"Armor dyes are unlikely to be included in the game, but mount customization is a possibility."
Although I am very happy about the new Transmogrifier I can't say that I've been longing for the possibility to either dye my gear or my mounts. Now, they say mount "customization" so that could mean more than just changing its color, but what more? Size? If we got to change much more than that it wouldn't even be the same mount anylonger, so I doubt it'll go that far. And are there really that many people out there who've always wished they could run around with a red kodo instead of a teal one? Well now that I think of it it doesn't sound so bad.
"Class Quests are unlikely to return due to the amount of time it takes to design and implement them."
I'm quite sad to read this actually. Class quests were one of the things highest on my wish list for things to be implemented in WoW, or in this case rather re-implemented. It could be that I have my nostalgic pink-tinted goggles on when I think about how much fun I had with my class quest, but I seriously think people would enjoy it. There were several different types, some showed that you had massive skills, some showed that you had massive patience and money and you always needed a little luck for it as well. In either case, my class quest turned out to be one of my fondest WoW-memories, my hunter friends class quest too. It doesn't have to be "mandatory" in that it rewards the best item in the game, but it could be something cool - much like the new hunter pet challenges show that you have skills and reward you with a cool looking pet to tell everyone you made it. Is it too difficult to make things as personalized as a class quest is in the current state of WoW? Has the magic totally gone away? It would be really sad if that was the case and if Blizzard think they only can give simple, repeatable quest chains. I also think that saying that time is the major reason they won't implement it is the badderest excuse of them all. If there is anything we as subscribers deserve from Blizzard, it is them taking their time to implement cool things for us (as long as there is a reasonable ratio between time spent and coolness factor of course). If they had said that it would be too difficult or that not many enough people are interested or just about anything than basically saying they're too lazy to implement them (because that is how I interpret it) - I'd be happy.
"A real money Auction House is not planned for WoW."
I don't think it would've bothered me much if they would've implemented a real money auction house for WoW. It's not the fact that money is involved that has ever bothered me, it is always what you can buy for it that really matters. If the auction house would work the same way, in that you still only can buy items (as opposed to levels, skills, talents or whatnot) then fine. It would allow people with a lot of money to get their hands on some nice gear, sure. But that is already the case - but with people who have a lot of in game money instead. I don't see the difference really - if people want to spend their hard earned irl money on game stuffs, then be my guest. I can go farm in game gold instead and buy the same stuff, so I don't think it would make much of a difference.
"RealID LFD grouping was originally going to be paid because of the similarity to Paid Character Transfers, but they decided it was the right thing for the game to offer it for free."
And they did the right decision. I've already vented some thoughts on this matter, and I am really happy they changed their minds. This is one example of the things I don't want people to be able to buy with irl money. I wouldn't mind if it cost in game money to "unlock" or what have you, but you shouldn't connect irl money with something that, according to me, is part of the core mechanic of the game. Unless of course they allowed you to buy it with irl money and in game money (see above), now that's a whole nother thing. There has been suggested around the bloggosphere that us bloggers hook up and do instances together. While I secretly think that is an awesome idea it will probably take some time before I actually dare to take that step, because I am a lonewolf by heart.
"New players are still having trouble with the first 30 minutes and five levels of the game, more hand holding is coming for very basic concepts like moving, questing, fighting, and looting."
I find this really interesting. I can only assume they are talking about people who play WoW as one of their first real games ever (by real game I mean something other than Angry Birds and Farmville). Indeed Blizzard mention this over at DigitalSpy;
"I think the people that get past about level five or so, they're having a better and smoother experience. I would say we struggle with getting players through the first 30 minutes because the audience that we get for new players becomes increasingly more casual over time.
"They struggle with the very basics of controlling the camera in a 3D space, moving their character, and often, they are unfamiliar with RPG concepts such as looting a monster after you kill it. We still have a long way to go to improve that part of the experience, but level five and on is a lot better."
People around me basically go into two different categories - the ones that know games because they enjoy them and the ones that don't know games because they don't enjoy them. The latter ones probably wouldn't enjoy WoW no matter how easy it was at the start because the whole idea of running around and killing monsters on a computer simply does not appeal to them. The one who comes closest to some sort of middle thing would probably be myself, but that wasn't because of lack of interest, but because of lack of a viable computer to play computer games on. But even I had played a lot of games before I started with WoW, I knew the concept of how to control the character, leveling up, combat, looting and all that. Indeed, when a friend of mine, who's basically only ever played Mario on NES, tried out WoW she almost panicked when the first mob started hitting her. She had no idea on how to handle the spells, although there were only two or so, or what to do with quests. I find it really hard to see how you could make the game so easy so that she would be interested in playing. Am I evil to say that people who can't get through the first 30 minutes of a game that is as simple as WoW should be trying something else instead? Can WoW ever be the learning grounds for people who've never touched a game before?
"The shared 10 and 25 man lockout has had both positive and negative effects, it solved the need to do both every week but removed some extra content that could be done every week. Some changes will be made in the future to make everyone happier with the solution."
I've always felt like there was more of the negative than the positive with the shared lockout. Personally I never felt like I had to do both (but I am the one not doing dailies either) but I always thought it was good that I could jump into a 10/25 pug if needed or if I felt like it. To me, the shared lockout didn't fix anything but removed something. These mysterious "some changes" perplex me though - what could they do to have this work better? It would seem like you could only have shared lockouts or not have shared lockouts, how can there be something inbetween? I am glad they are trying to fix this however. We'll soon (hopefully) find out what they've come up with.