- A story for PvP.
- Focus at BGs, instead of arena.
- A revamp of the entire level-experience. Incentives for leveling players to visit old (raid)dungeons. Especially BC and WotLK (raid)dungeons.
- Drastically decreased item replacement rate.
- No badges. I never had a problem with the RNG.
- 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.
- No resilience. Comparable equip for PvE/PvP which can be attained by high-end raiding or high-end PvP.
- More focus on the economic game.
- Necessity to have watched a dungeon at least once from the outside, before you can teleport there with the Dungeon Finder.
- 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.
- No thunder-clap snap aggro and subsequent coffee drinking.
- Necessity of sporadic crowd control.
- Much less focus on AoE in Dungeons.
- More focus on (fast) decision making, less focus on reaction time.
- No crit rates of 40% or higher.
- Much less scaling of character power between 'green' and 'high end epic'. Ignore the whining.
- Recognition that items are one pillar of WoW, not the only one.
- Modest consequences of PvP on the outside world *dreaming*.
- Not every raid drop is epic. Most should be of blue quality.
- Complete voice output *dreaming*.
- More movie sequences. In-game graphic is quite ok.
- 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 ..).
- Dialogue with quest givers.
- No really evil, completely overpowered enemies who can only be defeated, because they act like an idiot.
- Less side quests, more main quests. Let me work towards a goal step-by-step.
- 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.
- OOM instead of enrage timers. If enrage timers, please credible ones (Lady Vashj).
- Healers, who need to try to kill in a duell, because otherwise they die oom. Healers who have good chances winning such a duel.
- Unpredictable dungeons (RNG, player generated) *dreaming*.
- Much more stamina and much less powerful healing.
- More exploration, less 'achieving'.
- At least one BG that lasts for several hours and can be joined/dropped at any time.
- Quest chains that lead you to dungeons, instead of dungeons that lead you to quest chains for that dungeon (to max. exp).
- Ignore E-Sports !
- Less boss fights, more difficult trash.
- Bossfights which don't resemble a scripted choreography, but feel like a bloody fight.
- Collision control that can be enabled/disabled instead of threat.
- Raid dungeons which have not been designed for giants or knowing that they will be raided by 25 players.
- Dungeons that feel narrow and still don't cause too much problems with the camera.
- 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.
- In addition to small 'streamlined' dungeons, some confusing and huge dungeons which can keep you busy for an entire evening. Black Rock Deeps !
- Recognition of the fact that death penalty at some point becomes the more annoying the weaker it is. Employ a psychologist if necessary.
- Patrols in dungeons.
- Mobs who can see/hear you, if you can see/hear them. *dreaming*.
- If dps grows exponentialy with item_lvl, stamina should, too.
- Balancing of the classes regarding BG-PvP. Subsequent balancing of PvE-Encounters. It is not possible to do it the other way round.
- No 50% Mortal Strike. That isn't, and never was, possible to balance.
- More meaningful crafting.
- Valuable resources in dangerous parts of the world that only become bearable (solo) after you reached some level of power.
- Less powerful (=necessary) group buffs.
- Dramatically difficult 5-man dungeons in addition to easy ones.
- Only fun vehicle combat. Vehicles are not inherently bad, but need deeper developer thoughts.
- Bosses and Mobs that drop reasonable. E.g. bosses that obviously wear plate, drop plate.
- Recognition of the fact that WoW only stays successful, if it attracts new players who level for the first time.
- Not just a delocalised auction house/mail economy, but meaningful trade *dreaming*.
- No heirlooms. I don't want to get angry, because my heirloom weapon is better than the cool drop I just got.
- I don't want to play my main to equip my alt.
- 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.
- My hotbars are full. All my hotkeys have a function. I don't need no further IMBA-skills. Certainly no imba-instant-AoE skills.
- 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.
- 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.
- Diminishing returns as a tool to balance casual and hardcore gameplay. Consequently, less gating.
- No (item)shops !!! Less pets !!
- Don't kid me. I know that I am not the only powerful hero around. Why do those NPCs treat me like that?
- Recognition of the fact that I am 30 years old, not 6.
- Dedication on developing the best MMO of all time. The money follows. It always does.
Monday, April 12, 2010
66 wishes for WoW
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