Showing posts with label exile's reach. Show all posts
Showing posts with label exile's reach. Show all posts

11/02/2026

The New and Improved Exile's Reach

One thing that's always fascinating to me is how little the wider WoW community cares about the starter/levelling experience. I guess it's what you get when you've spent the last two decades fostering an environment where endgame is the only thing that matters, but it still takes me by surprise whenever Blizzard makes changes to what new or returning players see and I almost miss it just because of how little publicity it gets.

One such change that actually already happened a whole patch ago now was a revamp of Exile's Reach, to improve the transition from the tutorial island to the Dragon Isles levelling campaign. I don't know why I suddenly remembered about that the other night, but I decided to start up my US trial account again to make another alt there and see what's new.

I stared in wide-eyed surprise when my little troll hunter loaded in on the boat and instead of finding myself face to face with Warlord Grimaxe, I was greeted by Thrall himself. (I think for Alliance it's Jaina.) Not to mention the two dragons gliding casually alongside the boat, Kalecgos and Wrathion. (Warlord Grimaxe was still there by the way, but as more of a background character.)

A newly created female troll hunter on the boat to Exile's Reach. Thrall is standing in front of her, and Kalecgos the blue dragon is gliding alongside the boat behind him

You can't see Wrathion because he was behind me, gliding along on the other side of the boat. 

The framing is still that you're looking for a missing expedition, but not just any expedition now, but one that was on its way to the Dragon Isles. That... actually works surprisingly well.

You still go through the whole shipwreck routine (Thrall's control of the elements really isn't what it used to be) and all the other minor NPCs you meet along the way are also still there. Grimaxe's daughter also shows up at some point but without any fanfare - instead the person who needs rescuing from the big bad ogre is Wrathion.

The only gameplay change I noticed was that when you get out of the spider cave, the game forcibly breaks your gear. As someone who's kind of OCD about repairing I noticed that immediately, and though I was confused about what had happened, I instantly stopped by the repair guy to get it fixed. Funnily enough, the next quest I was given then said something like "Oh no, your gear was damaged during your last adventure! You should repair it!" and then everything made sense. I guess that's not a bad thing to add to the tutorial.

The final confrontation in the ogre citadel has also been changed, as you no longer need to prevent the raising of an undead dragon, but instead rescue Kalecgos from being mind-controlled. (Though Blizz hasn't been 100% thorough with cleaning up the NPC chatter, as I encountered at least one instance of a character still talking about the raising of an undead dragon.)

A small group of adventurers fight a hostile Kalecgos, who exclaims: "I can't... control my actions! Survive while I... dispel this foul magic!"
After this, instead of a group of Alliance/Horde arriving on gryphons/wyverns to whisk you away to the capital, Kalec offers you a ride to the Dragon Isles, completely skipping the introduction to Stormwind or Orgrimmar. That definitely made me raise an eyebrow, but I can't objectively say that I think it's a bad change. My own nostalgia just wants those places to feel important, but truth be told they haven't been core to the retail experience in many years.

A few months ago I winced at this reddit post illustrating how someone can get very invested in the modern game without having the slighest clue about many classic locations. When I shared it with my guild, the guildie who's gotten the most into raiding and M+ in WoW revealed that he had no idea either where or what Thunder Bluff even was. There's a part of me that wants to grab players like that and shake them, shouting "These places are amazing, you've got to go there and see them!" but realistically, the modern game doesn't work that way.

And in fairness, seeing all the old stuff that people loved in the past is not necessary to fall in love with WoW. I had never played any of the Warcraft RTS games when I started playing in 2006, so I had no idea about who Arthas was or any of the lore behind anything, but I was fine and had fun learning as I went. It seems fair to posit that players new to retail WoW in 2026 can also be plopped directly into newer content without having all the background on anything, as long as the new stuff is interesting and somewhat coherent. And I think the Dragon Isles are pretty good for that. You could do worse than leading players into that as their first adventure.

Of course, they'll get to explore a world that is very different from how Vanilla was twenty years ago. In the classic world, it took a long time to encounter your first dragon, which is very different from buddying up with allied dragons from level one. And that does feel a bit weird to me, but to be honest that's just where the game's lore is at right now. It doesn't have to be bad; it's just different. (Though I do think it's a bit funny that your first lesson about dragons is basically that they're not very impressive and will immediately need rescuing from random ogres.)

Thrall and Wrathion looking up at the citadel on Exile's Reach, with Wrathion saying: "Kelacgos and his power will be theirs if these rituals finish!"

Anyway, I cheated a bit and made a quick trip back to Orgrimmar for my own peace of mind, and also detoured to Valdrakken to pick up some professions. As someone who always enjoys levelling professions I bristled a bit at their complete absence from this tutorial, but then they were always treated as a lower priority feature. And there is a brief intro to them in Dornogal if I recall correctly, which might be a better time for it nowadays so as not to front-load too many systems I guess. Anyway, after that I continued my journey across the Waking Shores as seemingly intended. There's another Winds of Mysterious Fortune event going on right now, so gear drops were aplenty.

Learning how to ride my red protodrake felt a bit weird now that Blizzard basically took away the whole skyriding mini game and it's just pressing buttons on cooldown, but oh well. I guess it's still not bad to ease first-timers into it slowly.

The one hitch I encountered was that I was unable to do Ruby Life Pools as a follower dungeon when I got there. I'd get the loading screen for the instance, followed by the Dragon Isles loading screen, and then I was back at the entrance with a note that I'd been removed from the group. Are free-to-play players not worthy of being boosted through dungeons by NPCs? I found some reports of other people encountering the same issue and finding it odd, but no real confirmation on whether it was an intended restriction for trial accounts or a bug, and whether there's anything you can do about it.

Regardless, I soon hit level 20, the cap for free accounts, and stopped playing. With world scaling I could technically keep going for a while longer I suppose, but I don't think I care enough about seeing the new solo version of the Raszageth fight they supposedly added for levellers as well.

Still, all in all I was kind of impressed, honestly. Obviously the real judges of whether this new experience is any good will be genuinely new players, but it did seem like a real improvement to me. I was sceptical when I first heard about it because I thought it sounded cheesy to shoehorn all these important NPCs into the starter experience for seemingly no reason, but it actually works alright in context. Thrall gave players a quest at level ten in Vanilla as well, so it's really not that strange.

I feel like the changes embrace retail WoW as it is - when you have more of a focus on stories involving named NPCs for example, it makes sense to introduce them earlier on, even if it's in the context of a minor, relatively inconsequential adventure. There's time to learn more about them later, but it makes for a better starting point. And the whole skipping Stormwind and Orgrimmar bit really hurts me as a veteran player but is true to the reality that these old capitals aren't places where anyone spends a lot of their time nowadays - better to just lead the newbies straight to the hubs where there are actually other players.

12/06/2022

My Experience on a US Server

I mentioned as a side note in a post from January that I had somehow managed to create a free trial account for the US servers by accident. Despite the fact that I never even logged into it, my Battle.net launcher annoyingly keeps defaulting to that account whenever I want to play retail, which is a bit of a nuisance.

The other day I had a bit of a discussion in Redbeard's comments about Chromie Time and how it works, and it made me want to test some things out for myself, specifically in regards to the new player experience. Of course, you can't very well simulate being a new player on an account that's been active for over a decade... which was when I suddenly remembered my empty US trial account. At last, a purpose for it!

I don't really have all the answers to my questions yet, so I won't  talk about Chromie Time or related matters in this post, but just the experience of rolling up new characters on a US retail server was interesting enough that I wanted to write about it.

I started by creating a night elf druid called Shintar on Ysera - I can't believe that nobody else tried to grab that name over there in over a decade, but it was certainly convenient for me! As expected, I didn't have a choice of starting zone but was put into Exile's Reach by default. Classes that have their own starting zones and start at a slightly higher level, such as death knight and demon hunter, were greyed out with a note that they required level ten to unlock.

When my druid loaded onto the Alliance ship where the Exile's Reach experience starts off, I was confused to find another druid standing there, already up to level six, and spamming a single spell over and over. I was initially a bit mystified as to what spell they were even casting... after all, there were no enemies there! Only after a few minutes did I realise that it was Moonfire and hitting the ship's target dummies... which are killable and award XP. The character was just tab-targeting and hitting Moonfire so fast and consistently that I can only guess that it must have been botted. People do the strangest things.

Anyway, aside from that, the whole thing wasn't very remarkable. As I said in my original post about Exile's Reach, it's a zone that's perfectly serviceable but extremely generic. The only thing that stood out to me was that as a druid, the brief class quest you get about halfway through the zone taught me travel form at level six... but I guess due to homogenisation no class is allowed to go faster than another at that level, so using it actually made me go no faster than night elf or cat form. I could see that being somewhat confusing to genuinely new players...

I also noticed that I was automatically put into a channel specific to new players where people called "guides" would answer questions. I vaguely recall hearing about that system before but I'd honestly forgotten it existed and still don't really know anything about it beyond what I saw. People mostly seemed to use the channel to ask (to me) uninteresting questions like "Which class should I play?" or "How do I link an item in chat?".

As soon as I hit level ten, I logged out and went back to the character creator. All classes were unlocked now, and I was able to choose any starting zone, so I rolled up a human paladin and started her off in Elwynn Forest for comparison purposes.

I'd forgotten what a weird number Cataclysm did on Elwynn, as it actually kept a lot of the vanilla quests more or less intact, but what changes Blizzard did make feel very jarring for old-timers, such as Princess being right next to the quest giver who wants her killed and Goldtooth chilling in a camp outside the Fargodeep Mine instead of inside of it. The changes to Northshire also feel pretty rubbish, what with the oh so threatening "invasion" by lots of neutral mobs. I did note though that Blizzard appeared to have removed the basic "use your abilities on the target dummy" quest I remember appearing after Cata - probably because truly new players for whom this sort of guidance would make some sense all get funnelled into Exile's Reach anyway.

Anyway, I ran about hunting kobolds, murlocs and what not, and it was very noticeable how much less streamlined and efficient this was than the Exile's Reach experience. It's kind of funny to me that I found myself in a world where the Cataclysm content is the one that feels outdated, considering I still always think of the Cataclysm revamp of the old world as the "new" content (compared to how things were in Vanilla).

However, what surprised me was how... comforting it all felt. Redbeard made a post yesterday about briefly logging into retail and going to Goldshire, where he was immediately put off by the crazy mounts. The timing on that was funny to me because my feeling about visiting Goldshire in retail was almost the opposite in this instance. Were there crazy mounts? Probably; I didn't really notice. What I did notice was that there were people out in the town square, chatting, showing off and goofing around, which felt heart-warmingly familiar. There was also a random corpse on the ground, something that represents "typical old-school Goldshire" to me like nothing else.

While I was out questing in Elwynn, local defense went off about the Horde attacking the inn and I had flashbacks to my very first night playing WoW back in 2006, where that exact same thing happened as well.

Another fun moment was when I tore through the murloc village north of the Eastvale Logging Camp - in terms of button presses, retail is of course much more engaging than Vanilla/Classic and characters get more powerful early on, so I was tearing through those murlocs like nobody's business, AoEing and healing myself, which is very unlike the old days... but at one point it did almost seem like I had bitten off more than I could chew, so I was very grateful when a hunter and mage decided to add some damage of their own and probably saved my butt.

I logged into my BC Classic server on EU for comparison and rode down to Goldshire there. All I saw was two levellers passing through, one of whom instantly logged out the moment he entered the inn. People in BC Classic don't "hang out" in Goldshire anymore in my experience. You log on to do the content you want to do and then you log off again. Anecdotal for sure, but food for thought nonetheless.

17/10/2020

Strange New Retail World

This week the Shadowlands pre-patch dropped for retail WoW, and my feed of WoW blogs is full of people complaining that it's a "nothing patch" for them. Of course, for people who don't own the current expansion it's an exciting time because it means that BfA is now accessible to all subscribers without an extra purchase, and without all the grindy crap to boot.

As I mentioned back in July, I was quite interested in the new starting zone and general changes to the levelling experience. It's not the sort of thing for which I would resubscribe, but since it basically comes "free with Classic" for me I thought that I might as well have a look.

I started by rolling up a Draenei shaman on Azuremyst Isle and revelling in the general confusion of someone who hasn't played retail since Mists of Pandaria. For example the intro cinematic had been updated to narrate about the Draenei's current status post-Legion (I think?) but the quests were still the same old "we just crash-landed here". I also kept looking at my mana bar, daring it to move when I used abilities, but it seemed impossible to make it budge in any meaningful way. There was a first aid trainer that only had tailoring recipes on offer since first aid doesn't exist anymore as far as I can tell. And so on.

By the time I reached Azure Watch, I was level 7 just like in the good old days, but considering that the level cap has now been squished to 50, this seemed kind of unsettling. It doesn't feel like Blizzard really tuned the XP gains in the old zones much at all. I wonder if you still end up being level 20+ by the time you finish Bloodmyst Isle?

I didn't get to find out, because by that time my husband had reinstalled WoW and we were off to our scheduled duo levelling adventure - eventually. The first few days after the patch the EU servers were plagued by login issues (my Classic guild had to cancel its Wednesday raid night since half the guild couldn't even log in), but eventually we managed to roll up a pair of humans on Exile's Reach. He made a warrior because he always defaults to tanky classes, and I made a monk because I'd never played one and this seemed like the best setup to avoid feeling like the class I was playing was all wrong (compared to how I remembered it).

I originally thought that I was going to make a whole post about Exile's Reach, but to be honest I don't have that much to say about it. From what I can tell, happy retail players seemed to praise it for being more in line with the way questing works in the modern game, while salty Classic players considered it a somewhat dumbed down/childish experience. From what I can tell, they are both right? It's a fun little romp that gets you to level 10 quite quickly, but it's also very "generic tutorial level" if you get my drift, and the writing is super on the nose, seemingly assuming that WoW players are unable to pay attention to or retain anything for more than five minutes. (Take a shot every time the Garricks reference their familial relationship for example, just in case the player already forgot again that they are mother and son.)

We had originally planned to level the rest of the way by revisiting Wrath of the Lich King, but the new starter experience segues so smoothly into the BfA intro that we just rolled with it, as it was new content for both of us anyway. (The husband actually played through the BfA story at launch, but only on Horde side.)

The start felt like quite a long stretch of just passively watching cut scenes and listening to NPCs talk, which made us a little stir-crazy, but ever since we've been set loose to make our own fun it's been an enjoyable enough experience. They really weren't kidding about the increased levelling speed though - after about 8 hours of casual play, our duo is already level 26. At this rate we might even hit the new level cap of 50 before the weekend is over! We'll see what happens then.