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Camped by a level 60 on Forever’s PvP ruleset? What the 15 October podcast said

Camped by a level 60 on Forever’s PvP ruleset? What the 15 October podcast said

Asked whether anything was planned to stop max-level players camping low-level characters, Blizzard’s PvP episode answered no for ordinary play, drew a line at cheating and exploits, and kept event protections as a separate case.

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On Blizzard’s official PvP episode of The WoW: Forever Podcast, published on 15 October, a question asked whether anything was planned to stop level 60 players camping low-level characters until they log out. The short answer was no.

The reasoning

The answer went back to choosing a ruleset. PvP happens on a PvP ruleset, it said, and that has been true for the game’s whole history. Anyone choosing it should look honestly at whether they are comfortable with that, including the occasional frustrating session.

Where ordinary play ends

The answer separated camping from conduct that goes beyond playing the game, such as cheating or exploiting, and said they would step in on that. Those were examples of the boundary, not a full list of what can be reported, and no promise was made about how any particular report would be handled.

Why not a camping limit?

A follow-up asked why Forever would not do what some future MMO might, and stop high-level players from ganking low-level ones. The reply asked where such a rule would stop. Defining how much camping is too much, and enforcing it, would be onerous, it said, and would leave players worried about getting into trouble during ordinary play.

The reply also argued that the lows give the highs their meaning. Being camped for a couple of hours is maddening, while a good fight in Blackrock Mountain on the way to Upper Blackrock Spire is something you remember for years. The hope it expressed is that frustration pushes players toward social answers: a guild that has your back, friends who come to help, or logging off to fetch your main and deal with the camper yourself.

Events are a separate case

The answer recalled that Season of Discovery’s Blood Moon and Battle for Blackrock Mountain had systems that gave players a moment of invisibility or immunity when they resurrected, so they could collect themselves and get away. For outdoor events where PvP is deliberately switched on, it said, systems like that are something that could be explored, as long as they feel organic rather than gamey. When an event funnels players into a situation, that is when systems would be built to encourage some behavior and discourage other behavior.

For normal gameplay, the stated preference was to let things be, if possible.

That is a dated position on ordinary camping. It is not an inventory of every protection in the game.

This account paraphrases the 15 October recording. It is not a transcript, and it does not describe the live game.

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