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Hello, I am Caleb Lucier, I went to school for game design some years back and have a bit of artistic experience in creative design, technical design, and writing. I've been bored lately due to a car accident rendering me a little less... physical over the past year and a half, and so I've been doing what I do best, writing game docs with all of my crazy unused Ideas. For practice, I wrote a game doc for a hypothetical expansion adding features based on what i've seen playing this game on and off over the years. I don't care if any of it gets used. Sometimes I just need something to and this looks like a good place to get my artwork seen. So enjoy! :)
"World of Warcraft: Heroes of Azeroth Expansion" Game Doc By Caleb E Lucier
Premise: The idea of Heroes of Azeroth is to bolster World of Warcraft with vast new features that may expand the life span of the game, in some ways indefinitely. With potentially the same ultimate investment in the original game if not less. The biggest playing chip in the arsenal of the new expansion is to use what is already there in a number of variably steep modification to make unseen, old, or unused material a massive asset to gameplay at all times. Some pieces of the game now left behind will reemerge as an equal point of interest to anything of currently higher value, implementing never before seen gameplay concepts currently even now unknowingly on the verge of being programmed due to what is already in the game. Of coarse this is an expansion and thus it is very important that certain things be classically added to the game or improved upon to add brand new content as well, so that individuals will make an investment in access to the new ten levels of gameplay. The features I suggest are as follows.
New Level Scaling System: The old exponential leveling system creates social division as well as a layer of difficulty on trying to balance PVP portions of the game. So, the proposal is to re-scale the leveling system so that it is equally stacked across all player classes as well as NPCs. The "Stacked Leveling" system works in a way that will bring a new dynamic to the front of gameplay which will allow players of all levels to socially interact within gameplay itself. This is done by essentially stacking the base stats upon leveling so that no individual is so astronomically powerful that characters of vastly lower level are useless against them. The proper example of leveling comparison for the new Stacked Leveling system is to say that an average level ten is at an equal disadvantage against two average level fives, and outmatched slightly if a level one is added to the team of level fives. This means that against even an extremely well armored level one-hundred, one-hundred and one well geared level ones as an attacking army actually stand a chance. At no point in the game is it impossible to kill any opponent. With the right strategy and numbers, anybody can realistically be taken down. That being said the new rules for raids, dungeons, battlegrounds, and even the realms as a whole will make the game a socially more gratifying experience for everyone, especially the long ignored role-players.
The Four Realms: With it becoming more common to share the full capacity of power between multiple servers, Blizzard has already begun to explore the idea of cross realm zones. However, a game called EVE Online has already performed the task of super combining the power of all of their servers into a game world experienced by literally all of their players at once. I pose the option of perhaps doing something similar. Super combining servers in this case first regionally, then based on the type of realm within the real world region. Within a real world region, be it the United States, Oceania, Latin America, or Brazil, there would be only four realms each. These realms would be powered by a mass of combined servers. Each server tracks individuals based on proximity to each other in game and density of population in an area. Much like the concept of cross realm zones, except with no instancing at all, and instead communication being passed between the servers to allow a seemingly infinite amount of player-characters to exist together in any one zone at a time without instancing or separation. There will be no need for cross realm zones at this point because all of the realms would be fully merged based on their type and within their language region. The four existing realms for each language region would be Normal, PVP, RPPVE, and RPPVP. The only problem one might present here is that there may not be enough physical space in an area like Stormwind for everyone to occupy that same space. The solution to this problem actually exists within the implementation of several new game features that will have places like Stormwind and its auction house remaining as populated as it is now without any instancing or player prioritization at all.
Dungeons, Raids, and Battlegrounds: There is a new rule for entering these, and for qeueing them up. Firstly, anyone can enter a Dungeon, a Raid, or a Battleground at its entrance regardless of the amount of people in their party, or their level, they can even go into a full blown raid alone as nasty as that might sound, but its due to the new leveling system and the potential it unleashes. However, this is placing a huge requirement on the players to actually reach the entrance location, and the amount of competition there will be to lock down these locations will be quite heated, because of the amount of people playing on these realms and the existence of the two warring factions. And to make things even more interesting, there will be no more qeueing up for Dungeons and Raids. No matter what type of server you are on, the area just outside a Dungeon or Raid entrance is automatically contested, and therefore players may find themselves having to fight the other faction to gain access to the instance. Combined with the new professions this can add an interesting twist to the social weight of world PVP battles, and their contributors to victory. However, battlegrounds still carry a great deal of importance, as each time a faction takes the lead on a battleground, the entire population of that faction on that realm will acquire a buff until the total lead on that battleground is lost to the other side. The reason for this is that the Battlegrounds with such high populations on a realm and so much to gain from winning, as well as a new qeueing system, no longer require any ending to the battleground itself. Each instance of a battleground continues running round after round until unpopulated by one side, in which case there is a rearrangement of the stray players across the instances. There needs be no penalty for leaving a Battleground at this point. This is all supported by the new leveling system and its subsequently new Battleground qeueing system. Because it would be possible for a specific minimum number of lower level characters to successfully take down any higher level character, it is also possible at that point to populate a Battleground accordingly. Most of the time, the qeueing system will attempt to qeue people together who are close in level, but it will also take in mind the population of the battlefield, and the amount of people waiting to enter the instance. Instead of just trying to put people together based on a five level difference range, people will be matched at both level and population. For example if a Battlground poses one side having an extra level fifties range character on the Alliance side, the Horde might have two extra level twenty-five to thirty range characters drop in. In extremely rare cases you might even see epic army versus heroes matches where you'll have four or five level one-hundreds against thirty to forty level ten to fifteens to match them equally on a single Battleground.
The Boundaries of the World: Its time to remove the boundaries. A team would be set specifically for the task of linking everything together so that there will be no more physical boundaries that keep members of the Horde or Alliance from freely passing through one area to the next, be it on foot, by flight, or by sea. Even crossing the Sea from one continent to the next over a vast distance would be made possible. And to make things even more interesting that same team would also be dedicated to constructing aesthetical only barrier landscape extensions, and small shaped barriers around certain structures, for the areas in the game such as battlegrounds that absolutely must have barriers. This way people can use flying mounts literally anywhere in the game. Nowhere in the game will there be a place a mount cannot physically be used.
Reactive Guards: Non-hostile guards will still have a chance to turn hostile via the player performing certain tasks. One of these tasks is being caught indoors with a mount, which will cause the Guards in proximity to run up and warn the individual to dismount, and to count down from ten. If the individual does not dismount after "1...", the Guards will become hostile and attack. If an individual is swindled by someone in a trade for a specific service such as enchanting, they can notify a Guard of the individual and mark the item stolen in a menu of their recent trade transactions. The Guard will take a small fee from the person reporting the crime based on the value of what was taken. If nothing was gained in the transaction by the person reporting the crime, the Guards will find the thief and warn them to return the stolen goods from the trade, then a trade menu will open for them to trade back the stolen goods. If it is satisfactory the Guards will mail the stolen goods back to the person who reported the crime. If the thief closes the trade menu, the Guards will become hostile and attack. Even if an individual escapes a city after committing a crime, they will lose reputation with that faction if the crime goes unresolved, thus people will try to avoid these transactions in order not to limit their ability to take quests and such from a faction, or enter its city.
Factions: Much like what is being posed with the Pandas in Mists of Pantera, I pose that at level twenty-one, which is of coarse one level just above where the free subscription ends, every character who reaches level twenty-one gains access to a Daily quest for "The Resistance", available in the under ducts of Stormwind, and Orgrimmar. By completing this optional quest, the player may switch their character's side without changing their race or class. However, by doing so they lose any reputation reliant on their previous faction, as well as abandoning their guild, and ultimately becoming hostile with all of their faction's previous NPCs with the exception of the members of their own race, meaning they can return at any time to their own race's start zone, capitol, or major cities with relative safety, and can even interact with NPC characters of their own race. However, thankfully the quest on both sides to switch would be a Daily quest, and thus would be performable once every day. As a side note, Draenei who switch to the Horde would be referred to by NPCs as a "Krokul", and Blood-Elves who switch to the Alliance would be referred to by NPCs as a "Quel'dorei", and maybe even their appearances would change respectively, but considering a respect for lore appearance change might be unwarranted where as racial name change makes some sense for Role-playing reasons at least. Now if anybody gets worried that there would be a major loss in profit due to the current paid faction change, then that can be remedied by jacking up the price on a flat out race change, and still exclusively allowing access to skin/face change, and adding a class change, along with the full paid race change only. Meaning that the only paid service that is being made free in the form of an in game quest is the faction change, which does not change the characters race at all. Ultimately sacrificing all of their earned advantages from their previous allies, such as factional reputation. Which makes sense considering that if a traitor returns, their former allies certainly wont trust them as much.
Guilds at War: It might be interesting if a Guild could be set by its Guildmaster as "At War" with another Guild, automatically making members of that Guild hostile targets, even if they were on the same major Faction. Doing so might work on the PVP Realm in order to simulate civil wars crippling a nation.
Hero Classes: Hero Classes will receive some changes as well, including an opportunity to choose their new faction right out of the start zone instance. There is also a classic standard class that would be risen to a Hero Class, and then a brand new Hero Class to boot. Also, considering the level cap would be elevated to one-hundred, the required level to gain access to Hero Classes would be lowered five levels to fifty marking the halfway point. However, the start zones for Hero Classes would not lower those five levels in order to increase the difficulty of leaving the start zones. This is because the Hero Classes being as powerful as they are need to be difficult to birth into the full game world.
Death Knights: Very little is changed with the Death Knights accept that at the end of the starting instance the portal that they choose is the new faction that they choose. Their biggest advantage still remains the runeforge.
Paladin: The first class to be risen from a classic class to a Hero Class would be the Paladin. Its actually obvious at this point considering they already have the new charge combat system, but that is besides the point. As a Hero Class the Paladin would start at level fifty, and would be accessible by all races. However, the most important aspect added to their arsenal would be their new start zone and base "The Golden City". Here the game takes a step back in the story to bring in the level fifty Paladins. High above Quel'Thalas is a sky island where an enormous golden castle sits as the last bastion of high-elf history. Here the Paladin order resides, where they protect innocent Quel'dorei refugees. Lead by the undead Uther the Lightbringer, the desperate remaining forces of the Silverhand have turned to new recruits from all over Azeroth as a means of defeating Arthas. Newly inducted into the Paladin order, the new hero must learn the holy arts and fight off an attack by the Lych King himself. After the battle leaves the Silverhand devastated, the Paladins have no choice but to turn to the Alliance and Horde for help. The player must take a side in the war, that they might gather the man power to face Arthas. Like the Death Knights, the Paladins must choose a portal at the end of the starting instance in order to choose a side. Using a holy portal, the Paladins can travel back to the holy city for training and a chosen twenty-four hour buff from a selection of the Naru, who bless the Paladin with an "Aura" for praying to one. Doing so completes a Daily quest that gives the Paladin a good chunk experience with an amount based on the Paladin's current level. The Golden City also is a place to buy special Paladin specific gear such as Armor, Weapons, Shields, Tomes, and Relics. One prominent aesthetical added for roleplaying reasons is that the Paladin's eyes would glow blue, easily ported from the death knight pallet, as a means of portraying Paladins in their most heroic form, and to allow non-fel magic Blood-Elves to appear as High-Elves if when they choose to fight for the alliance out of the gate as veteran Paladin Quel'dorei.
Bard: Like the Death Knight back in Wrath of The Lych King, the Bard would be a brand new Hero Class. Like any other Hero Class it becomes available at level fifty, and would be accessible to all races. However, the Bard class is unique from the other Hero Classes, in that a Bard does not return to the instanced start zone, and plays completely differently than almost any other class in the game. The instanced start zone is a ship on its way to Booty Bay that gets caught in a storm. It turns out the storm is an attack by a sea creature local to those waters, and the Bard must help fight it by buffing and healing fellow warriors with music. After the ship washes up on the shore near Booty Bay, the Bard is resurrected by a strange holy man who states that what the Bard has been through is a near death experience, and that the Bard will continue to be blessed with life as long as the Bard does not strike out in anger against a fellow man, but only in defense may ye do so or be cursed and put back in the grave. And so after getting away from the crazy old coot, and noticing a lack of personal allegiance to any particular faction, the Bard class becomes the first fully neutral playable character class in the game. Incapable of attacking or being attacked by members of either the Horde or the Alliance unless typing /PVP, Bards can interact with any character, gain access to the entire market, speak to and trade with anybody, and use their own social skills to gain certain ground nobody else can. However, they cannot qeue up for Battlegrounds unless they ofcoarse take and finish "The Resistance" quest for one of the factions, at the sacrifice ofcoarse of taking a side, and thus discommunicating them from the other side, permanently making them a hostile and no longer neutral. The Bard is a complete PVE healer support class with buffs, heals, illusions, and sleep spells. They may hold instruments in the main and or off-hand, or a number of one-handed and two-handed weapons, as well as shields for difficult solo-adventuring. The thickest armor that a Bard can wear is Leather. Their three trees include "Melody" a full healer tree which focuses on the largest buffing and healing in the game, "Illusion" a healer first dps second tree which focuses in on many non-damage crowd control spells such as fear stun etc., and finally the "Acrobat" a tank first crowd control second tree which focuses on sacrificing attack power for boosts in dodging and even moves that for a moment provide temporary invincibility, along side additional agro drawing spells in the form of taunts and illusions. Like the Rogue, the Bard is the reversal of combo chaining, as chaining buffs and heals together appropriately can make a "Ballad" that blasts very powerful AOE buffs and heals for the entire party, or AOE stuns for surrounding enemies. This is unless they take on the Acrobat tree which replaces most of the instrument based spells with acrobatic moves and taunts. Altogether the most important point of playing a Bard is its social aspects. With access to everything on both factions the main advantage of playing a Bard will be access to the entire economy and all of its players, at the sacrifice of being able to progress alone. Thankfully being a Hero Class, the Bard starts at level fifty and has nothing to fear from a few lower level enemies, and cannot initially be attacked by either faction's PVPers anyway. Because the Death Knights and the Paladins both would have a distinctive feature in their eyes defining their aesthetical as a Hero Class, the Bard must have one as well. So, it actually gets the best being a social and by story a performance class. Using a character specific ability called "Makeup!", they can actually change their own hairstyle, facial hair, facial features, and face at anywhere at anytime for free, not to mention they would have a spell in their arsenal to disguise themselves as any target, be it friendly or hostile. Convenient for taking all of someone else's agro at once in a Dungeon, or for those rare few sacrificial PVPers willing to permanently lose neutrality, a most deadly asset in a tactical goal oriented Battleground.
New Race: Though with all the other changes proposed its not as important, I pose an interesting experiment. Having Worgen who could move as fast as a mount in form appealed to people. Well there needs to be another race that takes neither side in the war at birth. Perhaps the introduction of the first character race that literally acts as a mount for their allies would be fun. I theorize Centaurs with no initial ties to any faction could be brought in through an instanced story where the tribe is destroyed and they seek help from the Alliance or Horde based on the player's choices. A Centaur's immediate advantage as a playable character would be speed, and to act as a mount for another allied player. They would have increased strength amongst other stats that would compensate for the lack of an armor slot for their legs, and back. The classes available to them might be something like Warrior, Shaman, Hunter, Druid, Paladin, Deathknight, and Bard.
New Character Creation Interface: With another added neutral race, the race icons can be displayed in a circle with the Panda, and the Centaur at the middle top, and middle bottom, while the male and female character models stand at the center of the ring with their gender icons below them to select. When a race icon is selected a drop-bar of the class icons will appear with the information of the class, and the race on either side outside of the ring. After the character has been chosen, the second interface for aesthetical appearance will be available.
Soulbinding: For trade reasons, and customization of equipment, equipment is no longer soulbound.
New Professions: As a new, and highly important aspect of the game, several more professions would be added to the game that will change the landscape of the game, literally. Also, the way several of the other already existing professions work would change as well to offer the players more customization.
Old Professions Made New: The way that old professions work will stay the same for the most part, but there will be some interesting additions to the final product for aesthetical purposes, that will change the face of all creation professions throughout the game. A character who has a specific profession level in a crafting profession can take any items of the same or less item type and item level as their profession generally crafts, and transmogrify the equipment regardless of the usual transmogrification restrictions. This means that if an individual is smart they will stock up on a certain equipment and then make a business of transmogrifying specific sets for people based on price and popularity.
Engineering: Engineering is being further expanded as a profession, as Engineers will be able to use vast amounts of basic resources to create fully tradeable-able items that teach people how to summon a destructible weapon or vehicle that can be jumped into on the field at any time by anyone. The most important being an expensive to make item that allows a player's character to summon destructible and controllable Sea Ships, Cars, and flyable Zeplins with man-able guns that could be used in the open world or even a battleground. One could say this gives a cheap advantage in a situation like a battleground to the individual who summons said Zeplin, but heres where it gets interesting, when someone summons a destructible vehicle in a zone, they may not summon another one in that zone until it is destroyed. Whether they die or not, the vehicle remains their only destructible vehicle on the field until it is destroyed. So, if an attack party is smart, they will leap onto the vehicle and kill the pilot in order to steal the vehicle and bring it back to base for the remainder of the fight, or until they need it. In fact theoretically, mounts could work in a similar manner, where when summon they can be mounted and dismounted, and even attack and be destructible or stolen. Think about it...
Carpentry and Wood: Carpenters deal with all things wood, they use special woodworking equipment to craft barely used wood parts and equipment. However, as seemingly weak as their crafting skills are, its not their crafting skills as much as it is their harvesting that comes into importance. The most abundant and scattered resource throughout Azeroth will be wood. Like ore it has to be harvested from specific objects with a tool, the Carpenter's Saw or Axe. The object being harvested is a simple tree. These trees are densest in forests and are generally all over the place. By chopping one away with a saw or axe, the character harvests different types of Lumber. This Lumber has many uses in different pieces of equipment, but finds their most prominent use in the Architect Profession.
Architect: The Architect uses many resources, mostly wood, stone, and metal to build destructible buildings. However, in the case of these buildings unlike vehicles, the Architect builds their structures with the intent of some amount of permanency or semi-permanency. These buildings have functions just the same as anything found in a major city, but because of the mobility of an Architect, they can build their cities literally anywhere they want, even right by a replenishing hard to find natural resource, or a hard to reach dungeon entrance. All the Architect has to do is lay down the initial scaffolding for the building they are trying to build, then they can come back with their Architect's Hammer and more of the specific resources to continue building the structure over time until it is finished. Other Architects can even help to build the structure with resources in their own inventories. These structures once complete, remove any spawn points for natural resources and creatures they are built on top of, and will come equipped with NPCs of the local region's races or the faction's most compatible to run the building's particular functions. Neutral Bards make Neutral buildings. Once completed, the Architect will name the building, and the Deed to the building will go into the Architect's inventory, and can thereafter be traded to any individual. The individual with a Deed to a particular building in their inventory, or bank will earn half of the profit that the building makes on anything. They will also be notified if the building is destroyed. There are two ways to destroy a building; the player with the Deed can delete the Deed, or the building can be physically attacked at certain structural points that can be targeted for more damage inside and less damage inside. Once the building is destroyed, the Deed is deleted and the spawn points for things it was on top of will return. Here's where it gets interesting, based on the level of the building, sometimes the NPCs inside these buildings will give out quests. So it will become pivotal to certain Guilds to protect their cities as it may mean the faster leveling progression of their own members. The types of buildings that can be created are Walls, Surfaces, Decorations, Roads, Toll Gates, Guard Towers, Profession Vendors/Trainers/Tools, Class Trainers, Guild Masters/Vendors, Guild Halls, Equipment Vendors, Item Vendors, Inns, Auction Houses, Banks, Flight Masters, Flight Handlers, Pet Handlers, Stable Masters, Mount Trainers, Mount Vendors, Justice Vendors, Conquest Vendors, Honor Vendors, Valor Vendors, but most importantly GRAVEYARDS, all with variation in quality, and aesthetical racial designs found throughout the game. Yes a group of Architects could make virtually an entire city, and could waste their resources making temporary buildings in a battleground, but the most important building an Architect can construct is the "Faction Graveyard", as for members of their Faction, these Graveyards act as spawn points upon death. It is the first thing that any member of the opposing Faction should try and destroy. Properly implemented and given enough space to work, this Profession could very well be the most important thing to happen to this game.
Modthor: Modthor or "Mod Thor" is the new continent in the Game, it openly translates across the Common and Orcish races as "New Dust". The way the players in game will come across it is via six portals, one on each continent of Azeroth, and one in the Outlandish. These portals for an unknown reason have appeared as a natural anomaly. However, asking the Naru to explain will reveal that it is because the world has overflowed with war, and to save it there must be a way to snare out those enraptured by it, to bring it to an ultimate conclusion. Thus there are six rips in space-time converging to one point at which the fate of the world will be decided. The portals are actually a gateway in time to the prehistoric continent that was once the physically unified Kalimdor. By the numerous scholars staying just by the newly opened portals, it is called "Modthor". The prehistoric landscape of Modthor is covered in ancient and giant somewhat recognizable monsters of all levels based on their region. The players may also find some explorer settlements near by familiar locations untouched by the future, and marked by Dungeons and Raids inhabited by old and angry Gods. In fact the idea is to have most of Modthor scarce of any default NPCs or cities, thus resulting in an over-abundance of land-space, and natural resources to be easily collected for quickening the pace as far as progressing professions. This continent is for players to inhabit, and construct their own world. And then fight over it.
Single-Player: Alright alright I know this one sounds ridiculous, but considering that some day the servers might go down, and wow might close itself down forever, it might be nice to have a Single-Player offline version of the game available so that people will have something to look back and enjoy. I mean, I don't suggest doing it while the game is still running, but towards the end it will stretch out the marketability and allow some players to delve into the occasionally unseen game world without penalty, and even slow down to enjoy some of the story at their own pace. The way I suggest doing it is to add a few simple things so that the trek from level 1-100 isn't virtually impossible for one player. The first thing to do is allow the play to set an overall difficulty setting, simple enough. One could allow players to get together and play a multiplayer session by logging into the same world hosted on one computer, but it would obviously have its limits. So, heres how to compensate with the ridiculously low population of players. There would be a new type of NPC specific to the Single-Player/PC-hosted game. When played the Single-Player game world adheres to the rules of an RPPVP realm due to its lack of real player population. Instead the Single-Player specific NPCs calles "SIMPCs" or Simulated Player-Characters, will be registered in simple memory as to their faction, level, race, class, equipment, and aesthetical. They even get a few chance personality ratios to elect what type of emote they may respond to the player with, based ofcoarse on the player's emotes. When a Player enters a zone, be it world or battleground, SIMPCs will be generated in that area from the registry, and will perform whatever tasks are presented to them to progress. Just as is presented with the NPCs in the Mists Beta, SIMPCs will have individual reputation with the player, and to start moving up that reputation, the player could trade with them as well using an intuitive system that would also be shared in the Auction House, and would use the simple personality ratios to determine how honest they are with initial trading. Once at friendly, the player would be able to invite the SIMPC to their party, and keep track of their location when not partied, via the Friends List. From their the player can form parties with SIMPCs to do quests and dungeons. It can help with rep every time the player uses a helpful spell on a SIMPC, and even boosts rep to just let them have items rolled for in a dungeon, as the SIMPCs rely on those personality ratios again to determine Need/Greed rolls, and will equip their best gear at all times. When the player gets their own Guild they can successfully invite in SIMPCs with honored reputation on average, who would even help or hurt the Guild Bank based on their personality ratios. The Guild bank will also act within its newer Single-Player oriented interface act as a way to mass equip SIMPCs to look similar based on level and class. SIMPCs who have Tabards in their inventory, would always prioritize the Guild Tabard specifically, so that the player feels empowered upon seeing forty recruits raiding with the player's emblem on their chest. Using a more Single-Player oriented Guild menu, the player will be able to create raid groups for battlegrounds and large instanced or world raids. After forming any party or raid group, members of said groups will seek out and follow the player by entering the zone. This would be the heart of what would help the game go forward even long after mmo ends.
85 Tauren Druid
This seems really awesome, but just some things are a bit unreal. Like professions changing the landscape? That's just not really WoW in a way, the physics of the game don't bend that was. Also, having every race be able to play fractions is sort of a half and half thing. I always wanted a horde race on ally, but now that i think about it both fractions have all races, it seems as though it will become pandemonium. A resistance wouldn't exactly be joining the other fraction, but more like rising against their own. Plus Blizzard would have to REALLY change the characters if they resist for the sake of being able to distinguish those people and support diversity.
Making pallys a hero class wouldn't be so bad, saying they're way too OP at low levels. Also no soulbinding isn't would really make the game unfair in terms of the players wouldn't have to work for the gear, just have a lot of gold. And I think working for gold is a bit easier than getting the actual gear.
some great ideas some not so great ideas.being able to choose your own faction?good idea.no soulbound items?very bad idea.think of how many people would ninja loot for alts or friends.or just to sell.that paladin who worked his !@# off to be geared for a raid and killed the same boss 50 times for that best in slot shoulder peice will get screwed by every jackass who would rather sell someone elses gear than let someone have gear they need.dont believe me?look at lfr people need on soulbound items just to vendor trash them over people who could actually use the item.also,many of these ideas would take considerable amounts of time/money to implement.everytime blizzard tries to implement a new idea to the game,it takes away from time they could be giving us new raids,dailies,ect. cataclysm is a perfect example of this.they spent so much time redoing vanilla quests that we got crap all for content.all in all though some very good ideas in theory
I think it was mentioned before, but if you're looking to practice making a game design document, you need better organisation. Here's a sample from something I made in college:
I know what you're doing is just practice, but clearer sections and images, and inspirations and such will help.
Basically, learn proper document structure and people will be more willing to accept your ideas, or really, to just read them.
I personally only skimmed through it, but what you've proposed, from what I read, is a complete rewrite of the WoW engine, which is fine for a new game, but not an expansion within the restrictions of the WoW platform. It also reimagines too completely how WoW is structured in terms of systems and design.
I believe Ghostcrawler said, on the subject of class design, and I'm paraphrasing here: Change for the sake of change should be discouraged. (Though I think that's a quote from Harry Potter :3)
If you feel strongly about these mechanics I'd suggest creating something outside the WoW multiverse to fit these mechanics and systems you have in mind. It can certainly be inspired by WoW or by the themes WoW pulls from (example LoL is based off WC3 and does very well) but expecting this from a WoW expansion is a bit far fetched.
was this made before MoP came out? if so u made a huge influence on the expansion great ideas but some werent the game has to be nerfed alot more actually and it needs to be harder and require skill to do things because the game is just to easy now vanilla and bc are the best things are out of control but the way the new expansion looks it seems like to me they are trying to make the game harder
Thankyou for you're responses. This made it clear to me what I must do. I will be trying to re-enroll myself in game design school and finish my degree. Hopefully my path will lead me to a position where I can finally make a game of my own. Just as a start I have even downloaded the Unity engine and Blender. Wish me luck.
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