I like their world design. I like their environments. I like how they make it feel to be a seamless world and how the different environments blend together.
I like faction reputation and rewards. That's probaby part of PvE though not the part one would usually think of.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
Yeah true, Tauren are also one of the things I particularly liked about WoW. They've got a nice little tribal culture going on in their homeland, and the starter quest send newbie taurens out to hunt for meat for the tribe, and they have the funny traditional racial mount of kodos...
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
PvE/Questing are my favourite parts, always get bit of a sinking feeling whenever i get close to max level for the first time or each new expansion. Knowing the journey is over, I know it kind of continues, but it's not the same tbh.
lately being getting into the lore as it does more for me than the game these days, learning about people pasts, old gods and what not
I like their world design. I like their environments. I like how they make it feel to be a seamless world and how the different environments blend together.
Same here.
Also, I used to enjoy a few other things that have since been cut. Things like earning skills in your chosen profession and some spells that required research (via quest) to obtain. Now, Hunters start with a pet. Druids automatically get their forms as soon they hit the appropriate level. I miss those aspects...
I like their world design. I like their environments. I like how they make it feel to be a seamless world and how the different environments blend together.
I have similar feelings about their level design. Even my first time playing through it all in 06 it somehow made me feel nostalgic to explore the first few zones of each faction. Visually they were so full of vibrancy and soul which I hadn't yet encountered in an MMO. However, the more I played, the more I realized that the world and all of its zones are really just beautifully crafted... set pieces. Set pieces designed to get you from level 17 to level 21, from slightly contextual onset quest to slightly transitional "thanks for your help, but my friend in zone B needs assistance" quest. Its zones, with the exception of major hubs, aren't really designed to be used and used again--they are strictly not to be inhabited by the player, but only visited. Their lack of interactivity beyond questing, harvesting, and the odd vendor or two suggests to the player that there is nothing more to do beyond the linear content provided, and the progression system around which the entire game is focused demands that you continue your questing in the next zone.
I have similar feelings about their level design. Even my first time playing through it all in 06 it somehow made me feel nostalgic to explore the first few zones of each faction. Visually they were so full of vibrancy and soul which I hadn't yet encountered in an MMO. However, the more I played, the more I realized that the world and all of its zones are really just beautifully crafted... set pieces. Set pieces designed to get you from level 17 to level 21, from slightly contextual onset quest to slightly transitional "thanks for your help, but my friend in zone B needs assistance" quest. Its zones, with the exception of major hubs, aren't really designed to be used and used again--they are strictly not to be inhabited by the player, but only visited. Their lack of interactivity beyond questing, harvesting, and the odd vendor or two suggests to the player that there is nothing more to do beyond the linear content provided, and the progression system around which the entire game is focused demands that you continue your questing in the next zone.
I still want to build a farm in Westfall.
This seems to be a problem of themepark games in general. You can't really interact with the world or the NPCs beyond the "guided tour" which tends to run out of steam and originality by the time you get halfway to max level.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
I strongly dislike and occasionally hate ALL aspects of the game EXCEPT the combat. Even that is going way downhill these days.
The action combat has always been excellent, it's just changing character to something I don't enjoy as much.
Everything else strongly bothers me, the PVE (questing, dungeons, raiding, mini-games), the PVP (never liked it), the lore/story (junk fantasy of the worst kind), crafting (it lost SO MUCH of its depth), progression (so sped up these days you barely notice), the world (zones are backdrops to sprinkle enemies on, not real), the NPCS (so much "flavor" you can barely read dialogue, not to mention the fourth wall is long gone), challenge (the difficulty is all pigeon-holed into the twitch action).
Sorry, this was a post about what is GOOD about WoW!
I absolutely LOVE the combat. It's going downhill but it still is crisp, responsive, engaging, can even be challenging if you manufacture your own.
These days my method is to find big groups and gather as many as the leashing distance allows (why is this still in game?!?) and AoE them down. This allows my HP to actually be relevant and occasionally my MP can be used to allow chain AoE sessions.
It's too bad potions and Talents tend to make even this method far too easy
I like their world design. I like their environments. I like how they make it feel to be a seamless world and how the different environments blend together.
Same here.
Also, I used to enjoy a few other things that have since been cut. Things like earning skills in your chosen profession and some spells that required research (via quest) to obtain. Now, Hunters start with a pet. Druids automatically get their forms as soon they hit the appropriate level. I miss those aspects...
I agree with this, but it's something that has been going on since MUDs were converted to graphical games. More and more little things are removed that most people don't care about.
You know i actually quite enjoyed my first garrison progression. I tend to enjoy slow and steady acquisition of resources and i certainly liked the "home base" aspect. However i quickly got my fill of what is essentially a "Facebook-level" game.
It consumed perhaps 10 hours of the several hundred hours i played in this latest expansion.
Comments
I like their world design. I like their environments. I like how they make it feel to be a seamless world and how the different environments blend together.
"Be water my friend" - Bruce Lee
lately being getting into the lore as it does more for me than the game these days, learning about people pasts, old gods and what not
Also, I used to enjoy a few other things that have since been cut. Things like earning skills in your chosen profession and some spells that required research (via quest) to obtain. Now, Hunters start with a pet. Druids automatically get their forms as soon they hit the appropriate level. I miss those aspects...
VG
I still want to build a farm in Westfall.
거북이는 목을 내밀 때 안 움직입니다
The action combat has always been excellent, it's just changing character to something I don't enjoy as much.
Everything else strongly bothers me, the PVE (questing, dungeons, raiding, mini-games), the PVP (never liked it), the lore/story (junk fantasy of the worst kind), crafting (it lost SO MUCH of its depth), progression (so sped up these days you barely notice), the world (zones are backdrops to sprinkle enemies on, not real), the NPCS (so much "flavor" you can barely read dialogue, not to mention the fourth wall is long gone), challenge (the difficulty is all pigeon-holed into the twitch action).
I absolutely LOVE the combat. It's going downhill but it still is crisp, responsive, engaging, can even be challenging if you manufacture your own.
These days my method is to find big groups and gather as many as the leashing distance allows (why is this still in game?!?) and AoE them down. This allows my HP to actually be relevant and occasionally my MP can be used to allow chain AoE sessions.
It's too bad potions and Talents tend to make even this method far too easy
want 7 free days of playing? Try this
http://www.swtor.com/r/ZptVnY
I dont like the focus on raiding.
The open world could be so much more than just a leveling field if they focused more on it.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
It consumed perhaps 10 hours of the several hundred hours i played in this latest expansion.