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 Thread (27 posts)
Qmire  2/29/08 4:04:58 PM

Rank: 64/100 Rank: 64/100 Rank: 64/100 Rank: 64/100 Rank: 64/100

Hard Core Member

Joined: 9/19/06
Posts: 426

one of the only problems i see with WoW is the crafting system....

 

It should be alot better than it is, the mats shouldn't be dropped through 25 mans either but rather just simply very rare drops random from things like mining, skinning, mob killing ect.

The crafts should be in a shape, where they are actual better than T gear since their mats are insane in costs, they aren't any man's goods either, they are rare and so on, the cycle should be risky as certain other craft system, i'm gonna use one of the typical old asian mmorpg crafting system, where the upgrade are dropped from mobs and you use these to go to a smith to enchance your items so they are granted better stats and more sockets for gems, in the start they aren't risky and if you fail you just end at it's basic again, so if the item was great it's not lost ect.

However when you come up it becomes more risky, lets say at it's 7th upgrade there will be a small risk that it might turn into rubish all together, you can use this metal that comes out of this for super upgrades but you lost a great item and the mats to enchance it were getting rather high (counting all the upgrade levels it had passed) the gift however for reaching above 7 (lets say to 10) was godly stats and extra sockets that would made a very nice item into godly, and even a special effect.

 

The crafting mats were gained both through mob killing and pvp fame (how many and what level your enemy was you gained a set amount of honor/fame points you could spent on certain things, such as upgrade materials).  there would ofcourse be several types of upgrade material, which was used as currency at some point (gold was still the way to buy stuff but you could measure it all through the upgrade material costs).

 

I have nothing against WoW i think it's one of the best mmorpgs the only flaw i could ever see was the lack of crafting really, look at a game like EvE where player crafts were the only way to gain the biggest of things (player owned bases with industry building a mothership, with building frames and such ect.).

 

I know mine are more a mixture of many other mmorpgs and more of a suggestion to how WoW crafting system could be alot better, since i think there's potential on that field, else WoW is just simply my favorite mmorpg ATM that's just the way it is, if WoW's crafting system was more advanced and better i'm certain people's only "claims" and bashes could only be personal issues since the game would be the better one on all fronts then hehe.

 

In the end it's because blizzard tries to please all that the hardcores might suffer here and there.... the non raiding hardcores suffer alot but i don't belong there so meh i'm enjoying WoW since closed beta =p

Ishameal  3/01/08 3:39:02 PM

Rank: 32/100 Rank: 32/100 Rank: 32/100 Rank: 32/100 Rank: 32/100

Apprentice Member

Joined: 1/18/08
Posts: 10

At the moment i would actualy say WoW endgame is pretty much on par with most MMOs out there if not better. That being said i personaly think most of the MMOs out there have a flawed view on how endgame content should be played out. WoW for instance at 70 is nothing but a gear grind for no other reason than to be able to get more new gear and in a game where the next expansion will oust that gear with beginner greens or blues shows a flawd system. The whole idea of endgame should be based upon a much larger struggle than when u were lvling so when u hit 70 ur not left with less to do than when u were trying to get up to those higher lvls. If WoW could bring some control over the world and events to the characters of the game i think it would stop alot of the burnout u see once u hit 70. By adding in full pvp zones that can be controled by factions and go along with story, or by making when a guild finaly complete BT ( or any other raid instance) be more than just bragging rights but actualy have an effect on the game world itself. This line of thinking could turn what we now call the gear grind into somthing alot more meaningfull. Point is endgame should be when the player has surpassed all other challenges to get to 70 and is now strong enough to help change and affect the game.

 

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