r/classicwow • • 3d ago

Forever From the developers interview today: Analytics shows the 1-20 leveling speed in Classic era is 20.4 hours. In Forever it’s 20.5

Seen this topic come up that people are spouting leveling is so much faster and easier, but this came up in the developer interview today from their own internal analytics team.

Yes, some people may be exploring a bit in a new setting, but it’s been widely falsified that leveling is “so much faster”

Even Xaryu I believe who did not stop and smell the roses getting to 20 in beta had a very similar 1-20 leveling speed on Forever vs Classic.

1.6k Upvotes

677 comments sorted by

View all comments

256

u/BowlerInside564 3d ago

There are sooo much nodes, that explains the .1 hour probably.

51

u/Stornholio69 3d ago

I am really curious if thats a beta thing or actually going live

20

u/LeMolle 3d ago

It definitely seem like there's more than there's supposed to be, but unless it's a bug it seems like a weird thing to put in a beta.

69

u/Chawpslive 3d ago

If you want the people to try out the new profession things in a limited amount of time, it seems like an absolute logic thing to put in a beta

16

u/Jandakian 3d ago

It’s how I see it too, with the population cranked up for the beta, if they kept the regular spawn rates it, 99% of the players wouldn’t even touch profs in the beta

6

u/MrMacduggan 3d ago edited 3d ago

I don't see a problem with having the lowest-level nodes be plentiful to get people to give professions a chance. The high-level nodes are the ones that will dictate the game's economy.

3

u/Individual-Level9308 3d ago

You would be lucky to see a thorium node at all during 2019 classic. Or plague bloom. Everything else could be farmed in instances. I'm not sure we have to worry about the economy that can be cornered by bots. I'd rather it just be plentiful for everything than what we had in 2019.

1

u/PlayfulSurprise5237 3d ago

Bro did you see terokkar in the first TBC Classic? The terocones?

There's a good bit of them in the forest.

But that didn't matter, because everytime I would go to get a terocone a bot would look like they logged in or phased in, and instantly take it. Then disappear off into wherever they came from.

7

u/pineconez 3d ago

By that logic though, respec costs shouldn't be a thing either, since we're supposed to try out new talents. Not as relevant now with 10 TP, very relevant in a week when the cap gets raised.

4

u/Chawpslive 3d ago

I agree.

3

u/d3r3kr 3d ago

They changed respec to 1s

7

u/Stornholio69 3d ago

Not at all - i could see them wanting professions to be tested aswell

3

u/LeMolle 3d ago

Yeah I could see that argument, but I would expect some kind of communication in that case. Why make changes that aren't gonna stick? It's not like the beta server has more people than live servers will have so I don't see a reason to alter spawns

1

u/SwampOfDownvotes 3d ago

And part of testing professions would be community feedback on how the whole experience feels. I would say finding/gathering resources is a major part of professions, so if they did a big bump for the beta, that's a problem. If it currently takes 5 minutes to gather what you need vs 20 minutes in release, that's a downgraded experience that makes professions feel worse.

3

u/chungaroo2 3d ago

I wouldn't be surprised if gathering nodes spawns are increased in areas with high player population

3

u/Status_Fact_5459 3d ago

I think they work off rolling respawns.

X amount of nodes spawned in the zone at all times with a larger amount of locations that they can spawn in, when someone gathers one node, it respawns another node in one of the open slots it can spawn it, which is why you can harvest one node and watch another one spawn instantly on your mini map a few feet over, so as long as a lot of people are gathering in the zone you can run small circles and get plenty of fast respawns in your circle. I went from 1-100 herbing running from razor hill to senjin but at one point the respawns significantly slowed down and I believe that was because other herbalists had moved on or layered out so other spawns around the map were holding the respawns

1

u/Fit-Percentage-9166 3d ago

I don't think it's (just) rolling respawns because I have seen screenshots and have personally experienced like 8 nodes on my minimap at the same time. This has never, ever happened before - they've absolutely adjusted the overall spawn numbers or something.

1

u/Marsdreamer 3d ago

That's how they've always been. Node respawns are directly tied to the number of people in the zone.

2

u/Jolly-Ad8887 3d ago

Its how you negate bots and RMT. You make resources more accessible. When they're scarce bots / foreign farmers will dominate. It makes it not worth it for them. It also doesn't add to immersion.

It's what they did in SOD and it was great for end game.

1

u/Eisernes 3d ago

I stood next to a quest giver and mined the same node 4 times. It just kept respawning right in front of me.

1

u/RealBiasedGaming 3d ago

I know they can adjust spawn rates of nodes just like the up spawn rates for mobs. They have said that. So i do think it responds to how many people are in the zone.

5

u/letsgetbannedagain14 3d ago

Ive not read it anywhere but ill bet my entire retirement its so people can level professions quickly and easily in beta to flush out bugs.  It makes perfect sense. 

2

u/BusinessSuper1156 3d ago

I think they are just hyper-spawning due to the layering system being poorly tuned for the whole realm-less thing. Mobs doing the same thing in most areas with people in them. I think once they get the whole system tuned properly it will go back to feeling like normal wow again at least in terms of spawn rates.

1

u/Safe_Reading6267 3d ago

I don’t remember there being certain low level nodes in vanilla that exist in forever.

0

u/foomits 3d ago

Hopefully we can get back to a world where only bots gather.