WoW Forever to keep PvE, PvP and RP rule sets separate
WoW Forever will launch Nov. 4 with separate PvE, PvP and roleplaying rule sets. Blizzard may connect them later if populations become too small to support them independently.
World of Warcraft Forever will launch Wednesday, Nov. 4, with separate PvE, PvP and roleplaying rule sets. Blizzard has built systems that could connect the rule sets later if one or more populations become too small to support them independently.
The game will use a shared-world structure within each rule set, rather than traditional server identities. Players in the same rule set will occupy one connected environment, while layering will place some players in different versions of zones to manage population levels.
Blizzard is keeping the rule sets separate to preserve their different economies, player interactions and gameplay styles. The team considered allowing PvE and PvP players to group for instanced content and share auction houses and trade systems, but rejected those options for launch.
Senior Game Designer Josh Greenfield described the decision as a way to preserve features from the original game. Blizzard also considered whether the populations could remain sustainable. The company initially planned to exclude an RP-PvP rule set, partly because of concerns about dividing the community, but added it after testing showed strong interest.
If a rule set becomes too small, Blizzard could connect auction houses or allow players from different rule sets to group for instanced content. Greenfield described those options as a last resort.
Layering has caused some players and enemies to disappear when people move between connected zones. Lead Software Engineer Ana Resendez referred to reports from Orgrimmar where players became invisible when viewed from the Barrens.
Blizzard is adjusting which zones share layers and plans to change those connections as player activity shifts after launch. The arrangement may look different during the first month, when developers expect larger battles near cities. Blizzard reported that many serious cases of players disappearing or reappearing had been fixed by the end of the beta.
The team is considering tools for larger groups. Greenfield described a possible system for forming armies of 80 to 120 players or combining several groups. Principal Software Engineer Frank Williams also referred to a possible “mega raid” concept. Neither feature has been announced for launch.
Blizzard is exploring automatic detection of large PvP battles and temporary increases in server capacity to keep participants together. Developers expect the systems at launch to work generally as they did during the final days of the beta.
Players will also receive more control over layer changes after joining a group. They will no longer be moved automatically and will instead get a prompt asking when they are ready. Williams noted that the change will be important for Hardcore play, where a forced move could place a character near a powerful enemy.
Blizzard developers also discussed possible ways to support ignoring other players. Players will retain an ignore list, but using it will not remove another player from the shared environment.







