You are not going to get through to him, the issue isn't even that he wouldn't be able to play with the graphics he wants. He is obsessed (to a legitimately worrying degree) with the need for everyone else to see his character exactly as he is seeing it on his end, which is ridiculous to begin with, since there are a wide variety of graphics settings, monitors, and physical sight capabilities that wildly change how any given person sees your character. Even before addons, which can further alter the depiction of other people's characters.
I leveled like 50hours later than that dude.
and that dude made the record on newer servers after learning stuff.
and yes, i read his guides and still have them on my old pc
yes.
next time dont post random shit you casual^^
and dont worry, if youre not alkohol and tobacco adicted you can only sleep 4h a day for a short period of time (1-2 weeks)
The first release week of Dark Souls remastered i had 100h played.
I´m like that, if a new game is out I love i play the shit out of em, sometimes without sleep.
I played Morrowind jthe first time 36h without sleep xD
We already passed this, you could not win by this argument
Moreover, I would even more like to have them introduce new models through customization, for then this would be a guarantee that no one will hack client for this and break the rules. But this my wish would conflict with "same experience" promise and therefore I don't even insist on it.
Villains are not those who want to follow rules, villains are those who want neglect them.
Last edited by Alkizon; 2018-06-21 at 04:44 PM.
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As far as i know the absolute record is just under 5 days /played time.
Here: https://www.youtube.com/watch?v=jTSy...FqqjPtcxhF7kB_
And ofc this depends immensely of the class. Don't even think getting close to these numbers on a warrior lol
https://www.furiouspaul.com/wow/
Since a few of you are going on about speed leveling. The above link is kinda cool.
Personally, I am going to take my time and enjoy the journey again.
“We are the music makers, and we are the dreamers of dreams.”
I'm not so sure about that.
You'll probably have a huge crowd that starts to play on release and desperately wants to get ahead. The mob respawn timers and the fact that you had to tag everything meant that questing and leveling was hardest in the most crowded areas. That's effectively a catch-up mechanic for all those who take it slower, because it makes the most active players spend relatively more time.
If the first week were an authentic vanilla launch you'd get permakilled questmobs and completely overrun starting areas, the full package. That can be a good thing because there's not much else in the game that slows down a player's progress and discourages no-lifing. Retail has soft (AP knowledge) and hard (time-gating) drag factors, vanilla only has mob respawn timers.
I don't see how you can balance convenience and immersion. The world felt alive because you sometimes spent hours fighting with people for questmobs, which was frustrating but also memorable. You'd be forced to group up and make connections and you'd recognize the name tags of those who you met in your first few days for the rest of your ingame life.
This actually sums up my main frustration with the world in its current state.
Running into random other players doesn't make the world feel alive, running into known faces does.
Last edited by mmocada6ff965a; 2018-06-20 at 03:34 PM.
It wasnt fast ways, it was literally experience and patches.
There was a huge difference between leveling in February-march 2005 when WoW launched in EU, and leveling in August 2005 when they opened the 3rd batch of servers.
I dont remember how long my first character took, all i know is my second character when we rerolled May-June 2005 from Alliance to Horde, in 5 days with 4 hours of sleep (Yes i played that much, summer and being 18+ helps) was around level 45, with keeping my Blacksmithing and Mining on par cause i was gonna abuse it the moment i hit 60, which i did.
Because i got burnt out by playing so much those 5 days i didnt touch WoW for ~2 weeks, went on 5 day vacation, came back and played Dota for 1 week before they introduced BGs which is where i started playing again , that and my friends were starting to catch up finally.
You could average a level every 10 minutes through this. You would get a group of geared level 60's and then the low level character would run around getting the tap on high level elites while not in the group with 60's and the 60's would kill it them allowing the low level to get full XP credit for the kills(which at that point was over 2500 XP a kill) or you could do the zone into BRD as a group the 60's would run around gathering the mobs up the low level char would get the tag, the 60's would leave the group and kill the mobs before the timer to kick them of dungeon came up and the low level char got all the XP. We would charge 1000 gold for a 30-60 carry and most people would just buy the gold from gold sellers and pay us. If it took more than one night we would lower the cost to 800 gold.
It isnt, it was used until some point in early TBC , it got patched after that because everyone started abusing it, so it got Blizzard's attention.
Did Blue Dragons thingie solo for a friend for his alt at one point not the Winterspring ones, the Azshara ones, took to long with one person despite the gear and i got bored after awhile, told him to go grind the Satyrs nearby at North Azshara.
Also did the outside BRD thingie, you simply pulled all the shitty dwarves, cleaved them down -->tons of XP for the low level tagger.
I remember it cause there was a weird account trading going on between friends at TBC launch (We were a good 15-20 people playing together from a lan environment/net cafe) and eventually someone got fucked over and had to re-level a character, helped him a bit, then next day we tried again, was fixed , he got devastated.
It was simple, tag mob -->Level 60 1 shots it-->full XP.
Despite the person above explaining, they didnt fix "XP received by damage done" as i said, until TBC.
Last edited by potis; 2018-06-20 at 09:53 PM.
Wildstar also had the even more massive problems that it didn't benefit from the Warcraft franchise.
I liked a lot of the design philosophy of Wildstar, but I just was bored of it nevertheless. That's not because "WoW Vanilla design is bad", but rather because :
- I find magic and medieval settings more immersive than SF ones.
- The classes in Wildstar were just not as iconics as in WoW, and just lacked personality, which made the whole thing feels tacked on.
- The story wasn't compelling.
But yeah, the dynamic aspect of gameplay was pretty fun, and there is lots of things that were absolutely great (the housing was just incredible).
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And that's the strength of Vanilla : as you spend a lot more time leveling, as leveling and grouping are more significant, as you need to group to get a lot of things done, and as there is no cross-realm, you'll encounter the same people much more often and they will stop being random and start becoming known faces more and more.
one very big benefit of high pop servers like that is you can probably find a dungeon group pretty easily while leveling even on a mature server (where a lot of the char. online are 60 already).
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right, otherwise you end up with the scenario that many servers had in bc, where player population is mostly at max and you cannot find groups for almost anything while leveling - outdoor elite areas, instances, etc.
for whatever reason getting well over 5k online seems to provide critical mass to complete a lot of group things while leveling. unfortunately, in the ps scene it does not provide critical mass to get leveling bracket bg's to pop reliably. It seems a given that 'queue anywhere' would change this, however.
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I think about half? the pop on major pservers is chinese and that presents a rather large and essentially insurmountable language barrier - you can interact in wpvp, you can run instances where there isn't a lot of communication needed, but that is about it.
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I remain optimistic they are considering how to modify how raids gear up, either increased drop rates, some type of badge system (boj's essentially) giving a guaranteed slow upgrade alternate path or both.
Last edited by Deficineiron; 2018-06-24 at 02:34 PM.
Authors I have enjoyed enough to mention here: JRR Tolkein, Poul Anderson,Jack Vance, Gene Wolfe, Glen Cook, Brian Stableford, MAR Barker, Larry Niven and Jerry Pournelle, WM Hodgson, Fredrick Brown, Robert SheckleyJohn Steakley, Joe Abercrombie, Robert Silverberg, the norse sagas, CJ Cherryh, PG Wodehouse, Clark Ashton Smith, Alastair Reynolds, Cordwainer Smith, LE Modesitt, L. Sprague de Camp & Fletcher Pratt, Stephen R Donaldon, and Jack L Chalker.
Had to highlight that.
I sincerely hope they are placing the utmost importance on the community aspects. Personally, I'd argue in favor of introducing realms with capped population and faction ratios and a name check for uniqueness across all vanilla servers (to facilitate later merges). There are all sorts of issues with that in practice, but if you don't create an environment in which a recognizable community can emerge the whole thing is pointless.
Vanilla nostalgia isn't about the gameplay. The famous quote "you think you do, but you don't" misses the mark entirely, because it assumes that gameplay and player experience are the same. Nobody misses the gameplay, it's the social aspects of the game that died somewhere along the way.