Blizzard has confirmed that World of Warcraft: Infinite will retain the mechanic where players compete for quest enemy tags, rather than adopting the shared kill credit common in modern World of Warcraft. After testing begins, large numbers of players concentrating on early quests will need to attack enemies first to have kills count toward their quest progress.
This rule also encourages players to find ways to cooperate. When facing tasks such as killing a certain number of wolves, players can invite nearby individuals to join their party, allowing all members to share quest progress and avoid competing for the same targets.
Senior Game Designer Josh Greenfield responded on X to discussions about shared enemy kill credit, stating that the team must stand firm on this issue. Blizzard may alleviate player frustration through other means, but shared tagging is not under consideration.
Greenfield explained that players in crowded areas may struggle to appreciate the value of this mechanic, but maintaining a certain level of friction is crucial for the game's social pillar. Under this design, players who wish to complete quests more quickly need to actively communicate with those around them and form temporary groups.
The initial crowding during testing reflects a phase of high population concentration. World of Warcraft: Infinite is scheduled for its official launch on November 4, at which point large numbers of players may again gather in starting zones; as players gradually spread out across Azeroth, the issue of competing for quest enemies is expected to ease.
Some test players have already shared screenshots of queuing for quest items, with certain items spawning only once every few minutes. Although Blizzard has clearly stated that shared tagging will not be introduced, whether adjusting the spawn rates of enemies and quest items can alleviate crowding during the initial launch period remains a concern among players.

