1. #1

    New expansion Fan Idea (forum game)

    You know, what most people should call those "leaks"

    with the hype from the upcoming announcement I thought it would be fun to make our own plotline for the expansion we want, and if you want you can include content you would like as well.


    Plot: Upon returning to Azeroth we discover that a massive war is happening between the Naga and the Horde and Alliance, Gilneas is completely conquered and has been made into the main fortress for the Eastern Kingdom offensive, and the Echoe Isles has been taken by the Naga as well. you must push them back and make your way into the South Seas, and stop queen Azhara before all is lost.

    Starting zones- Horde: Echoe Isles (Phased revamp) Alliance: Gilneas (phased Revamp)
    Other zones- Tel Abim, Plunder Isle, Kezan, Zandalar, Broken Isles (outer isles), Underwater Zone 1, Underwater zone 2, Kul'tiras
    The underwater zones have been disturbed, and you can basically walk as if it was normal land. there will be questlines to discover why this is happening.

    Dungeons-
    - Greymane Manor 101-103,
    - Senjin Village 101-103,
    - Port Naz'an 104-106(located in Tel'abim)
    - Trove of Secrets 104-106 (plunder Isle)
    - Depths of Despair 107-109 (underwater)
    - Spiritwatch 108-109(Zandalar)
    - Tomb of Sargeras: Outer Gate 110,
    - Tomb of Sargeras: Sewers 106-109
    - Pirate Bay: Docks 103-104
    - Pirate Bay: Keep 104-106

    RAAAAAAIDS:

    T1:
    - City of Gilneas, some of Azharas most powerful advisers and soldiers have locked down the city of Gilneas after the zone was taken, break through the gates, and take back the city. 5 bosses, outdoor, non linear

    - Zandalar: Whats left of the mighty Zandalary empire have been pushed back to there last stronghold, begin your assault from the outside and destroy there defense, push your way to the final boss. 6 bosses, indoors, linear

    T2:
    - Tomb of Sargeras: You destroyed the forces in the outer gate and sent a small force in through the sewers for an alternate team to strike, hit them at two places at once. Fight your way through the Tomb as you make your way to the Avatar of Sargeras himself, destroy it.
    Outer Gate: Boss 1 and 2 are exclusive to the gate
    Sewers: boss 1 and 2 are exclusive to the sewers.
    Normal-Heroic-Mythic players start in the outer gate with it's 2 devestatingly awesome bosses.
    LFR raiders will start in the Sewers, with the first two bosses being reused models. (entitled assholes will be happier this way, and you still get to see the story)
    10 Bosses in total, Indoor raid, linear

    T3: Nazjatar: You have done everything possible to push the naga back, but Azshara remains unimpressed, breach her city and make your way to her castle, break in, and destroy the evil queen once and for all. 12 bosses (outdoor raid, non linear)

    7.1 (3 months later) will have a new zone with story progression, no dailies, and 1 new dungeons

    7.2 (4 months after 7.1) will have the mainland of the broken isles as a new daily zone with basic but neat dailies (get in tanks, cannons, fun stuff like that) and the new raid

    7.3 (3 months after 7.2) Will have 2 new Boss-in-a-box raid instances (1 boss raid encounters) and a short quest line leading into the final patch

    7.4 (3 months after 7.3) Will have a new daily zone, 1 new dungeon, and the Final raid instance.

    7.5 (6 months later) will have 1 small new zone, a 3 boss raid, and 2 story scenarios.

    8.0 (6 months after 7.5) will be released.


    NEW FEATURES:

    The goblin casino, In plunder Isle, the goblins have noticed that there is a lot of money to be made in mini games, so they set up a casino.
    -Works like an arcade, buy some coins, use the coins on games, win tickets, get cool stuff with said ticket.s
    Games include slot machines, poker, and a small arcade section with the Lost vikings, and Blackthorne.

    Ships: with so many islands, how do you get around? easy, with your own ship of course, with flying being disabled in this expansion, you will get a boat upon completing Gilneas or the Echoe Isles, these boats start off as kind of small, but you can purchase upgrades to increase in size, and recruit pirates every 5 pirates (cap of 20) you will unlock a new scenario mission where you and your pirates will do things like
    Attack treasure coves.
    Attack other pirate ships.
    Raid small towns
    ect.


    PVP:
    - 1 NEW battleground
    - 1 NEW ARENA
    Ship PvP, you challenge someone to ship combat and enter a instance, a body of water where you have to combat the other players ship.


    No new races
    No new classes.




    Welp, for the game you have to make a quick or copy me and do a long idea for an expansion, and rate other peoples. Have fun!
    Last edited by ryanmahaffe; 2015-07-31 at 08:00 PM.

  2. #2
    Deleted
    Azshara and the south seas is the expansion idea I am most hyped for, so I'd really like to see something like that. My own idea however:

    World of Warcraft: The War for Lordaeron

    The expansion takes place in a revamped version of Lordaeron. The Explorer's League accidentally activate a hidden Titan facility beneath Alterac Mountains, which rises from the earth and causes a localised cataclysm of sorts, changing the geography of Lordaeron. Tensions are already at boiling point between the Alliance and Horde and the power within the facility - named Uldaros, resparks the faction war. Meanwhile the Unearthing has awakened an ancient evil from its slumber beneath Tirisfal Glades. The New Council of Tirisfal must assemble lead by Khadgar and Wrathion (Me'dan and the comics have been retconned away.).

    Introducing a new Hero class: The Guardian!

    The Guardian is makes use of a mixture of magic and ranged weapons to both attack and defend. It has two damage dealing specs (one with magic, one with bows) and a healing spec. The Guardians came about from mixing the talents of the Kirin Tor and the Rangers/Huntresses of the Elves. Guardians are available to all races and started at level 98 in an instanced mini-zone called the Hidden Glade, north of Tirisfal Glades.

    New Subraces!

    Subraces are available for the different races of Azeroth:
    >Human: High Elf, Half Elf.
    >Dwarf: Dark Iron, Frostborn.
    >Night Elf: Highborn
    >Draenei: Broken

    >Orc: Mag'har, Blackrock.
    >Undead: Undead Elf, Leper Gnome
    > Tauren: Taunka
    > Troll: Forest Troll

    New Raids!

    Two new raids accompany War for Lordaeron at launch. Uldaros - the home of the Watcher Tyr, who seeks to reoriginate Azeroth; and Sarothus, a huge Saronite Necropolis, even greater than Naxxramas and the Scourge's last ditch attempt at survival.

    New Zones!

    The War for Lordaeron comes with 8 new questing zones and 1 new PvP zone. Though they are primarily based on old zones, due to the unearthing of Uldaros they all look very different:

    Arathor (98-102): The renamed Arathi Highlands. The western coastland has been opened up and an island has risen from the deeps, expanding the zone considerably. Dannath Trollbane has reclaimed Stromgarde and renamed the land Arathor once more. Gallen Trollbane fights for the Forsaken and seeks to claim Stromgarde for himself, seeing it as his birthright. The story will also focus on the stone circles of Arathor and their true purpose, delving into the history of the Azotha people.

    Thalasar (98-102): The land of the High Elves, this is a brand new zone north of Tirisfal and what was once The Western Plaguelands. Thalasar is an enchanted forest, lit by the glowing orbs of tree spirits. Once peaceful and idyllic, the zone has become contested between the Silver Covenant and the Blood Elves. Sylvanas' relationship with Vereesa will be a major plot point.

    Alterac (102-104): As the centre point of the geographic upheaval, Alterac has been drastically changed. Technically this zone covers the Altarac Mountains, parts of the Hinterlands as far as Aerie Peak and a few shattered islands that are all that's left of Silverpine (which has sunk into the sea). The zone is reminiscent of Storm Peaks, with huge Titan structures all over the place. This is the home of the lost Watcher, Tyr. Like Algalon before him, Tyr believes Azeroth corrupted beyond repair and seeks to reoriginate. Members of the Explorer's League have started a cult worshipping Tyr called the Reoriginators. They form the main villains of this zone.

    The Plaguelands (102-104): The last holdout of the Scourge, fighting for survival under the leadership of Lady Deathwhisper. This zone covers the same area as the Eastern Plaguelands. Like a fever, the Plaguelands have gotten worse before getting better. A huge lake of ooze called the Vile Cauldron marrs the centre of the zone and the Scourge has bought Saronite from Northrend to build an enormous Necropolis called Sarothus.

    Lordaeron Heartlands (104-106): A huge central zone covering the lands of Western Plaguelands and most of the Hinterlands. The area has fully recovered from Scourge corruption, it is now a land of idyllic pine woods. The two main plot lines here would be the war between the Alliance and Horde and the insidious forces from beneath Tirisfal infiltrating the zone. New enemies emerge in the form of the pale, fae-like Whisperfolk.

    Tirisfal Glades (106-108): A Horde only zone. A great ravine has opened up in the centre of the zone and the Whisperfolk are a large threat here along with Alliance incursions. Undercity serves as the Horde capital.

    Gilneas (106-108): An Alliance Only zone. The Worgen have reclaimed Gilneas and set to work healing it with the help of the Night Elves. The Northern portion of the zone is still plagued. The southern portion is covered in artificially grown forest. Gilneas City serves as the Alliance capital. More Whisperfolk action and Forsaken invasions.

    The Whispering Forest (108-110): The final zone, the eldritch home of the Whisper Folk and their mysterious master. No ordinary forest, this place is a nightmare scape as the Whisperfolk can bend reality with dream magic. Lots of trippy visuals.

    Hillsbrad Warzone (110 PvP): Tarren Mill vs. Soutshore reborn! New Southshore has been built and the two towns face off against one another.

    Other features:

    Mounted Combat! New Music Profession!

    - - - Updated - - -

    Nine New Dungeons!

    > Shadowfang Keep - More Worgen!
    > The Sanctum of the Originators - An area of Uldaros, held by the Originators.
    > Syndicate Hold - Self-explanatory, the HQ of the Alterac Syndicate.
    > The Fallow Field - A once wealthy farmstead in the Lordaeron Heartlands, blighted by the Whisperfolk.
    > Fenris Isle - With Silverpine fallen into the sea, the Naga have moved in.
    > Jintha'alor - An ancient hold of the Amani Trolls, who have separated themselves from the Zandalari after their failures on Pandaria.
    > Durnholde Keep - The first truly faction mirrored dungeon. Each faction fights the other faction over the ownership of Durnholde.
    > The Vile Caverns - Caves underneath the Vile Cauldron in the Plaguelands, filled with Scourge.
    > Creep Wood - An important hold of the Whisperfolk in the Whispering Wood.

  3. #3
    Deleted
    A very good friend of mine has been waiting for an expansion with fairies and mermaids in wow so I'm gonna create an Emerald Dream expansion here soon, but first I want to drop in and say I really love the Casino idea. Final Fantasy XIV has the Gold Saucer from VII with the card game from VIII as bonus, and it is awesome. It also makes old content relevant again as old dungeons drop cards.

  4. #4
    Quote Originally Posted by Protar View Post
    Azshara and the south seas is the expansion idea I am most hyped for, so I'd really like to see something like that. My own idea however:

    World of Warcraft: The War for Lordaeron

    The expansion takes place in a revamped version of Lordaeron. The Explorer's League accidentally activate a hidden Titan facility beneath Alterac Mountains, which rises from the earth and causes a localised cataclysm of sorts, changing the geography of Lordaeron. Tensions are already at boiling point between the Alliance and Horde and the power within the facility - named Uldaros, resparks the faction war. Meanwhile the Unearthing has awakened an ancient evil from its slumber beneath Tirisfal Glades. The New Council of Tirisfal must assemble lead by Khadgar and Wrathion (Me'dan and the comics have been retconned away.).

    Introducing a new Hero class: The Guardian!

    The Guardian is makes use of a mixture of magic and ranged weapons to both attack and defend. It has two damage dealing specs (one with magic, one with bows) and a healing spec. The Guardians came about from mixing the talents of the Kirin Tor and the Rangers/Huntresses of the Elves. Guardians are available to all races and started at level 98 in an instanced mini-zone called the Hidden Glade, north of Tirisfal Glades.

    New Subraces!

    Subraces are available for the different races of Azeroth:
    >Human: High Elf, Half Elf.
    >Dwarf: Dark Iron, Frostborn.
    >Night Elf: Highborn
    >Draenei: Broken

    >Orc: Mag'har, Blackrock.
    >Undead: Undead Elf, Leper Gnome
    > Tauren: Taunka
    > Troll: Forest Troll

    New Raids!

    Two new raids accompany War for Lordaeron at launch. Uldaros - the home of the Watcher Tyr, who seeks to reoriginate Azeroth; and Sarothus, a huge Saronite Necropolis, even greater than Naxxramas and the Scourge's last ditch attempt at survival.

    New Zones!

    The War for Lordaeron comes with 8 new questing zones and 1 new PvP zone. Though they are primarily based on old zones, due to the unearthing of Uldaros they all look very different:

    Arathor (98-102): The renamed Arathi Highlands. The western coastland has been opened up and an island has risen from the deeps, expanding the zone considerably. Dannath Trollbane has reclaimed Stromgarde and renamed the land Arathor once more. Gallen Trollbane fights for the Forsaken and seeks to claim Stromgarde for himself, seeing it as his birthright. The story will also focus on the stone circles of Arathor and their true purpose, delving into the history of the Azotha people.

    Thalasar (98-102): The land of the High Elves, this is a brand new zone north of Tirisfal and what was once The Western Plaguelands. Thalasar is an enchanted forest, lit by the glowing orbs of tree spirits. Once peaceful and idyllic, the zone has become contested between the Silver Covenant and the Blood Elves. Sylvanas' relationship with Vereesa will be a major plot point.

    Alterac (102-104): As the centre point of the geographic upheaval, Alterac has been drastically changed. Technically this zone covers the Altarac Mountains, parts of the Hinterlands as far as Aerie Peak and a few shattered islands that are all that's left of Silverpine (which has sunk into the sea). The zone is reminiscent of Storm Peaks, with huge Titan structures all over the place. This is the home of the lost Watcher, Tyr. Like Algalon before him, Tyr believes Azeroth corrupted beyond repair and seeks to reoriginate. Members of the Explorer's League have started a cult worshipping Tyr called the Reoriginators. They form the main villains of this zone.

    The Plaguelands (102-104): The last holdout of the Scourge, fighting for survival under the leadership of Lady Deathwhisper. This zone covers the same area as the Eastern Plaguelands. Like a fever, the Plaguelands have gotten worse before getting better. A huge lake of ooze called the Vile Cauldron marrs the centre of the zone and the Scourge has bought Saronite from Northrend to build an enormous Necropolis called Sarothus.

    Lordaeron Heartlands (104-106): A huge central zone covering the lands of Western Plaguelands and most of the Hinterlands. The area has fully recovered from Scourge corruption, it is now a land of idyllic pine woods. The two main plot lines here would be the war between the Alliance and Horde and the insidious forces from beneath Tirisfal infiltrating the zone. New enemies emerge in the form of the pale, fae-like Whisperfolk.

    Tirisfal Glades (106-108): A Horde only zone. A great ravine has opened up in the centre of the zone and the Whisperfolk are a large threat here along with Alliance incursions. Undercity serves as the Horde capital.

    Gilneas (106-108): An Alliance Only zone. The Worgen have reclaimed Gilneas and set to work healing it with the help of the Night Elves. The Northern portion of the zone is still plagued. The southern portion is covered in artificially grown forest. Gilneas City serves as the Alliance capital. More Whisperfolk action and Forsaken invasions.

    The Whispering Forest (108-110): The final zone, the eldritch home of the Whisper Folk and their mysterious master. No ordinary forest, this place is a nightmare scape as the Whisperfolk can bend reality with dream magic. Lots of trippy visuals.

    Hillsbrad Warzone (110 PvP): Tarren Mill vs. Soutshore reborn! New Southshore has been built and the two towns face off against one another.

    Other features:

    Mounted Combat! New Music Profession!

    - - - Updated - - -

    Nine New Dungeons!

    > Shadowfang Keep - More Worgen!
    > The Sanctum of the Originators - An area of Uldaros, held by the Originators.
    > Syndicate Hold - Self-explanatory, the HQ of the Alterac Syndicate.
    > The Fallow Field - A once wealthy farmstead in the Lordaeron Heartlands, blighted by the Whisperfolk.
    > Fenris Isle - With Silverpine fallen into the sea, the Naga have moved in.
    > Jintha'alor - An ancient hold of the Amani Trolls, who have separated themselves from the Zandalari after their failures on Pandaria.
    > Durnholde Keep - The first truly faction mirrored dungeon. Each faction fights the other faction over the ownership of Durnholde.
    > The Vile Caverns - Caves underneath the Vile Cauldron in the Plaguelands, filled with Scourge.
    > Creep Wood - An important hold of the Whisperfolk in the Whispering Wood.
    9/10 I would play it a lot

  5. #5
    Deleted
    Quote Originally Posted by Bobblo View Post
    I feel like this should be expounded upon more so than anything else you presented. Patches can bring in new dungeons and raids. New zones and level cap are to be expected. Subraces are purely cosmetic. The new class you offer still fits into the unholy trinity of class design. However, mounted combat can indeed be a new feature worthy of a new expansion.
    I didn't really have an in depth system for it, but perhaps when you're mounted you get a bar of three additional abilities? Different mounts have different abilities (Night Sabres get pounce, Rams get...ram.), probably with faction equivalents. Rare mounts could have unique abilities, maybe just fun utility abilities so as not to make mount collecting mandatory.

  6. #6
    I put one of these up on the official forums last night. You can read it here if you like.

    World of Warcraft: Legacy of the Gods

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •