If they where going to give warcraft a complete reboot with a new engine they would most likely have to make a completely new game. What would you like to see happen with the new design? Anything goes of course being this is a complete remake so you are not constricted by things we currently know.
- I would make leveling take time again. BoAs would not be server bound with the redesign so if people are looking to level alts fast they will use BoAs but first timers should never be able to speed level on the first character they ever play.
- I would make sure that it would be impossible to out level a questing area just by questing. There should be a more intelligent flow to quest design where quests alone will not speed you though an area to fast.
- Dungeon experience would be minimal. No more people leveling through dungeons only unless they want it to take three years to level their characters. People complain about no one being out in the real world, well give them no choice, if you want to level the place to do it is out in the real world.
- All races would have race specific quests. Something simple that tells them about the history of their race while doing it. Would be nice lore for new players to know more about the race they are and for older players who just happen to like that stuff.
- Class specific quests. Something like the new rogue legendary dagger quests, but of course not as demanding for people just learning. Just a few quests that they are required to do to learn new abilities, so you know, they actually learn how to play, even a little bit. Make the quests tied to leveling as well. If you do not complete the quest you can not level.
- Cookie cutter questing. Collect 10 bear meat. Kill 10 arctic wolves. You get the idea. Something that is not expansion specific so it does not need to be redesigned or become outdated so easily. This is forward thinking so they do not put themselves in the position they just have by designing the entire old world around deathwing and deathwing is now dead making all the redesigning they did useless. I saw this coming, I am sure you saw this coming, how did a multi million dollar company not see this coming?
- Expansion specific quests. Just like they phase in holiday quests, each expansion they can phase in quest lines all throughout the leveling process and the new areas added that are expansion specific. These quests would give less experience but better, more current in concept, rewards. It would also mean that all new areas would not be known as only "BC" areas once their time has passed. They would still be current, just their expansion specific quests would have been removed.
- All professions should have dailies. All dailies would offer tokens. You would need tokens to get most patterns all throughout the leveling process. Trainers would only offer a small amount of patterns for training. Tokens would be needed for leveling. Yes, I know, you can yell at me now if you want because this would kill power leveling in one day. Either way, I think it is better design.
- Material allotment would need to be more balanced. Need 6 herbs for a potion you can get them by picking 3 flowers. Need 6 bars for a pattern, you can get that by mining 6 nodes. Need 6 heavy savage leather for a pattern, you need to kill 30 beasts to skin. Not exactly balanced don't you think?
- Profession leveling can still be done with only trainer patterns but it would not be as efficient. See, you don't have to yell at me. All the things that are trainer type things should be reusable items that can be sold. Armor kits, belt buckles, sewing kits, etc. so if you really wanted to you can skip buying patterns for items you will never make or even have the need to make but you will have everything needed that you will need from your profession.
- Old materials would always have a use. Like inscription for the most part where peacebloom can be milled and turned into a glyph that is still needed for end game, all professions should have things like that. Tailors might need sewing kits that require wool, or mageweave or something even for the newest of new patterns. Making professions more useful as a whole and making almost all materials useful forever.
- Leather and mail armor over 40 split into two separate professions with blacksmithing and its under 40 mail being split with the new mail armor profession.
- All dungeons would be scaled in groups of 5. If a dungeon is introduced at level 15 it will be a level 15 dungeon but also a level 20, 25, 30, etc.
- Gear would scale according to the level of the instance.
- The instance would always be the highest possible level instance when entered based on the lowest party member. Interesting turn of events for high level characters, they would not need a low level so they can get in to farm wool as opposed to a low level needing the high level to run them through.
- At max level, all instances would always have a heroic version with current gear.
- Gear will always scale in heroics with the current raid tier. IE: This expansions started with 346 items when valor bought 359. When valor bought 378s, all the heroics would have been upgraded to drop 365s. Now with 397s being bought for valor all heroics should drop 384s, or being there is now a new raid tier that is 384, 378s.
- These changes will mean all content is always current content and always useful content for new and gearing players.
- Would be designed just like dungeons are. A level 85 AQ 40 would be a lot of fun, and if it where scaled like everything else is, it would not need to be "remade" it would always adjust with the content patch.
- All raids will have multiple increments of player requirements. Every and all raids will have a 10, 15, 20, 25, and 40 version.
- Older raids will always drop gear just under the current starter raid gear for the expansion. IE: This expansion started with 359 gear dropping from the starting raids so all older raids, normal or heroic, would drop 353 gear.
- Legendary weapons will need to be changed with this because of the fact the raids scale. This means all legendary weapons would need to scale as well. Being the older raids are always under the new expansion raids in terms of item level the older legendary weapons would now have an extended life even not a long one, perhaps only into the first raid tier at most. This would insure however that legendaries are indeed legendary and can at least always be used when your reach max level before you enter a raid to get a new weapon.
- Lots more of them, all with the intention of creating artificial content. Things like fish up 1000 fish in darkshore. It would get people, at least achievement hunters, out in the world a little more often.
- PvP based achievements as well. All hubs should have a king type figure in a room guarded by max level +5 elite characters away from the quest givers as to not interfere with leveling players to much. Killing them, or defending against an attack against them, would offer a reward like honor but not spendable. It would be for bragging purposes only and of course, achievements. There would be zone wide grouping for a feature like this so raids could be any size. Anyone in the predesignated zone would get credit for the kill or the defense.
- Gathering achievements that are not profession based, so all have access to it. Collect and turn in 100 pristine hides looted from wolves. There would be various ones for various levels of wolves. The hides would be turned in at a major cities collector of said items. Collect feathers, seeds, essences, etc.
- The myriad of things that can be added using the achievement system as artificial content is staggering, and it should be done in 2.0. Heck it should be done now.
- The advantage of this system is adding to it is easy. Once everyone had caught 100 fish, add an achievement for 250, then 500, then 1000, etc.
- In an effort to bridge the gap in PvP resilience has been removed completely as a stat. This way no one is at a disadvantage, outside of their own skill, should they wish to start PvPing and good PvPers will still be PvPers even without PvP gear.
- More encouragement for PvP has been added by removing honor and conquest as they are just justice and valor now. It would allow people to gear up faster which in turn would bring out people that might not normally PvP into it as a different way to earn their justice and valor. The best way to turn someone on to PvP is to show them how fun it can be.
- Honor will continue to be counted for statistic purposes from honorable kills but not as a form of currency.
- The fun in PvP is in world PvP and all efforts will be made to bring that back full force.
- A reward system, like mentioned in achievements, would try to make fighting in the world more appealing. Also, city kings would provide a 6 hour buff to anyone that participated in a kill or defense meaning that the more you kill or defend the more powerful you become for the time being making you want to continue fighting. The buff will persist though death but will not be active while in any dungeon, raid, battleground or arena.
- Various open air arenas will be added world wide with prizes based on a six hour loop which counts the killing blows and deaths of everyone that has participated in that time frame and giving the reward to the person with the best kill to death ratio with over 100 combined kills and deaths. Being this is a six hour loop and counts everything, you can participate whenever you have time and have just as much chance of winning as anyone else. As guessed, this is also with the hope that some of the killing might spread out into the world.
8) Concept Design:
- Everything will be designed with the concept that it is intended to be expanded upon. No more dead ends in professions, quests, timeline, personal progression, etc.
- Everything will be designed to last. Nothing will be put into the game as a permanent feature or quest line unless it fits the game at its point in progression so when the next expansion comes out there is no a gaping holes in leveling that just does not fit any more.
- Phasing will be used in older areas to give high level players new quest zones in old areas allowing for not only more content but a sense of connection to an area. Instead of leveling in one area from 20-25 and never seeing it again you might find yourself there in a quest line in your 40s, 60s, and again in your 80s, meaning the area is a vital part of your world and not a been there and done that area that once you finish it you never see it again.
- Two new continents have been added, and more are on the way. What we know of the world is only a small piece of it, there is a much bigger world out there. When new races are added, their continent will become active.
- The new continents will also have full quest zones and lines so you can level in just those areas and never step foot into kalimdor or eastern kingdoms.
- Each new continent will have at least one alliance and one horde main city that will be connected to the main hubs of SW and org though flight or boat or port.
- The world will be designed to constantly expand and not all new areas added to the game will always be new leveling areas. Old leveling areas will be added to give the history of the new races within their quest lines.
- Level cap of 2.0 is 50.
- Each expansion will extend on that by 5.
- Professions will cap at 500 at 50 and 550 at 55 so they will keep the pace of 10 skill points per level.
- There will not be a huge gear jump between expansions to keep inflation in check. This also means end game raiders can ride their end game gear all the way to the new cap in some cases but everyone else can still move on fluid as if they have not missed a beat or feel they need the new expansion gear ASAP to even do the quests.
- Each expansion will have 4 raid tiers and be two years apart. The start raid, and 3 raids in six month intervals.
- Each raid will have at least 12 bosses of increasing difficulty to make the raids last longer and feel more complete.
- Raids must be unlocked. Once one guild has defeated the first 4 bosses the next 4 will be opened the following week. Meaning that even the most advanced raiders will take 4 weeks before they can even see heroic content. This will also mean the race for world first will be 8 weeks at the absolute minimum. On raids with more then 12 bosses, the unlock time will take even longer, perhaps even a 1 boss per week basis on any bosses past 12.
That is all I have for now. I think some of them are solid ideas and truthfully I could support a change like this being made. It would suck to lose everything I know about WoW and start new but for a better over all design it might be worth it.
Perhaps they could add that you can transfer any level 85 (or whatever is max at the time) to a 50 in WoW 2.0 the transition would be smoother and upset fewer people. Remember, people hate change.
I would like to see them add a lot of other things like AoE looting, which is long over due and more world events such as world bosses that actually have an impact on the game and can not just be killed by one single geared and competent raid group.
The possibilities are endless if they ever decide to do this but sadly I do not see it happening and even if it does I see them making the same mistakes they have made already. It is worth thinking about for fun however. How would you design 2.0?
Bleedthrough : GW2
12 hours ago