Blizzard keeps WoW Forever rule sets separate but holds an emergency merge lever
Blizzard says WoW Forever's PvE, PvP and RP-PvP rule sets stay apart at launch, but it can link them later if populations falter.
Edited by Dot Matrix, Editor-in-Chief

World of Warcraft Forever launches Wednesday, November 4, and Blizzard just settled the big structural question: the PvE, PvP and roleplaying rule sets stay walled off from one another at launch, with a break-glass option if things go sideways. 1
The game is ‘realmless’ inside each rule set, so your friend on another realm is no longer a problem. Between rule sets, though, the walls stay up. Senior Game Designer Josh Greenfield said the team debated letting PvE and PvP players group for instanced content, with some staff in favor and others “vehemently against.” 1 What tipped it was farming: stuff is far easier to farm on a PvE server. 1 Auction houses and trade got the same treatment, and the answer was to keep them separate. 1
Here is the part that matters if you’re planning your launch week. Greenfield says the tech is built so Blizzard could change course if it truly needed to. 1 The scenario he describes is a rule set that can’t sustain its population. In that case the studio could link up auction houses or let groups cross over for instanced content. 1 He called it a last resort, “a lever that we can pull if we need to.” 1
There is precedent for Blizzard changing its mind. A roleplaying PvP server was originally going to be absent from Forever, but the game’s popularity so far convinced the team it could work. 1 The old worry was splitting that community. 1
The other launch-week story is layering. Zones, or small groups of zones, share a layer, and Blizzard can tune which zones connect. 1 That was aimed at beta complaints of players vanishing as they looked out from Orgrimmar toward the Barrens. 1 Greenfield expects launch to look quite different from a month later, with big city battles arriving as the game matures. 1 Engineer Frank Williams says the worst disappearing-group problems were largely fixed by the end of the beta. 1
Two quality-of-life notes. Joining a group will no longer force a world refresh; you’ll get a pop-up to choose your moment, which Williams ties to the coming Hardcore mode. 1 And on ignoring players: Blizzard doesn’t plan to let you erase someone from your world, since games that allow it see everyone ignore everyone. 1 The ignore list stays, but it won’t necessarily remove people from your ecosystem. 1
Blizzard also floated ideas like armies of 80 to 120 players and autodetecting PvP battles so servers expand to keep them intact. Williams even teased a whiteboard with ‘mega raid’ scrawled on it. 1 Treat that as an idea on the table, not a plan.
This all comes from a single developer discussion, so it is Blizzard’s word and nothing more yet. 1
Our read: Separate rule sets are the safer opening play, and the merge option is a smart bench to have. If you already own a character in one lane, you’re not being forced across at launch, and Blizzard is admitting it can adjust if a population sags. Standings check: Blizzard takes the week by keeping the rules clean while leaving itself an escape hatch. Final whistle is days away.
Footnotes
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