Monday, April 12, 2010

66 wishes for WoW

  1. A story for PvP.
  2. Focus at BGs, instead of arena.
  3. A revamp of the entire level-experience. Incentives for leveling players to visit old (raid)dungeons. Especially BC and WotLK (raid)dungeons.
  4. Drastically decreased item replacement rate.
  5. No badges. I never had a problem with the RNG.
  6. Less item-centric gameplay. Recognition of the fact that WoW core gameplay is fun. Recognition of the fact that this is why WoW is superior to other games.
  7. No resilience. Comparable equip for PvE/PvP which can be attained by high-end raiding or high-end PvP.
  8. More focus on the economic game.
  9. Necessity to have watched a dungeon at least once from the outside, before you can teleport there with the Dungeon Finder.
  10. Small quest chains that need to be completed before you can enter a dungeon for the first time. This way players at least have some rough idea what they are actually doing in the dungeon.
  11. No thunder-clap snap aggro and subsequent coffee drinking.
  12. Necessity of sporadic crowd control.
  13. Much less focus on AoE in Dungeons.
  14. More focus on (fast) decision making, less focus on reaction time.
  15. No crit rates of 40% or higher.
  16. Much less scaling of character power between 'green' and 'high end epic'. Ignore the whining.
  17. Recognition that items are one pillar of WoW, not the only one.
  18. Modest consequences of PvP on the outside world *dreaming*.
  19. Not every raid drop is epic. Most should be of blue quality.
  20. Complete voice output *dreaming*.
  21. More movie sequences. In-game graphic is quite ok.
  22. Much better presentation of the story. In contrast to Bioware, Bizzard actually has epic and good stories. However, they present them so badly (if at all), that 95% of the players have no idea why they actually killed the boss they just loot. (Well - except for the loot ..).
  23. Dialogue with quest givers.
  24. No really evil, completely overpowered enemies who can only be defeated, because they act like an idiot.
  25. Less side quests, more main quests. Let me work towards a goal step-by-step.
  26. The Dungeon Finder made dungeons even more accessible than the open world. Itemlevel difference between dungeon drops and open world quest rewards must therefore be adjusted.
  27. OOM instead of enrage timers. If enrage timers, please credible ones (Lady Vashj).
  28. Healers, who need to try to kill in a duell, because otherwise they die oom. Healers who have good chances winning such a duel.
  29. Unpredictable dungeons (RNG, player generated) *dreaming*.
  30. Much more stamina and much less powerful healing.
  31. More exploration, less 'achieving'.
  32. At least one BG that lasts for several hours and can be joined/dropped at any time.
  33. Quest chains that lead you to dungeons, instead of dungeons that lead you to quest chains for that dungeon (to max. exp).
  34. Ignore E-Sports !
  35. Less boss fights, more difficult trash.
  36. Bossfights which don't resemble a scripted choreography, but feel like a bloody fight.
  37. Collision control that can be enabled/disabled instead of threat.
  38. Raid dungeons which have not been designed for giants or knowing that they will be raided by 25 players.
  39. Dungeons that feel narrow and still don't cause too much problems with the camera.
  40. A book-collection for every player where all the lore books that are available in game are brought in the proper order and can be re-read. Achievment for completing that collection.
  41. In addition to small 'streamlined' dungeons, some confusing and huge dungeons which can keep you busy for an entire evening. Black Rock Deeps !
  42. Recognition of the fact that death penalty at some point becomes the more annoying the weaker it is. Employ a psychologist if necessary.
  43. Patrols in dungeons.
  44. Mobs who can see/hear you, if you can see/hear them. *dreaming*.
  45. If dps grows exponentialy with item_lvl, stamina should, too.
  46. Balancing of the classes regarding BG-PvP. Subsequent balancing of PvE-Encounters. It is not possible to do it the other way round.
  47. No 50% Mortal Strike. That isn't, and never was, possible to balance.
  48. More meaningful crafting.
  49. Valuable resources in dangerous parts of the world that only become bearable (solo) after you reached some level of power.
  50. Less powerful (=necessary) group buffs.
  51. Dramatically difficult 5-man dungeons in addition to easy ones.
  52. Only fun vehicle combat. Vehicles are not inherently bad, but need deeper developer thoughts.
  53. Bosses and Mobs that drop reasonable. E.g. bosses that obviously wear plate, drop plate.
  54. Recognition of the fact that WoW only stays successful, if it attracts new players who level for the first time.
  55. Not just a delocalised auction house/mail economy, but meaningful trade *dreaming*.
  56. No heirlooms. I don't want to get angry, because my heirloom weapon is better than the cool drop I just got.
  57. I don't want to play my main to equip my alt.
  58. Special lore sections in dungeons that open up when the dungeon is completed. The player is asked wether he wants to have a look when he tries to teleport out.
  59. My hotbars are full. All my hotkeys have a function. I don't need no further IMBA-skills. Certainly no imba-instant-AoE skills.
  60. Abjuration of the idea that I need to kill enemies ever faster to feel more powerful. I feel powerful, because my enemies are powerful. The best way to convince me of that is if they take some time to kill. If they can be one-hitted I don't feel powerful, but like wasting my time.
  61. Much more slow leveling. As a rule of thumb: If even rich players don't enchant their equip during leveling, it is too easy and too fast.
  62. Diminishing returns as a tool to balance casual and hardcore gameplay. Consequently, less gating.
  63. No (item)shops !!! Less pets !!
  64. Don't kid me. I know that I am not the only powerful hero around. Why do those NPCs treat me like that?
  65. Recognition of the fact that I am 30 years old, not 6.
  66. Dedication on developing the best MMO of all time. The money follows. It always does.

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