Blizzard confirmed that World of Warcraft: Infinite will break down traditional server barriers within the same ruleset, allowing players from different servers to play together. However, the PvE, PvP, and Roleplaying rulesets will remain isolated from each other at launch, meaning their economies, trading, and grouping environments will not be directly interconnected.
The development team discussed allowing PvE and PvP players to participate in dungeons together and considered linking the auction houses. Since certain resources are easier to obtain in the PvE environment, the team ultimately decided to maintain the distinct characteristics and separate economic ecosystems of each ruleset at launch.
Ruleset isolation is not a permanent restriction, as the underlying technology allows for adjustments. If a particular ruleset becomes difficult to sustain due to population decline in the future, linking auction houses or allowing players to form cross-ruleset groups for dungeon challenges may become final contingency measures.
The team is continuing to refine sharding technology, focusing on issues such as players suddenly disappearing when crossing regions and large-scale battles being split apart. They are also researching methods to automatically detect PvP combat and temporarily expand server capacity. After the official launch, joining a party will not immediately refresh the world; instead, a prompt will appear, allowing players to choose when to switch.
Additionally, the team has discussed large groups or "super teams" accommodating 80 to 120 players, but nothing has been officially announced yet. The isolation and sharding solutions for rulesets will directly impact community size, pricing systems, large-scale open-world conflicts, and the convenience of grouping with friends.

