Introduction:
I think we can all agree that there's plenty of instanced, high-end content at max-level, but Open World content feels a bit dead. Not that it doesn't exist (there's plenty of dailies and collectibles), but that it doesn't feel.... well.... important nor fun to many of us. I have an idea, consisting of a few major changes that all link together, that would perhaps revitalize the Open World experience at max-level, making the Open World part of meaningful power progression, less grindy-feeling, and thus would give players a reason to leave the main cities while also having a ton more RPG customization elements added to their game.
TL;DR = Make professions extremely relevant and powerful at max-level, greatly expand the catalog of craftable/consumable/enchantable/etc things each profession can do. This in turn creates more RPG variety and choice, while also greatly increasing the need for a crap ton of resources in the economy. To account for this, replace the Anima/Azerite/ArtifactPower reward system with profession resources as the de-facto reward for everything, and add more Open World ways to obtain these resources that are inherently social, as listed and described below.
If you want the details, here we go:
sorry for walls of text
Step 1: Make professions extremely relevant for max-level content (Raiding, M+, PvP)
Professions could be some of the coolest RPG elements of WoW, with each player potentially providing immense value to themselves and other players while stimulating an ever fluctuating economy. Imagine this: Every profession has craftables/enchantables/etc that are very powerful, very varied, and that they can share, but also require a ton of resources to make.
- For blacksmithing/leatherworking/tailoring, this means that you would once again be able to craft some of the most powerful gear in the game for yourself or others. This gear would follow an upgrade system like Stormherald of the days of old, where the lower/mid versions of an item are competitive and very good whilst the highest versions are for the super-tryhardiest of high-end players. The resource requirements obviously grow as the versions of this powerful gear rank up, going up in both quantity needed and difficulty of obtaining.
- For enchanting, this means that every possible slot of gear is enchantable, and with way more options for enchantments. Why are only ~5 pieces of gear enchantable right now? And why are there essentially zero choices or options for customization in those enchantments? Add every secondary & tertiary stat as an enchant option for every slot of gear (haste, crit, etc + leech, avoidance, etc), and throw in some unique passive/proc effects as well. Imagine potential Corruption-like effects, but less powerfully game-breaking of course. For ex: “Enchant Bracers - Liberation - reduces duration of root effects on you by x%”. These would add spice + flavor + choices. Even if people min-max these and there’s a BiS, which there always will be, it’d be fun to try out new things and play around with crazy combinations. And last point here, like the above professions, is that soooo many enchants needed for every slot of gear means more resources are needed in the economy.
- For jewelcrafting, you can imagine something similar to enchanting, where most pieces of gear have at least one gem slot, and again there’d be gems for every secondary/tertiary stat. It’s essentially the same thing as enchanting, just different RP flavor and yet another thing to customize your character while adding more need for resources into the economy. And what the hell, throw in gem rankings again, much like the above blacksmithing Stormherald example, to create something further for top-end players to strive for.
- For alchemy, well actually that can stay as is because it’s one of the professions that requires constant resource gathering because of the nature of what it creates: temporary consumables.
- For inscription, make the runes/scrolls as good as flasks/potions and make them stack with alchemy goods. Similar to the relation between enchanting & jewelcrafting, where both do essentially the same thing (passively increase stats by boosting gear), alchemy and inscription can both fill the purpose of temporary consumables that boost player power. While it is redundant, its fun to stack boosts. It makes your character feel more powerful. And also (you’re probably seeing a trend at this point) it adds more need for more resources in the economy.
- For engineering, and this one might be the controversial, but add back powerful consumables that are tradeable and usable by everyone. Nothing as degenerate as those grenades in Classic WoW that oneshot stun people, but things that can help any player in general situations. For example: “Deployable Forcefield Generator - Reduces damage taken by allies who stand in it by x% for 5 seconds”. Or how about “Power Refracting Beam - Use on an ally, increasing their damage by x% of all the damage you deal for the next 10 seconds”. Etc etc, the main point being: add a ton of variety and make them all consumable so that there’s a need to get more resources to keep making them for everybody.
So what now? Professions are extremely relevant again, and there’s a ton of variety and options and this would add some cool RPG fun back into the game. But you’re probably thinking, “Wow that sucks, now I have to go grind resources. And grinding resources sucks. It’s boring and tedious and awful.” And here’s where the magic comes in:
Step 2: Make the majority of Open World content based around obtaining resources & recipes in different ways.
Of course, the traditional method of obtaining resources would still be there, namely gathering professions. But now think of all the dailies, the world quests, the rare spawns, the treasure chests, and so much more. Instead of everything granting some resource like Anima, that has zero effect on player power and thus is useless for a player who doesn’t care about collectibles, or a resource like Azerite, which does affect player power but in the LEAST diverse and MOST boring way (grind for a single stat increase by yourself), I suggest that most Open World content should reward profession resources, which goes hand in hand with the above suggested changes that’d increase the need for those resources. Let’s break it down:
- Dailies/world quests: have them reward resources (herbs/ore/enchanting dusts/engineering gears/etc)
- Rare spawns: have them drop resources & recipes, including rarer resources that might be needed for that Stormherald-type gear, or that especially powerful on-use engineering item, or that especially powerful flask that you need for your Mythic raid (or to stomp on some nubs in a random BG haha). Increase the number and location randomness of rare spawns around the world so that players can run into them naturally instead of camping a single area. Also, have varying levels of difficulty for these rares. Currently in-game, all rare mobs are essentially one-shottable jokes. Make some of them actually tough, maybe requiring 3 people who aren’t tanks/healers, something along that line. The harder the rare, the more/better the resources it drops. With both randomness in spawn location + a sometimes difficult encounter that requires others, that would encourage players to get their friends to come along with them, or make nice with other players that they meet in the Open World.
- Hourly events in each zone of the current max-level continent: Remember the BC zones had those PvP minigames of capturing the towers to get a faction/zone-wide buff? Bring that back, but make it applicable to both PvE and PvP players and make the zone-wide, faction-wide buffs increase resource obtainment. For the PvP events, pretty simple, just re-create the BC capture the towers stuff like in Hellfire Peninsula. After a faction wins, then for the next “x” hours, your faction in that zone gets +x% more resources for doing stuff, or maybe has +x% increased chance of finding rares, etc etc. For the PvE versions of these constantly happening events, spawn 2 semi-easy raid bosses, 1 for each faction, and have it be a race to see who can down it first. And yes, the PvP and PvE events can stack (though without WarMode you don’t get PvP zone buff).
- Reputation grinds: Getting rep allows players to buy more powerful recipes for the various profession goods. Think jewelcrafting in BC, but expanded to every profession and also certain reps increasing your ability to obtain resources in certain zones.
- World PvP: Make killing other players grant some resources (not stealing it, just looting it from their corpses). Make killing a bounty drop a lot of resources.
- Instanced content - Raids/Dungeons/Battlegrounds/Arena: Obviously these would reward resources too (including super rare resources needed for top-end craftables/consumables/etc), thus giving players a reason to do them even after outgearing them. For example, the next raid tier has come out, but your guild can choose to still run the previous raid tier because it drops a fuck ton of resources, thus sparing your guild the effort of doing some dailies or whatever ya’ll don’t wanna do. Or more realistically, giving your tryhard guild excess resources for BiS craft gear/top-enchants/top-gems/top-flasks/top-scrolls/maxxed engineering items.
Step 3: Putting it together
What does all of the above add up to? Let’s hypothesize:
- With professions being extremely relevant and having a ton of variety in each of them, a player’s choice in their 2 professions becomes much more important. Meaningful choices are good. It’s another part of your character to progress.
- Players have various routes to bolster their character’s power levels besides just waiting to raid/arena log every week and then opening a chest on Tuesday *snooze*.
- Players have much more customization options in their player’s power. From more gear choices via crafting actually being good, to getting the most powerful flasks/scrolls buffing you, to keeping a nifty engineering item up your sleeve in a sticky situation. Maybe I’m an afflic lock and for shits’n’gigs I want to stack all Leech and become an unkillable god in a battleground. Even if it’s not BiS and not ideal for the highest level of play, it’d be fun to try stuff out and see what insane (if not impractical) builds people come up with. Important to note that nearly all of this increased variety of craftables/consumables/enchantables/etc would be tradeable and not limited to a blacksmither/alchemist/enchanter/etc.
- Players have a reason to go do content in the Open World. It affects player power so it is “necessary” for many players. But the reward feels much more diverse and varied than a single Azerite/Anima/AP boost. Because what you’re getting isn’t immediately the end of the reward, it must be traded and swapped and crafted into a meaningful reward.
- All of the increased need for resources increases player interaction via the economy and the Open World. Anima or Azerite or Artifact Power, which is the de-facto reward for doing anything in the game at any point, feels like a single player game reward. They have no variety and give you something by yourself in isolation (and what they give you isn’t really that interesting). Profession resources are inherently social because you can’t use all of them yourself. You’ll need others to help you utilize them, or you’ll need to sell them or buy others that you’re missing. Think if everything in the game de-facto awarded various profession resources instead of Anima/Azerite/AP, and there’s actually super cool choices of things to craft with them. It makes the hamster wheel grind much more fun because it’s social and varied. Who knows, if I get a drop of this rare herb from this rare, then I’ll have a super powerful flask for tonight’s Raid. Otherwise maybe I’ll just get one step closer to crafting that BiS gear. It’s variety + social interaction built into the reward system of the Open World.