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  1. #181
    1) Mass Summon
    2) Divine Intervention
    3) CC pulling aggro
    4) Ulduar-style HM engagement
    5) Rep Tabards

  2. #182
    Quote Originally Posted by Nearmyth View Post
    1. Class questlines

    5. No flying in Azeroth (only in Outland, Northrend, Pandaria, and Cata zones.)
    Northrend,Cata zones and Pandaria are all in Azeroth, so it would count for those too

  3. #183
    Quote Originally Posted by Drithiend View Post
    1. Racial campaigns. Having multiple ways to play through the game will increase its replayability immensely. I don't care if it will partially take resources from other areas of the game (they should also hire some new people as it seems since they almost constantly struggle to develop enough content). World of WarCraft is a role-playing game first and foremost, and questing is what kept most of the players happily busy in vanilla and Crusade. Neither LFD nor LFR are a good substitute, as evidenced by the decline of the playerbase's numbers. There are just some people that don't care about raiding, or only want to raid a bit, and the only reason why they go into LFR is due to the fact it's about the only means to do something to progress your character in the game. And those are most casuals. Don't let forums -these, the official, or other- fool you. Most casuals couldn't care less about grinding gear in raid dungeons and gathering points. They just want an open-world role-playing game. So, give us back the open-world experience of a role-playing game!
    The "role playing" aspect of WoW is kind of dead. It doesn't feel like a "world" anymore. The world is so poorly fleshed out.

    Weapons and armor have no "history" - it doesn't even have to be a detailed one with characters like the Quel'Delar, just a simple "Of Dwarven manufacture from X age, reinforced in Y way for use in Z."

    Sometimes I wonder if the current developers have ever played an RPG.

    2. Class quests. Additionally to racial campaigns, class quests are a way to further differentiate questing content. More class quests, of varying difficulty, with various rewards.
    Would make playing specific classes a more immersive experience for sure. Expensive to do though. But having none whatsoever is ... Disappointing.

    3. Attunements! Yeah, I love those bad babies. They give a sense of connection to raid dungeons and are just awesome from a role-playing perspective. Just don't make them as tedious as in the past. Although to be honest I never understood what was so tedious about clearing a raid dungeon of old every now and then. In my guild we would do it in a heartbeat. But then again I may be expecting too much patience and sympathy from the elitist part of this game and the wannabe elitists.
    Can't agree with this. Blocking off content sucks.

    4. Vast, complex, group dungeons. Like Blackrock Depths. With lots of quests, powerful items and recipes. They were amazing, and so atmospheric. Then Blizzard decided to focus on "allocating resources" instead of producing fun content, and... boredom happened.
    Woohoo. There is someone who agrees with me.

    Wonder what the heck happened in BC. All the dungeons became on-rails corridors filled with trash connecting boss rooms.

    But given the "gogogo" mentality of current day players ... Lets just say it won't work well in LFD.

    IMHO they should be implemented as non-queuable, soloable 1-5 man scenarios. Doable solo, but easier of course with a group.

    5. Long levelling experience. I am sorry but it is a shame what has been done to levelling in the game. What used to be the backbone of the overall experience was reduced to a laughable feature of the game, all in the name of a few raiders that want an army of alts for min-maxing, some "market monguls" that "need" their five tailors, and some of the people that like to make alts but don't want to play with them! Meanwhile the people that like making alts to progress slowly and experience the game find themselves being pushed forward, all the while completing quests that show them where to go, are mindnumbingly linear, and are so easy you stand there at first wondering if you somehow glitched the game because the enemies drop like flies. Bring back tough enemies, bring back the danger. Get rid of the moronic, embarassing quest helper and break any add-on someone thinks is nice to introduce to the game. Spread the quests. Have lots of side-quests. Quests that you have to search to find the questgiver, even in some weird locations that you wouldn't normally go to. Hidden quests. Etc. That way you can make levelling fun again, and spread activities nicely, which is a problem right now. The reason players were questing, exploring, dungeon-running and pvping occasionally, during vanilla was that it took so long to level up, that they naturally sought a variety of activities to gain those experience points, and didn't power-level to 85 in a few hours like now.
    Can't agree with this either. Again it blocks off content. Leveling should just introduce the new expansion, and be over and done with ASAP.

    Quests can be done at level cap just fine.

    Forcing people to quest like nuts to reach cap will just result in them rushing through it.
    Last edited by SodiumChloride; 2013-05-13 at 03:04 AM.

  4. #184
    Quote Originally Posted by Orly View Post
    1. Old nights, that definitely tops my wishlist
    2. Old PvP system along with DHKs (maybe on players too if they are 9 lvls lower)
    3. Old talent tree. Out of all the talent tree incarnations, the Mists seem to be the one giving them the hardest time to balance. That and it's off the original point. There's only the illusion of choice when some talents are mandatory. Who cares if you can be a frost mage with living bomb? You'll pick frost bomb anyway.
    they usually go with nethertempest

  5. #185
    1. Single raid size/difficulty

    2. Hard heroics, TBC style heroics.

    3. Old talent trees

    4. Professions that actually meant something to your class rather than what can make the most money

    5. My realms population

  6. #186
    Dreadlord
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    1. Encouragement to Group with People from Your Server. The majority of gamers, casual and hardcore alike, are social gamers. They play primarily for social interaction. We must bring that back. No game lasts without the social element, and WoW has been squelching server communities since the debut of battlegroups.
    --When queueing with a group for any content, increase all currency awards based on the total percentage of the instance in your premade. I'd say half the total percentage is an appropriate, fair award. (Example: LFR with 14 friends from your realm = 15/25 = 0.6 = +30% Valor).
    --In LFR, specifically, increase drop rates based on the total percentage of the instance in your premade group. For example, if a boss drops an item 30% of the time, and your premade has 15 people, an increase to 30 * (1 + 0.3) = 39% is not game breaking, but noticeable enough to bring more single-realm groups into LFR.
    --Set all size limits on queues equal to the instance size.

    2. Non-Compartmentalized Game Play. Another huge part of stimulating social interaction is to participate in as many aspects of gameplay as possible. Back in Vanilla, there was no distinction between PVP rewards and PVE rewards. Some of the best gear was craftable and there was never a time when you didn't need crafted items. Make those Venn diagrams overlap again. Communities felt so much stronger!
    --Make better craftable PVP and PVE items. Force people back out into the world to either farm for their items or interact with the community. (The current PVE craftables are *horrible* -- 100,000 gold in materials for one epic? Does your itemization team break bricks with their heads for fun?)
    --PVP gear buyable with Valor. PVE gear buyable with Conquest. Justice and Honor interchangeable. Dividing this up served no purpose but to compartmentalize realm communities.
    --PVP trinkets that are as useful in PVE as the PVE trinkets are useful in PVP. Every expansion has three tiers of trinkets that are the same Secondary Stat with the same Primary Stat proc. The itemization team is probably tired of naming them (coming up with names is hard when one spends days breaking bricks with one's head. so I hear). Just call them something like Arse-Ripper's Insignia of the Horde/Glorious Douchewaffle's Insignia of the Alliance, and increase their ilvl every season. 1800 Conquest points. Done and done.

    By the way, I have an irrefutable two-word response to any whining of "b-b-but then people will feel they need to PVP for PVE gear!": So what. People *did* PVP for PVE gear in every expansion before Cataclysm. You know something? No one minded that. That was not a broken system. If people didn't care for Karazhan, they ran arenas. This upset nobody. In fact, given how quickly people burned through PVE content, and how seldom the loot they needed dropped -- does this sound familiar, dear reader? -- it might give players a much-needed change of pace.

    3. World PVP. In Quel'danas 2.0 -- sometimes known as "Isle of Thunder" -- world PVP is a clumsy half measure. There's no incentive to do it. Wintergrasp was a superior model in every way. Bring back sieges. Make them less regular, this time around -- so that world PVP kills (by whichever faction goes on "offense" next) reduce the time remaining. [Tol Barad sucked because Cataclysm sucked. Don't remake Cataclysm and don't remake Tol Barad. "Lol let's stand on nodes til they cap lololol" fucking no.]

    4. PVP Gear equal to PVE Gear. Right now, PVP is being strangled to death by a series of ham-handed decisions. The disparate ilvl of 5.3 may be the last nail in its coffin. That means more players lost. That means smaller communities. That means more players lost.

    If PVP gear is *40 ilevels lower*, nobody will PVP. When some three-button PVE hero can three-shot you, why put the effort in? Left alone, PVP will quickly become the same situation as early BC -- the best PVP teams will be the best PVE raiders, just like back then, because that little Resilience (PVP power) you get can't stop teams in full T6 (heroic T15).

    5. That's it. You only need 4.

    ---------- Post added 2013-05-12 at 09:08 PM ----------

    Quote Originally Posted by Orly View Post
    3. Old talent tree. Out of all the talent tree incarnations, the Mists seem to be the one giving them the hardest time to balance. That and it's off the original point. There's only the illusion of choice when some talents are mandatory. Who cares if you can be a frost mage with living bomb? You'll pick frost bomb anyway.
    How many classes do you play?

    The reason I ask is that I don't think all talent trees are equal. Some (e.g. Shaman, Warlock) offer diverse, interesting options. There's room for a few idiotic builds, but one can't sanitize everything to be idiot proof. Rather, you can create options that suit your play style, without feeling like you're dead weight in a raid. The old trees felt *much* more mandatory -- an entire cottage industry of spreadsheet specialists and simulation bean-counters sprang up around optimizing whether e.g. 3/5 Crotch Rocketry beat 1/1 Pyroclastic Backhand and 2/5 Long-Range Wank.

    If the new trees have one Achilles' heel, it's that they're all across the board: some offer diversity, some are mandatory. Of those I'm familiar with, I'd say Warlock and Death Knight have the fewest mandatory talents. Monk has the most. I can't even pretend they have talent choices.
    The plural of anecdote is not "data".

  7. #187
    1. Heroic bosses drop gems & last boss dropped an epic.
    2. Ulduar hardmode activation
    3. Separate lockout for 10 & 25m
    4. Specialized professions
    5. Getting Keyed for a Raid

  8. #188
    Quote Originally Posted by Vulcanasm View Post
    2. Non-Compartmentalized Game Play. Another huge part of stimulating social interaction is to participate in as many aspects of gameplay as possible. Back in Vanilla, there was no distinction between PVP rewards and PVE rewards. Some of the best gear was craftable and there was never a time when you didn't need crafted items. Make those Venn diagrams overlap again. Communities felt so much stronger!
    Don't understand why there are 2 sets of gear ...

    So what if Heroic raiders can blow up your ass in PVP. They bloody earned it. Vice versa. So what if R1 Arena players can top meters with the best of raiders. They earned it.

    That said, there maybe be balance issues PVP wise. But that should be fixable by just scaling gear in rated PVP.

    --Make better craftable PVP and PVE items. Force people back out into the world to either farm for their items or interact with the community. (The current PVE craftables are *horrible* -- 100,000 gold in materials for one epic? Does your itemization team break bricks with their heads for fun?)
    This is a problem with WoW in general. There is no reason to go out into the open world. Everything "important" happens in instances.

    Even when you do go out, there is no one there as everyone is up in the sky, landing to do what they came to do then back up into the solitude of the clouds.

    The open world is as dead as a door nail.

    Blizzard attempts to fix it are laughable. People not going out? Lets put the gear vendors at the most awkward of places for no reason other than to force people to travel.

    --PVP trinkets that are as useful in PVE as the PVE trinkets are useful in PVP. Every expansion has three tiers of trinkets that are the same Secondary Stat with the same Primary Stat proc. The itemization team is probably tired of naming them (coming up with names is hard when one spends days breaking bricks with one's head. so I hear). Just call them something like Arse-Ripper's Insignia of the Horde/Glorious Douchewaffle's Insignia of the Alliance, and increase their ilvl every season. 1800 Conquest points. Done and done.
    This could be problematic though. Procs of certain trinkets can break PVP. Not sure how to fix this other than what Blizzard is already doing, change the proc rates depending on target. Not very elegant though.
    Last edited by SodiumChloride; 2013-05-13 at 11:33 PM.

  9. #189
    1 - CRZ Everywhere.
    2 - Legendaries with % chance of loot like WG
    3 - Real Talent Trees
    4 - Social stuff they completly destroyed
    5 - World Pvp Ofc ffs

  10. #190
    Dreadlord
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    Quote Originally Posted by SodiumChloride View Post
    Don't understand why there are 2 sets of gear ...

    So what if Heroic raiders can blow up your ass in PVP. They bloody earned it. Vice versa. So what if R1 Arena players can top meters with the best of raiders. They earned it.
    Exactly. This was not a problem. I feel like WoW has fundamentally lost sight of the most important principle of human innovation: If it ain't broke, don't fix it.

    This is a problem with WoW in general. There is no reason to go out into the open world. Everything "important" happens in instances.

    Even when you do go out, there is no one there as everyone is up in the sky, landing to do what they came to do then back up into the solitude of the clouds.

    The open world is as dead as a door nail.
    Again: Exactly. That's a community problem. You log into a dead server, and hey, it's dead. You log out again. No one sees 3 people in Shrine of Two Moons and thinks "maybe there will be enough people for group content." That's just basic psychology.

    Now, I don't want the days of standing in Ogrimmar spamming "DPS LFG". But I *do* miss interacting with the world. "Let's prevent flying mounts" is absolutely NOT the answer -- amateurish and overly restrictive. Can you imagine that kind of slap in the face? All those reward mounts we spent months farming achievements for? I'd unsubscribe immediately and permanently. Probably with ASCII middle finger spamming.

    I think the answer lies in rewarding people to make same-server groups, and adding back some more non-instanced content. Summoned "world" bosses. Even Oondasta is a good "first step", though Blizzard should have done much more with the Isle of Giants.

    This could be problematic though. Procs of certain trinkets can break PVP. Not sure how to fix this other than what Blizzard is already doing, change the proc rates depending on target. Not very elegant though.
    That already happens now. Check the hotfix changes for the Str proc trinkets. Plus, it was just one suggestion for making PVP and PVE have *some* reason to overlap.
    The plural of anecdote is not "data".

  11. #191
    1. Vanilla style rooms/chambers/halls in raids - I feel like an ant everywhere I go. The halls in UBRS before the entrance to BWL make me feel like I'm storming a castle that was built to my size.
    2. Learning skills from the class trainer
    3. Class quests
    4. Nights/darkness utilizing a torch mechanic (original Duskwood)
    5. Quivers. Seriously.
    ....
    ....
    6. Attunements. Doing the BT/SSC/TK Attunements now would be easy thanks to LFD/LFR. No reason to not reintroduce them. They were fun and made accessing a raid feel special.

  12. #192
    Herald of the Titans RicardoZ's Avatar
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    1. Keys/Attunement quests for heroics and raids
    2. Reputation grinds via mob killings, dungeons, and stack gathering (no more gated daily quest grinds)
    3. PvP titles
    4. Night/day system
    5. Have Group Will Travel

  13. #193
    For me would be simple, it all revolves around PvE as pvp has never effected me unless it brings nerfs to PvE.

    1. Class quest chains + Specialization Chains i.e Warlock mounts, Paladin mounts, Shaman Totems etc etc.

    2. Original Talent Trees and specs/abilities.

    3. Profession Specialization Quests.

    4. lvl40, lvl60 & lvl70+ Requirements for mounts/flying/ground.

    5. Original Raid encounters like Naxx in plaguelands (remove from northrend), Onyxia lvl60, ZA/ZG, AQ20/AQ40 with the original attunement/key quests needed to enter them.

  14. #194
    1. Old alterac Valley, like many people said before me

    2. Class Quests, but expand on them a bit. These have so much potential.

    3. One raid difficulty that was challenging.

    4. Heroics should be as difficult as they were at the start of cata

    5. Original PvP titles.

  15. #195
    Quote Originally Posted by betsyross View Post
    1. Heroic bosses drop gems & last boss dropped an epic.
    2. Ulduar hardmode activation
    3. Separate lockout for 10 & 25m
    4. Specialized professions
    5. Getting Keyed for a Raid
    Five reasonable suggestions, finally. I agree that all these things would be nice, potentially.

    1/ Having an epic drop at the end of a heroic dungeon was rather nice. Gave people a reason to stick around. Same with the gems back in TBC (though since they were all hybrids they were of limited use and getting one you wanted was tricky).
    2/ Ulduar's hardmore activation was pretty cool, though I can see why they dumped it. Coming up with enough interesting methods to activate hardmore is a lot of hard work. I do approve of the 'elite' versions of fights though - i.e. Protectors. This is a nice idea, but having multiple examples per tier and having them do something different would be nice too.
    3/ Sort of agree with this one, though gear needs to remain the same. It might cause burnout in players, though, aka ToC where many guilds were running the raid four times a week. And then again for alts. But having the option would be nice.
    4/ Choosing Swordsmith as my Blacksmithing specialisation in TBC felt awesome. Having this back would be nice. Having them linked to upgradable equipment would be nice too, for each crafting profession (though I'd limit players to only using one such item at a time so people aren't 'forced' to roll two crafting professions).
    5/ Attunements (I think)? So long as they aren't over the top and restrictive, I'm okay with this. Even if the attunement is something as simple as 'kill the last boss in the previous raid'. Would have to only effect the raid leader though, so people aren't punished for having to bring alts to replace missing people, or trials on people who haven't quite gotten the attunement yet. Think Kara in TBC - you didn't need the key yourself, just someone else to open the gate.

  16. #196
    Stood in the Fire wholockian's Avatar
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    bring back skirmishes and dishonorable kills

    I am an altoholic, but never got toons past 30. I am trying to refine my ways.

  17. #197
    Scarab Lord Gothicshark's Avatar
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    Removed things, Vanilla Leveling trees. Vanilla PVP system. (I hate PVP gear the way it has evolved.) Pet Controls. Also the old leveling rate was good and made the story worth while.

  18. #198
    Quote Originally Posted by cbrown1987 View Post
    i like this, all except ysera wouldnt make it back out there,as shes lost her powers and no longer is immortal/dragon aspect as stated in the cutscene after killing deathwing
    I think he got the wrong dragon there. I can't remember the fourth one, either, but Ysera was never one of them in the first place, so she can't "re-appear" as one.

  19. #199
    Quote Originally Posted by Vulcanasm View Post
    Now, I don't want the days of standing in Ogrimmar spamming "DPS LFG". But I *do* miss interacting with the world. "Let's prevent flying mounts" is absolutely NOT the answer -- amateurish and overly restrictive. Can you imagine that kind of slap in the face? All those reward mounts we spent months farming achievements for? I'd unsubscribe immediately and permanently. Probably with ASCII middle finger spamming.
    I never understood this line of reasoning. If you are flying, your ground mounts will be collecting dust. Things are being "wasted" all the same.

    GC personally feels flying mounts should be used for long distance travel only. I agree. But that said, I feel we move too slowly in WoW. Roads should increase mount speed. Cities should give a movement speed buff like the shrine, maybe even have transportation to get you from one part to another quickly.

    There needs to be areas in the game where you can't just fly over everything. I mean have you ever watched any fantasy film where the protagonists just fly to their destination? No. There are always on foot/horseback segments even if flight was possible in its world. Flying more or less makes you a god - you are invulnerable - and it's not very interesting.

    I think it's a problem that traveling is so boring that everyone wants to just "get it over with". The world being dead is a large part of it IMHO.

  20. #200
    Quote Originally Posted by SodiumChloride View Post
    I mean have you ever watched any fantasy film where the protagonists just fly to their destination? No. There are always on foot/horseback segments even if flight was possible in its world.
    While that is true, how many films do you know where they are shown for all of the way to their destination in the first place?
    At best, you usually get a montage of some intermittent vistas.

    Why? Well, because traveling is so boring people wouldn't want to watch it.

    Making it more "interesting" in WoW would probably serve more to aggravate people than it would improve the situation. Travel is a necessity, not some great gameplay mechanic meant to engage players.

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