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wikass zabił Mythrax the Unraveler (Normal Uldir) po raz 2.     
kuturin zdobył 7th Legionnaire's Cuffs.     
Nikandra spełnił kryterium Loot 200,000 gold osiągnięcia Got My Mind On My Money.     
Tooly zdobył Fairweather Helm.     
Muattin zdobył osiągnięcie The Dirty Five.     
Yoozku zdobył Parrotfeather Cloak.     
Mlody89 zdobył Royal Apothecary Drape.     
Weakness zabił Dazar, The First King (Mythic King's Rest) po raz 6.     
liq spełnił kryterium osiągnięcia Saving for a Rainy Day.     
Osiol spełnił kryterium osiągnięcia Saving for a Rainy Day.     
Wuntu zabił Zek'voz, Herald of N'zoth (Heroic Uldir) po raz 1.     
Olsa zabił Vectis (Heroic Uldir) po raz 6.     
Sarenus spełnił kryterium osiągnięcia Saving for a Rainy Day.     
kajtasus zdobył osiągnięcie Come Sail Away.     
ossir spełnił kryterium osiągnięcia Saving for a Rainy Day.     
mcpablo spełnił kryterium Alliance players slain. osiągnięcia Frontline Slayer.     
Emmm zabił Taloc (Heroic Uldir) po raz 17.     
AsaGorth spełnił kryterium Big-Mouth Clam osiągnięcia The Oceanographer.     

Terryanne

EDIT: Basically, see this reply: http://us.battle.net/wow/en/forum/topic/3881921390#5
I agree with Bonfleur. (:

Pandaria will not feel like a real continent if the questing funnels you in a stifling linear progression the entire way.

Vanilla quests were unpredictable and the world felt immense and full of opportunity, but things were actually not coherent enough, and Blizz realized players needed a little more guidance. They achieved this and the questing design was pretty much perfect with TBC; Outland questing was sort of streamlined so that you could progress in an intuitive way, BUT there were still plenty of little quests tucked all over Outland, and it felt like a real world. This was probably the best balance for zone questing in WoW's lifespan.

Wrath was almost as good, with the welcome revelation of phasing technology, but the questing began to be a little more on-rails and a little less random and exciting. Still, Northrend was such a richly constructed place that it felt like a real place throughout.

Questing and immersion in general have taken a big step backwards in Cataclysm. The questing over-used phasing consistently IMHO, but the extreme linearity is the worst: Every zone is a thrill exactly once, the first time you do it. (And in the case of the Harrison Jones half of Uldum, it's not even much fun the first time.) Repeating the process on one or more characters reveals the weakness in the strictly linear questing, and going back to Cata zones after your first or second run-through of them can be a soul-crushing proposition.*(Here I am mainly referring to the 80-85 zones. In general I love what I've seen of the revamped zones so far, although here and there they may be too restrictive.)

I want stumbling around Pandaria to feel more like the epic experience of exploring Outland back in the day, rather than have the questing hold my hand and bring me from points A to B to C all the way through to Z.

I am kind of pessimistic about this because it seems like Blizzard will want to take the easy way out on this. But shaking up the ultra-linear questing from 85-90, adding alternate paths and giving players the option to NOT do certain quests they don't want to do, would go a long way toward bringing back some of what made WoW so much fun in the past, something we know Blizzard wants to do.