It looks like you're new here. If you want to get involved, click one of these buttons!
what would you have done differently?
Suppose, is some alternate reality, you were the head content designer during development of WoW, and they ACTUALLY listened to your ideas, what would have done differently, in making WoW?
Comments
Less for casual gamers and more for hardcore. But not such a steep learning curve that it would scare kids away. Increase the lvl cap, and improve the pvp.
- First, I would made non-raiding servers that get all the raiding loot distributed in a LDoN way. On those servers XP would be 2 or 3 times harder to get.
- Sidekick and exemplar.
- More class, more races.
- Solo labyrinths, where you can only be solo...and every item that drop there dont work outside of those labyrinths, so soloers could solo to their hearth content, with no limit on anything (superficial levels and gear for those zones only).
- Specialised servers. To join those servers, you need to achieve something particuliar on another server. The easiest of those servers would simply require you to get a level 60 toon. But another may request that you get X stats unbbuffed on a server under Y rules to even be allowed to create a toon. Every such server would be extremely hardcore with house rules...so soloers would get 1 such server, raiders as well and so on (imagine a server where you cant level outside of a raid, would be a challenge to start at level 1 and try to level up on such a server, always raiding...peoples would actually be raiding every zone...and raiding Onyxia on such a server would be a project of epic proportions). Casuals would simply avoid those servers and continue to enjoy the same game on a regular, *noob*, server.
- Would add an expension to bring 20 more levels and new zones and new stuff, and would precise, in advance, when new levels and how many of them, would be added, prolly 5 levels every 6 months or something like that...and a few zones.
- Casuals would still be the main focus, however I would have a "small" team for the hardcores and they would work on a few specialised servers.
- An option to group friends from differents servers in an instanced dungeon with specific, extremely harsh, rules, at the disadvantage of everyone...but would still manage to make it fun, although challenging...could even attract players that want to "achieve" something more, even if the goal is for friends rather then achievers.
- "If I understand you well, you are telling me until next time. " - Ren
What he said
I like the solo instanced dungeon suggestion.
Definently more classes and at least 2 new races.
More variety and depth in the crafting game along with more recipes, formulas, patterns, ETC.
Actual enforcement of the rules on the RP server.
A server called Purgatory where all the hop around like frogs immature players can spend some quality time with each other.
I would balance all the classes before I released it, so 90% of horde isn't shaman...and make warrior worth something.
Add where ur charecters are saved to your account, not your server, so if you find out ur friend plays on a different server u can easily swich at any moment.
Add a pvp test server, so you start out as level 60, and try respecs and new classes in pvp. But couldn't be moved over to regular servers.
Help prevent a shitty community .
Not add new levels, add like a whole new branch of levels... like if you were a undead warrior you become undead death knight, so you would level to 60 all over again.
If you were a orc shaman, you would become a level 1 far seer, of course a level 1 far seer would be stronger then a level 60 shaman .
Level 60 human mage would=level 1 Archmage
I think you get the picture, these are my ideas thank you
More detailed, less cartoony character graphics. Better water effects. Far more scaleable engine for better machines.<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" />
Levels 50-55 require a lot more XP to gain. 500k-900k. Levels 56-60. 1-3 million XP per level.
A limited form of multi-classing to allow you to build a more versatile class. For example you can have 1 healer type, 1 melee/range type, and one caster. Not ALL healing spells transfer when you switch class to warrior, but some, to give you more effectiveness.
This would allow you to become a hero class, certain number of levels in each class. For example lvl 50 in 3 classes. OR 60,50,40. The type of hero depends on the combination of classes you choose.
Reasons to actually get the higher levels.
Level 50 you get a surname. Lvl 55 a title. LVL 60 and epic name/title.
Certain areas are locked off, not accessible until you reach the right level. In those places you do not just have monsters or quests, but high level vendors selling armor and weps for those lvls. ( Why do the devs put noob zone vendors, selling crappy low level weps in higher lvl zones?)
Make getting to certain high lvls a milestone, not just another lvl with a couple of new skills.
Lvl 40 you can buy your first mount, or quest for it. Same at lvl 50 and 60 but progressively better.
Lvl 40 you can start your first multi-class, at lvl 50 you can start a second multiclass. You need lvl 60 in 1 class to raise a second above 40, 60 in 2 to raise 3rd above 40.
Your in IF, for example, LFGing, and no healers are needed, but a tank is, so you auto switch from your priest to warrior, with 2 hour cooldown. So can wear plate now but can only cast 2 of your healing spells, and a couple of the buffs, but you still bring a lot to the group, as well as tanking.
High lvl zones outdoor and instances with lvl 70,80,90 mobs, designed for the mutli-class crowd.
ALL quests above lvl 50 offer a multi reward item, not just gold or XP.
Epic armor quests starting at lvl 50, instead of the instance run/grind drop scenario.
Hero armor sets and quests.
Quests to upgrade an existing ability. Qs to learn NEW abilities. Non FedEx, escort, kill/collect X. Exploration quests. Diplomacy Qs, Fun quests, such as getting drunk, or running naked between two points. More reasons to stay in an Inn. Go in, sit down, start drinking, and wait. An NPC will approach with a task, level based. Or will sell you a rare item, or map to hidden treasure. More useable objects; the fireplaces boost well being, gives a temporary buff, sleeping in a bed in the Inn +5 to all stats for 2 hours (minimum 1hour spent in bed), to make potions you need to use a table, do this in the Inn, for no bonus, or special alchemy tables for better potions.
More interesting instances. Instead of just killing non stop, then kill boss and move on you have unique DnD style challenges, rooms that are traps or puzzles, or rotate on an axis to confuse you when you leave. Areas not reachable until you complete a challenge, magically locked doors, drawbridges, fire pits, bridges, a door that needs 4 keys, which must all be turned in their lock at the same time, but in different parts of the instance area. When you turn the key a mob spawns to fight each one.
Some kind of alternate advancement. Put all your XP into broadening your class skills, adding new ones, improving existing ones.
Implement, on PvP servers, a Territory conquest options in which people, trough PvP and battlefields action, can actually shift the balance and put some regions under their banners.
All cities, towns, towers plus some additional places in the world can be claimed by guilds that answer certain pre requisites. You can then spend Guild Honor Points to improve such locations, get better trainer, improve guards weaponry, hire more guards, buy new fortifications and so on.
In empty locations, you have a few choices on what to build there, a castle, a market, a temple and so on. Each location also give access to land control for a certain part of a region (some smaller, other larger), you can buy patrols of people to put in the region to prevent surprise attacks, improve the roads and build new grypphin routes.
Battlegrounds are not static, but you join a random map still linked to your level. There are three (or more) flavors, Fast Capture the flag, the Epic Alterac valley-style and a half way between the two. When you join, a random map is generated depending on what region the most fight has taken place in the world. Of course number of maps is limited. Also maybe not one map per region, but a couple.
Winning in the battleground heavily affect the balance of power in the region, but of course a single victory/defeat won't affect/change who control the whole region, but , depending on how good of a victory it is, can spawn a certain number of Army NPCs in that region that will then attack the nearest enemy settlement. Winners in the BG will be also teleported next to these people and can choose to press the attack so to speak, outside the battleground with the NPC troops advantage.
Of course, conquering a enemy town does change its allegiance instantly, but taking possession of a town (by slaying its npc commander) will start a timer, during which reinforcement troops are generated. The first player side has to keep the city/town/fortress for X minutes before it switch side completely. During these periods there NPC troops will attack the city and there is even chance some internal partisans spawn INSIDE the city, making things more interesting.
Conquest of one of the blank variable space works same, but once kept, the winning guild has chance to keep it in same type (but transformed to their own race preference) or raze it. keeping it costs, but less than building such a fortress from scratch, razing it GIVES you gold, but reset completely the place.
PvP ranks, in addition to the battle standards and equipment already available, gain access to certain leading privileges. An officer or higher rank person can plant its recruitment flag anywhere in the contested areas, when this is done, a region wide message (or world wide if the person is high enough rank) is sent to all willing partecipate to get to the flag, the flag location is given to all people in the area (hopefully it is possible to do so). Only 1 flag for sub region of the map can be planted at the same time (or even 1 flag per region). Doing this also create two new channel: "Blablabla"'s Army channel and "Blablablah"'s Army's officer channel.
Together with the flag is also a small desk with a recruiting sergenat behind. as people come, right click on the sergeant and confirm wanting to be part of the "insert name chosen by the officer" army for the next XX hours/minutes, a commander interface is opened to the officer that first planted the flag (yes, no matter if others higher ranked people comes later on, who plants the flag is Army's commander for that army... maybe if a high ranked officer also wants to plant the flag in same region, a box message appear to officer number informing him of the fact, he has possibility to transfer commandship to the higher ranked commander, if he refuses the higher ranked guy can Override the flag. This is a bannable offense if done for griefing purposes).
As the people comes up, the list grows and the army's commander can organize the people in companies, assigning sergeants, corporals and privates to the various officers. Each rank has a limit of people that can go under them and each rank has a limited version of the commander's interface. Once this is set up, the commander can assign objectives to the various officers, trough speech and also trough small drawings (Guild wars style) he can do on the map. he can send such drawings to one officer, some officers or all officers and they will stay on the main map (and mini map) of such officers for as long as they stay in the army. Variations can also be updated.
The Defenders rallying to the region protection can do the same, everybody turning up at the region got an option for joining up in the region's defense and the highest ranking officer present in the region when the flag is first set on the ground is offered possibility to become in command of the defense, in this case, also sergeants and even a private could be offered the honor if nobody else is available at the time. If the highest refuse, the second highest is offered and so on. If scouts spot some enemy soldiers, the people of the region will be warned and they can organize a defense before time, more or less same way as for the offense.
Possibly, certain ranks also grant possibility to get NPC soldiers to come along, of various ranks and types depending on the rank and the kind of "rewards" purchased. with specific limits. Also, all ranks, no matter what, can summon only one type of NPC. Either infantry, Cavalry, engineers, artillery (i.e. casters or siege engines later one), air command. each type also has different numbers. Like infantry is more numerous than cavalry that is more numerous than air assault.
in addition to this, other changes:
- Ability for same-faction guilds to declare war on each other.
- Ability to communicate with the enemy.
- No /tell and no General chat available on RP servers.
I think this is all. sorry for the boring read
P.S: oh yeah, i also would kill the LAG monster as i am on it.
"If you give a man a fish, you feed him for a day, if you teach him how to fish, you feed him for a lifetime"