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  1. #1

    Ways to improve the game

    Here are some ways to improve the game. Of course, you can bring in your own ideas.

    1. First thing's first
    REVAMP/REMAKE OUTLANDS AND NORTHREND. This one shouldn't be so surprising, I mean, We have updated azeroth and it's like "Holy shit, this fun" and then all off a sudden we have the same old outlands that, let's be honest, we've all leveled through over 10.000 times, and then after outlands we have northrend where the lich king is up an running ... which makes no god damn sense .... Specially if you have Bane of the fallen King, Light of Dawn or Kingslayer. All I want is that I can get some new quest if anything added to them places and make it fun once more to level through these zones

    2. Realm first.
    Now of course, I got no problem with this, except, why not give realm first A unique mount and a title. and then make a Realm second and Realm third
    This will go like this
    "Realm first : Guild X got mount and title"
    "Realm Second : Guild Y got a Mount"
    "Realm Third : Guild Z got a title"
    Not only would this bring up Competition but would encourage players to go through the content.

    3. Give us costume on mounts or let us do something with the mounts
    Like what you showed us in the april fool joke 4 years ago (If I remember it correctly) or give us something to do with our gold, Let us get some cool colors on the weapons, paint our armor. Just something.

  2. #2
    Deleted
    Quote Originally Posted by Styx1992 View Post
    2. Realm first.
    Now of course, I got no problem with this, except, why not give realm first A unique mount and a title. and then make a Realm second and Realm third
    This will go like this
    "Realm first : Guild X got mount and title"
    "Realm Second : Guild Y got a Mount"
    "Realm Third : Guild Z got a title"
    Not only would this bring up Competition but would encourage players to go through the content.
    Guilds will just server transfer to servers without raiding guilds/slower guilds and will result to guild sniping, making the slower raiding guilds run out of capable raiders faster than ever and they will need time after time again retrain new ones for the faster guilds.

  3. #3
    Quote Originally Posted by Shengar View Post
    Guilds will just server transfer to servers without raiding guilds/slower guilds and will result to guild sniping, making the slower raiding guilds run out of capable raiders faster than ever and they will need time after time again retrain new ones for the faster guilds.
    Transfering server would
    A) Restart everything for them
    B ) remove the "Realm first,second,third" from them
    C) Both of the above

  4. #4
    Outlands doesn't need an all-out revamp like the old world was in Cataclysm. It just needs updated and cleaned up a bit. Northrend is completely fine the way it is.

  5. #5
    Personally, I'd rather see:

    1) Make lower level raids a viable way of leveling. At least that content will get used a lot more.
    2) Make professions more immersive.

  6. #6
    Quote Originally Posted by zozobra View Post
    Outlands doesn't need an all-out revamp like the old world was in Cataclysm. It just needs updated and cleaned up a bit. Northrend is completely fine the way it is.
    Arthas is still alive even though we have killed him!

  7. #7
    Deleted
    Quote Originally Posted by Styx1992 View Post
    Arthas is still alive even though we have killed him!
    so new people will miss out on the whole story of the particular expansion with arthas removed from the updated northrend, just because your sick of questing and seeing him?

    terrible idea

  8. #8
    Copy-pasting from a similar thread in the past, because if I was to write it once again it would be similar:

    I would give it more depth. Much more depth.

    Creating a challenging game is not necessarily about short-term difficulty, for example an enemy hitting harder; it can be about long-term difficulty as well. And long-term difficulty is about infusing the game with enough content, available in such a way, that it takes effort for the player to master it, if he/she ever does so.

    This is what set the game in the past apart from its current incarnation, and most of the games of the genre nowadays. There was a lot of content, and it took a lot of time to play through it.

    So, I would take every concept of the game, and increase its depth. For example: attributes. Right now attributes are quite averagely challenging to manage. There are quite a few, but only a handful actually are important to a character at any given time, depending on his class and specialisation. Once you settle in a specific role, you are pretty much done: attributes a,b and c are important, x,y and z should not even be on your gear. I would tear those barriers down. All attributes would contribute. Some of course more than others. But the potential to use even the weirdest attribute-accumulating techniques would wield some kind of results. What is more, I would add the incentive to play around and experiment, by presenting the players with situations where said "weird tehcniques" would find application. Path of Exile does a somewhat good job of this for reference.

    This could extend to gearing. Right now it is so linear and self-guiding. It's on auto-pilot for the most part. Like attributes, to which it is tied, gearing is about figuring out what is best for you and accumulating it; all the while the game guides you directly to the solution. It tells you what is good for you, puts big warning signs to bad choices, it actually HAS bad choices to begin with; and the gear is just there. I would similarly tear those barriers down. Allow some leeway in gathering strength in attributes that are not so common or expected for a character; and even creatre situations where the accumulation can be beneficial. Scatter best-in-slot gear throughout tiers, and even activities. And not only best-in-slot-in-general gear, but gear that would be beneficial under certain circumstances. Queue gear that would have special properties, like resistance gear. But not in a streamlined way as it was done in the past, but an active, sandboxy, fun way. To give the ability to players to toy around with gear. Figure out how many pieces of resistance gear should they wear on a boss encounter that has lots of resistable damage. Go for safety or sacrifice survival for better output? Perhaps pile up on such gear so as to free a healer's spot for another damage-dealer, etc. Gearing has become so dull in the game right now, all because the developers are afraid of the abuse from hardcore players, that elusive less-than-ten-percent, making the game boring for all. I wouldn't mind fucking up a bit, if it meant a more exciting and involving game; heck, messing-up would be a good way to get better at designing even.

    This increase in depth wouldn't be just about the theoretical part of the game either. It would extend to everything. Like exploration. I would make exploration a far more involving and in-depth activity. With trekking and climbing skills, survival gear, the need to really watch and study the environment, adjust to weather conditions, navigate through terrain, interact in the right way with flora and fauna, and so on.

    Similarly for questing: just more stuff to do, with more layers, and less pampering. Make quests involving once more. Create a more dangerous environment, so that players have to pay attention, can't mass-pull things, or take shortcuts without thinking about it. Slow the game down so that the player can notice stuff, and learn how to play. Force the player to pay attention to the quest text. Create complex quests. Puzzling quests. Don't be afraid to push players to play more actively. Stop with the map-tracker for quests and all the glowy nonsense. Don't underestimate people's intelligence. Instead challenge it. Then throw in multiple campaigns, class quests, neutral campaigns and mutliple approaches to tackling questing, depending on class/specialisation/choice, and provide layers of increasingly more demanding questing experience. Make it big and complex.

    And so for crafting, less hand-holding more active participation. The thrill of discovery and mastering of the art should be the motivation to acquire a profession, not pushing a button to make you lots of money, or gain +250 spellpower. Don't just hang recipes on vendors and teachers or quartermasters. Spread them all over the place. Make that "mythical weapons crafter" truly mythical. Make levelling a profession a game unto itself, one that has to do with actual creativity, not buying things off of the auction house. Give more interaction with the subject of the profession, make blacksmithing feel somewhat like actual blacksmithing. Just an anvil and a button to press are not enough; give various tools, procedures, etc.

    And so with instanced content. You make a joke of a group-dungeon that is linear and easy, and then wonder why it is boring? Blackrock Depths before the nerfs is your friend. Only, since this is not 2004, but 2013, and game design has advanced, the new and improved Blackrock Depthiers is going to be even bigger, more complex, have more content of all sorts, take more time to complete, and now we got a thing called skill that we introduced to the dungeon, so you can't just mash two buttons to defeat bosses. Prepare for a nightmare... of pleasure, if you play this game to experience a role-playing game, and are not just another hardcore wannabe that thinks that ideal dungeon design is to have an excuse for a map like in League of Legends to plow through continuously. Playing a role-playing game like a battle-arena one is not good game design, it's "you have no idea what kind of game this is" game design. So back to actual role-playing game-style dungeon and piss off with the simple ones. Except maybe a few, for people that want a quick run for points. And so with raid-dungeons.

    Of course, in all this, the player would not stand alone. There would be a tutorial to help him and teach him some of the basic stuff. A tutorial not restricted to the initial part of the game either, but always be there when required. And it would be the right kind of tutorial, one that would point the player towards what he should be looking at to learn how to play, NOT play the game for him. So if you are a first-timer, I will tell you about attributes, as detailed as you want, and weapons (as you find them). But if you choose to just charge into that pack of level 1 wolves and start clubbing around, because "every game should be easy to pick up and play", then you will get the rightfully deserved disembowelment that you had coming; this is a role-playing game mate, it's a natural antithesis to "easy-to-pick-up-and-play" games. So learn to pay attention.

    In general, making the game challenging, not difficult, has more to do with making the player slow down, pay attention to the game's concepts, study them, experiment with them, and use them to have fun, than putting up a wall in front of them so they rage in anger and confusion. And it's not about punishing anything; it's about teaching them how to play, and offer them content where they can use the skills acquired.
    Last edited by Drithien; 2013-09-05 at 04:08 PM.

  9. #9
    Quote Originally Posted by Drithien View Post
    Copy-pasting from a similar thread in the past, because if I was to write it once again it would be similar:
    snipped for space
    I would hire you immediately Those are great ideas.

  10. #10
    Quote Originally Posted by Styx1992 View Post
    REVAMP/REMAKE OUTLANDS AND NORTHREND.
    No, absolutely not. They should make sure that the content is playable (i.e., that skill changes don't make everything faceroll) but they shouldn't be using resources on old stuff. There's nothing I hated more than recycling of things like Naxx, and 5-mans in Cata. Don't ruin the old content, and instead build new great content. Of course, with Blizzard's main focus being cutting costs everywhere, we'll likely see them recycle more and more old content.

  11. #11
    Quote Originally Posted by LeperHerring View Post
    No, absolutely not. They should make sure that the content is playable (i.e., that skill changes don't make everything faceroll) but they shouldn't be using resources on old stuff. There's nothing I hated more than recycling of things like Naxx, and 5-mans in Cata. Don't ruin the old content, and instead build new great content. Of course, with Blizzard's main focus being cutting costs everywhere, we'll likely see them recycle more and more old content.
    With the amount of nostalgic people out there, ensuring some old content is re-enjoyed does not seem like a bad use of resources to me. imho.

  12. #12
    Quote Originally Posted by Styx1992 View Post
    1. First thing's first
    REVAMP/REMAKE OUTLANDS AND NORTHREND. This one shouldn't be so surprising, I mean, We have updated azeroth and it's like "Holy shit, this fun" and then all off a sudden we have the same old outlands that, let's be honest, we've all leveled through over 10.000 times, and then after outlands we have northrend where the lich king is up an running ... which makes no god damn sense .... Specially if you have Bane of the fallen King, Light of Dawn or Kingslayer. All I want is that I can get some new quest if anything added to them places and make it fun once more to level through these zones
    Yeah and that worked out so well last time right? All the time updating the old world made end game lack greatly.
    Goodbye-Forever-MMO-Champ
    Quote Originally Posted by HighlordJohnstone View Post
    Alleria's whispers start climaxing

  13. #13
    - Stop putting in things that will automatically form a group for you, Wow's a much more fun game when you actually team up, even if it means having to look in trade chat


    - Consider removing LFR or make it challenging enough so that you have to stay awake



    - More world pvp zones where you can't fly, not just one isle.... make a portion of the map that has good mining nodes, herbs, etc, one where you actually feel like you are in a battle


    - Put rating requirements back on pvp gear... as it stands now, PvP with the lack of competition just isn't as fun for long time pvp'ers

  14. #14
    5man remakes were viewed as successful, mostly the MoP ones. Raids don't really work thats why there's no Kara remake despite the pleas and its popularity.

    Deadmines, scholo, both scarlets (despite the removal of a lot of original content), SFK were all huge success stories imo. I enjoyed ZA and ZG because I never experienced the originals. Idk, I'm in favor of 5man remakes at the very least. Not entire zones

  15. #15
    Herald of the Titans Z3ROR's Avatar
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    They doesn't have to do much about Outlands and Northrend. They only have to add a couple of new things.

    I was thinking: If they add or replace a couple of quests with a Bronze Dragonflight storyline where you are tasked to learn about what happened in the past. Before you go to Outlands for the first time (upon your first arrival in Outlands) an NPC of the Bronze Dragonflight tells that have actually traveled back in time. He wants you to find out what happened in Outlands and what the link with the present time is.
    Same with Northrend.

    This can save the epicness those continents has, but still fit in the current gameworld.

  16. #16
    Quote Originally Posted by Styx1992 View Post
    2. Realm first.
    Now of course, I got no problem with this, except, why not give realm first A unique mount and a title. and then make a Realm second and Realm third
    This will go like this
    "Realm first : Guild X got mount and title"
    "Realm Second : Guild Y got a Mount"
    "Realm Third : Guild Z got a title"
    Not only would this bring up Competition but would encourage players to go through the content.
    I'd say just remove it period. Most servers only have one guild capable of getting Realm First, and it's always the same guild each and every raid patch. There is no competition, you know that <Super Awesome Guild> is the best guild on your realm and always has been, and always will be, and always gets the Realm First achievement.

  17. #17
    Bloodsail Admiral Iseeyou's Avatar
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    I vote for Outland revamp.

    Not a big fan of first realm rewards, ll creat a lot of QQ. They should give better rewards for PVP then we talk first realm.

  18. #18
    Quote Originally Posted by fappasaurus View Post
    5man remakes were viewed as successful, mostly the MoP ones. Raids don't really work thats why there's no Kara remake despite the pleas and its popularity.

    Deadmines, scholo, both scarlets (despite the removal of a lot of original content), SFK were all huge success stories imo. I enjoyed ZA and ZG because I never experienced the originals. Idk, I'm in favor of 5man remakes at the very least. Not entire zones
    Remakes are good when it's an actual remake/update. ZG for instance was a total revamp of the place; some of the NPCs were the same for nostalgia but it was completely different, and that was good. ZA was garbage because it was almost literally the same as the raid, scaled down. Exact same NPCs, roughly exact same mechanics, the last boss was the same guy with a new name/model but the exact same abilities. That was bad.

    If they were to remake let's say Karazhan, it would be good if it wasn't just the old 70 Kara (in multiple wings probably) with the same bosses just scaled. It would have to be a NEW Karazhan with new bosses/things or it wouldn't be well received at all, and rightly so.
    Last edited by Nobleshield; 2013-09-05 at 04:06 PM.

  19. #19
    Quote Originally Posted by RickJamesLich View Post
    - Stop putting in things that will automatically form a group for you, Wow's a much more fun game when you actually team up, even if it means having to look in trade chat.
    May I point out that this is already possible?

  20. #20
    Quote Originally Posted by Asmekiel View Post
    May I point out that this is already possible?

    Yah, but not used very often, which I think ends up making the game less fun for a lot of new guys. Think about the first few times you did a dungeon... you may have made some friends along the way, engaged in world pvp... stuff that's just as fun as the dungeon that many new players aren't aware of unfortunately. I think stuff like that missing from the game may be why subs are down (strictly my opinion).

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