Can we get actual world content?

You don’t.

For context, in Classic it takes hundreds of people each spawning many times to kill Hogger at level 1. It’s virtually impossible. This will be the same. You can’t really zerg it.

The only player who catches a break here is the healer, but that’s the same as Classic as well, and Good forbid they get tossed a bone for open world play. Could make mobs more likely to aggro them I guess, if we do want to kill that loophole.

From an improving gear perspective current world content gets outdated and replaced by new catch up content pretty quickly.

As for grouping, this expansion has leaned heavily into pushing players into groups to get events done. Lower geared players often having to rely on geared/enchanted to the teeth, skilled players in the area to clear and ‘faceroll’ elite mobs in busy areas.

Once quickly ‘stomped’ it is tumbleweed time until the next bit comes out.

Then players will hop into dungeons grab gear and to try and stomp it that way. Anyone that can’t stomach/manage dungeon spam is stuck.

The issue seems to be:

If world content doesn’t provide useful gear there is not a meaningful enough carrot for a lot of players to continue doing it.

If the carrot is too good or quick, higher instance content players reasonably complain their time and efforts are not respected.

I would like to see them try an event where:

  • Current gear isn’t a factor.

  • ALL class/racial skills can be useful some small way.

  • Grouping doesn’t make a difference.

  • Terrain MAKES A BIGGER difference (hiding behind/up/under stuff works etc)

  • Temporary onsite items to be collected and built by the player are fully explained and significantly assist progress.

  • Food ingredients can be gathered and cooked to help.

  • NPCs give heals and remove debuffs on the edge of the area so players can come out and return freely.

  • No timer.

  • PVP players have additional tasks to do and npc targets will use more pvp orientated attacks/defenses against them.

To improve the community aspect:

  • Buffing other non grouped players helps all.

  • Soulstones, teleports and mage tables can be used by everyone.

  • Player built ground structures/tunnels are available to be used by all other players. These items last a bit longer when fewer ppl are around to build them.

  • Pvp flagged players cannot attack other players.

Read my next posts. :slight_smile:

I have an idea.

Same and believe me they will bring something back like mage tower

Actually it is for anyone that doesn’t have a group of friends on call to do this content with later on, or extremely good gear to solo it.

There is a sense of not knowing if / when they will scale the stuff down for smaller groups or individuals to complete later on. (Earlier than the next expansion that is).

Sometimes they do, like rifts, other times they don’t like Zaralek.
Which is possibly why ppl rush to zerg new content while the area is still busy.

That could be helpful to accurately inform the player the toughness of the mob you are taking on. Health can sometimes be a bit misleading when scaling affects it.

As long as there is space to pull individuals from groups.

I remember trying to get elite quests in Netherstorm done, and having to pester guild members who had already done it to help. It didn’t feel great being stuck and unable to do anything about it bar playing dungeon loot roulette (loot which everyone wants).

It sounds a bit similar to the renown grind, but with more bag space. Also a bit clearer to understand.

I am happy if I can slowly work towards improving gear to get the transmogs, pick up pets etc and not be gated from big sections of open world content so I have less to do.

I need to get another veteran trinket from somewhere to upgrade it.

Every piece of gear bar that item is veteran. If I cannot get a second trinket, it makes slowly upgrading the rest impossible, as I won’t have access to the wyrm crests which will be essential for the Dreamsurge items.

I got a veteran trinket for an alt from time rift vendor to get full veteran upgraded.
Current veteran gear is LFR level and in 10.2 LFR will be 441. My guesss is that we will start all over again in 10.2.

Gear which will come to them in the next patch.

I take little issue with group quests as long as they do not become the only path forward. The solo option should always be available for your character, but it should not always be available for all pieces of content.

I think whether you can do this or not should depend on the location, but that wasn’t really what I meant to talk about, though I understand the confusion given my wording.

What I meant is that I do not generally expect to see a level 3 next to a level 12 next to a level 5 next to a level 30. Each area of the world focuses on its own small range of levels instead - just like in vanilla. Although the oddball super dangerous NPC patrolling the road is always a bit of fun.

Group quests are great so long as there are players to do them whenever you want to do them. In order for that to be the case, group quests should not be one-time quests, and that I believe is the flaw with most group quests in older versions of WoW. P

recious few things in WoW should be repeatable on a timer, but group world quests is certainly something that works, while the elite quests in Netherstorm do not always - however so long as they are optional and worked well for a time, I see little reason to do away with them entirely.

That is the idea.

I have taken inspirations from vanilla’s levelling, but with tweaks to the formula to fit an end-game - to not mess with raiders and PvP’ers who do not wish to partake in it, and to make sure that no area ever truly grays out into irrelevance, even if it does become much easier over time.

And above all else, to integrate it with the things in retail that really work well. Retail’s renown system is VASTLY superior to vanilla’s reputation system. It’s not even close - so that can be integrated with such a “levelling experience”.

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/cue Fel Reaver sound.

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