So I've come up with more things I'd like to see in wow.
1.) Vanity Gear Set
I believe it was EQ2 that did this first? A separate set of equipment you can equip so your character doesn't look like a clown when you start getting new gear. Death Knights in particular will be getting a very nice blue set once they finish questing. I'd like to keep that set in the visual spectrum even when I start getting outland equipment. Because everyone knows that you start looking like a hobo with a fetish for bright colors when you start upgrading gear.
2.) Fix the 'Death Knight' label on the main screen
Instead of cramming 'Death Knight' across the class selection button why not make a little room for the class name above the classes. Little things like that annoy me.
Showing posts with label wrath of the lich king. Show all posts
Showing posts with label wrath of the lich king. Show all posts
Monday, August 11, 2008
Friday, March 14, 2008
Heroics, an epic tale!
With the current tank issue going around, and I'm sure all have felt it, I have begun trying to think of solutions to the problem. The main problem is that it sucks to try and level a tank in any form. Plus taking is heavily dependant upon your gear. Enter the deathknight!
So we'll have a new tanking/melee dps class that we can rely on. Great, hurry up with that shit blizzard, I'm getting impatient.
Last night my heroic group went through the daily like it was butter, we only suffered one wipe and that was because I had an emergency to attend to. Our feral druid tank did very well. Tankadins and Feral druids have become quite a tank alternative. What will deathknights do to those classes? Well honestly I think it will ease the tank load, I doubt having another tanking class would harm our game any. However, a flood of Deathknight tanks may make other tanking classes look much better. Because they've had experience tanking and have already been balanced. No nerfs or buffs going around that are too jolting.
So we'll have a new tanking/melee dps class that we can rely on. Great, hurry up with that shit blizzard, I'm getting impatient.
Last night my heroic group went through the daily like it was butter, we only suffered one wipe and that was because I had an emergency to attend to. Our feral druid tank did very well. Tankadins and Feral druids have become quite a tank alternative. What will deathknights do to those classes? Well honestly I think it will ease the tank load, I doubt having another tanking class would harm our game any. However, a flood of Deathknight tanks may make other tanking classes look much better. Because they've had experience tanking and have already been balanced. No nerfs or buffs going around that are too jolting.
Wednesday, February 20, 2008
Early WotLK Launch?
So I've been catching up on my reading lately and I ran across this post at Random-Battle. Link
Honestly, I have been thinking this myself. Mainly because WotLK has been in development for a while. Will we see an early launch? I really hope so because I'm itching for new content and more zones to explore. Theortically the facts match and I would love to see the new talent builds come out with patch 2.4, that would all but confirm an expansion launch soon after. But to tell you the truth I am not going to get my hopes up, that gives me heartburn.
Honestly, I have been thinking this myself. Mainly because WotLK has been in development for a while. Will we see an early launch? I really hope so because I'm itching for new content and more zones to explore. Theortically the facts match and I would love to see the new talent builds come out with patch 2.4, that would all but confirm an expansion launch soon after. But to tell you the truth I am not going to get my hopes up, that gives me heartburn.
Labels:
Blizzard,
world of warcraft,
wrath of the lich king
Tuesday, February 19, 2008
Leveling 1 - 60
So someone asked Tobold a question, he addressed it in a post (good old Tobold, answering questions from us noobs since... well... whenever he started blogging. lol (Link)
So here's my thoughts on that because I just can't resist. In my opinion there are several ways to handle this. First off would be to continue cutting the time and XP required to level from 1-60 and then 61-70 and then 71-80, etc as each expansion comes out. That's simple.
What about this, give a person who has at least one character at the max level cap (80 for instance when Wrath of the Lich King comes out) a /level command that works up to the previous content level. So when Wrath comes out someone who works their way to level 80 can level their character up to level 60 with said command. That eliminates the alt-grind wait just a bit.
Any thoughts on that? So when the next expansion comes out, Lord of the Maelstrom, for an example that raises the cap to 90 from 80, your leveling command will work to push a character from 1-70. That makes the previous content still active and the new content still active as well.
So here's my thoughts on that because I just can't resist. In my opinion there are several ways to handle this. First off would be to continue cutting the time and XP required to level from 1-60 and then 61-70 and then 71-80, etc as each expansion comes out. That's simple.
What about this, give a person who has at least one character at the max level cap (80 for instance when Wrath of the Lich King comes out) a /level command that works up to the previous content level. So when Wrath comes out someone who works their way to level 80 can level their character up to level 60 with said command. That eliminates the alt-grind wait just a bit.
Any thoughts on that? So when the next expansion comes out, Lord of the Maelstrom, for an example that raises the cap to 90 from 80, your leveling command will work to push a character from 1-70. That makes the previous content still active and the new content still active as well.
Friday, February 8, 2008
Crafting Systems
Okay, crafting systems are definitely a hot topic for all MMORPG's. What I'd like to know is how many people actually use in-game crafting and which systems do you like the most?
I have experienced the systems in World of Warcraft, Everquest 2, and Horizons to name a few. Whereas I like the crafting system in Everquest I never read the manual so all those little pop up buttons and things just passed across the screen with no interaction. My fault entirely.
So here's what I propose, we as the community come up with THE crafting system and offer it up to a developer to use in their game. For the people by the people? Wasn't there something else like that, and didn't it not turn out the way it was supposed to? ;)
Crafting is broken down into several categories:
Resources (Raw): Wood, Metal, Gems, etc
Nessecities (Purchased): Thread, Dye, etc
Equipment (Provided in game, or in a player owned house. Hint, Hint): Forge, Anvil
So the resources appear in nodes that are accessable by anyone with the type of gathering skill required and the skill enough to harvest it. Simple enough. Sometimes it's in hard-to-reach places and other times it's guarded by a nearby mob (mobile enemy). That part is simple enough and definitely the standard in any game with a crafting system.
Nessecities and equipment require no further introduction!
So the crafting process comes into question. I feel that the crafting process has been ignored by most games though SoE did fairly well with the Everquest 2 crafting system. Including providing a 'crafting class' with experience for your characters.
Here are the things I'd like to see in WoW:
-A Crafting Class (or level) instead of a generic skill level that goes up if you just make an item.
-More steps in creating an item. What goes into making a bag or box to put into your bank? I would like to see the ability to create the materials that go into an item and have that give you XP/Points as well. Well you need metal nails to keep the box together, wooden boards to make the box, maybe some metal strips to reinforce it, and then if it's a nice box some cloth to line it.
-More items to create.
I have experienced the systems in World of Warcraft, Everquest 2, and Horizons to name a few. Whereas I like the crafting system in Everquest I never read the manual so all those little pop up buttons and things just passed across the screen with no interaction. My fault entirely.
So here's what I propose, we as the community come up with THE crafting system and offer it up to a developer to use in their game. For the people by the people? Wasn't there something else like that, and didn't it not turn out the way it was supposed to? ;)
Crafting is broken down into several categories:
Resources (Raw): Wood, Metal, Gems, etc
Nessecities (Purchased): Thread, Dye, etc
Equipment (Provided in game, or in a player owned house. Hint, Hint): Forge, Anvil
So the resources appear in nodes that are accessable by anyone with the type of gathering skill required and the skill enough to harvest it. Simple enough. Sometimes it's in hard-to-reach places and other times it's guarded by a nearby mob (mobile enemy). That part is simple enough and definitely the standard in any game with a crafting system.
Nessecities and equipment require no further introduction!
So the crafting process comes into question. I feel that the crafting process has been ignored by most games though SoE did fairly well with the Everquest 2 crafting system. Including providing a 'crafting class' with experience for your characters.
Here are the things I'd like to see in WoW:
-A Crafting Class (or level) instead of a generic skill level that goes up if you just make an item.
-More steps in creating an item. What goes into making a bag or box to put into your bank? I would like to see the ability to create the materials that go into an item and have that give you XP/Points as well. Well you need metal nails to keep the box together, wooden boards to make the box, maybe some metal strips to reinforce it, and then if it's a nice box some cloth to line it.
-More items to create.
Labels:
Blizzard,
MMORPG's,
world of warcraft,
wrath of the lich king
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