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- a feeling of magnitude concerning the world; travelling has to be meaningful, nobody needs PoK books or (flying) mounts
- open world dungeons; maybe a handful of instances, but def. not 100%
- diversity of classes
- the world has to be tough; grouping should be required, at least for dungeons / high level zones and ofc raids
- no bazaar or auction house, let the players run the economy; besides that: trading back in the old days won me a lot of friends or at least group partners
- slow leveling; I'd be okay with the removal of hell-levels, but I don't wanna hit max level in two or three weeks like in all those modern MMOs
- droppable, useful gear; most raidgear can be no drop for all I care, but there should be a few rare sought-after pieces that are tradable (Cloak of Flames etc.), plus: it's always been fun to toss some mid-level stuff to struggling newbies
- talking about newbies: keep them buffable, don't start with this stupid downgrade-buff-mess that WoW made so popular
Dont come back yet: Cross Realm Zones (CRZ)
General Discussion « World of Warcraft
9/24/12 6:43:33 AM
What people fail to see is, that this is NOT really bringing back the social aspect of WoW. At least, not in a proper way.
I couldn't care less about gankers on PvP-realms or people "stealing" my nodes and mobs. Heck, I'd even like that. The problem is: The social aspect of an MMORPG is heavily connected to some sort of community. Gankers will be hunted, lootstealers will be blacklisted, unfriendly people will be avoided, friendly players will be liked and good players will be sought after by groups, guilds and raids. Back in the good old days (not just EQ etc, but also Vanilla WoW & BC), you just KNEW the people on your server. You knew who was really good at pvp, you had a list of great tanks and healers you could ask for groups and raids, you made friends while leveling and you could just hang out with them afterwards or go do other quests.
With CRZ this sense of community is mainly lost. Sure, you can still make friends and add them to your Blizzard-ID-friends-list. But the chances of meeting them in an instance of some zone or your capital city are slim. Gankers and lootstealers couldn't care less about their reputation, as they most likely never meet the same person twice. And even if they do, they can't be blacklisted in a whole cluster of servers. The same issues I have with the dungeon finder btw. Sure, it takes longer to form a group by hand and then voyage to the dungeon, but it felt way more social. I think in all of Cataclysm I had maybe six people answer me in a random group at ALL. Aside of the obligatory "Hello" and "Bye" of course.
So, to make the world more populated AND social, I think Blizzard would have to do the following:
1. Get rid of the dungeonfinder. Maybe replace it with a LFG-Tool, that sends you names of people LFG as well. So you can whisper them, then form a group, then visit the dungeon. Instead of porting everyone there magically.
2. Merge low-pop-servers. Yeah, I know. It's "bad" PR, but it's the best solution for the playerbase.
3. Add stuff to do in old zones for players of ALL levels. Be it some fishing contest, rare creatures to tame, stuff like the Pandaria-farm, zone-specific tradeskill-items, open-PvP-areas, long world-wide quest lines for mounts & pets,heroic modes of low level dungeons or rare mobs that drop fun items, which are even useful for high levels. All of these would lead to people venturing through the world.
4. Re-Add group quests. Don't make them count for any achievements maybe, so anti-social people don't whine, but add them. They don't have to lead to other quests, as well.
5. Make leveling last longer, open up new character slots -> more people might twink, and they stay longer in the low-level-zones.
TL;DR: I like cats.