uphill, both ways.
These are the biggest quality of life improvements that hit the game since launch — and that we may miss when Classic comes around.
Objectives on the map
Added in Wrath of the Lich King
Added in Mists of Pandaria
Limited, limited bag space
Improved every expansion
Pets and mounts
Pet and mount in spell book added in Wrath of the Lich King
Flying and travel
Flying and Meeting Stones added in Burning Crusade
Added in Cataclysm
Dual talent specialization
Added in Wrath of the Lich King
Added in Wrath of the Lich King
Shared tagging for quest mobs added in Cataclysm, world bosses no longer tapping to faction added in Mists of Pandaria
At BlizzCon 2018, we talked about how we plan to keep loot trading in World of Warcraft Classic. We added loot trading in Wrath of the Lich King to solve a common problem: a player could accidentally loot an item meant for another player or give it to the wrong person using Master Loot. They would then have to contact Blizzard to get the item moved to the intended recipient, which might take days. We wanted to keep loot trading in WoW Classic because the end result is the same – the correct person gets the item – and it’ll save everyone time.
But we heard your concerns about the potential for abuse of the loot trading system in parties of five. It’s possible that abusive play could take the form of a group of four players colluding to deny loot to a stranger who joined their party as a pick-up. Raid groups, being much larger, come with more understanding on the part of solo players that loot distribution can depend on the whims of the many players and raid leaders who know each other.
Taking that into consideration, we’ve decided that the two-hour loot trading system in WoW Classic will only apply to soulbound gear that drops in raids. Soulbound loot that drops in five-person content will not be tradeable at any time. What we hope to do is to strike a balance between saving players time and minimizing the potential for abuse of the system. We think this approach better addresses the concerns we’ve heard from players on the subject.
Blizzard has released updates regarding how Spell Batching will work in Classic WoW. Their plan is, while Classic will still be running in an altered version of the modern client, to reduce how often the game processes spells, in order to have the same experience as it happened in Vanilla, with Mages able to Polymorph one another, Warriors able to Charge simultaneously, among other fun interactions that caused.
What is Spell Batching?
For those unfamiliar, Spell Batching refers to how the WoW servers process incoming interactions. Instead of processing everything immediately, the server creates batches of actions (attacks, buffs, debuffs, etc) in order to process them all together. This is done to optimize the amount of time the server spends processing those effects. The side effect of this is that actions in the same batch are considered simultaneous and don't affect one another.
In the past, back when servers had less computing power than phones nowadays have, these windows could be very large, with some games having up to 200ms windows of batching, including WoW. With better technology and servers, this system was improved over the years and, while it still exists, and effects from it can still be seen, the windows are much smaller, being 20ms wide for abilities in retail WoW. This means that abilities cast within 20ms of each other are considered simultaneous in the eyes of the retail WoW servers, while this window was about 200ms during Vanilla.
This large window leads to very interesting interactions, as listed below, mages able to Polymorph each other at the same time, other classes being able to break CC like Polymorph by using self-harm effects like Dark Rune, etc. This happened because those abilities ended up in the same batch of actions, being validated before the other happened. These effects have very important repercussions in PvP mainly, so it is important that Blizzard is keeping the large window for spell batching to preserve the Vanilla experience in Classic.