1. #17901
    Quote Originally Posted by Hitei View Post
    Vindicaar is from the latin root vindicta ("vengeance", as in vindictive), like Vindicators. The Vindicaar is the ship they built after being attacked on Azeroth, finally deciding to stop running, take a stand and strike back against the Legion.

    Xenedar is from the greek root xenos ("stranger", "alien", as in xenophobia), because it's a Light ship (per A Thousand Years of War) designed for long voyages through the Twisting Nether, an alien realm. This was changed from its original intended name Benedar, an straight use of bene ("good", as in beneficial) because it is the ship of the Army of Light, the supposedly holy and benevolent force.
    As I am not illiterate and recognize extremely common root words of the english language, you are by no means required to clarify these meanings to me.

    While I caught the root word of Vindicaar, I actually didn't catch that Xenedar was drawing from "xeno" because that draws from a descriptive word as opposed to implying a course of action. Regardless, "fairly meaningless" was a miscommunication: my sentiment would've been better communicated with "unthemed" or "disjointed". My central sentiment is that maintaining a Biblical naming scheme would be better than affixing a prefix loosely connected to some general quality of the vessel.
    Last edited by AOL Instant Messenger; 2023-09-17 at 01:22 PM.
    "We will soon be in a world in which a man may be howled down for saying that two and two make four."
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    The frozen Mind cracks between the mineral staves which close upon it. The fault lies with your mouldy systems, your logic of 2 + 2 = 4.
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  2. #17902
    Epic! Pheraz's Avatar
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    Something tells me that they will bring back warfronts but not a vs h but against the villain faction that comes next
    SL didn't have enough casual solo content except that tower... DF has basically nothing except races, which are extremely nice but still it's not really much
    If it's connected to islands I guess those IEs are also returning. Maybe they rebrand it to some other names
    Zorn | Vynd | Pheraz | Nuramon | Mondlicht | Eis | Blut | Emerelle - Plus 20 more...

  3. #17903
    This is an old fan concept but it's what I would expect if 11.0 took place in karesh with a light vs void theme.

    https://thetwofoldlight.wordpress.com/

    Karesh has so much potential
    Last edited by Well Done Steak; 2023-09-17 at 12:59 PM.

  4. #17904
    Quote Originally Posted by Pheraz View Post
    Something tells me that they will bring back warfronts but not a vs h but against the villain faction that comes next
    SL didn't have enough casual solo content except that tower... DF has basically nothing except races, which are extremely nice but still it's not really much
    If it's connected to islands I guess those IEs are also returning. Maybe they rebrand it to some other names
    I have to disagree. Unless you mean content very specifically designed to be done solo then Dragonflight has plenty of open world activites.
    The world revamp dream will never die!

  5. #17905
    Elemental Lord
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    Just realized, if 11.0 is revamp at least for Kalimdor and Amirdrassil will be important place there, automatically it makes 10.2 and defense of tree more important and interesting. Kinda opposite effect that 9.0 annoucement had on N'zoth patch.

  6. #17906
    The Patient
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    Quote Originally Posted by Nymrohd View Post
    Who knows. Are the Dimensional ships combat vessels? Who even made them? The Draenei can clearly replicate them. I'd assume they would be supposed to hide after X'era decided to dispatch her core to Azeroth.
    They are not originally intended to be combat vessels but I believe that’s a matter of giving it weapons or not. Their main purpose is to traverse the Twisting Nether instantaneously, like an encased portal, as opposed to just traveling through space. They were originally designed and made by the Naaru. The Vindicaar is built by Draenei, though, while the Exodar was originally another satellite to Tempest Keep.

  7. #17907
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    Quote Originally Posted by Terremer View Post
    why ? in fact it could do just the opposite
    Imagine new raid that doesn't drop better items, but must compete with all other content. People would simply care only about content that gives bis items.

    Even if we assume that by some miracle people stop chasing bis items and explore content, it still would lead to spreading whole playerbase over enourmous amount of content. That's why in season we focus on 8-10 dungeons and 8-10 raid bosses.

    And there is one part of game with horizontal approach - cosmetics/achievements. Blizzard could rework them as single player content, so you must do some mechanics to get transmog/mount you want, but people already get used to easy farming after 15 years, so it would be just like removing old flying in older continents.

  8. #17908
    Quote Originally Posted by Terremer View Post
    changing the progression curve from vertical to horizontal for the next expansion would definitely be perfect
    You can play GW2 and ESO right now!

  9. #17909
    Quote Originally Posted by Pheraz View Post
    Something tells me that they will bring back warfronts but not a vs h but against the villain faction that comes next
    SL didn't have enough casual solo content except that tower... DF has basically nothing except races, which are extremely nice but still it's not really much
    If it's connected to islands I guess those IEs are also returning. Maybe they rebrand it to some other names
    I don't think they'll do Warfronts again... Not because of the whole faction war aspect, but because of the gameplay.

    It's boring as a PvE game and easy even if you get do the Heroic version of it (the only difference being that you need 20 other players that is even remotely interested in it)

    Warfronts would work better as a PvP Game-Mode with PvE elements. Would it go on for a while? Maybe, but it is a lot more engaging than what we got. Kinda like Isle of Conquest but instead of the players being the army itself trying to push down a lane.. you have to actually manage a squad of NPCs to help take down towers like Classic Warcraft fashion (or even League of Legends style).

    And as it stands, Blizz kinda puts PvP in the back-burner so I don't see something like that coming in a while.

  10. #17910
    Quote Originally Posted by Woggmer View Post
    I don't think they'll do Warfronts again... Not because of the whole faction war aspect, but because of the gameplay.

    It's boring as a PvE game and easy even if you get do the Heroic version of it (the only difference being that you need 20 other players that is even remotely interested in it)

    Warfronts would work better as a PvP Game-Mode with PvE elements. Would it go on for a while? Maybe, but it is a lot more engaging than what we got. Kinda like Isle of Conquest but instead of the players being the army itself trying to push down a lane.. you have to actually manage a squad of NPCs to help take down towers like Classic Warcraft fashion (or even League of Legends style).

    And as it stands, Blizz kinda puts PvP in the back-burner so I don't see something like that coming in a while.
    Honestly Warfronts suffered from lack of iterations. I am certain there is a compelling and challenging game mode that requires multiple optimizations behind that gameplay mode. Focus more on forcing defense and making good use of buffs and units and then require at least a couple of players optimized for doing resource runs and you have something very different from a standard raid. Then tune the bosses at the level of a heroic raid.
    And it could be used not just for faction vs faction PvE but could have been used for PvE enemy factions as well.

  11. #17911
    Quote Originally Posted by Nymrohd View Post
    Honestly Warfronts suffered from lack of iterations. I am certain there is a compelling and challenging game mode that requires multiple optimizations behind that gameplay mode. Focus more on forcing defense and making good use of buffs and units and then require at least a couple of players optimized for doing resource runs and you have something very different from a standard raid. Then tune the bosses at the level of a heroic raid.
    And it could be used not just for faction vs faction PvE but could have been used for PvE enemy factions as well.
    Warfronts suffered from being designed for a full group of randoms. Design it for 5 people and tune it for a premade group and I think it would have worked much better.

    - - - Updated - - -

    Quote Originally Posted by Woggmer View Post
    I don't think they'll do Warfronts again... Not because of the whole faction war aspect, but because of the gameplay.

    It's boring as a PvE game and easy even if you get do the Heroic version of it (the only difference being that you need 20 other players that is even remotely interested in it)

    Warfronts would work better as a PvP Game-Mode with PvE elements. Would it go on for a while? Maybe, but it is a lot more engaging than what we got. Kinda like Isle of Conquest but instead of the players being the army itself trying to push down a lane.. you have to actually manage a squad of NPCs to help take down towers like Classic Warcraft fashion (or even League of Legends style).

    And as it stands, Blizz kinda puts PvP in the back-burner so I don't see something like that coming in a while.
    If it was tuned around 5 people in a premade group (probably with an LFR variant for casuals), I think it could have worked. More focus on NPC management, and heavier focus on letting the waves of allies do the hard lifting.
    The world revamp dream will never die!

  12. #17912
    Over 9000! Makabreska's Avatar
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    Quote Originally Posted by Sondrelk View Post
    Warfronts suffered from being designed for a full group of randoms. Design it for 5 people and tune it for a premade group and I think it would have worked much better.
    They were supposed to be big battles. 5 man would not cut it.
    Last edited by Makabreska; 2023-09-17 at 05:49 PM.
    Sometimes, the light of the moon is a key to other spaces. I've found a place where, for a night or two, the streets curve in unfamiliar ways. If I walk here, I might find insight, or I might be touched by madness.

  13. #17913
    Quote Originally Posted by Sondrelk View Post
    Warfronts suffered from being designed for a full group of randoms. Design it for 5 people and tune it for a premade group and I think it would have worked much better.

    - - - Updated - - -



    If it was tuned around 5 people in a premade group (probably with an LFR variant for casuals), I think it could have worked. More focus on NPC management, and heavier focus on letting the waves of allies do the hard lifting.
    I'm with you. Strategy aspect would have been far better as a 3-5 man experience. You would have been able to customize a lot better where you put resources and what objectives you play with the feeling of being impactful in the game. Which was one of the biggest failure of warfronts

  14. #17914
    Quote Originally Posted by Makabreska View Post
    They were supposed to be big battles. 5 man would not cut it.
    The big battles should be because of a large amount of NPC allies, not 30 people idly killing everything in a doomstack.
    Big battles sure, but also evoking the feel of an RTS or MOBA where you play the hero unit. And those games don't have a habit of 30 hero units. Armies are built slowly with a focus on small elite units to start with, and ending with large amounts of weaker units crushing everything.

    Instead of 30 players with 2 NPCs each. What is wrong with 5 players with 5, or even 10 NPCs each?
    The world revamp dream will never die!

  15. #17915
    Quote Originally Posted by Terremer View Post
    I don’t think it’s a problem, the people involved are going to look for any optimization so that they have something to do and if it doesn’t interest some, well, they’re going to do something else
    Yea, let's leave the assumptions to people with the data ok? Them being Blizzard. Not some randoms on a random forum

    - - - Updated - - -

    Quote Originally Posted by Sondrelk View Post
    The big battles should be because of a large amount of NPC allies, not 30 people idly killing everything in a doomstack.
    Big battles sure, but also evoking the feel of an RTS or MOBA where you play the hero unit. And those games don't have a habit of 30 hero units. Armies are built slowly with a focus on small elite units to start with, and ending with large amounts of weaker units crushing everything.

    Instead of 30 players with 2 NPCs each. What is wrong with 5 players with 5, or even 10 NPCs each?
    Exactly this. Warfronts pretty much died due to the way they were made.

    1.) The focus on LFR difficulty or even lower (you need to be able to complete it with a group where only 4 overgeared people do something(who barely join because see 3.))
    2.) Forcing the group to do random objectives, instead of letting players do their own thing and contribute (for example, there was a huge priority to certain areas over others.)
    3.) The rewards being lackluster.

  16. #17916
    Quote Originally Posted by lanerios View Post
    3.) The rewards being lackluster.
    I'd disagree with that. The mogs you'd get from Heroic Warfronts are amazing.

  17. #17917
    The Lightbringer Worldshaper's Avatar
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    Does anybody else think Blizzard should do a small overhaul of the character race system in the near future?

    I just think it's a big bess with Allied Races, and the various customisation options added in Shadowlands and Dragonflight.

    It would be amazing if they streamlined it, so you had the following races:

    • Human
    • Dwarf
    • Kaldorei
    • Gnome
    • Eredar
    • Pandaren
    • Dracthyr
    • Orc
    • Tauren
    • Troll
    • Quel'dorei
    • Goblin
    • Vulpera

    Then as you click each race, you see different "sub races" (for lack of a better word). You can pick a backstory, nation or culture, which opens up for example "Stormwindians", Kul Tiran, Worgen and Forsaken. Obviously some will be faction-locked. Your racial abilities might be locked to your chosen "sub race" for the easy route, or they could have a sort of talent tree similar to the PvP talent tree, which lets you select from a few depending on the race you chose.

    As an added bonus, this could open up the ability to easily add more flavour in the future, and to open up some current restrictions. For example, they could give Wildhammer Dwarves some more attention, as well as San'layn elves. There might even be a new form of Lordaeronians that join the Alliance (backstory-wise) or a more neutral form of Quel'dorei (High Elves) that either side can pick.

  18. #17918
    Quote Originally Posted by Worldshaper View Post
    Does anybody else think Blizzard should do a small overhaul of the character race system in the near future?

    I just think it's a big bess with Allied Races, and the various customisation options added in Shadowlands and Dragonflight.

    It would be amazing if they streamlined it, so you had the following races:

    • Human
    • Dwarf
    • Kaldorei
    • Gnome
    • Eredar
    • Pandaren
    • Dracthyr
    • Orc
    • Tauren
    • Troll
    • Quel'dorei
    • Goblin
    • Vulpera

    Then as you click each race, you see different "sub races" (for lack of a better word). You can pick a backstory, nation or culture, which opens up for example "Stormwindians", Kul Tiran, Worgen and Forsaken. Obviously some will be faction-locked. Your racial abilities might be locked to your chosen "sub race" for the easy route, or they could have a sort of talent tree similar to the PvP talent tree, which lets you select from a few depending on the race you chose.

    As an added bonus, this could open up the ability to easily add more flavour in the future, and to open up some current restrictions. For example, they could give Wildhammer Dwarves some more attention, as well as San'layn elves. There might even be a new form of Lordaeronians that join the Alliance (backstory-wise) or a more neutral form of Quel'dorei (High Elves) that either side can pick.
    I imagine racials are the difficult part to balance properly against eachother. Some races have several flavor racials, some have one. Some have several utility or DPS racials, some have just one big one. How do you for instance balance a big utility racial like Shadowmeld or EMFH?

    Maybe it could work, but I think racials in general would need to be more homogenized for it to work.
    The world revamp dream will never die!

  19. #17919
    The Lightbringer Worldshaper's Avatar
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    Quote Originally Posted by Sondrelk View Post
    I imagine racials are the difficult part to balance properly against eachother. Some races have several flavor racials, some have one. Some have several utility or DPS racials, some have just one big one. How do you for instance balance a big utility racial like Shadowmeld or EMFH?

    Maybe it could work, but I think racials in general would need to be more homogenized for it to work.
    You're right. I do think racial abilities are due for an overhaul as well, tbh.

    I would love to see a simple tree like the one we have for Dragonriding. Pick between some cosmetic abilities, unlock a few stronger ones everyone get within that race, etc. But none of them should impact instanced or competitive gameplay to a large degree.

    As long as the new cosmetic options are super cool, I think a lot of players are willing to forgive losing out on a little bit of power. It'll also encourage picking what you prefer based on theme, instead of power.

    A Quel'dorei might unlock some type of "Silvermoon Arcanist" or "Thalassian Ranger" ability regardless if they're a Void Elf, a Blood Elf, a High Elf or a San'layn Elf. But each also has a selection of unique ones to mark that difference.

  20. #17920
    Quote Originally Posted by Foreign Exchange Ztudent View Post
    Hi, I have a genuine question. Is there any map in recent history that has Tel'abim marked off on a map.



    Just wanted to see if anyone has the original source for such a map, thanks.
    It is in the chronicle map. It's not marked but an island appears in the location we know Tel'abim is at.

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