FUN changes ㅤ😃ㅤFor the FUN of it

TLDR - Read the first few words of each idea, if you don’t like it, stop reading and jump to the next idea.


This is a list of ideas that are not controversial: they do not involve raising the level cap, do not involve new high-level gear, and do not involve changing any class gameplay. Just fun ideas that everyone can agree on!

Some of these ideas could potentially already exist in retail (no idea, never played it).
My previous post was too long, so I shortened it.

:green_circle: Fun small quick changes that can be implemented very quickly:

  1. Make mail letters not soul-bound (opening plenty of possibilities allowing to create a lot of fun things for various use, including contracts between players, banking, etc… won’t say more to keep it as a surprise, use your imagination). This is an extremely quick change.
  2. In every capital, near bank or AH, an official public book repertory on which each existing guild can choose to have its own page on which they can write whatever they want, publicly visible (example of use: news agencies, event calendars, market prices of the day, interest rate, etc)
    :arrow_forward:More details on the mechanics of this public book in the longer version of this post here
  3. New armor slot: publicly viewable bag (does not add extra bag space, similar to equipping arrows). If a bag is “equipped” in that slot, then all items inside that bag are viewable and clickable by other players who inspect inside the bag , allowing players to show-off some rare or funny items they have and carry around in their bag. Sharing the fun.
    Readable items that can be “read” (such as letters) can be read by other players who are inspecting the bag.
  4. Be able to chop woods from trees (to make fire). Chopping lumber has always been part of Warcraft games. The chopped tree does not fall, nothing happens, keep it simple.
  5. Classes that have fire spells should be able to light a campfire just using wood and their own fire magic (and if they can chop wood then they don’t need reagents anymore)
  6. Crafting a campfire : should be able to target the fire spawn position (similar to flamestrike), this will make it easier to set up decoration for events.
  7. Add decorative fishes (not even targetable monsters, just decoration) and decorative plants under water in deep oceans everywhere (currently entirely devoid of anything except near a few beaches.) This is very quick to fix.
  8. The deeper under the ocean, the darker it should be.
  9. Able to wear weapons in hands while riding a mount without moving (for photos).
  10. Include all Azeroth festive events that existed through BC (Oktoberfest, etc).
  11. Include all toys from BC release 2.0 (toys that were obtainable before the opening of the portal, such as picnic basket, Oktoberfest rewards, etc).
  12. Add several small decorative objects that can be summoned in-world for a short amount of time (similar to "Brewfest Pony Keg”), such as potted flowers, glowing crystals, candles,… simple things. But those items must be consumables, and rare, they must not be sold by any permanent shop but rather be crafted, looted or gathered with some difficulty. Also, all those new decorative items must have a limited duration, their description must contain the words «Duration: 14 days (real time)» to make them even more rare, and incentivise direct trading interaction between players.
    :arrow_forward:More details and ideas about those items in the longer version of this post here

:green_circle: Fun changes with no competitive impact:

  1. New item: Market Stall (consumable). It allows the user to summon a static merchant’s Market Stall, sort of a table (1 hour duration) that can be interacted with as if it were a shop (similar to repair-bot), but where other players can only purchase limited stocks items from the owner of the stall (items from the owner’s bags). We might see the creation of some markets by players, with some players doing commerce, some others displaying their collection of fancy items. The cosmetic appearance of the stall will depend on the items that are sold. A flower market will look like a flower market, a fish market will look like a fish market, etc. To avoid spam, crafting the stall should require very expensive components. Using that item should be perceived as a rare luxury.
    :arrow_forward:More details on the mechanics of this item in the longer version of this post here
  2. New secondary profession: musician. This should have no competitive use (no useful buff, no nothing) but it will incentivise some players to be “in-game” for another reason, and also add background music to in-world events (Sunday markets, tournaments, holiday parties…). Music instruments should be crafted by other professions.
    Higher skill level allows to use better instruments, and allow to play some instruments (not all) while mounted (for example a drum). This will add some fancy fun to world-PvP raids. Specific mechanics make it impossible to spam playing music as it will require rare consumables. Undecided: whether or not to allow players to play their own composition (as opposed automatic music recipes).
    :arrow_forward:More details on the mechanics of this profession in the longer version of this post here
  3. New ability: painting. Simple basic painting on canvas, some sort of in-game very basic “paint” software with nothing complicated (colors could require basic ingredients), but crafting a painting requires level 60 (to avoid spam). No skill point, not a profession.
    Maximum of 10 crafts per character. After 10, ability greyed out forever.
    A fun secondary market will be created by players, with paintings from famous players/painters being more expensive. Players can either sign their paintings or leave them anonymous. Anonymous paintings will be exposed to the risk of “faux” versions and imitations, and experts will be needed to identify originals.
    It is worth keeping in mind that each painting will be an item that is truly unique, which never happened in WoW before.
    Players will be able to show off their painting collection with their publicly viewable bag (see suggestion number 3), or using Market Stalls (see suggestion number 13).
    :arrow_forward:More details on the mechanics of this painting ability in the longer version of this post here
  4. New ability: seeding. Everyone can seed some basic seeds. Some seeds require herbalist skills. New in-world plants: some decorative flowers with no competitive use.
    Mechanism: seeding is a spell that consumes seeds items and targets an area on the floor. There will be specific defined areas where plants can be seeded, with the constraint that those areas must be in contested zones. The list of these areas will at least include every farm in every contested zone (such as “Dabyrie’s Farmstead” in Arathi Highlands, all the farms in Hillsbrad Foothills, Western Plagueland, etc…) and may include other specific areas where it makes logical sense, or for specific plants.
    The spell fails or succeed depending on the area, the floor (you cannot seed inside a house, but you could potentially seed inside a cave if it’s a mushroom for example), and also some seeds could require the player to be “swimming” (underwater plants). The spell has 1 meter range. Plants will grow/spawn several days after seeding, and can be gathered for flowers and for their own seeds. Flowers/plants obtained this way could either be used directly or be ‘reagents’ needed to craft other new fun items.
    This fun ability will increase traffic in-world, increase PvP, and allow for new immersive way to obtain decorative items. Some decorative flowers seeds will be obtainable from holiday events.
    :arrow_forward:More details on the mechanics of this seeding ability in the longer version of this post here

:green_circle: Fun changes with some limited game-play impact:

  1. Drunk players that are drunk to the maximum degree can attack other drunk same-faction-players that are max-drunk as well without the need to ask for duel, but they cannot kill each-other.
    This will allow massive brawls of teams of drunk people vs drunk people. It will also make events and parties much more interesting. In cities, drunk players who initiate an attack on another player from the same faction will aggro guards in a similar fashion than they would when initiating PvP in neutral cities.
    :arrow_forward:More details on the drunk-vs-drunk mechanics in the longer version of this post here

  2. Players can attack players from same faction one night a month during a Darker/black «new moon» night when there is no moon in the sky. Units outside (monsters, players, everything) are visible only if within short distance by default, requiring torches or other light-emitting objects (or spells) to see clearly further away outside.
    ■ㅤSimilar to Gurubashi arena, on such nights the entire world is PvP, players can attack players from same faction (who will appear yellow/neutral and both attackable and healable). Team vs team tournaments events could take place on such nights.
    ■ㅤOutside, every unit or player is either in the “shadow” (default) or under a “torch effect” (displayed as a debuff)
    ■ㅤShadow can be removed by torch (new item), lamp (new item), campfire, or “flare” hunter spell. The word “torch effect” will refer to the lighting effect of such items or spells. Units within the range of a torch effect appear normally (with the cosmetic light reflection of the light source).
    ■ㅤThe “torch effect” range is 41m (except for hunter flare spell that remains 10m).
    ■ㅤThe landscape relief, ground, walls, trees etc… that is “in the shadow” is not only cosmetically darker but also appears with blurred texture similarly to the way distant mountains texture is blurred when far away in the landscape. It really feels likes it’s dark!
    EVEN BETTER: all units in between 15m and 41m away (not too close, but not too far) appear only with their silhouette. You see there is a unit, but you don’t know what it is! «It looks small, is that a Dwarf? Oh it looks like a bear, it’s just a monster. Or is it a druid? He’s going away… damn he disappeared into the night, where is he now?»
    :arrow_forward:More details on the mechanics of this monthly black night in the longer version of this post here

  3. Underwater World PvP: Lure players underwater and create the opportunity for PvP under water.
    Deep Underwater caves with thorium veins and other rare veins, to attract players. As well as the occasional elite monsters that inhabit them (octopus, giant eels, etc).
    ■ㅤThe caves must be mostly without monsters, much less monsters than the usual caves, and monsters must be rare but strong, to create a sense or fear inside the caves. The fear of “seeing” a monster.
    ■ㅤThe caves must contain some breathing bubbles in order not to entirely discourage races/classes with no underwater breathing abilities.
    ■ㅤCaves must be filled with neutral high level elite monsters whose diet is made of sea-lions, and thus are only hostile to sea-lions. They would aggro any druid that is morphed into a sea-lion, and once the aggro is triggered then morphing out of the lion form would not stop the aggro. This would be in order to balance-out the classes and avoid the underwater caves to be the monopole of druids. Alternatively those monsters could potentially just be carnivorous plants everywhere on the cave walls with tentacles that only detect fast-swimming sea lions.
    UNDECIDED: underwater caves must not contain pockets of dry air, they must be 100% filled. This is in order to create the actual fear of drowning with no escape.

  4. New neutral city: an underwater city.
    ■ㅤNo flight path (or equivalent), there should be no easy way to go there or to leave from there. It should feel very remote and isolated in the depths.
    ■ㅤIndividual houses can have pocket of air, or their own small private air dome, but otherwise the city itself is fully immersed, with some “breathing bubbles” here and there outside (or not).
    ■ㅤThe usual gnomes / goblins guards wearing astronaut-like diving suits. All units are swimming, it feels like everyone is flying.
    ■ㅤThe usual inn, AH, Bank, repair shops, component shop etc… Some fun and cool decoration here and there, and around the city.
    ■ㅤThat’s it. The city is just a stop-over to have a break when playing underwater.
    ■ㅤThere should be no teleporter. The city must be accessible only by swimming very far and deep. That’s the fun of it!
    ■ㅤThe city must be so deep that a human would die out-of-breath if trying to escape the city and go back to the surface using only normal swimming without potion. This is an important point that makes the underwater city feel like a sanctuary in the depths of the underwater world, and at the same time feels like a prison too.
    ■ㅤIn order to increase the demand for Thorium and Stranglekelp, and thus incentivise players to go underwater, we could decide that many of the newly introduced items (such as the Market Stall, Torch, Lamp… but also items that would logical not need Thorium or Stranglekelp such as candles or Glowing Crystals) could require a specific reagent only obtainable from some NPC who would provide the reagent in exchange for a lot of Thorium or Stranglekelp (similar to repeatable quests in Alterac Valley battleground). And that NPC would be in this underwater city.
    ■ㅤFor example the “miniaturisation” technology that allows the Market Stall item to be miniaturised in your bag would only be possible thanks to some crazy engineer found only in the underwater city, and who craves thorium and Stranglekelp for his crazy experiments (that’s why he lives there), and would happily help you if you give him more thorium and more Stranglekelp, more! Maybe that repeatable quest could provide a quest item (soulbound) which is in turn exchanged for something else in Gadgetzan before the final reagent is finally obtained, forcing players to physically go back and forth in-and-out of the underwater city (quests items cannot be sent by post) and creating an increased traffic in the water, with a constant amount of players risking the dangers of the high seas swimming back and forth to the underwater city.

  5. On each continent, add one or two massively gigantic elite monster carnivorous wale (or giant Octopus) roaming the oceans far from the coast (including in ‘Fatigue’ areas), such that any swimmer would feel actual fear whenever swimming far away from the coast, always looking behind their back, above their head and under them.
    ■ㅤThe monster should either be level 69 elite or WorldBoss, with a huge aggro range (more than 41m) such that the fact of “seeing” the monster should be synonymous with quick death (unless in a group). No loot, or at least nothing useful (could have some fun loot such as leftover players corpses parts from previous meals).
    ■ㅤIt must be gigantic in size, when its gigantic shape appears… you are already doomed, all hope is lost.
    ■ㅤThis must not be a shark in order to preserve the uniqueness of Maws, but rather a carnivorous whale-like monster or giant Octopus (but in any case much bigger than Maws).
    ■ㅤOne of those colossal gigantic monsters must patrol near the underwater city, and specifically also in between the new underwater city and the coast, such that players who swim to the underwater city have a good reason to be scared. And another monster could simply patrol around the entire continent going everywhere (around Teldrassil etc.) just so that anyone swimming in the high seas anywhere «knows» they could be killed, thus giving everyone a reason to be scared in the deep high seas, wherever they are. In the dark depths of the ocean… you should never feel safe…

    :small_blue_diamond: Below are 4 AI-generated images to give a rough idea of how the gigantic roaming monster could feel like. Have a look!
    https://i.ibb.co/qp6V8H9/Ocean-depths-monster.png

  1. On each continent, add one gigantic “hole” monster on the deep ocean floor, some sort of dark abyss entrance, that essentially is a frightening black hole of 200m diameter in the floor, seemingly bottomless, and:
    ■ㅤIt has the ability to attract/pull every units toward its hole (similar to deathkinght’s deathgrip) as if the water currents were strong and water was siphoning pouring into the hole when the abyss awakes!
    ■ㅤAny player who enters the whole too deep dies instantly (even under divine shield, even as a ghost, similar to falling off the edge in Outland) by being sucked into the dark abyss. This must be done in such a way that nobody can ever see nor know what is inside of the abyssal hole, to keep a feeling of mystery and fear. (This can be achieved with players dying similarly to players falling off the edge of the world in Outland, the camera does not follow the player falling and the player does not see where the body goes.)
    ■ㅤIt needs to feel like this abyssal hole is the end of the world, sort of the bottom “drain” of the ocean, a pulling abyss from where nobody can ever escape. An unconceivable horror from the forgotten depth of the world.
    ■ㅤWhen the hole pulls and siphons everything toward it, there is a visual earthquake where everything underwater shakes (similar to the Fel Reaver approaching in the Hellfire Peninsula).
    ■ㅤThe hole should be more like a feature of the area than an actual monster: it should not be targetable (and therefore not killable). Just like a campfire damages players without itself being a targetable monster. Just like falling off the edge of the world in Outland kills you without “damaging” you.
    ■ㅤThere must be strong incentives for players to attempt crossing above the abyssal hole (for example to reach rich Thorium veins on the other side, or anything else). This is achieved by putting the hole monster inside a “fatigue” area with the area above the hole the only place without fatigue. This way, if a player attempts to reach the other side by any other path or go around the hole (on the left, or on the right) the fatigue will kill the player, and the only way for the player to avoid being killed by fatigue is to pass above the abyssal hole, and hope it won’t wake up.
    ■ㅤThe abyssal hole is always inactive unless a player is within the range of awakening of the hole. When a player within that range, the hole will randomly wake-up and siphon water into it for a duration of a few seconds, draining players with it (similar to deathkinght’s deathgrip). This siphoning affects all players nearby even if they are on the side not directly above the hole, even if they are close to the floor, they will be siphoned toward the hole. If the player was too close to the “event horizon” and was siphoned too deep into the hole, it dies instantly. If the player was sufficiently far then the siphoning will pull the player toward the whole but not enough to pull him deep inside it, the player will have a chance to swim away before another random siphoning occurs. Quick !
    ■ㅤThe area of triggering/awakening is infinite vertically above the hole: any player swimming above the hole will awaken the hole and will be randomly siphoned by the hole, even if extremely far away swimming at the surface of the ocean. If not vertically above the hole then: the area of awakening is within 100 meters away from the edges of the hole. The area of awakening, and the area of effect of the siphoning, are the same. If you are not in the area of awakening, then even if the hole is awakened by other players you are safe.
    ■ㅤThe “event horizon” beyond which every player instantly dies is 50 meters deep inside the hole. In other words if you are actually inside the hole, you can still survive, as long as you do not go too deep inside it. If you go too deep beyond 50 meters deep inside, you are suddenly sucked into the abyss with a “earthquake” animation. Players who do PvP fights nearby the hole will have to keep an eye on their distance to the hole, if they get too close they will be siphoned toward it, and if they get siphoned and survive, they should try to get away as quickly as possible. Players who are already inside the hole will die if a siphoning happens (because the distance traveled will pull them beyond the event horizon).

    Players who are more than 50m away from the edges outside the hole will survive at least 1 siphoning, and should make every effort to quickly escape the inside of the hole before a second random siphoning happens, or they will not make it alive.

    UNDECIDED: somehow we could make the hole spawn at different positions. It could “open” in areas where players often swim, to force them to “want to know” what is below them, constantly in fear.

    :small_blue_diamond: Below are 4 AI-generated images to give a rough idea of how the abyssal hole could feel like. Have a look!
    https://i.ibb.co/QCd0D0K/Abyssal-hole.png

:green_circle: Fun seasonal changes that only apply 3 months per year during a specific season.

Winter

  1. Iced pounds and lakes: many ponds of water, and parts of many lakes, become frozen in winter (such as 50% of the large lake in Tirisfal Glades, or the small pond in Hillsbrad Foothills below Tarren MIll, and in Ashenvale below Astranaar… but not in “hot” areas such as Stranglethorn Vale or The Barrens obviously).
    ■ㅤOn frozen ponds, players have a debuff called “slippery”: players have a % chance to fall every 0.5 second of movement (sort of knocked-out with falling animation), with that percentage lower when you walk and higher when you run.
    ■ㅤThat would create some fun duels, with player having to decide whether to run and try their luck not falling, or walk and try to run away walking. It would be fun to watch other players duel on ice, quite comical. Just for good laughs. It would also increase in-world traffic near the frozen ponds, and give players something fun to “look forward to” as it is seasonal only.
    ■ㅤ“Falling” automatically dismount you if you were mounted.
    ■ㅤ“Falling” removes stealth !
    ■ㅤ“Falling” while under fear removes the fear !
    ■ㅤ“Falling” lasts for 1sec, each time you fall you waste 1 second.
    ■ㅤ25% chance to fall at the beginning of every 0.5 seconds “tick” of continued movement when running. Whenever you stop moving, as soon as you start moving again you could fall immediately (first “tick”) or if you don’t then you can fall at the second “tick” 0.5 seconds later. If you run a total of 0.6 seconds you had 2 ticks (one at 0s, one at 0.5s). On a straight line you would fall on average once every 2 seconds when running.
    ■ㅤ5% chance to fall every 0.5sec if walking meaning you would fall on average once every 10 seconds when walking.
    ■ㅤ3.33% chance to fall every 0.5sec if slowed by stealth, meaning you would fall on average once every 15 seconds
    ■ㅤWarrior’s “Charge” triggers the equivalent of 1 second of running (2 running ticks), if a fall is triggered the warrior falls after having reached its target (good laughs).
    ■ㅤMage’s “Blink” triggers the equivalent of 1 second of running as well (2 running ticks), if a fall is triggered then the mage falls immediately after completion of the blink.

Spring

  1. Chaotic whether creates thunder storms. When in a thunder storm, units (both players and monsters) receive a bonus in mana regeneration (including in combat), energy regeneration, and rage generation. The effect must be significant enough for it to be fun, without exaggeration.
    ■ㅤSuch thunder storms appear at random times, lasting around 20-30 minutes. They should be very rare, maybe twice a day only (and only in Spring anyway). They are zone-wide, and appear randomly in contested areas only.
    ■ㅤThis will give one additional reason for players to hang out in contested areas for PvP, thus increasing the opportunities for wild-PvP.
    ■ㅤJust like in real life, once a thunder storm has appeared, it can move from zone to zone, so for example if a thunder storm appears in Stranglethorn Vale, instead of disappearing after 20-30 minutes, the storm will randomly move to either Duskwood or Deadwind Pass or Blasted Lands (but not Westfall which is not contested) where it will continue for another 20-30 minutes, and you will see players rushing on their mount to go and follow the storm in the other zone, some of them getting ambushed on the way, etc. Good fun times ahead.
  2. Plants seeded by players growing faster in Spring (assuming the seeding is implemented). The spawn time is reduced by 1 day. This will incentive players to go in-world and will increase in-world traffic.

Summer

  1. Daily fishing quests, with the usual reward “Bag of Fishing Treasures” which would contain the same fun items than in TBC and WotLK.
    ■ㅤRemember “Noble’s Monocle” for your bank mule in TBC? Remember the useless-grey “Porcelain Bell” worth 100 gold in WotLK? Those useless items could be re-introduced in Classic+ with no harm at all (lowering their gold value). No game-play impact, no nothing. They are useless and only fun. Let’s add them back, it’s so quick and easy.
    ■ㅤThe daily fishing quests should only be in summer in order to create some “fear of missing out” with players knowing the time is running out and if they don’t do the quest, then they will have to wait next year (otherwise players will think “nah, I can always do it tomorrow, who cares”)
    ■ㅤThis will significantly increase the in-world traffic near water, creating more opportunities for wild-PvP. It will create specific summer memories in-game with wild-PvP mixing up with fishing, resulting in players having another reason to be “looking forward to” summer
  2. Beach-combing! Only around sand beaches of Stranglethorn Vale (facing ocean, not the rivers), and the sand beaches of the East cost of Tanaris (not the south coast).
    ■ㅤThose beaches would have some small, very small objects that spawn on the ground (similar to “Half-Burried Bottle”), both on the beach and underwater within 200 meters away from the coast. Those objects must be difficult to see with colors that match the ground and very small in size (ideally only appearing when within 5 meters if technically possible, but not an essential feature).
    ■ㅤThose objects would contain useless grey or white items that can be sold for gold for example. Similar to the items inside “Bag of Fishing Treasures” (the TBC version and the WotLK version), and of course some useless “Shiny Seashell”.
    ■ㅤThe objects on the beaches should spawn rarely, but sufficiently often for players to decide to try their luck and hang around /swim at beaches to spot some of them.
    ■ㅤThe objects should all be the same object in the sand, such that players cannot recognise what item is hidden. Players have to open the object in order to discover what is the item that was hidden in the sand (and loot it).
    ■ㅤSuch beach-combing could be the only way to obtain some funny items. Because it would only be available 3 months per year, players will be strongly incentivised to have a go at it while they still can. This means in-world traffic will increase near sand beaches, creating more opportunities for wild-PvP (around water), and creating specific beach memories in-game precisely when it is summer in real life (North hemisphere).
    ■ㅤSome bored players will probably spend their whole time on the beaches, almost camping, hanging out in and out of the water looting items they find in the sand. (It will feel like holidays when you spent the whole day doing nothing at the beach, looking for pretty seashells in the sand, going for a swim and then stay in the water for hours playing with the waves and snorkelling searching for pretty things in the water). And some other players will patrol beaches precisely in search for those campers! For wild-PvP.

    UNDECIDED: It could be made available only to players above a minimum level (various ways to achieve that, via quests that unblock the items, or via required item “Gnomish Metal Detector” with a required level). Similar to the quest “Rocket Car Parts” in the Shimmering Flats, if you cannot interact with the objects, you can still see them, you just can’t click them.)

Fall

  1. Enigmatic fogs to various contested zones, limiting the range of vision.
    The fog would have 2 elements:
    – A visual weather effect, there actually is a fog and everything at a distance is hidden by the fog, landscape at a medium distance is foggy.
    – The fog would give an undispellable debuff to all units (players, NPCs, monsters, players’ pets…), granting them a special kind of stealth. That specific stealth will be special because:
    ■ㅤthe stealth remains all the time, even in combat, even when attacking, eating, casting a spell, etc…
    ■ㅤthe stealth remains even when mounted
    ■ㅤthe stealth does NOT remove your movement sounds and battle sounds, players can still hear you walk even if they cannot see you, and they can hear you fight.
    ■ㅤthe stealth has no impact on your movement speed
    ■ㅤthe stealth does not trigger any ‘stealth noise’ when detected
    ■ㅤthe stealth does not provide transparent appearance when visible, you are opaque to those who can see you
    ■ㅤthe stealth is not removed by hunter’s “Flare” spell (if you ever have driven a car in a thick fog, you will understand why a flare does not remove fog at all, it actually makes the visibility even worse)
    ■ㅤthe distance of stealth detection does not depend on the level of the units. A player level 1 will be invisible to another player level 60 in just the same way as other players level 60.
    ■ㅤthe range of detection is 41 meters, meaning the distance at which other stealthy units are detected is 41 meters (although units can still appear foggy and blurry for cosmetic purpose, but they are clickable/targetable and identifiable as normal)

    NOTE: the fog can happen at night as well
    NOTE: contrary to the “black night” idea, the world does not become a giant Gurubashi Arena during a fog. It’s just a stealth buff.

  2. Increased yield of harvested seeds from player-seeded plants (assuming the seeding feature is implemented).
    A reasonable increase in yield, providing a good chance to loot more seeds when gathering, would incentivise players to go around and seed some plants, and also go around and gather the plants planted by other players. Or simply ambush players when they come back to gather their crops. This will increase in-world traffic and create more opportunities for world-PvP.

:red_circle: Things that must NOT change (equally important)

  1. Every single “inaccessible” area must remain unchanged, and must neither be made more accessible nor less accessible. Including the unused “unfinished” areas with trees floating in the air. Small areas…or big areas… All of them.
    ■ㅤThose areas have a huge impact on the unconscious. You look at the map, and unconsciously you know ㅤyou have not been everywhere. Mount Hyjal for example, it’s right there in the middle of the map, and it’s huge. You never went there. You might go there someday but it is very difficult to access it. Same for the area south of Silithus and Un’Goro Crater, big chunk of the map you never went to. Same for many areas in between areas, both Kalimdor and Easter Kingdom, so many large chunks of map that you have never visited, and for some of them probably never will. You can “feel” it. It’s not a conscious thought “oh look I have never been there”, no. Instead it is a subtle feeling in the background, a quiet feeling that comes without words, subtly, unconsciously, unspoken.
    ■ㅤThe unconscious feeling is: «there are plenty places I have never set foot on, I have only discovered part of this large and mysterious world»
    ■ㅤEven small things like «I have never been on the top of that mountain, I don’t know what’s behind it» are beautiful feelings to have, beautiful realistic feelings of being in an unknown world.
    ■ㅤIf you want to expand the world with new content, that’s fine, yes please do, but do it elsewhere, there is infinite unused space on water: you can create more solid land, create islands, extend the continents with new montains, or create underground areas under the existing land, or even create underwater underground areas. But leave the existing unfinished unused inaccessible areas in peace, untouched. Intact. (Vanilla style).

Do you like at least one of those ideas?
(My previous post was too long, so I shortened it)

2 Likes

Was a good read. Some ideas are really cool

1 Like

fyi none of that is happening. ever. try turtle

The underwater city
The roaming underwater monsters
The drunk players fighting each others
The mail items not being souldbound (massively easy)…

Hell, plenty can happen here at Blizzard’s.

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