Sunday, November 8th 2026

WoW: Forever Sets a New Franchise Record for Peak Concurrent Players

World of Warcraft: Forever is now the biggest launch in WoW history by peak concurrent players, according to Blizzard. The official Warcraft account also says the game brought back the highest number of returning players the franchise has ever seen. Forever went live on November 4 for Windows and macOS, and it is included with a regular WoW subscription. Blizzard didn't share any actual numbers, so it's hard to say how big the lead is. Going by the claim, Forever beat every expansion launch, including Wrath of the Lich King, as well as WoW Classic in 2019. However, Blizzard never published peak concurrent figures for those launches either, so a direct comparison isn't possible.

The launch itself went far more smoothly than the beta, which had its population caps raised several times. Forever runs on large megaservers that span multiple regions instead of dozens of smaller realms, and many players reported short login queues or none at all. Blizzard's Holly Longdale summed it up on X as "so far so goodish." Developer Josh Greenfield admitted to a few problems, mainly with the boat and zeppelin service, and Blizzard added temporary portals while it prepares a proper fix. On Twitch, the WoW category reportedly peaked at around 1.12 million viewers during launch, per Streams Charts. Microsoft CEO Satya Nadella had already called the Forever beta the largest in franchise history, and it looks like the launch has kept that momentum going.
Source: World of Warcraft on X
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33 Comments on WoW: Forever Sets a New Franchise Record for Peak Concurrent Players

#26
Dukenukemx
Chrispy_Don't be crazy. It's a game that requires active servers and active staff creating content, support, and updates. There are wages and overheads. I know publishers and developers get a bad reputation for treating their staff like shit with low pay and horrible deadline crunches, but those unfairly-treated staff still need a salary so the game cannot be free.
Yea but, a lot of the stuff Blizzard is doing is just copied from private servers. Before Classic you'd see private servers give Alliance Paladins Seal of Martyr because otherwise Ret Paladins sucked. Sure enough, Blizzard does the exact same thing. A lot of the stuff you see in these games weren't because Blizzards staff with wages and overhead came up with these ideas, but the community did. Blizzard just gives them a cease and desist and steals the ideas.

Also keep in mind that Everquest allows for private servers and nobody pays a dime.
Private servers like TurtleWoW aren't doing it for free. First of all they're stealing content and currently have active injunctions and futher IP-infringement lawsuits against them, for very obvious reasons. Secondly, the hosting costs of those private servers certainly isn't free, someone is paying for them and either they're just wealthy and generous, or they're getting donations. Regardless, servers and connectivity aren't free and never have been. Someone has to buy the hardware, pay for the connectivity and power, then manage and maintain it all. How much that costs depends on the player count, server demands, and player count, but even for the tiniest project it is never, ever "free".
They received donations and micro-transactions. Light's Hope on the other hand only received donations. It was Elysium before and there was people who were selling items in the game that didn't sit well. It's also not stealing when the servers don't actually host the content, other than dialog text. Otherwise the content sits on the PC, which I happen to have a physical copy of WoW.

If Blizzard offers micro-transactions then there shouldn't be a monthly fee. We are talking about a game released in 2004.
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#27
Chrispy_
DukenukemxAlso keep in mind that Everquest allows for private servers and nobody pays a dime.
I mean that can't possibly be true.

Someone pays for it because it uses internet, electricity, server hardware, and a physical space that is either rented or owned.

Are some people using it for free? Sure, but it's not being run for free. Some people are absorbing all the costs. Are they philanthropists or do they have an ulterior motive to claw back costs from other avenues?
Posted on Reply
#28
Dukenukemx
Chrispy_I mean that can't possibly be true.

Someone pays for it because it uses internet, electricity, server hardware, and a physical space that is either rented or owned.

Are some people using it for free? Sure, but it's not being run for free. Some people are absorbing all the costs. Are they philanthropists or do they have an ulterior motive to claw back costs from other avenues?
Everquest is indeed free on private servers. The difference is that Everquest only approves if the private servers stick to their guidelines which allows them to hold onto their IP. What do you think the difference is between a Minecraft server and a WoW private server? I would have a Minecraft server that boots as soon as my PC started for friends and family. It's the same idea, but Blizzard hasn't been open to it.

People do still run Turtle WoW on their own computers, but with bots to avoid Blizzards lawyers. It is an open source project so no code was actually stolen. The legal issues with private servers is that when you read quest text and dialog then that comes from the server itself. That text is copyrighted which makes servers technically "illegal". Every private server is based on Mangos which is still on Github and worked on.

The issue with a monthly fee is that it will destroy WoW Forever, just like it did with Retail and even Classic. People will get sick of the game and the $15 monthly fee. They won't want to return in fear of being stuck again because of the idea of a sunk cost fallacy. Focus on cosmetic micro-transactions and making the game good.
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#29
FoulOnWhite
DukenukemxEverquest is indeed free on private servers. The difference is that Everquest only approves if the private servers stick to their guidelines which allows them to hold onto their IP. What do you think the difference is between a Minecraft server and a WoW private server? I would have a Minecraft server that boots as soon as my PC started for friends and family. It's the same idea, but Blizzard hasn't been open to it.

People do still run Turtle WoW on their own computers, but with bots to avoid Blizzards lawyers. It is an open source project so no code was actually stolen. The legal issues with private servers is that when you read quest text and dialog then that comes from the server itself. That text is copyrighted which makes servers technically "illegal". Every private server is based on Mangos which is still on Github and worked on.

The issue with a monthly fee is that it will destroy WoW Forever, just like it did with Retail and even Classic. People will get sick of the game and the $15 monthly fee. They won't want to return in fear of being stuck again because of the idea of a sunk cost fallacy. Focus on cosmetic micro-transactions and making the game good.
It's $10.99 a month

Did you just come here to try and get more people on turtleWoW?
Posted on Reply
#30
Dukenukemx
FoulOnWhiteIt's $10.99 a month

Did you just come here to try and get more people on turtleWoW?
When is it $10.99 a month? It's $12.99 for 6 months worth of subscription. Also, TurtleWoW is dead.
Posted on Reply
#31
Grimling
DukenukemxWhen is it $10.99 a month? It's $12.99 for 6 months worth of subscription. Also, TurtleWoW is dead.
Wait, 6 Months for 13 USD?
I checked Blizzard Webpage, and they offer me 25€ for 2 months!
Posted on Reply
#32
Dukenukemx
GrimlingWait, 6 Months for 13 USD?
I checked Blizzard Webpage, and they offer me 25€ for 2 months!
Blizzard has some explaining to do.
Posted on Reply
#33
Chrispy_
DukenukemxBlizzard has some explaining to do.
LOL, you guys are just getting £/$/€ confused.
Americans get screwed by Activision. Subscription prices seem way better in Europe, especially when you consider that the €11 already includes ~20% tax
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