Note: Because I didn’t play through the majority of Mists of Pandaria or Warlords of Draenor, this review is best treated as a comprehensive update on how Wo W has evolved over the past four years rather than a strict list of changes introduced solely in Legion.
World of Warcraft launched almost exactly 12 years ago, on November 23, 2004.
It would be a risky venture, as the company had grown used to games passing the 1 million sales mark, whereas Ever Quest had peaked at the 500,000 subscriber mark.
I played World of Warcraft for roughly seven months before it launched, as part of the closed beta program, and then from its 2004 debut until 2012.
I quit not long after the Mists of Pandaria expansion shipped and was gone until August, 2016 (I wrote a separate story detailing what it was like to come back to the game after so long away).
Please thoroughly read this forum post, and vote on the poll: https://forum.twinstar.cz/showthread.php/120871-The-Question-of-Naxxramas-Difficulty-Vol-2 A small but significant change is being made to Plaguebloom, which will be live on the next server update.
These changes include additional nodes and a more randomized timer, similar to how Black Lotus works.
Meanwhile, dwarves, gnomes and the ancient night elves pledged their loyalties to a reinvigorated Alliance, guided by the human kingdom of Stormwind.
After Stormwind's king, Inspiration was taken from other MMOs such as Ultima Online and Ever Quest, using the lore and characters of Warcraft as the basis for the setting.
There was initial pushback in Blizzard as to the Alliance/Horde faction divide, as some feared that some players wouldn't like it because they couldn't play with friends (if they chose different factions). Surpassing expectations, the game had reached 5 million subscribers by the end of 2005.
Blizzard had to develop tech and customer support on the fly in order to keep up with the demand.
We’ve hinted about upcoming projects, and we’d now like to confirm our plans for the future.