1. #3981
    Elemental Lord
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    Quote Originally Posted by Nymrohd View Post
    People play because they enjoy the gameplay and because they want their guild to rank on the leaderboards? The hardcore crowd is not grinding paragon, they already have it maxed out since forever (and it is account wide).

    But really the playerbase as I said is not progression focused. I think the majority of people who play WoW regularly play it for gear progression.
    I'm not saying it's bad game, I'm saying progression sounds horrible. I'm not progression driven myself.

  2. #3982
    My preference has always be about story and lore-driven play.

    I'd like to add one's own toon to a sense of lore progression. But that metric doesn't currently exist in the game.

  3. #3983
    Quote Originally Posted by Dracullus View Post
    I'm not saying it's bad game, I'm saying progression sounds horrible. I'm not progression driven myself.
    Oh it is bad. The real progression of the game is linked to grinding different skills to max which can be less than fun (I don't know if you played other Elder Scrolls games but everything has to be leveled up individually) and most importantly leveling crafting which is a two tier process (both skill leveling and learning traits) which pretty much requires some spreadsheets.

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    Quote Originally Posted by Shadowferal View Post
    My preference has always be about story and lore-driven play.

    I'd like to add one's own toon to a sense of lore progression. But that metric doesn't currently exist in the game.
    I think implementing a Journal in WoW would be a relative easy win. And it might get a lot of people interested in the lore who would otherwise never open WoWpedia and definitely not likely to buy the novels. Plus there is a very naturally way to implement it, through archeology (though change its name to something else because it clearly doesn't just have to do with antiquities).

  4. #3984
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    Quote Originally Posted by Shadowferal View Post
    My preference has always be about story and lore-driven play.

    I'd like to add one's own toon to a sense of lore progression. But that metric doesn't currently exist in the game.
    And when it existed? WoW (and Blizzard games in general) were always great world/gameplay and weak story with some epic moments in cinematics from time to time.

  5. #3985
    Quote Originally Posted by Nymrohd View Post
    I think implementing a Journal in WoW would be a relative easy win. And it might get a lot of people interested in the lore who would otherwise never open WoWpedia and definitely not likely to buy the novels. Plus there is a very naturally way to implement it, through archeology (though change its name to something else because it clearly doesn't just have to do with antiquities).
    That's a damn good idea that I don't recall anyone ever bringing up. I'd personalize it a bit, but...yeah...
    *copies Nymrohd's post*

    Always give credit to where and who it's due.

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    Quote Originally Posted by Dracullus View Post
    And when it existed? .
    Not saying it ever did.
    However, maybe it someday will...

  6. #3986
    Quote Originally Posted by Shadowferal View Post
    That's a damn good idea that I don't recall anyone ever bringing up. I'd personalize it a bit, but...yeah...
    *copies Nymrohd's post*

    Always give credit to where and who it's due.

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    Not saying it ever did.
    However, maybe it someday will...
    You could have things like a bestiary which expands by killing dungeon and raid bosses of that type. Have pages on different cultures were you unlock entries by completing questlines. Things like that.

  7. #3987
    Quote Originally Posted by Utsuko View Post
    I would love for WoW to reinvent itself, to stop focusing on the player base minority. I would like more activities, more choices to approach the game. I've been playing this game for a decade, and I've never raided because I'm not interested in farming the best temporary equipment in the patch. Yet I hang around on it, do alts, expand my collection with item mounts/appearances, follow the story. I really hope that 11.0 will have persistent new features.

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    I love the idea!
    careful what you wish for, that's how we ended up with island expeditions, warfronts and torghast. I'm glad they're not investing more in overworld activities instead of new gameplay scenari

  8. #3988
    Quote Originally Posted by Skildar View Post
    careful what you wish for, that's how we ended up with island expeditions, warfronts
    I absolutely loved those, I wish we had many more.
    Battle for Azeroth
    Best focking Axpansion!

  9. #3989
    I would like if they explored why Void is so obsessed with "flesh", like the Old Gods. Is it a result of Void potential mixed with Zereth robots, creating an infinite amount of "anti-machines", or what? where did the flesh monsters start?

  10. #3990
    Quote Originally Posted by Utsuko View Post
    I would love for WoW to reinvent itself, to stop focusing on the player base minority. I would like more activities, more choices to approach the game.
    Well, I'm all about rewriting the lore for 2.0. Faction leadership, widening the scope of the earlier class structure, and racial abilities are typically what I'm looking at when I'm not looking at the overall storyline as well as stories involved in-zone. But there'd be an emphasis on personal progression of your toon.

  11. #3991
    Quote Originally Posted by Utsuko View Post
    I talked about persistent content. Your examples are quite the opposite.
    And yet they fit the description in the message I quoted.

  12. #3992
    Quote Originally Posted by Cheezits View Post
    I would like if they explored why Void is so obsessed with "flesh", like the Old Gods. Is it a result of Void potential mixed with Zereth robots, creating an infinite amount of "anti-machines", or what? where did the flesh monsters start?
    That's really more of an Old God thing specificially than Void in general.

  13. #3993
    Void Lord Aeluron Lightsong's Avatar
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    Quote Originally Posted by Skildar View Post
    And yet they fit the description in the message I quoted.
    Which is instanced related stuff and not in the open world. Thats a important distinction
    #TeamLegion #UnderEarthofAzerothexpansion plz #Arathor4Alliance #TeamNoBlueHorde

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  14. #3994
    Quote Originally Posted by huth View Post
    That's really more of an Old God thing specificially than Void in general.
    But they are created by the Void Lords and are their lieutenants more than any other creature or entity in the game (even the Naaru, Dark Naaru don't seem to be very sentient or organized). So there is definitely a Void/Flesh connection.

    Interestingly the flipside is Order Robots moreso than anything with the Light.

  15. #3995
    Quote Originally Posted by Cheezits View Post
    But they are created by the Void Lords and are their lieutenants more than any other creature or entity in the game (even the Naaru, Dark Naaru don't seem to be very sentient or organized). So there is definitely a Void/Flesh connection.
    Interestingly the flipside is Order Robots moreso than anything with the Light.
    Imo, you're missing the 3rd party...energy.
    Mystical, magical, mechanistic...doesn't matter. It's all One.

  16. #3996
    Quote Originally Posted by Cheezits View Post
    But they are created by the Void Lords and are their lieutenants more than any other creature or entity in the game (even the Naaru, Dark Naaru don't seem to be very sentient or organized). So there is definitely a Void/Flesh connection.

    Interestingly the flipside is Order Robots moreso than anything with the Light.
    Lieutenants? I think you're giving them to much credit. They're basically thrown out more or less at random with only basic instructions to go corrupt some World Soul after killing all their competitors that happened to land on the same planet, then die as the Void Lords take over. I doubt the Void Lords seem them as much more than tools.

  17. #3997
    The Insane Raetary's Avatar
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    Quote Originally Posted by Cheezits View Post
    I would like if they explored why Void is so obsessed with "flesh", like the Old Gods. Is it a result of Void potential mixed with Zereth robots, creating an infinite amount of "anti-machines", or what? where did the flesh monsters start?
    Probably because the Void is a force for potential and change alongside Life and Fel, and Flesh is a manifestation of that.

    Flesh grows, it changes, it's malleable and susceptible to corruption.
    It makes sense that the Force that's all about potential and possibility would manifest as that.


    Formerly known as Arafal

  18. #3998
    I think I'd wonder more why transmogrification, that is, "the act or process of changing or being changed completely" or if you prefer the word "transmutation" neither doesn't seem to exist.

    ...puny would-be gods

  19. #3999
    Quote Originally Posted by Skildar View Post
    careful what you wish for, that's how we ended up with island expeditions, warfronts and torghast. I'm glad they're not investing more in overworld activities instead of new gameplay scenari
    I think Island Expeditions, Warfronts and Torghast all had amazing potential though. I would have loved for them to iterate on those. Imagine the Torghast gameplay (temporary power gains, decently challenging content at the upper levels, solo to small group play) combined with the Island Expeditions content (great variety in environments, mobs and random events paired with an equal variety of cosmetic rewards). As for Warfronts, I liked Arathi Warfront and I think it could definitely have been tuned to be very challenging group content if they made the effort plus the rewards were very worthwhile (amazing transmog sets); they just did not iterate on it enough.

  20. #4000
    Quote Originally Posted by Nymrohd View Post
    I think Island Expeditions, Warfronts and Torghast all had amazing potential though. I would have loved for them to iterate on those. Imagine the Torghast gameplay (temporary power gains, decently challenging content at the upper levels, solo to small group play) combined with the Island Expeditions content (great variety in environments, mobs and random events paired with an equal variety of cosmetic rewards). As for Warfronts, I liked Arathi Warfront and I think it could definitely have been tuned to be very challenging group content if they made the effort plus the rewards were very worthwhile (amazing transmog sets); they just did not iterate on it enough.
    Blizz is at its best when they throw shit at the wall and see what works
    The downfall of those systems weren't the systems themselves but the extra stuff
    Islands were fun but the fact 90% of AP gain was moved there wasn't
    Warfronts were great but the timegates and lack of actual difficulty killed those
    Torghast in alpha was amazing and the extra stuff added throughout the expansion made it better but the requirements for legendaries and unlocking layers and getting rid of the unlimited runs are the problem

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