Multi-Game Modes and Server Types? Practical.

90 Gnome Rogue
6585
Would it truly be too difficult to make more game modes for wow?

This one currently is nice but it has abandoned so many aspects of the original game, it is a shame to see elements like timeframe and leveling/gearing scale get blown out of proportion disavowing somebody from understanding the breadth and originality of the ideas at the foundation and core of World of Warcraft, encompassing entire servers, with depth of a story as deep as the characters would take it themselves.

With the pace of the game today, would it not be wise to allow the fast paced world of today to get faster making it more hack and slash, mobs of mobs and blood flows like the rivers, fast paced and quick as anything, pleasing those who don't see fit the time to invest and play the amount of time it takes to have a roleplaying character, with the deeper aspects of customization, more importance on stat value, spell/specialization, tactics, and the difficulty of the game. Rather there would be simpler loadouts, fast paced games, and even pure pvp servers or anything rather than fighting leveling characters fight among players in an ideally balanced pvp scenario, rewarding players for such, as well as abandoning many of the RPG style elements that currently slow down progress and keep people from playing certain aspects of the game.

The RPG elements that have been strong in Blizzard games have proven themselves to be at the best wits of the players. These are the people who take fullest advantage of things such as Min/Maxing. This process is only possible due to the very simplified and rather minor percentile buffs allocated by talents, from vanilla, till the dissipation of talents altogether. The rigid spell layout meant that people all used the same rotation, and such simulations could be run through number oriented programs, and relay relevant information about which spec/gear/stats provide the most benefit.

Were spells no longer rigid, and instead all spells are fluid and attached through spell trees that would unfold much like old talents or Diablo 2 Spell books, where instead of specific classes, people would have plethoras of points to spend on acquiring skills, with each skill unlocking more skills above it, and around it, of similar ability, and specialization points to put in efficacy of skills,( I.E - 20% cost reduction (1 combo point off 5 sec/ -20% mana/rage)) with Strength of skills, with deeper Specializations of skills, such as Slice and Dice=(%Proc Disarm/Poision/AutoAtk Proc Free Shiv)

The shee number of points and possible class combinations with the available depth and customization of spells should deter all people from ever attempting to run a simulation comparing all such specs, because it would simply be too costly on a program, for if there are a million possible specs calculable from base Wizard/Fighter, that may be all well and true, but so few people would put 30 points into frost armor, for +%1300 armor, Spammable Blizzard/Bloodboil slow on 8 sec CD, and +30% movement because most people going frost magetank put those 30 points into chain blink ice lance flurry with slow glaives and chance to freeze/shatter, putting def points into slow/iceroots and frostbarrier magic absorbs/spellreflect.

The sheer number of combination of any spell or effect should be able to bewilder most if not every computer, and simply make the point system to deep and intricate, with maybe 10 different leveling specializations you can choose to level up individually by switch specializations and talents.

The Gear min/maxing on certain stats could be either reduced by simplifying gear and making each an obvious clear cut winner, with the up in the air stats melded into whichever base stat the character was str/int/agi

This or entice people to try any new combinations with many more spell/weapon/item enchantments and stat effects, much like Diablo 3, where people can have a +life on hit/ haste/ move speed build, and compliment this with their character's build, - i.e AoE witch doctor kiting w/ roots and sprint w/ self heal, or they can have a Defensive oriented, skill based barbarian healing from revenge, or have a high resist/def monk just trying to spam auras for +50% dmg boost, and heal and stay alive just because that person was little help.

The min/maxing routine pulling a rotation can only be defeated by making that much more simple, or giving this the depth to counter any sort of computer program telling what is the best spec, for certain, the best stats, and what rotation to do.

Rather these programs could only have theories, and random stats and gear means people could find some antipoletean rod with +8 points to fire spells, and simply because they found this spell, a different spec/combination would ideally be much better, than any min/maxed number set created by a computer running simulations.

Putting in this sort of depth opposes the hack and slash fast paced nature blizzard has taken in this MMO, this is grand, because 90 level is truly too many to surmount at the old leveling rate of classic, but even an old server 60 capped attempting to interlace some very deep aspects of this game, to make it not simply, do what Askmrrobot says to do, or pull that Noxxic rotation, because as much as that is all good theory, that doesn't make anyone better players or problem solvers really.

My lock strategy is soulburn curse of lethargy on everybody in any BG i can see a group at a flag, occasionally i may try to kill somebody, but still, i would put so many more points into just having a glaive/Soulburn/Seed of Corruption/ Curse of Lethargy than rather most of the other affliction spells.

A brainstorming idea, would simply to make a 31 point tree, for every spell and ability in the game, just giving each one so much depth, that people would really never want to put that many points in slice and dice. To entertain this, simply say, every time a person gains a level, they gain +1 point in every skill they used that level, and +5x , +4x, +2x, the amount of points in skills they used the most, 5-10 randomly assigned and spent skill points, just for fun, as stats do not get spent my fiend nay do skill points.

This way, even though a rogue would have 33 spells at lvl 80, he would get at least +1 depth point in each skill he has when he leveled, along with bonus depth points, and then general spell and talent points he spend when he levels, or gains when he does quests/chains/dungeons/anything associated with practice of a certain skill set or type, and or just using them in combat.

These could be revitalized by stabbing at the then put in the old style slow fighter, strong monsters fighting a weak rag tag group of amateurs in some odd gear, with the difficulty being not in the fact that the monsters are immortal godlike murderers but rather that the heros are powered so that a wolf or a bandit is still just as much a formidable and worthy adversary,

This could be had rather than today's ghost spirit monster kings and giant immortal warriors, these are cool, but truly my dwarf priests faith and ability to drink and cure ills is not as strong as electro Dragonaire creature from the deep shadow monster fighting sprite.

-Seriously Main Points

-Allow Game Modes oriented towards the different play-styles of people, rather than try to amass them all into this one hodgepodge of a game and try to balance it.

Separate Servers for
- (Pure fast paced balanced pvp)

//\// (Fastpaced Hack/Slash) //\//

(Long Difficult Intricate RPG style)

//\// (Role-play city/character/talking/morality mode) //\//

These groups could all come together much like real id friends or cross server groping, and entertain each other, where say the Depth of the RPG style deep guys balanced out for the most part, much like Challenge mode dungeons, but he still keeps his spell/set/gear and can challenge people in pure pvp, but his spec should be balanced more or less, just in terms of gear levels, things that would put him above the level of a pvp standard/well geared player.

The role-play character could help in quests as a hero of town or something along side the deeper RPG based skill set character, and rather than requiring they be of comparable skill, they are now more or less a party, and work together, where the Role-play lady of the night can seduce and charm people, and have her way with them, befuddle them, make them drop their weapons, pants, etc, even just fight with a cooking pin or a parisol, or whichever however they would choose to dress their sor or madame, and the RPG stats mode character can use however he spent his skills, which would oddly work so well in conjunction with Ms. Lady Dame, and they could go take down some Zombie King Farmer Saldean and the Army of Vagabonds.

This, i think, could prove to be more kind, more random oriented interaction, rather than set level based content, where there are seldom people to quest with, and it is quite lonely, as well as the level and gear gaps and differenced that exclude people from playing a certain aspect of the game, due to time commitment or constraint.

-Dreams a Dream
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90 Human Priest
16220
That seemed needlessly wordy.
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90 Gnome Rogue
6585
wow is old news, macho man randy savage would stomp on it for fun. What points weren't clear, i tried to put each concise idea into a paragraph. Go to school.
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90 Gnome Rogue
6585
This is money, this would give the playability and customizaiton of a Deep Custom Warcraft III hero, oreinted towards a longer scaled gamestyle, as well as remove entry limits on max lvl pvp, or RP gear, just by allowing other forms of acquring that skill/gear/level, rather than classic mode, so people can walk into PvP and arena if they've lvl'd a toon past lvl 20 or 40, just to mess around in BGs, get the feel of characters, or see which character/class/spec they liked, before attempting to gear one up on the classic mode servers.

This would also give PvE depth in nullifying the influence of Min/Maxing and gear limits, rather putting the power in the skill, playstyle, and abilities of players, with limitless combinations of specs, for every sword there is a shield, should your spec become popular, expect to see more people with the spec designed to counter it.

As of Now, Pve is redundant min/maxing and spamming rotations all day, with little to no personal character involvement, or depth or individuality of a character.

This is OK in a hack and slash, or adventure style game, but an RPG should offer far more depth, to be frank.
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100 Blood Elf Hunter
8395
02/07/2013 02:01 AMPosted by Lecithin
THIS MAKES SENSE. TRY TO FIND FAULT IN MY LOGIC.


You have some neat ideas, and it looks like you put quite a bit of time into what you suggest.

However, a lot of servers are already experiencing low populations.

Creating new servers, with only specific things about them, is going to further reduce those populations if they can afford to move there, or want to bother to re-roll.

Despite your ideas seem somewhat 'new', they seem to be on par with 'vanilla only' type of idea. Doing one type of thing for too long eventually gets old. You can argue that, but then again you're coming up with ideas to do something 'different'.

Keeping it at 'game-mode' would be more practical, because at least everyone would still be on the same server.

Practical on paper that is, and not necessarily practical as in *snap-great idea, make it happen*

TL:DR version. The fault. You basically want an entire new game.
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90 Gnome Rogue
6585
Simply merge the old servers that have low pops, with cross realm phasing, like they do already. Low Pop is not a problem except for economics and the AH, nothing can be done besides making a mergered AH between many low pop servers, or allow them to lie vacant.

This will do nothing but draw more new/old players to the game, by allowing it to isolate its RPG/ Action-Adventure/ PvP/ and other elements, simply by allowing different modes of gameplay.
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90 Blood Elf Priest
0
Holy Wall of Text.

And unholy bumpspam. I'll have to report you.
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90 Gnome Rogue
6585
Learn to Read, if one must crawl before they walk, no doubt one must read before they can write. Don't just complain about a wall of text. It takes maybe 2-3 minutes to read that, tops, if you're a slow reader.

People talking senselessly without reading or knowing anything, is why ignorance is enforced and purported over actual factual reason.
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6 Draenei Paladin
0
02/07/2013 12:56 AMPosted by Lecithin
wow is old news, macho man randy savage would stomp on it for fun. What points weren't clear, i tried to put each concise idea into a paragraph. Go to school.

Not likely, as Macho Man Randy Savage is dead.
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95 Undead Rogue
6025
I couldn't make hide nor hair of any of that.

Either English is not your first language and you need serious practice at it, or...

well, you still need serious practice at it. None of that made any sense to me whatsever.

Are you asking for realm merges, vanilla servers, asking what celebrities play the game... what?

"Brevity is the soul of wit."
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90 Gnome Rogue
6585
Kid, here are bullet points. FOR THOSE WHO CANT READ. THESE ARE CALLED PARAGRAPHS. BREVITY MEANS SPEAKING OF WIT, AND NOTHING BUT WIT. NOT BUT JOKES AND JEST COME FROM YOUR LIPS YOU KNAVE OF WIT.

CAPS: BULLETS ARE CALLED CAPS: BUSTING CAPS:

This one currently is nice but it has abandoned so many aspects of the original game, it is a shame to see elements like timeframe and leveling/gearing scale get blown out of proportion disavowing somebody from understanding the breadth and originality of the ideas at the foundation and core of World of Warcraft, encompassing entire servers, with depth of a story as deep as the characters would take it themselves.


-CAPS: TIMESPAN/GEARING OUT OF PROPORTION. ALLOW SLOWER RPG BASED SERVERS, SEPARATING THE ACTION/ADVENTURE/PVP OF TODAY, WITH OLDER, DEEPER, CHARACTER/GEAR BASED DEEP RPG ACTION. I.E DIABLO 2.

With the pace of the game today, would it not be wise to allow the fast paced world of today to get faster making it more hack and slash, mobs of mobs and blood flows like the rivers, fast paced and quick as anything, pleasing those who don't see fit the time to invest and play the amount of time it takes to have a roleplaying character, with the deeper aspects of customization, more importance on stat value, spell/specialization, tactics, and the difficulty of the game. Rather there would be simpler loadouts, fast paced games, and even pure pvp servers or anything rather than fighting leveling characters fight among players in an ideally balanced pvp scenario, rewarding players for such, as well as abandoning many of the RPG style elements that currently slow down progress and keep people from playing certain aspects of the game.


CAPS: GAME IS TOO FAST PACED TO BE AN RPG, IT IS AN ACTION/ADVENTURE/ HACK'N'SLASH. NO DEPTH GIVEN TO CHARACTERS, THINGS DIE TOO QUICKLY, HEROS ARE TOO STRONG, NO REAL CHALLENGE SAVE HORDES OF MOBS, ESPECIALLY AT LOW LVLS. TO BALANCE PVP ONE MUST SEPARATE IT INTO PURE SERVERS, WITH BALANCED GEAR, OTHERWISE IT WILL NEVER BE BALANCED, ALWAYS GET STOMPED BY THE GUY IN T2 W/ SULFURAS, YOU'RE IN GREENS/BLUES AT LVL 60.

The RPG elements that have been strong in Blizzard games have proven themselves to be at the best wits of the players. These are the people who take fullest advantage of things such as Min/Maxing. This process is only possible due to the very simplified and rather minor percentile buffs allocated by talents, from vanilla, till the dissipation of talents altogether. The rigid spell layout meant that people all used the same rotation, and such simulations could be run through number oriented programs, and relay relevant information about which spec/gear/stats provide the most benefit.


CAPS: RPG ELEMENTS ARE WHAT GIVE DEPTH TO THE GAME. THE GAME RIGHT NOW HAS NO CHARACTER CUSTOMIZATION OR DEPTH IN TERMS OF SKILLS, EVERY CHARACTER IS THE SAME, HAS SAME MOVES, THIS IS NOT AN RPG, WHERE SKILLS/TALENTS ARE SKILLED INDIVIDUALLY AND HAVE VARYING STRENGTH UPON POINTBASE X GEARFACTOR.


Were spells no longer rigid, and instead all spells are fluid and attached through spell trees that would unfold much like old talents or Diablo 2 Spell books, where instead of specific classes, people would have plethoras of points to spend on acquiring skills, with each skill unlocking more skills above it, and around it, of similar ability, and specialization points to put in efficacy of skills,( I.E - 20% cost reduction (1 combo point off 5 sec/ -20% mana/rage)) with Strength of skills, with deeper Specializations of skills, such as Slice and Dice=(%Proc Disarm/Poision/AutoAtk Proc Free Shiv)

CAPS: INTERLOCKED TREES ENCOMPASSING ALL SPELLS, ORGANIZED BY TYPE (MELEE/MAGIC) (ELEMENTAL/PHYSICAL) AND CREATING A SPELL TREE LIKE D2 WOULD BRING BACK RPG ELEMENTS THE WOW VANILLA TALENT TREES TRIED TO BRING, BUT FAILED AT. THIS WOULD BE EASY, JUST SORT ALL NPC/PLAYER SPELLS INTO GROUPS BY SPELLTYPE (FIRE/FROST/MELEE) AND RANK THEM BY POWER/STACK SIMILAR SPELLS, AND GIVE EACH SPELL DEPTH INSTEAD OF JUST COLOR COPIES ON OTHER CHARACTERS. I.E- FROSTBOLT/FIREBALL/SHADOWBOLT/LIGHTNING BOLT. JUST LET PEOPLE SKILL MAGIC-BOLT- AND THEN PUT IN DEPTH POINTS IE.- CAST TIME, BONUS EFFECTS- AND LETS THE MAGIC TYPE BE DETERMINED BY WHATEVER SPECIALIZATION THEY HAVE CHOSEN, I.E SUN-WIZARD (FIRE-NATURE BOLT/ W/ INSECT SWARM DEBUFF, CHANCE TO ROOTS ON HIT)


The sheer number of points and possible class combinations with the available depth and customization of spells should deter all people from ever attempting to run a simulation comparing all such specs, because it would simply be too costly on a program, for if there are a million possible specs calculable from base Wizard/Fighter, that may be all well and true, but so few people would put 30 points into frost armor, for +%1300 armor, Spammable Blizzard/Bloodboil slow on 8 sec CD, and +30% movement because most people going frost magetank put those 30 points into chain blink ice lance flurry with slow glaives and chance to freeze/shatter, putting def points into slow/iceroots and frostbarrier magic absorbs/spellreflect.


CAPS: TO BEAT MIN/MAXING- USE AN UNCOMPREHENDABLE AMOUNT OF POINTS WITH A LUDICRIOUS AMOUNT OF DEPTH. NO COMPUTER HAS THE CALCULATORY ABILITY TO FIND THE MIN/MAX SPECS WHEN THERE ARE 1,000,000 RANDOM STYLES OF SPECS WITH 30-60 POINT DEEP SEMI-REDUNDANT INDIVIDUAL SPELL TREES, WITH COUNTLESS TREES IN DEPTH OF PASSIVES/PHYSIAL/SPELLS, AND MORE DEPTH WHEN PUTTING DEPTH POINTS INTO INDIVIDUAL SPELLS,

I.E CHOOSE ON FROSTBOLT (-%CAST TIME/+% SLOW/+%CHANCE TO FREEZE/ AOE ICE TRAP EFFECT) WHERE PUTTING POINTS IN THESE WOULD ALL HELP EACH OTHER, BUT AOE ICE TRAP IS NOT AS STRONG W/O COMPLEMENTARY POINTS IN +% SLOW.

The sheer number of combination of any spell or effect should be able to bewilder most if not every computer, and simply make the point system to deep and intricate, with maybe 10 different leveling specializations you can choose to level up individually by switch specializations and talents.

CAPS: DEPTH AND INTRICACY ON A SPELLBOOK IS ALL IT TAKES TO DISMEMEBER MIN/MAX SIGHTS LIKE NOXXIC/ASKMRROBOT. BECAUSE EVERY CLASS AND SPEC WOULD HAVE A DIFFERENT STAT REQUIREMENT, GIVEN DOUBLE UP OR REDUNDANCY STATS. AKA, - BATTLE MAGE WOULD WANT MELEE HIT/HASTE> SPELL HIT/HASTE BECAUSE HE DOES MUCH MELEE, AND MANY OF HIS ATTACKS ARE MAGIC EMPOWERED MELEE ATTACKS.

The Gear min/maxing on certain stats could be either reduced by simplifying gear and making each an obvious clear cut winner, with the up in the air stats melded into whichever base stat the character was str/int/agi

CAPS:ANOTHER SOLUTION TO MIN/MAXING IS STANDADIZED AND SIMPLIFIED GEAR, WITHOUT THE NEED TO KNOW SIDE STATS, EVERYBODY TRYING FOR THE BASIC GEAR, WHERE RESIL/HIT/HASTE/CRIT/MASTERY ARE ALL JUST COMING FROM THE BASE STAT (STR/INT/AGI)-THIS IS MORE ACTION/ADVENTURE/HACK'N'SLASH

This or entice people to try any new combinations with many more spell/weapon/item enchantments and stat effects, much like Diablo 3, where people can have a +life on hit/ haste/ move speed build, and compliment this with their character's build, - i.e AoE witch doctor kiting w/ roots and sprint w/ self heal, or they can have a Defensive oriented, skill based barbarian healing from revenge, or have a high resist/def monk just trying to spam auras for +50% dmg boost, and heal and stay alive just because that person was little help.


CAPS: D3 HAS GREAT ITEMIZATION, ALLOWING PEOPLE TO BUILD GEAR AROUND WHATEVER SPEC THEY WANT, OR WHATEVER GEAR THEY CAN FIND, IF WOW ITEMIZATION WERE MORE RANDOMIZED, WITH MORE STATUS BUFFS, THERE WOULD BE LESS BICKERING OR CONFUSION OVER CERTIAN GEAR, OR JUST TRYING FOR A SPECIFIC SET OF GEAR, RATHER MAKING THE MOST OF WHAT YOU CAN, INCLUDING CRAFTED, ETC GEAR.

The min/maxing routine pulling a rotation can only be defeated by making that much more simple, or giving this the depth to counter any sort of computer program telling what is the best spec, for certain, the best stats, and what rotation to do.

CAPS: ROTATIONS TOO SIMPLE. PEOPLE MIN MAX ON BASED ROTATIONS OF FIXED CLASS SYSTEMS. THIS WOULD BE NULLIFIED IF EVERYBODY PICKED RANDOM COMBINATIONS OF TALENTS/SKILL/SPELLS/DEPTH POINTS AS LEVELING SO NOBODY WOULD HAVE THE SAME SPEC OR ROTATION TO FALL BACK TO AN RNG COMPUTER TO TELL THEM WHAT GEAR/STATS/ROTATION IS THE BEST, PEOPLE WOULD SPEC BASED ON HOW THEY WANTED TO ROLEPLAY, IN THE RPG.

Rather these programs could only have theories, and random stats and gear means people could find some antipoletean rod with +8 points to fire spells, and simply because they found this spell, a different spec/combination would ideally be much better, than any min/maxed number set created by a computer running simulations.


CAPS:RANDOM ITEMIZATION/PERMA BOE ITEMS GIVES THE OPPORTUNITY TO USE GEAR RATHER THAN THE RIGID, YOU USE THIS RAID ILVL QUALITY GEAR TO RAID, IT IS THE BEST, IF YOU HAVE NONE, YOU ARE NOT GOOD, GO RAID MORE.

Putting in this sort of depth opposes the hack and slash fast paced nature blizzard has taken in this MMO, this is grand, because 90 level is truly too many to surmount at the old leveling rate of classic, but even an old server 60 capped attempting to interlace some very deep aspects of this game, to make it not simply, do what Askmrrobot says to do, or pull that Noxxic rotation, because as much as that is all good theory, that doesn't make anyone better players or problem solvers really.


CAPS: GAME IS TOO FAST, PLENTY OF ZONES NEVER FINISHED, GAME IS REDUNDANT AND REPETITIVE, SLOW IT DOWN, FORCE MORE DEPTH INTO THE ZONE, LEVELING TOONS HAVE PLENTY OF THINGS TO LVL PROFESSIONS, WELL GEARED FOR THE NEXT ZONE, DONE MOST ALL THE QUESTS IN THE ZONE WHEN MOVING TO THE NEXT ONE, SITTING PRETTY AT MAYBE 1-2 LVL ABOVE MINIMUM.

My lock strategy is soulburn curse of lethargy on everybody in any BG i can see a group at a flag, occasionally i may try to kill somebody, but still, i would put so many more points into just having a glaive/Soulburn/Seed of Corruption/ Curse of Lethargy than rather most of the other affliction spells.


CAPS: DIFFERENT STRATEGYS WORK WELL FOR DIFF PEOPLE, I.E SPAMMING CURSE OF LETHARGY RATHER THAN DPS IN BGS, HELPS MY TEAM BECAUSE THEY CAN PULL THE DPS OFF TO KILL SLOWED HEALS, AND I'LL THROW SOME DOTS AROUND OR SOMETHING.

A brainstorming idea, would simply to make a 31 point tree, for every spell and ability in the game, just giving each one so much depth, that people would really never want to put that many points in slice and dice. To entertain this, simply say, every time a person gains a level, they gain +1 point in every skill they used that level, and +5x , +4x, +2x, the amount of points in skills they used the most, 5-10 randomly assigned and spent skill points, just for fun, as stats do not get spent my fiend nay do skill points.

CAPS:BRAINSTORMING IS FUN. MAKE A 31 POINT TREE FOR EACH SPELL, WHERE JUST AS IN VANILLA, THE 5 SKILLS POINT AND 31 POINT WOULD BE PINNACLE, SO EVERYBODY "COULD" SPEND 31 DEPTH POINTS INTO SLICE AND DICE AND UNLOCK +200% ATTACK SPEED, AUTO SUNDER, AND 5 SKILL POINT SnD WOULD BE "MH/OH Windflurry for duration" This rogue would just be gimped in other areas, but the 31 points would still be viable. 31 points is just letting you look at how foolish 90% of the talents in WoW were, 1% mana, -15% spell pushback, -0.1 sec cast time. These are all simple as hell, and more or less organized simple buffs could be thrown around to fill up a 31 point depth tree, and put that on top of the x/5 or X/20 skill points on the diablo 2 style spell book, with the 31 depth points being spendable in whichever spell.

This way, even though a rogue would have 33 spells at lvl 80, he would get at least +1 depth point in each skill he has when he leveled, along with bonus depth points, and then general spell and talent points he spend when he levels, or gains when he does quests/chains/dungeons/anything associated with practice of a certain skill set or type, and or just using them in combat.

CAPS: People getting enough skill points is not a problem, because people get at least 1-5 in each skill, and bonus points in skills they use a lot, as well as random points auto-assigned or put into random trees to be chosen, to ensure everybody has plenty of depth in their book. With some random allotment, it would be about taking advantage of those "misplaced" points and making them productive, making this as much a game of wit as it is a skillbased number clacking run around and counterspell/purge game.

These could be revitalized by stabbing at the then put in the old style slow fighter, strong monsters fighting a weak rag tag group of amateurs in some odd gear, with the difficulty being not in the fact that the monsters are immortal godlike murderers but rather that the heros are powered so that a wolf or a bandit is still just as much a formidable and worthy adversary,


CAPS: Weak Hero/ strong monster more along the lines of an RPG, the difficulty atm reaches 0 before you get into challenge mode or real raids at 90. Nothing in the game is challenging, back in Vanilla, even Deadmines was a challenge. Now instead, the game is simply drudge and tredge through the drudgery on a toon untill your 90, doing menial dillydally and having no importance or challenge untill reaching 90, that challenge only being should you chose to take it. Just put in a hardmode/heroic/inferno level with the skills/drops/lvling/rates all about on par with vanilla, letting people be challenged by 1-60 for once, rather than just breezing through it. It's fun, but it seems a little silly and pointless right now.

This could be had rather than today's ghost spirit monster kings and giant immortal warriors, these are cool, but truly my dwarf priests faith and ability to drink and cure ills is not as strong as electro Dragonaire creature from the deep shadow monster fighting sprite.


CAPS: Electro Dragonaire, why you take away floor? But monsters/bosses are getting too strong looking for me to think my dwarf and 9 other hoodlums can kill a Electrodragon/90 ft King of Siam, and still believe that i can kill them. 40 people taking down a dragon was different. 20 people taking down some troll high priests and a crippled snake/blood "God"
was a bit more believable. This gnome does not look like he'd do much to a magic 200 ft tall Bug Monster, but maybe on a 20ft troll those shins would be a bit more stabbed.

-Seriously Main Points

-Allow Game Modes oriented towards the different play-styles of people, rather than try to amass them all into this one hodgepodge of a game and try to balance it.

Separate Servers for
- (Pure fast paced balanced pvp)

//\// (Fastpaced Hack/Slash) //\//

(Long Difficult Intricate RPG style)

//\// (Role-play city/character/talking/morality mode) //\//


These groups could all come together much like real id friends or cross server groping, and entertain each other, where say the Depth of the RPG style deep guys balanced out for the most part, much like Challenge mode dungeons, but he still keeps his spell/set/gear and can challenge people in pure pvp, but his spec should be balanced more or less, just in terms of gear levels, things that would put him above the level of a pvp standard/well geared player.

CAPS: grouping/etc. not a problem, because servers already meld more or less with cross server grouping, i see people from other realms all the time, regardless of being grouped with them. Just but a cross server LFG or anything for people trying to go from the RP/ (RPG) servers to dungeon on the (Classic Mode) or anything. Of course the RPG rewards would be scaled back to represent what that man would be getting, opposed to the (Classic mode of today) where people get all blues from dungeons and they're all amazing.

The role-play character could help in quests as a hero of town or something along side the deeper RPG based skill set character, and rather than requiring they be of comparable skill, they are now more or less a party, and work together, where the Role-play lady of the night can seduce and charm people, and have her way with them, befuddle them, make them drop their weapons, pants, etc, even just fight with a cooking pin or a parisol, or whichever however they would choose to dress their sor or madame, and the RPG stats mode character can use however he spent his skills, which would oddly work so well in conjunction with Ms. Lady Dame, and they could go take down some Zombie King Farmer Saldean and the Army of Vagabonds.

CAPS: Simple interactions could be guided by writing quests so that a player from each of the 4 servers could always play a role in it.

The RPG Guy- Classic style fighting some strong wolvos or zombies to protect town
Hack'n'Slash guy- more quest oriented items, spells, to add to brevity, skill is not so much determined by gear/talents/ etc. playstyle, more of a hack and slash (sustained DPS)
Roleplay Lady- This lady could have some Roleplay oriented moves that compliment her character- its not hard to turn a (Melee Attack) into a (Broom Attack) just change the model. or to turn a Seduce into a Seduce, and just let the lady dance, to seduce the elite gnoll chief while the players take on his minions.


This, i think, could prove to be more kind, more random oriented interaction, rather than set level based content, where there are seldom people to quest with, and it is quite lonely, as well as the level and gear gaps and differenced that exclude people from playing a certain aspect of the game, due to time commitment or constraint.


CAPS: Wow is too structured, very little importance on player interaction before 90, and even at 90, very little, perhaps maybe group with one guy to do arenas, and your raid team if you do raid. 1 guy is not a lot sadly. I don't even do arenas.

-Dreams a Dream
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90 Gnome Rogue
6585
Comprendo? Friendo?
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90 Gnome Rogue
6585
Seriously if you can't read more than a few sentences, go back to twitter. This is FORUM. As in Delegation over the Roman Consulate Forum, not just making quips like a little 8 year old british chap and running away. This is FORUM, not TWITTER.

Go twit and quiver all your dilly and nonsense from your illiterate !@#$ elsewhere, this is not throw a tizzy and win things, this is be constructive member of the forums and help CONSTRUCT, as in BUILD, not MISCONSTREW, SKEW, or BERATE, people with honest ideas and helpful constructive feedback.

Don't write something saying you can't read, ehhh, mommy said i dont have to read anything above 126 characters, ehhhh, you're stupid, you can write a full paragraph, eehhhhh, literacy, ehhh, i never passed elementary school, dont expect me to read, eehhhh, this game doesn't have any words, ehhh mehhhh,

THREE QUESTS HAVE AS MUCH TEXT AS THIS POST. YOU HAVE DONE THREE QUESTS, NO DOUBT YOU CAN READ THIS. THERE USED TO NEVER BE QUESTHELPER, MARKING THINGS ON YOUR MAP, LETTING YOU GET AWAY FROM READING, AND JUST SAY "HERR DURR, X MARKS THE SPOT."

This is me : "Constructive Feedback"
THis is you : "LOLOLO WHERE IS MANKRIK WIFE? IDK LULZ GANKCITY! BARRENZ CHAT! XD

-Still constructive, hear your own voice as you write, then hear it as other people may read it to themselves.

Try to differentiate narration tones for those who are snarky and just derissive rather than being constructive. Just read the "Trollololo" as a Nasaly complaining Mort Goldman, and the people being dismissive and pompous/arrogant/ignorant as a sneebly snyde bitter little kid, and you'll understand why literacy is important. You can easily understand and organize poeple by how, why and what they say, it is easy to put a blanket over a child and say, go to sleep, you need not cry about the meanies on the playground, how your feelings got hurt. Why your Charizard got beat by a Feraligator, why nobody likes you Pogs, nobody cares, sniveling kids all grow up, i was a stupid kid, now i am attempting to be a reasonable adult, embracing things like reason, logic, truth, and honesty. Attempting to be constructive, as in build a house, compared to destructive, demolishing things without any plans or attempts to rebuild what you have dismissed or dismantled.

-STALVAN MISMANTLE SHALL HAVE YOUR SOUL AND CARAPACE IN HE LEGION NO DOUBT AS ANY OTHER FOOL WHO WANDERS INTO THE WOODS OF THE DREAR AND DROW.
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95 Undead Rogue
6025
I think Dr. Leary has been reincarnated...
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90 Gnome Rogue
6585
This is practical, if you cannot do paragraphs, copy and paste each sentence into one line.

Do this,tell me your opinions, no doubt congregations of people succeed through teamwork.
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02/08/2013 08:32 AMPosted by Lecithin
tell me your opinions


My opinion is that you have personal problems and I can't understand the point you're trying to make. Seems like you're trying to reinvent the entirety of wow.

Paragraphs are a specific thing, dude. They have a main point and a few supporting sentences. Yours are just random thoughts with a few returns splattered about.
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Separate Servers for
- (Pure fast paced balanced pvp)

//\// (Fastpaced Hack/Slash) //\//

(Long Difficult Intricate RPG style)

//\// (Role-play city/character/talking/morality mode) //\//


Like - for example.. what does any of this mean? What is..

//\//

Is that a roman numeral in italics? Some kind of word art?
Edited by Mvura on 2/8/2013 8:57 AM PST
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MVP - World of Warcraft
100 Gnome Warrior
14280
They told us quite some time ago that there would be no new rulesets.

They aren't going to maintain multiple codebases.
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