There has been an ongoing post about WoW and its perceived shortcomings. Im curious, given the chance what everyone would do to 'Fix' or repair WoW?
I'd have different content on the roleplaying servers. Would get rid of the slapstick, the puns, the modern pop references, and heavily police the character and guild naming conventions (i.e., you must choose names appropriate to a fantasy environment).
I think with the roleplaying servers being the haven for serious gamers, WOW could keep that 1/2% to 1% of the gaming population I think it is missing out on. Not that they don't have a ton of subscribers.
WOW has enough servers (150? more?) that they could have a few tailored towards making the serious roleplayer happy. But as it is, there is no difference between a "Normal" server or a "Roleplaying" server, since Blizzard does not proactively enforce its character and guild naming policy.
I just think Blizzard needs to take a stronger approach on those roleplaying servers. Sure, the general population dwarfs the original gamer population, but that's no reason to run off the latter.
1.) Dump every last graphics model in store, replace them with a realistic design. I.E. no cartoon colors, and everything in scale (no more water buckets big enough to turn into a spa and single wooden planks twice as wide as a "man") Before anyone says anything, yes you can have realistic looking graphics in a fantasy world
2.) Next up, the skill trees. The old system isn't quite useless, just close to it. Add probably about another 50% to the available skills unique to each class, and a bunch more available to all classes. Then force the characters to actually make a (gasp) meaningful choice in what their character will use with significant advantages and disadvantages to each skill you choose. If you have it set up so that there could be four or so max level characters in the same class with an absolute minimum of shared skills, and any number of characters with different combinations, you're close. While you're at it, turn off the auto attribute selection bullshit and let people give those points to strength or dexterity as they see fit.
3.) Replace a significant portion of the quests with some that actually have a real storyline behind them. I would like to say replace them all, but that's shooting for the moon here.
4.) Expand the bestiary enough that people are no longer fighting a reskin of the mob they were sick of fighting last level.
5.) Implement significant AI mob tactics, even extremely basic group strategies would be a huge improvement over the current system of blind zerg rush.
6.) Reduce the effects of top tier raid gear while simultaneously making it easier to acquire, and improving the yield of equipment gained through other means, the idea being that while an advantage still goes to serious raiders, its not a choice of do it or die.
7.) Keep the old battlegrounds, as a quick source of PvP fun. Just scrap the honor system. Add a new landmass, uninstanced, FFA PvP with players competing for controll of territory.
At this point, its probably better to dump it entirely and try to "fix" it by making a sequel. I've got more items, but I'll wait untill after I get some bloody sleep
No man is an island, entire of itself; every man is a piece of the continent, a part of the main. any man's death diminishes me, because I am involved in mankind, and therefore never send to know for whom the bell tolls; it tolls for thee. Hemingway
I don't know.....for starters if I released an expansion set and raised the level cap, I wouldn't make it possible to reach that cap in less than 30 hours..that's just me though.
Change armor mitigation, to SLOW PVP DOWN. A fully armored Plate wearing tank should not be killed by a hunter in 5 seconds. Armor mitigation in the game is broken. Increase the damage mitigated by armor and revalidate the melee class'.
Redo resist(s). Take the absract resist system currently in place and change it to 1-100. 100 being cap, and make that like 80% resist.
Increase casters base damage by a significant margin, and remove the Crown controls that they have, this would force people to protect the casters who SHOULD BE doing all the damage.
Remove the talent tree as currently implemented, so that HEALERS WILL HEAL IN PVP.
Rework palladins (either you bubble and cant do nething, or the bubble absorbs a certain amount of damage), remove plate from palladins, mabey put them in mail.
Remove all the speed debuffs in the game, in PvP. Trapping, snaring, slowing, stunning, immobilizing, fearing, horrifiying sucks. Mabey give casters a once per hour, CC like frost nova or whatever.
Make world PvP rewards. Load each zone with castles (keeps ala DAoC) and whomever captures the castles gets a reward. Take enough enemy castles, or have enough of your own and you open a special dungeon (Darkness falls anyone) or make a game wide buff for players.
Implement a talent tree based on honor, accumulate enough honor you get access to a special PvP honor talent tree. make the rewards worth chasing but not game ending. Make them compete with the raiding people.
Force group PvP, discourage the zerg. If healers heal, and casters cast, and melee protect thier own casters and you actually get some kind of attainable reward for PvPing imagine how much more rewarding PvP could be.
As for the PvE content, id leave it alone. Blizzard did a great job with PvE IMO. Too much raiding but I don't like PvE neways so im not the best judge.
In fact while reading my post, I got another idea.
As for the World PvP objectives, block Zone access for those not in control of the majority of keeps/castles. Mabey put several new dungeons in the same zone and block access unless you have the keeps/castles. This would keep the PvP'ers happy cause its something to do (take keeps to help the realm) and it would force the PvE ppl to PvP to help the realm and themselves out. I think a lot could be done with that idea.
BTW All my ideas would have to be implemented on a brand new server. The class changes and the armor/skill/resist changes would be far too hard to implement on a current live server.
Solo = static stats and the highest numbers, example: 22 hps.
Group = stats per member in group, example: 10 hp/member, so you may have 50 hps in a full group!
Raid = as group but lower numbers and based on amount of peoples in raid, example: 5-9 hps per raid member.
Than make sure solo stuff can only be obtained by soloing (in an instance), forming a raid would have to be limited to some instanced designed for raiding, and no group loot would ever drop in there, only raid-loot.
That would solves 95% of the problems....
- "If I understand you well, you are telling me until next time. " - Ren
I only played WoW for seven months—the shortest of any MMORPG for me. There are a whole lot of things that I would change but only two which caused me to quit...
1. Raiding. I would limit dungeon groups to eight people.
2. Boring, instanced PvP that is simply yet another equipment grind. The game needs one whole new continent dedicated to non-instanced, world PvP with sieges and other fun goals.
As I said, lots of other small changes would be nice but if these two things changed I would actually resub. It's sad that with such a large fan base (and revenue stream), Blizzard doesn't create say 10 different server types to appeal to more people.
Well, frankly it isn't accessible enough. Blizzard needs to come up with a portable version. There's also the problem that some people don't like WoW. Blizzard should step up it's hypnogas production. Those immune to the hypnogas should be exterminated,
Armor mitigation for the most part was ok, up until the introduction of the pre-expansion patch. From that point on, damage classes are doing alot more damage than they were supposed to do. I'm expecting things to balance out again (hopefully) once PvP resumes at level 70.
Resists do work (or used to pre-expansion) in the way you describe. 350 resist, aka the cap (you could get a higher number but was pointless), was the rough equivalent of 75-80% resistance.
Caster damage has increased into a somewhat rediculous amount after the pre-expansion patch. As I mentioned elsewhere, I hope it balance out eventually for the rest of the classes.
I play a healing class and enjoy healing in PvP. What you're implying is that you want Blizzard to enforce heal-able classes to be healbots for the rest of the population in a constant basis (I could be wrong). Unfortunately I feel that the overall population of healers in both PvP and PvE areas will drop drastically, if such a decision is shoved into the players throats. Lets face it, unless you are in a battlegroup with a pre-made team or roaming the land under protection of other damage classes, playing healer is frustrating. And people don't play games to feel frustrated, at least not constantly.
Paladins right now are the only heal-able class that can sustain an assist train and survive (if their bubble is not on cooldown). The cooldown itself is quite big, given the fast pace of PvP combat, so I doubt what you're suggesting is overly necessary.
Buffs and debuffs give a strategic element to the game. I have the feeling that most people experience battleground PvP soloing stuff and not supporting their team, thus their overall experience is distorted. Others think that their class must absolutely have a counter for everything any other class can throw at them. I've personally experienced the destruction of fear as a defence mechanism for priests. Healing-specced priests are now sitting ducks for just about anyone going after them and need increasingly more protection from classes that, although expect (or demand, some poster mentioned that heal-able classes should be forced to heal) healing, they don't raise a finger to protect their precious healer as their number one priority.
World PvP died when people were starting getting dishonourable kills from killing NPC civilians. World PvP mechanisms changed again in the expansion so we'll see again how they will balance out once people start hitting the new cap.
For most classes you can have a build that his heavily PvE oriented, PvP oriented, solo PvE oriented or a mix. Mix talent builds are weaker, thus your build is really defining the direction you wish your character to take.
Not many people have experienced PvP with the so called pre-made teams, aka with people that ender battlegrounds with a semblance of strategy. It's a totally different experience to the point of having people denying entering into battlegrounds without one.
PvP - I would have skills balanced seperately for PvE and PvP so that classes can have more/less utility or abilities based on balance, plus we could make some sweet PvE only moves that would be imba.
Itemization - raid and dungeon instances would drop items with better randomization which if lucky could be better than set pieces
Weapons - Weapons will have different utility and will be better for certain situations. To take advantage of this situation weapons are more common (Why aren't they to begin with anyway? Picking up some guy's weapon is more reasonable than grabing his armor)
Raiding - More focus on player skill, team coordination and adaptability and less focus on items and consumables
Additionally, casual players will be able to do faction grinding/crafting to make powerful items equal to PvP and raiding rewards to be able to compete. PvP and raiding encounters should also reward players with interesting non-combat trinkets and fun items.
In the expansion the best weapons and armor for all classes are the PvP rewards. The best raid gear come close but are inferior (at least for now). It seems that Blizzard has returned to the pre-MC early days of WoW with the expansion. I also doubt that the "casuals" will see these gear any time soon.
Crafting could definitely use some improvements, although I'm not sure that the EQII solution is the best one.
Team-play and coordination is paramount (and always has been). Those that have regularly participated in the infamous pre-mades and decimated all opposing teams know what I'm talking about.
The trick is how to make gear accessible to a larger populace, thus having more balanced teams running around, without trivialising the effort that people put behind both PvP ranking and PvE raiding.
*improve pvp, make pvp a viable way of levelling up. *Balance things, if one team is winning 90% of matches in a map, and another team is winning 90% of two other maps. That don't make it balanced. *Add a server labelled for the older/mature gamer. *Put more low level herbs in higher level zones? Why, because it is assumed that the two will increase together. *Solo/duo instances, there are many people who solo to 70, why not give them something special in the form of solo/duo instances. Loot doesn't have to be any good in them. *Have a hardcore server where maybe there is exp loss, or maybe every mob is elite forcing people to group. *Encourage people to group together, if someone helps someone else with a quest they have already done, why not give them some sort of extra exp incentive. *World pvp, where are you? *Shorter instances (which I think they may have in BC) *Twinks, level requirements on the enchants. What a way to introduce people to pvp being pitted against people they don't stand a chance against.
Just my thoughts anyway, as I'm sure many people have their personal ideas.
- Remove PvP rewards, or atleast dont have epic PvP rewards.
- Make death penalty, where you drop 1-2 BoE items, and possible money.(Yeah i some might not find this fair... but thats what PvE realms are for, be gone carebears)
- Make longer and better item quests, that is on par, nor not better than raid items. Since people who PvP alot or casual players, may not have time for raiding.
There has been an ongoing post about WoW and its perceived shortcomings. Im curious, given the chance what everyone would do to 'Fix' or repair WoW?
You can't fix it without totally rewriting it, imo. Then again I hate class/level based games. Give me a skill tree based game any day. They are just far more fun.
Not even going to get into the completely pointless PVP or the lame quests which serve no purpose whatsoever other than as a way to level up or the half-hearted crafting system which, again, serves little to no purpose or the absolute lack of a truely player driven economy....
Currently Playing: Dungeons and Dragons Online. Sig image Pending Still in: A couple Betas
I only played WoW for seven months—the shortest of any MMORPG for me. There are a whole lot of things that I would change but only two which caused me to quit... 1. Raiding. I would limit dungeon groups to eight people. 2. Boring, instanced PvP that is simply yet another equipment grind. The game needs one whole new continent dedicated to non-instanced, world PvP with sieges and other fun goals. As I said, lots of other small changes would be nice but if these two things changed I would actually resub. It's sad that with such a large fan base (and revenue stream), Blizzard doesn't create say 10 different server types to appeal to more people.
It is beyond fixing. The world pvp is flawed and the craftins is flawed. Too late after 2 years to make any significant change in those 2 areas that could bring me (and a lot of real MMO lover) to the game.
I gave them a hundreds of good suggestion during the 2 years of development i was following the game. They kept a few like the resting system, and even that, they completely screwed my original idea. All to say that i ain't going to beat a dead horse by making any more suggestions for WoW. What you see right now is what you get. It will "never" get any better. Just like Burning Crusade, the new addition will be more of the same bull shit.
What deserves to be done, deserves to be "well" done...
WoW is fine for those that play it, otherwise it would not have the amount of subsciptions. Seeing that I do not like the graphic set of WoW, WC it would not be a game for me anyhow. Si even if Blizzard would make a more "old school" mmorpg, they would prolly use the same graphic and I wopuld not be interested. Its not that it is bad, its the WC graphic set and millions love it, its just not my style at all.
So realy, WoW is doing fine, no need to change it I guess. Gameplay wise it is totally not for me, nost definitely not.
------------------------------------------------------ Do I ever sleep?
- Remove instanced PvP - Remove PvP rewards, or atleast dont have epic PvP rewards. - Make death penalty, where you drop 1-2 BoE items, and possible money.(Yeah i some might not find this fair... but thats what PvE realms are for, be gone carebears) - Make longer and better item quests, that is on par, nor not better than raid items. Since people who PvP alot or casual players, may not have time for raiding. - Make the game 18+ only.
I have the feeling you're describing Lineage 2. The problem with that game was that it was a horrible grind, 4x or worse than WoW (at least for me, cant be in a castle owning clan without playing insane amount of hours per day).
The problem with your suggestion and WoW is how to implement it but not disrupt the natural flow of the storyline. In a game like L2 with non existent quests or storyline, you could get away with razing cities or killing the NPCs (not that it gave you the option at the time I was playing it). If they make the WoW NPCs invulnerable people may complain about the immersion. End result is that you get PvP partially in a controlled environment (cuts down downtime too, especially if your free time is limited).
Item dropping just make the grind more horrid (see L2). Besides that would mean that Blizzard should implement a crafting system that would create items of equal value to the ones you would get anywhere in the game world. Which partly negates the need to raid as a means of progressing in the game world.
Both PvP and raiding require effort from the people involved. Some may feel that raiding requires more effort (if not for the simple fact that finding the right people and coordinating takes considerable amount of time), others may argue that PvP is the ultimate experience (teamplay aimed towards other individuals is more complex than any mob AI). So if the game company wants to balance effort with reward, why take that away? How would you distribute items?
Also age means little. People can be silly at any age. The target audience is dictated by game mechanics. WoW for example catters for both younger people and post college ones (those sad individuals like me that have to work). You will probably find alot of the younger audience during the tutorial levels (aka 1-59, or now 1-69), but most of the people that lead and dominate the end game content are rather mature (in my experience).
Originally posted by Xyang Originally posted by raykor I only played WoW for seven monthsthe shortest of any MMORPG for me. There are a whole lot of things that I would change but only two which caused me to quit... 1. Raiding. I would limit dungeon groups to eight people. 2. Boring, instanced PvP that is simply yet another equipment grind. The game needs one whole new continent dedicated to non-instanced, world PvP with sieges and other fun goals. As I said, lots of other small changes would be nice but if these two things changed I would actually resub. It's sad that with such a large fan base (and revenue stream), Blizzard doesn't create say 10 different server types to appeal to more people.
It is beyond fixing. The world pvp is flawed and the craftins is flawed. Too late after 2 years to make any significant change in those 2 areas that could bring me (and a lot of real MMO lover) to the game. I gave them a hundreds of good suggestion during the 2 years of development i was following the game. They kept a few like the resting system, and even that, they completely screwed my original idea. All to say that i ain't going to beat a dead horse by making any more suggestions for WoW. What you see right now is what you get. It will "never" get any better. Just like Burning Crusade, the new addition will be more of the same bull shit.
Yeah it's sad... All those money you put into development, and they didn't even follow your plan.
Oh wait, i highly doubt u were the publisher, so i can't see why you had any word to say in that case.
They might make games for the people, but the people behind the game makers... Do not spend money for the people... They spend money for themselves, so they in the end get profit. Yeah i know it is harsh to hear the truth, but that is the way the capitalistic world works.
I forgot about the crafting... But it seems they are making a bit up for that in TBC, with making hard Blacksmithing quests... but still, it is only materials that take the time, and there is no really quest line.
And about the World PvP being flawed, i can't see how... all other games have some classes that have instagibs one another... But not wow, and atleast not after the expansion, where people get a significant HP boost, whereas the DPS is still not increased as much. Which should give people a more fair game at higher levels(70).
Have a deposit system for instances. So you have the option to pay a deposit, say 1gp to enter an instance (perpotional to the instance). Have a vote system to leave the instance to recoup your deposit if you leave before the end. i.e. if the majority decided to leave you, recoup your deposit. If one person leaves the group votes on if his deposit is lost . This system should be optional. Leader determines if the instance party is a paided party or a standard party.
2 man, 3 man and 4 man instances.
More level 60 small party instances, for people not in guilds.
Improve BG PVP.
Increase level 17-19 blue items to be level 20 items.
Level requirements to be placed on enchanting, so high level enchentments can't be placed on low level equipment.
Make BGs 10-14, 15-19, instead of 10-19 etc. with cross realm Bgs this can be done now.
Not played wow for long, but already had problems completing instances because of farmers and leavers. Taken over 12hrs game time (over 3 days) to complete wailing caverns because of leavers and people coming in for 1 item then leaving party leaving us to reform and start instance again.
Let me first state that I do not like WoW; I played it for a few months then quit, like almost 2 years ago.
That said, I would not change a thing about WoW. It has 8mil subscribers. It is by far, the best MMO out there. Simply because I don't like it, and you don't like it, doesn't make it a bad game, or with any flaws. If there was a single game in the universe that everyone liked, we would all be playing it constantly. Chess? No, too nerdy for some. Checkers? Too simple for the chess players. TicTacToe? Nah. WoW is a complete, great game....one that I happen to not enjoy. But I would be crazy to try and 'fix' the game to match my tastes. That would most likely piss off the 8 million subscribers that still enjoy the game the way it is.
cross realm raid queues that were intellegent (meaning it wouldn't put 25 warriors in one raid, it would at least 3 tanks and 3 healers or something)
Which Final Fantasy Character Are You? if I were to kill a titan tomorrow and no CCP employees showed up to say grats I would petition it. Waiting for: the next MMO that lets me make this macro if hp < 30 then CastSpell("heal") SpellTargetUnit("player") else CastSpell("smite") end
Comments
I'd have different content on the roleplaying servers. Would get rid of the slapstick, the puns, the modern pop references, and heavily police the character and guild naming conventions (i.e., you must choose names appropriate to a fantasy environment).
I think with the roleplaying servers being the haven for serious gamers, WOW could keep that 1/2% to 1% of the gaming population I think it is missing out on. Not that they don't have a ton of subscribers.
It's perfect for appealing to the masses. Now, if you wanted to talk them into opening up a hardcore server, then that's a different story.
WOW has enough servers (150? more?) that they could have a few tailored towards making the serious roleplayer happy. But as it is, there is no difference between a "Normal" server or a "Roleplaying" server, since Blizzard does not proactively enforce its character and guild naming policy.
I just think Blizzard needs to take a stronger approach on those roleplaying servers. Sure, the general population dwarfs the original gamer population, but that's no reason to run off the latter.
1.) Dump every last graphics model in store, replace them with a realistic design. I.E. no cartoon colors, and everything in scale (no more water buckets big enough to turn into a spa and single wooden planks twice as wide as a "man") Before anyone says anything, yes you can have realistic looking graphics in a fantasy world
2.) Next up, the skill trees. The old system isn't quite useless, just close to it. Add probably about another 50% to the available skills unique to each class, and a bunch more available to all classes. Then force the characters to actually make a (gasp) meaningful choice in what their character will use with significant advantages and disadvantages to each skill you choose. If you have it set up so that there could be four or so max level characters in the same class with an absolute minimum of shared skills, and any number of characters with different combinations, you're close. While you're at it, turn off the auto attribute selection bullshit and let people give those points to strength or dexterity as they see fit.
3.) Replace a significant portion of the quests with some that actually have a real storyline behind them. I would like to say replace them all, but that's shooting for the moon here.
4.) Expand the bestiary enough that people are no longer fighting a reskin of the mob they were sick of fighting last level.
5.) Implement significant AI mob tactics, even extremely basic group strategies would be a huge improvement over the current system of blind zerg rush.
6.) Reduce the effects of top tier raid gear while simultaneously making it easier to acquire, and improving the yield of equipment gained through other means, the idea being that while an advantage still goes to serious raiders, its not a choice of do it or die.
7.) Keep the old battlegrounds, as a quick source of PvP fun. Just scrap the honor system. Add a new landmass, uninstanced, FFA PvP with players competing for controll of territory.
At this point, its probably better to dump it entirely and try to "fix" it by making a sequel. I've got more items, but I'll wait untill after I get some bloody sleep
No man is an island, entire of itself; every man is a piece of the continent, a part of the main. any man's death diminishes me, because I am involved in mankind, and therefore never send to know for whom the bell tolls; it tolls for thee.
Hemingway
I don't know.....for starters if I released an expansion set and raised the level cap, I wouldn't make it possible to reach that cap in less than 30 hours..that's just me though.
???
Profit!
Posting right before bed so bear with me...
Make a 'real' pvp server.
Change armor mitigation, to SLOW PVP DOWN. A fully armored Plate wearing tank should not be killed by a hunter in 5 seconds. Armor mitigation in the game is broken. Increase the damage mitigated by armor and revalidate the melee class'.
Redo resist(s). Take the absract resist system currently in place and change it to 1-100. 100 being cap, and make that like 80% resist.
Increase casters base damage by a significant margin, and remove the Crown controls that they have, this would force people to protect the casters who SHOULD BE doing all the damage.
Remove the talent tree as currently implemented, so that HEALERS WILL HEAL IN PVP.
Rework palladins (either you bubble and cant do nething, or the bubble absorbs a certain amount of damage), remove plate from palladins, mabey put them in mail.
Remove all the speed debuffs in the game, in PvP. Trapping, snaring, slowing, stunning, immobilizing, fearing, horrifiying sucks. Mabey give casters a once per hour, CC like frost nova or whatever.
Make world PvP rewards. Load each zone with castles (keeps ala DAoC) and whomever captures the castles gets a reward. Take enough enemy castles, or have enough of your own and you open a special dungeon (Darkness falls anyone) or make a game wide buff for players.
Implement a talent tree based on honor, accumulate enough honor you get access to a special PvP honor talent tree. make the rewards worth chasing but not game ending. Make them compete with the raiding people.
Force group PvP, discourage the zerg. If healers heal, and casters cast, and melee protect thier own casters and you actually get some kind of attainable reward for PvPing imagine how much more rewarding PvP could be.
As for the PvE content, id leave it alone. Blizzard did a great job with PvE IMO. Too much raiding but I don't like PvE neways so im not the best judge.
Im sure ill think of other things.
Wink
In fact while reading my post, I got another idea.
As for the World PvP objectives, block Zone access for those not in control of the majority of keeps/castles. Mabey put several new dungeons in the same zone and block access unless you have the keeps/castles. This would keep the PvP'ers happy cause its something to do (take keeps to help the realm) and it would force the PvE ppl to PvP to help the realm and themselves out. I think a lot could be done with that idea.
BTW All my ideas would have to be implemented on a brand new server. The class changes and the armor/skill/resist changes would be far too hard to implement on a current live server.
Keep the ideas comin!
Wink
Make 3 types of loots.
Solo = static stats and the highest numbers, example: 22 hps.
Group = stats per member in group, example: 10 hp/member, so you may have 50 hps in a full group!
Raid = as group but lower numbers and based on amount of peoples in raid, example: 5-9 hps per raid member.
Than make sure solo stuff can only be obtained by soloing (in an instance), forming a raid would have to be limited to some instanced designed for raiding, and no group loot would ever drop in there, only raid-loot.
That would solves 95% of the problems....
- "If I understand you well, you are telling me until next time. " - Ren
I only played WoW for seven months—the shortest of any MMORPG for me. There are a whole lot of things that I would change but only two which caused me to quit...
1. Raiding. I would limit dungeon groups to eight people.
2. Boring, instanced PvP that is simply yet another equipment grind. The game needs one whole new continent dedicated to non-instanced, world PvP with sieges and other fun goals.
As I said, lots of other small changes would be nice but if these two things changed I would actually resub. It's sad that with such a large fan base (and revenue stream), Blizzard doesn't create say 10 different server types to appeal to more people.
Which Final Fantasy Character Are You?
Final Fantasy 7
Armor mitigation for the most part was ok, up until the introduction of the pre-expansion patch. From that point on, damage classes are doing alot more damage than they were supposed to do. I'm expecting things to balance out again (hopefully) once PvP resumes at level 70.
Resists do work (or used to pre-expansion) in the way you describe. 350 resist, aka the cap (you could get a higher number but was pointless), was the rough equivalent of 75-80% resistance.
Caster damage has increased into a somewhat rediculous amount after the pre-expansion patch. As I mentioned elsewhere, I hope it balance out eventually for the rest of the classes.
I play a healing class and enjoy healing in PvP. What you're implying is that you want Blizzard to enforce heal-able classes to be healbots for the rest of the population in a constant basis (I could be wrong). Unfortunately I feel that the overall population of healers in both PvP and PvE areas will drop drastically, if such a decision is shoved into the players throats. Lets face it, unless you are in a battlegroup with a pre-made team or roaming the land under protection of other damage classes, playing healer is frustrating. And people don't play games to feel frustrated, at least not constantly.
Paladins right now are the only heal-able class that can sustain an assist train and survive (if their bubble is not on cooldown). The cooldown itself is quite big, given the fast pace of PvP combat, so I doubt what you're suggesting is overly necessary.
Buffs and debuffs give a strategic element to the game. I have the feeling that most people experience battleground PvP soloing stuff and not supporting their team, thus their overall experience is distorted. Others think that their class must absolutely have a counter for everything any other class can throw at them. I've personally experienced the destruction of fear as a defence mechanism for priests. Healing-specced priests are now sitting ducks for just about anyone going after them and need increasingly more protection from classes that, although expect (or demand, some poster mentioned that heal-able classes should be forced to heal) healing, they don't raise a finger to protect their precious healer as their number one priority.
World PvP died when people were starting getting dishonourable kills from killing NPC civilians. World PvP mechanisms changed again in the expansion so we'll see again how they will balance out once people start hitting the new cap.
For most classes you can have a build that his heavily PvE oriented, PvP oriented, solo PvE oriented or a mix. Mix talent builds are weaker, thus your build is really defining the direction you wish your character to take.
Not many people have experienced PvP with the so called pre-made teams, aka with people that ender battlegrounds with a semblance of strategy. It's a totally different experience to the point of having people denying entering into battlegrounds without one.
Itemization - raid and dungeon instances would drop items with better randomization which if lucky could be better than set pieces
Weapons - Weapons will have different utility and will be better for certain situations. To take advantage of this situation weapons are more common (Why aren't they to begin with anyway? Picking up some guy's weapon is more reasonable than grabing his armor)
Raiding - More focus on player skill, team coordination and adaptability and less focus on items and consumables
Additionally, casual players will be able to do faction grinding/crafting to make powerful items equal to PvP and raiding rewards to be able to compete. PvP and raiding encounters should also reward players with interesting non-combat trinkets and fun items.
Crafting could definitely use some improvements, although I'm not sure that the EQII solution is the best one.
Team-play and coordination is paramount (and always has been). Those that have regularly participated in the infamous pre-mades and decimated all opposing teams know what I'm talking about.
The trick is how to make gear accessible to a larger populace, thus having more balanced teams running around, without trivialising the effort that people put behind both PvP ranking and PvE raiding.
*improve pvp, make pvp a viable way of levelling up.
*Balance things, if one team is winning 90% of matches in a map, and another team is winning 90% of two other maps. That don't make it balanced.
*Add a server labelled for the older/mature gamer.
*Put more low level herbs in higher level zones? Why, because it is assumed that the two will increase together.
*Solo/duo instances, there are many people who solo to 70, why not give them something special in the form of solo/duo instances. Loot doesn't have to be any good in them.
*Have a hardcore server where maybe there is exp loss, or maybe every mob is elite forcing people to group.
*Encourage people to group together, if someone helps someone else with a quest they have already done, why not give them some sort of extra exp incentive.
*World pvp, where are you?
*Shorter instances (which I think they may have in BC)
*Twinks, level requirements on the enchants. What a way to introduce people to pvp being pitted against people they don't stand a chance against.
Just my thoughts anyway, as I'm sure many people have their personal ideas.
give the players of night elf females real vaginas, dwarf tossing anf gnomes with no teeth and flat heads so I can rest my drink on.
- Remove instanced PvP
- Remove PvP rewards, or atleast dont have epic PvP rewards.
- Make death penalty, where you drop 1-2 BoE items, and possible money.(Yeah i some might not find this fair... but thats what PvE realms are for, be gone carebears)
- Make longer and better item quests, that is on par, nor not better than raid items. Since people who PvP alot or casual players, may not have time for raiding.
- Make the game 18+ only.
Futilez - Mature MMORPG Community
Correcting people since birth.
You can't fix it without totally rewriting it, imo. Then again I hate class/level based games. Give me a skill tree based game any day. They are just far more fun.
Not even going to get into the completely pointless PVP or the lame quests which serve no purpose whatsoever other than as a way to level up or the half-hearted crafting system which, again, serves little to no purpose or the absolute lack of a truely player driven economy....
Currently Playing: Dungeons and Dragons Online.
Sig image Pending
Still in: A couple Betas
It is beyond fixing. The world pvp is flawed and the craftins is flawed. Too late after 2 years to make any significant change in those 2 areas that could bring me (and a lot of real MMO lover) to the game.
I gave them a hundreds of good suggestion during the 2 years of development i was following the game. They kept a few like the resting system, and even that, they completely screwed my original idea. All to say that i ain't going to beat a dead horse by making any more suggestions for WoW. What you see right now is what you get. It will "never" get any better. Just like Burning Crusade, the new addition will be more of the same bull shit.
What deserves to be done, deserves to be "well" done...
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Do I ever sleep?
The problem with your suggestion and WoW is how to implement it but not disrupt the natural flow of the storyline. In a game like L2 with non existent quests or storyline, you could get away with razing cities or killing the NPCs (not that it gave you the option at the time I was playing it). If they make the WoW NPCs invulnerable people may complain about the immersion. End result is that you get PvP partially in a controlled environment (cuts down downtime too, especially if your free time is limited).
Item dropping just make the grind more horrid (see L2). Besides that would mean that Blizzard should implement a crafting system that would create items of equal value to the ones you would get anywhere in the game world. Which partly negates the need to raid as a means of progressing in the game world.
Both PvP and raiding require effort from the people involved. Some may feel that raiding requires more effort (if not for the simple fact that finding the right people and coordinating takes considerable amount of time), others may argue that PvP is the ultimate experience (teamplay aimed towards other individuals is more complex than any mob AI). So if the game company wants to balance effort with reward, why take that away? How would you distribute items?
Also age means little. People can be silly at any age. The target audience is dictated by game mechanics. WoW for example catters for both younger people and post college ones (those sad individuals like me that have to work). You will probably find alot of the younger audience during the tutorial levels (aka 1-59, or now 1-69), but most of the people that lead and dominate the end game content are rather mature (in my experience).
It is beyond fixing. The world pvp is flawed and the craftins is flawed. Too late after 2 years to make any significant change in those 2 areas that could bring me (and a lot of real MMO lover) to the game.
I gave them a hundreds of good suggestion during the 2 years of development i was following the game. They kept a few like the resting system, and even that, they completely screwed my original idea. All to say that i ain't going to beat a dead horse by making any more suggestions for WoW. What you see right now is what you get. It will "never" get any better. Just like Burning Crusade, the new addition will be more of the same bull shit.
Yeah it's sad... All those money you put into development, and they didn't even follow your plan.
Oh wait, i highly doubt u were the publisher, so i can't see why you had any word to say in that case.
They might make games for the people, but the people behind the game makers... Do not spend money for the people... They spend money for themselves, so they in the end get profit. Yeah i know it is harsh to hear the truth, but that is the way the capitalistic world works.
I forgot about the crafting... But it seems they are making a bit up for that in TBC, with making hard Blacksmithing quests... but still, it is only materials that take the time, and there is no really quest line.
And about the World PvP being flawed, i can't see how... all other games have some classes that have instagibs one another... But not wow, and atleast not after the expansion, where people get a significant HP boost, whereas the DPS is still not increased as much.
Which should give people a more fair game at higher levels(70).
Futilez - Mature MMORPG Community
Correcting people since birth.
Have a deposit system for instances. So you have the option to pay a deposit, say 1gp to enter an instance (perpotional to the instance). Have a vote system to leave the instance to recoup your deposit if you leave before the end. i.e. if the majority decided to leave you, recoup your deposit. If one person leaves the group votes on if his deposit is lost . This system should be optional. Leader determines if the instance party is a paided party or a standard party.
2 man, 3 man and 4 man instances.
More level 60 small party instances, for people not in guilds.
Increase level 17-19 blue items to be level 20 items.
Level requirements to be placed on enchanting, so high level enchentments can't be placed on low level equipment.
NGE Refugee.
Let me first state that I do not like WoW; I played it for a few months then quit, like almost 2 years ago.
That said, I would not change a thing about WoW. It has 8mil subscribers. It is by far, the best MMO out there. Simply because I don't like it, and you don't like it, doesn't make it a bad game, or with any flaws. If there was a single game in the universe that everyone liked, we would all be playing it constantly. Chess? No, too nerdy for some. Checkers? Too simple for the chess players. TicTacToe? Nah. WoW is a complete, great game....one that I happen to not enjoy. But I would be crazy to try and 'fix' the game to match my tastes. That would most likely piss off the 8 million subscribers that still enjoy the game the way it is.
Which Final Fantasy Character Are You?
if I were to kill a titan tomorrow and no CCP employees showed up to say grats I would petition it.
Waiting for: the next MMO that lets me make this macro
if hp < 30 then CastSpell("heal") SpellTargetUnit("player") else CastSpell("smite") end