Page 1 of 5
1
2
3
... LastLast
  1. #1

    I wish the old world was more alive.

    I will go ahead and use this thread as my valve to let out the things that made me come back to Warcraft. I have quit Shadowlands after Castle Nathria because the game felt very one dimensional to me. The moment Dragonflight got announced the mere hope that something enjoyable will return. Wow for me has never been about great mechanics, great combat or balance. What made Wow always fun to me was how immersive the world was. Memories like leaving Teldrassil and walking to Stormwind via the “dangerous” wetlands was an adventure like no other. So in high hope that the old world will not just be reheated in a “classic” way I would love to see the following things:

    1.Classes & Fantasy

    There were 2 Expansions i really felt like having a main and max out one character and take on end game challenges. That was Vanilla and Legion. As in the pretext Wow already has a well established and strong world fantasy. Order halls or class specific quest like learning berserker stance by going to a remote place to learn to fight brawlers is wonderful. If a system like this is tied to power it might feel like a chore to do lots of stuff to get something in return. But even if power is a problem i feel like small things like cosmetics already are an incentive. I had some ideas in mind for the following classes i played and enjoyed a lot:

    Warrior:
    On of my best memories of being a warrior was identifying as a sword/axe/mace warrior. I feel the topic of being in a stance, learning a style is a fantasy that is highly enjoyable. when fury was reworked and it got new animations i felt like this was just some generalization. I would have much prefered if you start at a basic animation for most of your skills and auto attacks. due to quests you get new effects and animations. For example you become a kaldorei sentinell and learn glaive style giving you a special animation when using glaive weapons. Or you learn how to ignite your blade when you execute by training with burning blade orcs.

    Rogue:

    I enjoy the 3 specs having a strong flavor reading assassin, pirate and ninja. This is a fantasy that could be expanded upon. change combo points to seals, gold coins that visually and acoustically enhance your gameplay. furthermore i would love the poison profession to return. I could imagine being a a rogue that specializes in the venomous flowers of winterspring who spends time in the mountains gathering his ingredients to acquire the deadly poison in a frost version.

    Priest:
    There are established religions in azeroth already and i feel like the idea of shadow priest having to pick a old gold idol to pray to makes great gameplay additions if you include other spiritual beings like the light, elune, earthmother etc. spells like flash of light could become a flash of moon light.

    Hunter:
    Quivers were the reason i loved playing demon hunter in diablo 3. Having a quiver as a bag felt so great. and the legendary bow in tbc shot lasers. I mean hunters already have their minigame in chosing which pet they want to have as company but collection and crafting ammunition that makes your spells look different has a nice flavor.

    Mage:
    i feel like the stable spells firebolt, frostbolt and arcane blast could be a wonderful foundation to study them. different models for them could be a great result of doing some magical research. a frost mage could work with snowballs, ice spears, dark ice, pure ice. you name it.

    Warlock:
    More stuff like green fire. this is exactly what im talking about.

    2.Professions:
    Now with professions actually becoming meaningful i think a new oppertunity is to open up shop in azeroth while reaping the benefits of the rich world architecture. why not have a rentable forging area in the mountains of iron forge where smithing products can be mass produced to work towards a guild goal like a wonderful karawan cart that can be filled in a mining area like the searing gorge and be escorted back to iron forge to produce more stuff like a mithril statue that can be placed in front of goldshire to prove your mastery of mithril crafting and mining.

    Another flavor i would like to see is make plants or food zone specific. westfall stew is a perfect example. it can only be made by farming reagents in westfall. It has low value in westfall because its common there. but if you were to travel to booty bay it might become a rare sought after delight.

    which brings me to the point of traveling. dragonriding is a gimmick. but it opens up a box of implications. travelling the world is an adventure. especially if it is a cool world. sure sweeping down the blackrock mountain is a fun experience but i think doing your own odyssee around the world would add so much for those who enjoy this content. planing a journey from stranglethorn to desolace. gathering jungle medicine in your storage at kurzens camp. to schedule a fixed date to your guild or hire players via workorders to protect your caravan. bring them to booty bay fighting off tigers and trolls, going over the sea with your trusty captain managing the seas, while your canoneers slay all kraken your way and your navigation team finds the quickest way to the shore. when you finally arrive in theramore you just cross over horde territory if warmode is on the horde might get something of the precious goods. but if you manage you can safely arrive in desolace deliver the medicine and get your reputation, achievement and whatever currency fits.

    3. Character story / world:
    I still remember quite fondly how i saved that night elf girl in astranaar from her poison and the grateful bow of her father when i did wake her up. This is such a fond memory that i actually got really mad that astanaar was attacked in BFA. Both emotions are actually good for identifying with the world. Create little stories and questlines that are just that. Missing pilots in dun murogh, the linken questline in un’goro, mankriks wife and so on. i feel a zone like zereth mortis is rich in lore and interaction. this is why i like the idea to turn the four zones of dragonflight into mini zereth mortis. but i feel like there is no point in reinventing the wheel when you already have a wonderful world that could harbor 36 or more zereth morti. I still think questlines like thousand needles before and after the flood offer so much to build and progress in. we all know how a mage that spends time in karazan looks different from a mage that helps selling ice cream in thousand needles.

    4. Player made content.
    I still dont understand why there never was any incentive to make players create their own content. i know raids and dungeons have become the main pillar of wow. Their polish is usually very high. But i always felt like what made world of warcraft, league of legends and a few other stand alone games rise was the infinite creativity of the warcraft 3 player base. If players where given the chance to create dungeons, weapons, spell effects or quests it would add tremendous amount of value to the game. Of course there will be a lot of offensive and low quality bait. But at the end of the day we all get to chose if we subject ourselves to that. And in turn places where anything can happen it will usually give birth to both the worst and the best ideas.

    5. Resting areas
    Just forgot to add this point. I feel like self sustainability is in a way fun since it removes the unfun “inactive” time. but i think there should be an action before that reward.
    What im trying to say is that being out in the world killing some couple of hundred of gnolls then go fight the next dragon just to lift of to one shot 2345 ogres does not really feel immersive. its more like getting a grocery list done. a good example for this is the warrior talent second wind: if you receive no damage your life will go back to full automatically. I know there is huge gap between perceived difficulty and actual difficulty but feeling “threatened” by the wilderness should be a no brainer. I mean just imagine going afk in the middle of raven hill, duskwood back in vanilla. no sane person would do that. Antorus the burning throne, oh i just fly a few inches in the air and suddenly i can bring out the trash while my character chills on an alien world inhabited by the death titan. 2 horrible and threatening scenarios but someone a wandering elite mor ladim is a bigger nightmare than argus. For me i always had good memories in darkshire inn. it was a place to level up cooking and talking to other players about how that orc rogue killed me again last night at raven hill. For me there was a clear indication that the darkshire inn was “green” the road to raven hill was “yellow” and raven hill was “red” I knew when to be alerted and when to watch netflix on my other monitor. On a side note when i played ragnarok online way back in the day most classes had to take a break while leveling, due to mana, ammunition or health running low. The time to refill, restock or recharge was always tied to player interaction. ( finding a priest that heals you, finding a merchant to sell cheap ammunition or just chatting with other people regenerating).

    It might be a slippery slope but i think just like in the maw there should be a factor limiting your time in the wilerness. A “stamina” like stat that determines your out of combat reneneration. when its empty you are on your own. fight 2-3 more mobs and you have use cds for single trash mobs. Since the world now has this threat a player can find a prefered way to fix this. Maybe logging out in an inn will get you that rested bonus that makes your stamina drain more slowly. Maybe a chef prepared travel rations that keep you goind for hours. or you play in a party making stamina almost irrelevant.

    Speaking of Inns. add minigames. Hearthstone, Bejeweled, Azeroth Poker, whatever. Make it fun to spend time in the Inn and make it Fun to interact with other people who also spend time at the Inn.

  2. #2
    More alive in terms of player is what Im missing. Chromie time doesnt serve it well

  3. #3
    I don't really care about pretty much anything on your list that I skimmed through.

    If you wanna spend 2 hours rping your way from point a to point b... cool... give us teleports or flying cuz that shit is pure trash.

    And making "things from around the world relevant" was also removed from professions because yup... pure trash.

  4. #4
    Quote Originally Posted by Caerrona View Post
    I don't really care about pretty much anything on your list that I skimmed through.

    If you wanna spend 2 hours rping your way from point a to point b... cool... give us teleports or flying cuz that shit is pure trash.

    And making "things from around the world relevant" was also removed from professions because yup... pure trash.
    its not about rpingthrough the world. its about a world being immersive. you are the type of candy crush player that wants to be rewarded constantly the fastest and easiest way.you enjoy a game whenthe slot machine is constantly flashing. but guess what there are people who enjoy a world that throws problems at them that need to be solved.

  5. #5
    Bloodsail Admiral salate's Avatar
    Join Date
    Jul 2008
    Location
    Russia, Samara
    Posts
    1,194
    From what I understand Blizzard try to make something good in mind but never does it well.
    I mean "We want RPG and choices!" they give us Covenants, so we chose what to pick, but then again "We want to change it every second!", so they have to adjust it to swap etc. We want talents trees! they give us HoA and Conduits but its bad in a way. Then in DF they give us long awaited talent trees aka "welcome to the past". Blizzard always try, do it poorly (yeah I still believe they shouldnt force launch SL or test HoA more to predict some huge nerfs for some classes).

    And we have players like you who misses an opportunity to sit in old world. While I understand that its sad and partly like the living old world, I understand that majority of players like to do end content and they dont give a thought about old content.

    From what I've understood... People make communities in order to play together they want. They want to chill? you know where the Goldshire is. You want to make the world more alive? Dunno just make groups in group finder.

    reality is harsh and nowadays wow play style aint dictated by blizzard only but the playerbase awell. So... Its market/players/and company problem. We will not be happy.

    Because Legion ended KEK
    step into everything will gief ya nothing, mon

  6. #6
    As long as there are options I don't care.

    I like public transportation for example, makes the world feel more alive. I really hated it during MoP and WoD when there was no actual way to travel through the new zones and the old. So I'm happy they are getting back to that.

    I know most people want instant flying and portals and what not, but I don't think they realize that devs that work on RPG games maybe work on them because they want to make... RPG games?

  7. #7
    MMO's shouldn't be episodic. Their content should aggregate the end-game.

    The reason the world feels dead is because all of the content was meant to be played once. Add Chromie time and you get players speeding through one section at 8 times what it would originally take.

    In other words, it used to be the levelling players that populated the world, and players simply have stopped spending time levelling.

    Rather than finding ways to increase their time spent levelling (which nobody likes to do after their 7th alt) the focus should be on pulling the old content into the end-game again.

    This can be done in two ways:

    - A 'cataclysm' type expansion. Again. It would instantly slather the old zones at least Kalimdor and Eastern Kingdoms with new content. The problem is that Blizzard would wipe out a lot of old content away again.

    - Or a second team of developers refurbishing the old content. Taking the best quests from each zone, and tailoring them into world quests. The amount of content work this would require is still vast, but most of the content is there. Not every single quest is word repeating, but each zone has a at least a handful of interesting bits that are worth playing more than once.


    But first, Legion, BfA, Shadowlands and Dragonflight will already be set to be consolidated into an end-game experience. Blizzard already made some inroads into this by reviving old Mythic instances. They can do the same with the world quests. While playing Dragonflight, players could opt in for emissary quests from Broken Isles, Argus, Kul'Tiras, Zandalar, Nazjatar, the Mechagon and the Shadowlands, where the zones will scale to their level and where they will do world quests that count towards their Dragonflight Progress.

    That way at least those expansions can be turned evergreen with trivial effort. It's just that everything before that would require considerably more resources. I believe it will be worth the investment as WoW's total content is so vast that by the time a player encounters the same world quest twice, it has regained its novelty again.

    Quote Originally Posted by Xilurm View Post
    I know most people want instant flying and portals and what not, but I don't think they realize that devs that work on RPG games maybe work on them because they want to make... RPG games?
    Yeah that's another point. All the travel 'quality of life' improvements means that players warp through the world instantaneously. It makes WoW feel like a remote job. And whereas with remote job the commuting isn't entertaining, in a MMO, the travelling is part of the challenge, part of the gameplay content that's offered.
    Last edited by Iain; 2022-07-22 at 09:15 AM.

  8. #8
    Quote Originally Posted by Caerrona View Post
    I don't really care about pretty much anything on your list that I skimmed through.

    If you wanna spend 2 hours rping your way from point a to point b... cool... give us teleports or flying cuz that shit is pure trash.

    And making "things from around the world relevant" was also removed from professions because yup... pure trash.
    You're the type that wants everything in the mailbox as soon as you log-in just because "i pAy sUbScRiPtIoN oMg".
    Then you can come here and complain about how everything is easy or "pure trash".

    You need a doctor, not a game.

  9. #9
    Quote Originally Posted by Iain View Post
    MMO's shouldn't be episodic. Their content should aggregate the end-game.

    The reason the world feels dead is because all of the content was meant to be played once. Add Chromie time and you get players speeding through one section at 8 times what it would originally take.

    In other words, it used to be the levelling players that populated the world, and players simply have stopped spending time levelling.

    Rather than finding ways to increase their time spent levelling (which nobody likes to do after their 7th alt) the focus should be on pulling the old content into the end-game again.

    This can be done in two ways:

    - A 'cataclysm' type expansion. Again. It would instantly slather the old zones at least Kalimdor and Eastern Kingdoms with new content. The problem is that Blizzard would wipe out a lot of old content away again.

    - Or a second team of developers refurbishing the old content. Taking the best quests from each zone, and tailoring them into world quests. The amount of content work this would require is still vast, but most of the content is there. Not every single quest is word repeating, but each zone has a at least a handful of interesting bits that are worth playing more than once.


    But first, Legion, BfA, Shadowlands and Dragonflight will already be set to be consolidated into an end-game experience. Blizzard already made some inroads into this by reviving old Mythic instances. They can do the same with the world quests. While playing Dragonflight, players could opt in for emissary quests from Broken Isles, Argus, Kul'Tiras, Zandalar, Nazjatar, the Mechagon and the Shadowlands, where the zones will scale to their level and where they will do world quests that count towards their Dragonflight Progress.

    That way at least those expansions can be turned evergreen with trivial effort. It's just that everything before that would require considerably more resources. I believe it will be worth the investment as WoW's total content is so vast that by the time a player encounters the same world quest twice, it has regained its novelty again.



    Yeah that's another point. All the travel 'quality of life' improvements means that players warp through the world instantaneously. It makes WoW feel like a remote job. And whereas with remote job the commuting isn't entertaining, in a MMO, the travelling is part of the challenge, part of the gameplay content that's offered.
    I understand that end game is there for character progression. And the old world felt so alive because leveling was the end game. But i feel like now with dragonflight finally taking a step in the direction of having different ways of progression it is a good time to revive the old world. Not everything has to scale with combat power. Animations, Transmog, mounts, pets, minigames, all those things are a form of character progression. I mean how much fun was death of chromie. Sure not to everybody. But adding these kinds of things should be easy given the vast playgrounds that are already there.

  10. #10
    Quote Originally Posted by Scoutonduty View Post
    its not about rpingthrough the world. its about a world being immersive. you are the type of candy crush player that wants to be rewarded constantly the fastest and easiest way.you enjoy a game whenthe slot machine is constantly flashing. but guess what there are people who enjoy a world that throws problems at them that need to be solved.
    Like I said go rp and pick flowers if you want. Don't try to force the rest of us into your trash.

    - - - Updated - - -

    Quote Originally Posted by ImpalerEU View Post
    You're the type that wants everything in the mailbox as soon as you log-in just because "i pAy sUbScRiPtIoN oMg".
    Then you can come here and complain about how everything is easy or "pure trash".

    You need a doctor, not a game.
    Where in ops post or mine doe we talk about shit in the mail? What the fuck are you on.

    Op wants to go dance around and rp with the flowers. He can go do that.

    I'll stick to actual content.

    - - - Updated - - -

    Quote Originally Posted by Scoutonduty View Post
    I understand that end game is there for character progression. And the old world felt so alive because leveling was the end game. But i feel like now with dragonflight finally taking a step in the direction of having different ways of progression it is a good time to revive the old world. Not everything has to scale with combat power. Animations, Transmog, mounts, pets, minigames, all those things are a form of character progression. I mean how much fun was death of chromie. Sure not to everybody. But adding these kinds of things should be easy given the vast playgrounds that are already there.
    They have done this shit before and NO ONE cared. Let the retards go play with their pets in whatever zone they want. No point in spending money on it.

  11. #11
    Quote Originally Posted by Scoutonduty View Post
    I understand that end game is there for character progression. And the old world felt so alive because leveling was the end game. But i feel like now with dragonflight finally taking a step in the direction of having different ways of progression it is a good time to revive the old world. Not everything has to scale with combat power. Animations, Transmog, mounts, pets, minigames, all those things are a form of character progression. I mean how much fun was death of chromie. Sure not to everybody. But adding these kinds of things should be easy given the vast playgrounds that are already there.
    The point is that the current old content can't even be repeated by the same character. World quests can. Players happily do the same thing they did a few days or a few weeks ago. As long it's not the same thing every day.

    I'll happily round up a few more Quilboar or collect some Elwynn pumpkins before they're eaten by boars, and I especially love doing another A-Team mission in Redridge. Having to travel to these places alone makes it enjoyable. But I can only do this task once for each character I play and then it's done.

    It's not even about the progress. Though sure, it helps knowing that doing something like this only contributes slightly, even the slightest bit of reputation, towards the overall grind. It's just that all this content is currently untapped. All that Blizzard has to do is tap into it again.

  12. #12
    Quote Originally Posted by Iain View Post
    The point is that the current old content can't even be repeated by the same character. World quests can. Players happily do the same thing they did a few days or a few weeks ago. As long it's not the same thing every day.

    I'll happily round up a few more Quilboar or collect some Elwynn pumpkins before they're eaten by boars, and I especially love doing another A-Team mission in Redridge. Having to travel to these places alone makes it enjoyable. But I can only do this task once for each character I play and then it's done.

    It's not even about the progress. Though sure, it helps knowing that doing something like this only contributes slightly, even the slightest bit of reputation, towards the overall grind. It's just that all this content is currently untapped. All that Blizzard has to do is tap into it again.
    This is more or less the point i am trying to make. all these beautiful side stories that were invented in classic and cataclysm have so much to expand on. For example having a renown faction in redrige mountains with Keeshan and his team that turns redridge into a living breathing zone that can turn you character into a member of that A-team. this ranges from titles to transmogs to toys. Furthermore gaining the ability to do that tank ride out in the open world would create memorable moments. I do not feel that things like that have to be perfectly balanced. Instances are where balance is important. In the open world no one cares about imbalances as you can always through sheer numbers at a threat. Similiar if a player starts the project of a redridge siege tank it could be globally announced and prevented by the opposite faction. If if it goes through it could be just like alterac valley where you protect the tree / stone elemental. just make an advance on a target of your choice drawing in allies in foes from both sides who are eager to join in.

  13. #13
    I remember doing the run from Menethil to Loch Modan on a 12th level druid, my first toon. Gained a lot of experience and leveled up a couple times simply revealing the map back then. I had quite a day.
    Op may have a point. I went back when I hit 16th level and the quests that opened up, the stories that were told...it was fun.

  14. #14
    Honestly, there's a lot of merit to this... It's the saying "It's not the destination, but the journey and how you reach it."

    However, OP, I think a lot of what you're asking is stuff that I don't Blizz can be able to fit all of it into the game. Even the Cata revamp was a huge under-taking and only a handful of zones had minimal to no changes or updates to them.

    In order for this stuff to be implemented properly, they'd have to focus on specific zones in a section of Eastern Kingdoms or Kalimdor... like where it focuses on the bottom side of Eastern Kingdoms (Elwynn, Dun Morogh, Redridge, Duskwoods, Stranglethorn, The badlands, The wetlands, Blasted Lands..and so on.) while you have another update that focuses on the upper area of Eastern Kingdoms like (Lordaeron, Tirisfal Glades, Gilneas, Hillsbrad, Alterac, The Plaguelands etc.)

    Good ideas, but it's a bit difficult to fit all those ideas at once.

  15. #15
    Quote Originally Posted by Woggmer View Post
    Honestly, there's a lot of merit to this... It's the saying "It's not the destination, but the journey and how you reach it."

    However, OP, I think a lot of what you're asking is stuff that I don't Blizz can be able to fit all of it into the game. Even the Cata revamp was a huge under-taking and only a handful of zones had minimal to no changes or updates to them.

    In order for this stuff to be implemented properly, they'd have to focus on specific zones in a section of Eastern Kingdoms or Kalimdor... like where it focuses on the bottom side of Eastern Kingdoms (Elwynn, Dun Morogh, Redridge, Duskwoods, Stranglethorn, The badlands, The wetlands, Blasted Lands..and so on.) while you have another update that focuses on the upper area of Eastern Kingdoms like (Lordaeron, Tirisfal Glades, Gilneas, Hillsbrad, Alterac, The Plaguelands etc.)

    Good ideas, but it's a bit difficult to fit all those ideas at once.
    The problem with the game is that the devs try to make it esports, viewer friendly and high paced. Racing you to worlds first and giving you blazing pvp arena matches. The problem with this however is that world of warcraft never has been anywhere close to being e-sports. The very essense of an e-sport is that you have an playing field / Arena that has strict rules and balancing. Then players have to devise strategies to min max their actions to control the playing field / arena). This is a niche that would fit very well into wow but not turn the whole game into it. Having instanced pvp with its own rules like only basic class abilities are allowed, world buffs cannot be transferred will make balance easy. But trying to enjoy a world while only focussing on how to get to x the fastest is robbing you of all the fun you could have had.

    What do you mean blizzard cannot handle it? They managed cataclysm 10 years ago. Dont you think systems, experiences and methods improve over the time? Plus how is it hard to update zones one by one? im not saying they need to remake all of azeroth. I absolutely see no problem in forming a small team that is responsible for the general design of stranglethorn. This includes a team maybe gathering real life experience by visiting vietnam or another jungle are that can be inspiring to add real life phenomenons. A story writer can just design some inhabitants of a zone that do their thing in that zone. just like majoras mask made clock town alive im sure there are ways to make generic npcs more dimensional. There does not need to be an overarching story. There can be with a new expansion. For me there is little difference in the fun im having wheter i am investigating the deadmines to uncover a conspiracy or if i slay a space titan that threatens all of existence. Its not about the scale. Its about how relatable it is. I mean Npcs like Nesingwary have so much more depth than the Jailor or the Winterqueen.

    For example the questline that they introduced to rebuild Lordareon with Calia Menethil. How much work is that to do? Imagine adding a questline like that to each zone once every 2 months or so. The world will evolve on its own.

  16. #16
    Quote Originally Posted by Scoutonduty View Post
    In the open world no one cares about imbalances as you can always through sheer numbers at a threat. Similiar if a player starts the project of a redridge siege tank it could be globally announced and prevented by the opposite faction. If if it goes through it could be just like alterac valley where you protect the tree / stone elemental. just make an advance on a target of your choice drawing in allies in foes from both sides who are eager to join in.
    I suspect this is what Blizzard designed Warfronts for. To test out 'dynamic' zones in which an overarching conflict takes place. It's more sophisticated than Wintergrasp. And ideally a Warfront that takes longer to fulfill, has less at stake, is more toned down and takes place while other players are also doing their own quests would be great way to pump some life back into the world.

    Because it's pve (in which opposite factions can join in on if they want to) the whole thing can just slog slowly through its stages, reset, change to a new faction (or covenant) and rinse repeat.

    And don't just think in an attack role. There could be a pve defense role as well. A doomed fortress that players spend days to hold off in order to keep an instance accessible for their team. Not like Wintergrasp where you win, you get to keep it for three hours. But a fortress where you get to keep it for as long as you hold it, and then lose it to someone else.

    It could also be less binary. Maybe it's not the access to the instance that you defend, but rather the buff that you get while in it. You can still play the instance while you don't control the buff, but it will be harder, or you find different enemies that drop different loot.

    And it can even delve further. The mobs and bosses inside of the instance can depend on which covenant holds the fortress outside. Like if there was a Highmountain covenant, all the players would find kobolds inside, but the Highmountain covenant players have an extra perk that makes it easier to deal with kobolds. That's less useful to the Elune covenant, they rather want to fight corrupted dryad enemies inside this instance, which means they'll have to wait for the covenant to lose their fortress outside.

    And the best part, all of this can be applied retroactively. Blizzard already had a Warfront planned in the Southern Barrens. Now imagine that Warfront controlling the theme of the enemies found in a Mythic+ Razorfen Kraul.

    This is how you replenish the old world again. It's a huge undertaking, but the benefit is that it stays relevant, even through content droughts.

    all these beautiful side stories that were invented in classic and cataclysm have so much to expand on.
    This is why I feel Cataclysm is so underrated. Yes it had no end-game and yes that's depressing when you're in Cataclysm's end game. But people also forget that there's a ton of content that a lot of players haven't even played in full. There's a lot of high quality quests in there that would be enjoyable to repeat as world quests.

    Even players who know these quests didn't truly get to experience it through the massive amount of heirlooms and xp buffs that were in place at the time. Once players get in on a fresh Cataclysm Classic server, one preferably without heirlooms, I think more will appreciate the genius of what Cataclysm truly had to offer and more people will see how fun these would be as world quests.
    Last edited by Iain; 2022-07-22 at 01:26 PM.

  17. #17
    Splendid. Warfronts is a good example. Just leave out the instanced part and make it on going. zones have a natural ebb and flow. Some of my fond memories that i would love to see would be:

    Ashenvale: struggle around trees: regrowing them vs chopping them down. turning the zone into a lush forest or an industrial saw mill plant.
    Plaguelands: struggle against the plague. Lands will always detoriate over time but enclaves can build build to turn it into farmland.
    Silverpine forest. struggle against a werewolf plague. players can infest towns and work towards a worgen catastrophe or vanhelsing worgenhunting.
    Hinterland: tamagochi like gryphon station. take care of gryphons raise them, train them fly with them (dragonriding with hammer throwing?)
    Stranglethorn: Jungle fever spreading threating the zone. Healers have to find a way to fight the pandemic.
    Feralas: struggle against insect hives forming.
    Thousand needles / Tanarais: Playground for some pirate fantasy. Join a pirate faction and pillage island find booty, brew rum and have ship building, navigation and combat.

  18. #18
    Yes! It doesn't all have to be a slow siege. It doesn't even all have to be violent indeed. There can be a peaceful resource-based conflict.

    Maybe there's four rival necromancers in Eastern Plaguelands that want the players to cover the place in their colour of blight, like a permanent Splatoon where the buff is the percentage of your blight covering the area.

    Or whatever the farming quests are in Pandaria. Not the mini-game but the garden part. Players could try to figure out what crops are needed next week and then have to wisely plan their sowing and harvesting and do it better than another Covenant.

    These are not meant to be silly mini-games you do once without consequence. They're supposed to be tasks that contribute towards a meta that influences the attributes of that zone.
    Last edited by Iain; 2022-07-22 at 01:23 PM.

  19. #19
    Bloodsail Admiral Konteil's Avatar
    Join Date
    Sep 2015
    Location
    C137 For now......
    Posts
    1,149
    Quote Originally Posted by Caerrona View Post
    Like I said go rp and pick flowers if you want. Don't try to force the rest of us into your trash.

    - - - Updated - - -



    Where in ops post or mine doe we talk about shit in the mail? What the fuck are you on.

    Op wants to go dance around and rp with the flowers. He can go do that.

    I'll stick to actual content.

    - - - Updated - - -



    They have done this shit before and NO ONE cared. Let the retards go play with their pets in whatever zone they want. No point in spending money on it.
    do you need a hug mate? you seem unreasonably angry lol
    “Listen, three eyes,” he said, “don’t you try to outweird me, I get stranger things than you free with my breakfast cereal.”

  20. #20
    Quote Originally Posted by Caerrona View Post
    Like I said go rp and pick flowers if you want. Don't try to force the rest of us into your trash.

    - - - Updated - - -



    Where in ops post or mine doe we talk about shit in the mail? What the fuck are you on.

    Op wants to go dance around and rp with the flowers. He can go do that.

    I'll stick to actual content.

    - - - Updated - - -



    They have done this shit before and NO ONE cared. Let the retards go play with their pets in whatever zone they want. No point in spending money on it.
    redditoid spotted

Posting Permissions

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