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Reserve Your Name in WoW Classic Starting August 12th

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WoW Classic name reservation begins Monday, August 12 at 3:00 p.m. PDT. Players with an active subscription on their account will be able to create up to 3 characters per account to reserve their names ahead of the global launch.

Information about realm types will be announced later this week. After release, you'll be able to create a maximum of 10 characters per realm and a maximum of 50 characters across all realms in your region.

Blizzard LogoBlizzard (Source)

Character name reservation for WoW Classic opens next week on Monday, August 12 at 3:00 p.m. PDT. Players with an active subscription or game time on their World of Warcraft account will be able to create up to three characters per WoW account and have the name(s) reserved before WoW Classic releases worldwide on Monday, August 26 at 3:00 p.m. PDT.

We will release details regarding realm names and realm types later this week so you can coordinate with your friends on where to begin your adventure. If there are high numbers of players congregating on individual realms during the name reservation/character creation process, we will post warnings about the potential for long queues on those realms, giving you time to choose alternate realms. Also please note: Character creation will be limited to only one faction per realm on PvP realms.

After release, the number of WoW Classic character that can be created per WoW game account will change to the following limits:

  • A maximum of 10 characters per WoW Classic realm.
  • A maximum of 50 characters across all WoW Classic realms in your region.
  • Only one faction per realm on PvP realms.

There is no overlap regarding character limits with World of Warcraft, so if you have 50 characters in Battle for Azeroth you can create 50 more characters in WoW Classic.

WoW Classic’s worldwide release is almost here so it’s time to get started organizing and planning your path to level 60!

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11 hours ago, PatrickHenry said:

Im sure there will be plenty of reservations looking for that one that got away from Vanilla.

and the Murloc names.

And the Illidank names.

Nah hunters called Legolas... 

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      A related concern that was raised during our pre-launch test was that capital cities felt empty, but that only occurred because we left the pre-launch test running two days past its original end date, and we didn’t reduce the number of layers at all during that test. During our launch week, as the players spread out across the world, we’ll monitor activity and reduce layers as necessary, so the world continues to feel full.
      Some players have suggested using sharding in low level zones to address launch demand, both because we talked about that at Blizzcon, and because it’s what they’re used to from our modern expansions. Unfortunately, while modern WoW has content designed to work with sharding, WoW Classic does not. The most obvious example of incompatible content is Rexxar’s famously long patrol path, but there are lots of other examples throughout WoW Classic. Since we want all that content to work as it was originally designed, we’ve made sure that every layer is a copy of the entire world, so you can kite Anachronos all the way to Orgrimmar, and you can ride the boat from Ratchet to Booty Bay with the same people alongside you the whole way.
      Some players have asked us to use realm caps and login queues to handle the demand, and while those are tools we have at our disposal, we don’t want to rely on them exclusively, because they keep people from playing the game.
      One of the most frequently reported problems during our tests was players transferring to a layer for what seemed like no reason. There were several bugs that caused this, and we’re confident we’ve fixed them. At this point, the only thing that should cause you to change layers is accepting an invite from a player on another layer. Additionally, it should always transfer the player who was invited to the layer of the player who invited them.
      Nonetheless, after accepting an invite, the layer transfer doesn’t always happen immediately, because we don’t want to transfer you in the middle of combat, or before you get a chance to loot. During our pre-launch test, we saw a few reports of what seemed like random layer transfers, but when we investigated, we realized this was due to us making that transfer delay too long. The delay was so long that players could unintentionally chain one delay into another by starting combat immediately after looting. Because of those reports, we’ve fixed the transfer delay to give you enough time to loot, without being so long that you’re left wondering why you can’t join your friend. We’ll keep an eye on that, and we may decide to reduce it further.
      We’ve also seen reports of people transferring suddenly at the entrances to capital cities, which was related to the transfer delays. If you’re waiting to transfer to your friend’s layer, and you enter a capital city, we ignore the delay and transfer you immediately. The long delays were making it more likely that you’d enter a capital with a transfer pending, and now that we’ve reduced the transfer delay, it will be a bit more clear that your transfer was the result of accepting a group invitation.
      Regarding PvP, we saw many posts from players wondering if getting invited to a party is a good way to escape from PvP combat. I’m pleased to say there’s actually a separate, longer transfer delay following any PvP combat. We know a lot of world PvP enthusiasts are excited for WoW Classic, and we don’t want the additional layers to feel like they’re robbing you of your kills. When the time comes to withdraw from the fight, you’ll have to escape from your enemies and get to a safe place before you’re able to join your friends on another layer.
      I’d also like to clarify how multiple layers work with logout. Early in our stress testing, players reported that logging out and back in would let you hop to a new layer to farm the same mineral or herb node on different layers. That was a bug, and we’ve fixed it. Your layer assignment now persists for a few minutes between logouts, long enough that by the time the game would choose a new layer for you, that node would have respawned on its own anyway.
      I hope that all makes things a bit more clear.
      If my intentions are to group up and fight back against the opposing alliance all I need to do is be the party leader and invite my friends, not accept invites from them? 
      Yes, that's correct. The person who issues the invite will bring the invited players to their layer. Inviting your higher-level friends to come help you fight back is certainly something people used to do, and we encourage you to do so. Enjoy the fight!
       What are plans for phase 2 if some realms are horrifically overpopulated at 50K+ players? Will layering stay?
      We're absolutely committed to reaching one layer per realm by Phase 2. This is why we need to have upper bounds on the number of players connected to the realm at one time, and queue players past that point. That, of course, is why we're willing to open new servers if necessary, and we've even started doing that in response to the incredibly positive reception we've had during the name reservation period!
      When creating classic, was there anything specific your team thought was going to be incredibly hard to accomplish that turned out be A LOT easier than expected? or vise versa.
      One of the biggest benefits of having worked on World of Warcraft continuously since the beginning is that I have a strong grasp not only of how our game and server systems worked originally, but how they changed over time. So I can't say there was anything "incredibly" hard. The process mainly involved a constant iteration comparing Classic to our 1.12 reference, and making fixes and adjustments when we found differences.
      On a side note, I did find old bits of code that I wrote as a young engineer. I fought hard to resist the urge to clean and refactor it in places it was not technically needed (because at this point it's been production hardened for 10+ years)
      My question is about phases, specifically if they will be rolled out universally.
      Phases will be simutaneous accross all realms in a region.
      I think one of the biggest questions I see floating around the community (especially among the communities of guild leadership) is what state Molten Core's loot tables will be released in.
      In phase 1, will the raid only drop items added to Molten Core before patch 1.3? In phase 2, will it only drop items added to Molten Core before 1.5? Or will it have the 1.12 vanilla Molten Core loot table from the start?
      For me, some of the fun of clearing a dungeon is discovering the loot as you go, but for those who want more information: the drop tables are mostly from 1.12.
      There is a significant exception to that, in Phase 5, when Relics are added to drop tables. When they were originally added, in patch 1.10, they affected drop tables significantly enough that simply removing relics from the drop table until Phase 5 wouldn't be sufficient. It would have had effects on the drop-rates of other items that we didn't feel were acceptable or authentic. So for that specific change to item drops, we did reproduce the boss drop-tables from the previous patch (1.9). Before Phase 5, the affected bosses have the 1.9 drop tables, and once Phase 5 hits, they'll use the 1.10 drop tables.
      That change doesn't affect MC or Onyxia very heavily, so you should expect those drops to launch in a state very similar to their final phase 6 state. Again I don't want to give it all away, so I'll leave a bit to exploration and discovery here. ?
      Does this pertain only to raid bosses, or to 5- and 10-man dungeon bosses as well? I think people were expecting item-gating where blue-quality "catch up" gear from 1.10 wouldn't exist in dungeons until phase 5 to avoid warping raid difficulty and protect the importance of epic drops in early raiding. Can you clarify this point a bit more?
      This does apply to 5-man dungeons as well.
      We gated specific item drops when it made sense to do so, and if those removals affected the drop rates of other items in a significant way, we used the rest of the drop-rates from the previous patch to compensate.
      In fact most of the changes in Phase 5 will be changes to 5-man dungeon loot tables.
      Please clarify whether this means drop % or actual item drop tables. Changing mageblade drop % when more items get added to the table isn't that big of a deal, changing whether bindings drop in Phase 1 is entirely different.
      They're related. Imagine a drop-table that has 2 items that each has a 50% chance to drop. If you restrict it so one of those can't drop, the other one just became a 100% chance to drop, or you have to have a 50% chance to drop nothing.
      There are various items throughout the game that were added later, and which we've restricted to later phases, but we took a careful look at any item we decided to restrict to make sure it didn't affect the drop-rates of other items too much. If it did, we went back and pulled an earlier version of the drop table, so it would have an appropriate loot distribution, and the biggest of these changes was in Phase 5 (from the patch 1.10 change).
      That said, none of those drop-table changes occur between Phase 1 and 2. They're all in later phases. So yes, Bindings can drop in Phase 1. Good luck getting both of them. ? (I'm still missing one...)
      This seems mindbogglingly stupid. You're releasing catchup gear released in 1.10 at the same time as the original pre-DM loot tables? So MC and BWL will be an even bigger cakewalk with catchup gear meant for AQ/Naxxramas?
      Edit: For instance, why would casters ever go Onyxia now? Mages' tier 2 headpiece is strictly worse than Spellweaver's Turban from Upper Blackrock Spire. Such a dumb change.
      The catch-up gear added in 1.10 won't be available until Phase 5.
      The MC tables weren't affected very much by the 1.10 changes. Almost all of their loot was the same from 1.5 to 1.12, so the changes you see to MC throughout our content unlocks will be very minor.
      What are your plans for server reset days for Classic?
      Will it align with retail reset days? Tuesday NA/Wednesday EU?
      Have you thought of having a separate day for Classic reset to offset a little?
      The raid reset points have been restored to their original 1.12 values.
      Classic operates as part of our general World of Warcraft infrastructure. Our goals are to minimize service downtime and maximize availability. In some weeks we might not need to take realms down for maintenance.
      How does that work with the honour calculations? They were always done in downtime.
      When restoring the honor calculation code we re-wrote it so it can work while the game is live. Realms do not need downtime for honor to update.
      What is the intended player cap for Dungeons in Classic WoW?
      Hi ZeldenGM, thanks for the question!This was indeed a bug that we have fixed and you should be able to enter most lower-level dungeons with up to 10 players, as was possible in Original WoW 1.12. There are some dungeons that had specific caps by the end of Original WoW however. To be specific, all lower level dungeons available through Maraudon should have a player cap of 10, with Blackrock Depths, Scholomance, Stratholme, and Dire Maul being capped at 5 players.
      As was the case in Original WoW 1.12, Blackrock Spire should also have a cap of 10 players.
      Will we see a maintenance downtime the morning after Launch?
      We are not currently planning a maintenance downtime for the morning after launch.
      Could you specify a little about how you will handle quest hubs like Thorium Point, Silithus, Jintha'alor, as well as other "later phases" quests. Which will be available from the beginning of phase 1 and which will come later?
      As /u/pazorax mentioned earlier, we want there to be some exploration and discovery to this, so I can't dig super deep into exact specifics around when individual quests, items, or rep items will be available. Painting in broad strokes however, Thorium Point and Jintha'alor quests should be available during phase 1. Most quests in Cenarion Hold will be available during phase 5 along with the AQ Gate opening content. The general methodology was to make quests, recipes, items, and the like available when it makes sense to do so and feels relevant to the rest of the available content.
      Will we see DX12 in Classic and the multi-threaded utilization enhancements at some point? If not, is there a technical limitation?
      We are not planning to bring DX12 and the multithreaded enhancements to the Classic client. The multithreaded support greatly improves performance in large scale environments like Suramar or Boralus. Classic's world and models are much simpler. It would also increase the system requirements.
      Spell bactching seems to be causing problems with aoe abilities such as people being able to run over hunters traps and it not going off or running through mages blizzard spell and not getting hit or slowed by it and many more aoe abilities.. are there any thoughts about lowering the spell batching delay or another way to fix these issues?
      This is actually not related to spell batching. Traps and AoE abilities check for the presence of targets during a heartbeat update. If the target moves through them between two heartbeat updates they will not notice the target. This is how it was in the original 1.12.
      What does "success" look like for Classic WoW to the dev team?
      "Success" for us is that players enjoy the game! We hope that those who played back in the day are overcome with nostalgia, great memories, and reconnect with old friends. We hope that new players get to experience this iconic time in MMO history and experience the world with new friends.
      What are the plans after Phase 6? More content for classic or moving to TBC?
      We've done most of the hard work by bringing back 1.12 so progressing to Burning Crusade would be a lot easier for us. Our plan is to identify everything we need to do should we ever decide to go this route. We want to be sensitive to the desires of our players. Some may want BC and some may not. We'll be following the Classic community closely to help determine what our next steps should be.
      The only thing I wanna know is, can we still pull Lord Kazzak to Stormwind?
      Kazzak has a hard leash in 1.12. But there are other bosses in the world that do not!
      Are realm forums coming back?
      Yes! We’ll open subforums for each Classic realm in our official forums when WoW Classic launches next week.
      Will Mankrik's wife be moved to recreate an authentic Vanilla experience?
      nochanges
      What steps are being taken to ensure that at launch, the same thing doesn't happen on an even grander scale during the initial rush? Are there measures in place to avoid punishing those that get randomly disconnected through no fault of their own?
      We're planning a number of fixes to improve that experience. First, we've already begun opening new realms and we encourage people to switch to them. We've also increased the size of the realm queues, so they can hold more people before disconnecting them. And we've improved the error message you get, so that you'll know you're being disconnected because the queue is full, instead of getting a generic disconnect message.
      What are some of the perks you guys had on using Legion game engine for Classic?
      We have VASTLY improved telemetry and error reporting tools now than we had in 2006. As someone who has fielded 3am calls, I consider this a HUGE perk! An engineering only perk is we use modern compilers and debuggers which is a huge boost to productivity, scalability, security and robustness. On the client front, our engine is much more efficient at rendering images and more stable and free of crashes in general.
      What will you do if all of the realms are capped out at launch day with massive queues? Will you continually put up realms until the demand is met?
      We have contingency plans in place to bring up additional realms quickly if needed.
      We took a careful approach here. Taking various things into consideration, we wanted to hold true to our main objective of ensuring healthy realm communities in a post-Launch world. Therefore, we felt that the best approach here was to start off with fewer realms in order to gauge player interest during the name reservation period. As we have seen players congregate on certain types of realms, we have opened up new realms with communication to that effect. While we acknowledge that queues will be part of the launch experience, we encourage players to keep an eye on the forums and message boards over the next days/weeks for communications around realms with lower populations and therefore more manageable queue times.
      What was the hardest thing to recreate?
      Hunters. They were one of the most complicated classes in vanilla and we had to do a huge amount of work in restoring them.
      What are some interesting hiccups or bugs you guys hit in redeveloping vanilla?
      There was a bug when two priests mind control each other the mind control itself would cancel out but the camera would still switch to each other. The result is both priests would be stuck watching each other move around which hilarious and very confusing.
      How are you going to handle world buffs? 
      World buffs are going to function exactly as they did in 1.12 which is to say that they will remain available and will not be restricted when new phases are rolled out.
      Rallying Cry of the Dragonslayer will have a cooldown. You will need to wait for the current Onyxia or Nefarian head to despawn before being able to regain the buff from a new turn-in.
      Did any of you run into code you wrote all those years ago?
      I absolutely did! The best part about it was being able to measure personal growth as an engineer by comparing how I might solve problems now to how I solved them in the past.
      Will there be a debuff priority system in place to ensure important debuffs stay on targets and aren’t overwritten by things like Deep Wounds?
      There is a debuff priority system in vanilla and we replicated it.
      What are the plans after Classic? Will we see TBC/Wrath servers?
      We're looking into what would be required to support BC and WotLK should we decide to go that route. The guiding principle for WoW Classic was staying faithful to the original game.
      It's less clear what our direction should be with BC and WotLK. As you point out, it is likely that some features of these expansions will not be universally embraced by the Classic community. We'll be following player progression and sentiment to help guide us in our next steps.
      What is the stance on people trading gold from Classic realms for gold on BfA realms and vice versa?
      There is no direct means for characters in BfA to transfer gold to characters in WoW Classic. This would be highly disruptive for Classic as the economies of these two games are very different.
      Gold exchange between players in WoW is subject to our terms of service. Purchase of gold from 3rd parties could lead to suspension or banning of accounts.
      The Classic dev team answered your questions about layering, itemization, loot tables, and more.
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