Thread: World Projects

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  1. #1

    World Projects

    What if we could progress the world? Like unlocking usable cannons/turrets, special shrines, build siege engines, having better decorations, stronger buildings, how strong are the guards, npcs that give buffs, npcs that sell special items, and gold and gear for everyone.

    How will we improve the world? By gaining points from doing world objectives and investing them to specific improvements in towns/bases.

    Examples of Objectives:

    -Stealing treasure from the other faction’s base
    -taking control of caravans and bringing them to your factions base
    -domination of king of the hill spots
    -Killing npcs in the enemy faction base
    -Destroying things in your enemy’s base.
    -Similar objectives to old school objectives and like Hellfire Fortifications and Eastern Plaguelands towers
    -PvP Public Events (Check out my idea in my signature)

    This is a PvP version of the idea, though I’m sure people can imagine a PvE version with a few tweaks. Tweaks like npc’s attacking your base instead of players and doing objectives centered on npcs similar to Dreamsurges, Researchers underfire, and Time rift events from Dragonflight.
    Last edited by Sauredfangs; 2025-09-29 at 06:11 PM.
    Ideas:
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    PVP Public Events
    World Projects
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  2. #2
    Would be cool. Needs a suitable reward or nobody would do it.

  3. #3
    A DaoC/Lineage 2/Perfect World version of WoW where the world is divided into territories (not just one off POIs like Halaa or Wintergrasp) that can be fought over by factions or guilds would be pretty cool.

  4. #4
    Quote Originally Posted by Val the Moofia Boss View Post
    A DaoC/Lineage 2/Perfect World version of WoW where the world is divided into territories (not just one off POIs like Halaa or Wintergrasp) that can be fought over by factions or guilds would be pretty cool.
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  5. #5
    Quote Originally Posted by LordVargK View Post
    Would be cool. Needs a suitable reward or nobody would do it.
    In Perfect World, every 2 weeks a guild got 10 million gold for holding a territory. In Air Rivals, every 2 weeks the three outposts/fortresses/guild bases becane vulnerable to being attacked and captured, and whichever guild claimed it could utilize it as their base with all city services available there. In Lineage 2 the guild that owned a castle could harvest taxes from the surrounding area. Etc.

    - - - Updated - - -

    Not keen on the aesthetic of Ashes of Creation.

  6. #6
    It's good to see more interest in a grander perspective for the game.

    My own ideas involve having cities well-fortified and also have cannons.
    And since this is my particular "canon," Ironforge is the most heavily fortified, with rune golems, and a "century" of gryphon riders wielding thunder hammers.
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  7. #7
    Doesn't make much sense in a post DF world where the factions effectively are at peace. Given the commitment by Blizzard to expand on cross faction gameplay continually until factions are essentially limited to a flavor choice, it's unlikely we'll ever see Blizzard develop features that insinuate any level of faction war.

    Besides, we've sort of had a variant of this system in place previously. Broken Isles had 3 buildings that players could donate towards to further construction, and each came with it's unique bonuses attached.

    More recently, a world quest in Ringing Deeps allowed players to donate quest objectives towards 4 separate NPCs that would each provide various benefits for 2 hours to everyone else trying to do the world quest. Spreading the Light in Hallowfall is another example of donating a resource to gain either personal or area wide benefits temporarily.

    Hell, the entirity of the Warfront system in BFA was essentially this system localized to a PvE battleground format, and it was so unpopular to the point that they scrapped several planned Warfronts.
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  8. #8
    Quote Originally Posted by Unlimited Power View Post
    Doesn't make much sense in a post DF world where the factions effectively are at peace.
    That in itself doesn't make any narrative sense. However that's an argument for another thread.
    “But this isn’t the end. I promise you, this is not the end, and we have to regroup and we have to continue to fight and continue to work day in and day out to create the better society for our children, for this world, for this country, that we know is possible.” ~~Jon Stewart

  9. #9
    Shadowlands did a lot wrong, but one thing I did enjoy was using the Anima Conductors to 'upgrade' the zone over time.

    I think if they tweaked it and allowed you to 'upgrade' each zone independently, instead of having to pick a single covenant so you only get a single zone, and tied zone-specific borrowed power into the system so that your strength in an outdoor zone wasn't limited to just your gear, it could be a fun bit of extra progression for world players. Sort of as you gain the zone's renown or whatever you unlock more bits of content and power/streamlines within that content. Be fun to have a few more Isle of Quel'danas type stuff.

  10. #10
    Quote Originally Posted by Sauredfangs View Post
    What if we could progress the world? Like how strong are the guards, unlocking usable cannons/turrets, build siege engines, having better decorations, stronger buildings, npcs that give buffs, npcs that sell special items, and gold and gear for everyone.

    How will we improve the world? By gaining points from doing world objectives and investing them to specific improvements in towns/bases.

    Examples of Objectives:

    -Stealing treasure from the other faction’s base
    -taking control of caravans and bringing them to your factions base
    -domination of king of the hill spots
    -Killing npcs in the enemy faction base
    -Destroying things in your enemy’s base.
    -Similar objectives to old school objectives and like Hellfire Fortifications and Eastern Plaguelands towers
    -PvP Public Events (Check out my idea in my signature)

    This is a PvP version of the idea, though I’m sure people can imagine a PvE version with a few tweaks. Tweaks like npc’s attacking your base instead of players and doing objectives centered on npcs similar to Dreamsurges, Researchers underfire, and Time rift events from Dragonflight.
    Sounds like how "New World" was imagined originally. They switched the concept for "reasons" (player feedback) and then fucked up the whole project (for "reasons")

    Sounds good on paper...I just do not see it happening...not with the community on my server (cluster) but hey...maybe results differ on yours.

  11. #11
    Quote Originally Posted by Shadowferal View Post
    That in itself doesn't make any narrative sense. However that's an argument for another thread.
    It makes a hell of a lot more sense than 'AHHH SARGERAS HAS RETURNED TO KILL US ALL, BUT THRALL SAID MEAN WORDS SO WE HATE THE HORDE AGAIN! FORGET THE LEGION, WE GO TO WAR! FOR THE ALLIANCE!' for the umpteenth ****ing time.

  12. #12
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    The closest thing to this that WoW already has is, I think, Tol Barad. You can walk in and out whenever you like and when your faction controls the zone you get access to the dungeon there.

    I would love a modern take on this. Zones right now only focus on PvE/questing, but a flavor of PvP/competition added to the zone would good for the game. It will makes zones more alive, adding an extra sense of danger, etc..

    It can be all sort of things where PvP and PvE are mixed. The resources gathering for the AnhQiraj opening event was also a cool thing that can be incorporated in this.
    For example:
    - Gather special hides from wildlife, ores from mining nodes, etc.. in the zone to build a cannon for your faction.
    - Use the cannon in your offense to have a greater chance to conquer the parts of the map.
    - If you conquer enough parts you unlock a dungeon or special vendor or whatever.

    - Cannon demolished? Start gathering resources again.
    - Want the mining nodes or hides for your faction? Protect the miners and skinners.
    - Want to battle the opposing faction? Join the offensive.

  13. #13
    Quote Originally Posted by Unlimited Power View Post
    Doesn't make much sense in a post DF world where the factions effectively are at peace. Given the commitment by Blizzard to expand on cross faction gameplay continually until factions are essentially limited to a flavor choice, it's unlikely we'll ever see Blizzard develop features that insinuate any level of faction war.

    Besides, we've sort of had a variant of this system in place previously. Broken Isles had 3 buildings that players could donate towards to further construction, and each came with it's unique bonuses attached.

    More recently, a world quest in Ringing Deeps allowed players to donate quest objectives towards 4 separate NPCs that would each provide various benefits for 2 hours to everyone else trying to do the world quest. Spreading the Light in Hallowfall is another example of donating a resource to gain either personal or area wide benefits temporarily.

    Hell, the entirity of the Warfront system in BFA was essentially this system localized to a PvE battleground format, and it was so unpopular to the point that they scrapped several planned Warfronts.
    Pretty much this. A bunch of forced PvP stuff in a game that is moving away from the faction divide honestly doesn't make a lick of sense. Ion himself has said that they're never going to return to full-blown war between the factions either because A: it didn't make sense with having to constantly unite and fight the big bads and B: it keep too many people from being able to play with their friends.

    OP's ideas would have been great during like, the start of BFA, but that ship sailed 6 and a half years ago.

  14. #14
    Quote Originally Posted by Sauredfangs View Post
    What if we could progress the world? Like how strong are the guards, unlocking usable cannons/turrets, build siege engines, having better decorations, stronger buildings, npcs that give buffs, npcs that sell special items, and gold and gear for everyone.
    This is one of those ideas that sound great when the skies are blue, but in practice wouldn't work.

    This would have to be limited to an instance, because otherwise you'd run into myriad of issues with realm imbalances between factions. It would be devastating for new players who end up on "wrong" realm and realize their side is undeveloped and constantly owned by the 99% of the server population on the other side.

    And if it's limited to an instance - we've had those already and players don't really like instances with "complex" rules, so they inevitably get changed or abandoned.

    I think WoW is wrong type of game for something like that.

  15. #15
    So you want to kill one faction?

  16. #16
    Quote Originally Posted by NerdAssassin View Post
    This is one of those ideas that sound great when the skies are blue, but in practice wouldn't work.

    This would have to be limited to an instance, because otherwise you'd run into myriad of issues with realm imbalances between factions. It would be devastating for new players who end up on "wrong" realm and realize their side is undeveloped and constantly owned by the 99% of the server population on the other side.

    And if it's limited to an instance - we've had those already and players don't really like instances with "complex" rules, so they inevitably get changed or abandoned.

    I think WoW is wrong type of game for something like that.
    I think wow would of been fine for it but fundamentally had to of been built from the ground up with this in mind.

    Also this can't work with only 2 factions. The second one starts getting ahead it will snowball so it would have to be 4 factions and even then no guarantee that would keep going reliably for 20 years
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  17. #17
    BC showed the outcome of faction based pvp with haala already - dominant faction had it on lockdown while rest only got it during some night shift stealth op.
    This xpac you had the same outcome with the dropship packages where one faction swooped in with 10 players and the opposite 2 players had to watch it helplessly.

    The simplest way to balance pvp is guild based pvp which is what most mmos do.
    If some guild runs a zerg let others gang up. Organic automatic solution.

  18. #18
    Quote Originally Posted by mbit2 View Post
    BC showed the outcome of faction based pvp with haala already - dominant faction had it on lockdown while rest only got it during some night shift stealth op.
    This xpac you had the same outcome with the dropship packages where one faction swooped in with 10 players and the opposite 2 players had to watch it helplessly.

    The simplest way to balance pvp is guild based pvp which is what most mmos do.
    If some guild runs a zerg let others gang up. Organic automatic solution.
    These were the highlight moments of my WoW memories, same with getting black war bear when the achievement system was still new and fresh and the mass capital city raids.

    The opposite faction actually made an effort to fight and defend and PvP, there wasn't a lack of rewards or a leave battleground option. People fought to rage and tears for hours. Glorious.

  19. #19
    Sounds good and all but it just doesn't work. Much less in WoW ... In order for that to work, that needs to be the purpose of the game, not being some side stuff while the important content is instanced.
    Then there's the faction domination problem.

  20. #20
    Herald of the Titans Alroxas's Avatar
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    Quote Originally Posted by Sauredfangs View Post
    What if we could progress the world?
    We had this - Legion had 3 "buildings" we could contribute towards that allowed us access to specific activities when they were up (and eventually they were destroyed so we had to rebuild them).

    The problem is that since progress was dependent on player contribution - it takes a lot of effort to adjust. Start of expansion, you have tons of players so a cap of 1 million resources to build 1 building seems minor. But as the population drops, that becomes harder to sustain, so you'll need to adjust it down. And then there's duration - how long does a building stay up once built? Does it stay up for a day? a week? What if it stays up but on a timeframe that is "bad" for most of the playerbase (i.e. It's up during the day but most players are online during the night?)

    And it also feels bad when players want to do X but can't because the building that allows for X is down. Wouldn't you rather just have X up all the time? (The answer is not surprisingly yes, we want X up all the time).
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