08-28-2005, 03:42 PM
Hedon,Aug 27 2005, 03:27 AM Wrote:2.) Revive existing zones
a.) some of the existing zones, especially in Kalimdor could need some love
b.) make zones dynamic, things like the elemental invasion are a step in the right direction. One could also think of random spawns of rare materials, mobs that have to be found and drop really good items, small alliance and horde encampments popping up in enemy territory, spreading of the scrouge etc.
3.) Implement a meanigful crafting system ffs:
This is one of things that really gets me mad about WoW. The devs intentionally implemented a crappy crafting system, so that crafted goods from players doesn't compete with their percious drops. This has been stated repeatedly by officals in the WoW forums (the wording was something like this: crafted items serve as temporary replacement for outdated equipment until players find an appropriate drop). That a good crafting system is vital factor in making a good community (as selling and buying fosters social relations and players can become renowned for their crafting abilities, as well as keeps the economy alive, must be something the WoW devs decided to ignore in their analysis of existing MMORPGs. Really when do you have bought something at the AH for your instance gear equipped 60 char the last time? The auctioneers should have script that says "Move along folks. Nothing to see here..."
Hmmm. This part of your post really struck a chord with me, as I agree this needs to be done.
2a) I would really like for this to be done. It just needs to be done in a way that isn't harmful to lower level players. Perhaps large, dangerous, but non-agressive mobs are the way to go?
B) This is something I actually have seen implemented, albiet very, IMHO, poorly.
Rant/Dissertation follows:
Final Fantasy 11, henceforth FFXI, had rare spawns that dropped some of the best gear in the game. These monsters, called Notorious (or Named) Monsters (NMs) were scattered throughout the game's world, which made exploring its beauty really worthwhile, as they dropped significant items, were everywhere, and many of these items could be acchieved at low levels, but were useful to high levels.
Where it all went wrong: The developers missed a key item quality here: Bind on Pickup, or 'Exclusive' in FFXI terms. Most NM stuff didn't bind, and therefore NMs were camped by gold farmers or people desperate for cash. And by camped, I mean 24/7. Some friends of mine once camped one monster for almost 3 days, trying to get his drops. The 3 of them worked in shifts to pull it off. It was all about getting the tap on the monster first... and it got nuts when professional Gil (Gold) farmers got in.
... that said, I wouldn't mind something like this in WoW. Only, the monsters' drops should be (1) more guarranteed (some NMs dropped gear about 5% of the time), (2) BoP, and (3) Only killable by a level 60, either party or not. Sorta like World Bosses, on a smaller scale...
Speaking of World Bosses, more of those would be nice, and the existing ones should be made more useful. I checked out Lord Lakmaeron because I'd read Mongo's tale, but I have never heard of anyone killing him, because hey, "He doesn't drop loot".
Rant over
Finally 3)
I can't say anything more about this. As it stands, crafting is complete crap. Who uses crafted gear even over level 60 gear from Strat/Scholo/UBRS/LBRS. Crafted gear should at least compete with this. As an Armorsmith that's still wondering why the hell he took this disease that made him poor, /signed.
Men fear death, as children fear to go in the dark; and as that natural fear in children, is increased with tales, so is the other.
"Of Death" Sir Francis Bacon
"Of Death" Sir Francis Bacon