We didn't all like the other person, sure, but that put into the fun. The approach, in conjunction with the way you once was locked to a single server's community, let you establish yourself as being a "character" that has been just as essential as figures such as orcish leader Thrall. That's a far cry through the way WoW is Cheap Warmane Gold, having its dungeon finder that automatically groups you by incorporating random players using their company servers that you will likely never see again. The new design strips MMORPGs of the unique strengths and definitely makes the social experience comparable to basically almost every other multiplayer game. Few things consistently remind me of how much WoW has evolved than the way dickish players in modern random dungeons dehumanize you by discussing you from your class name as an alternative to your character name.
Was the exact story less fulfilling like a result? Of course. But I accept it as true was better understood in the past that you stumbled on a game like WoW more with the setting along with the appeal of dealing with Warmane Gold for sale of for the story. If you wanted an improved story, you can always jump in a single-player game like The Elder Scrolls III: Morrowind.