What confirmation do you have that “wow2” will not make the same mistakes?
The max value of an unsigned 32-bit integer is 4 billion, not 4 million…
4,294,967,295
We’re probably on wow 4 at least by now, given how many engine changes the game has had.
The biggest problem with making a new wow, is that they will have to either tell people “forget your collections and start again” which will not go down well, or spend most of the time upgrading the graphics quality for the collections we already have, which will not go down well as the new game has to have content.
Yes you are right, sorry I’ve not had my morning coffee yet! But I remember some talk of the numbers hitting the engine limits. Perhaps it wasn’t a specific integer size, it doesn’t matter.
I can not to have confirmation because wow2 is theoretical and let’s be real a wishful thinking of a certain unknown % of playerbase in which i belong.
I have theoretical solutions for ilvl inflation in case of wow2.
You’re forgiven, as I just finished my own coffee :3
Not to be mean, but I hope it remains theoretical.
Rewriting code is…a trap.
It’s better they refactor and fix WoW, and keep improving it than trying to recreate it.
That would be wow2.
That would not be wow2.
My point is none of these are really solutions, wow is currently enjoying it’s 20th birthday, an impressive feat for most games.
The players will not come along to a new game, if it meant their collections were in danger, after all they’ve spent time and money on acquiring them.
That would not be a wow2.
WoW2 would be a brand new game without anything being ported from existing one.
Theoretical wow2 can to exist at same time with the current(‘retail’) which can to be in maintenance mode.
Just like we have various classic servers along with tww, we could to have proper new game wow2 on a new servers without existing ones being deleted.
okay, complete cut off data wise I can follow.
But would you also want complete new combat, instance mechanics etc?
Defining characteristics of wow are cartoonish style and tab targeting combat. Both of which can and imo should be how theoretical wow2 should to be designed.
And raid bosses were getting there in MoP, which is why the first stat squish happened in WoD. But they got there again in Legion, so there was an ilvl squish in BFA. Eventually they dropped support of 32bit OS which alleviated this issue somewhat, but from an efficiency point of view it’s always better to assign as few bytes as possible for numbers and stuff.
preaching to the Choir here xD
used to be an embed dev where every byte mattered.
Personally still feel that these numbers we get are just…ridiculous.
For me personally it looses all form of sense and means to determine whether something is an upgrade at this point.
Pretty silly comment. The problem is not choice, it is the total absence of any choice. People level way to quickly to get any items from boss drops. The squish at 70+ just emphasises the difference between a fresh player and an old hand. This is not giving new players a very good impression on the game. The old scaling system was vastly better than the implementation ATM. Level 10-15 are still doing huge amounts of damage on both systems. Nothing has changed in that respect. I do not understand where the benefit lies in the newer system where the mob scales to your gear and level.
My statement has nothing to do with the stat squish problem lol. Pretty silly reply.
it really is… now they’ll have to do a stat squish soon with midnight or the last titan(or whatever its name is). millions of hp & damage numbers. the worst part is having 5m health feels the same way as having 500k did one expansion ago. it’s just an inflated number.
I don’t think the time spent leveling is the problem, rather the fact that open world mobs usually have 0 mechanics and very low HP. Open World wouldn’t teach you anything about your class even if leveling took twice or thrice as long. However, if open world enemies were like Delve enemies (including bosses), then we might get somewhere. Now you’ll actually have to use your toolkit and be able to go through a full rotation to kill mobs.
The problem is that as things are right now, the Open World, is just an obstacle on the way to level cap and not the main gameplay (like it used to be in Vanilla)
Retail leveling feels broken on all fronts. Gear scaling, mob scaling, ability scaling, weird dungeon runs, even turning chromie on/off results in a vastly different leveling speed in the same locations.
The only reason it’s acceptable is that it’s so fast and with certain events almost skippable.
But for those who want proper leveling, well, they need to play “game designer” themselves. I’m doing that in a certain mood. Stop exp, do all quests, resume exp, up one level, stop exp, level classic fishing, farm some mythril and so on. It’s also acceptable. There were some issues with Chromie in the past, but I think it’s kind of OK now.
Not perfect by any means and requires extensive game knowledge including all those quirks and bugs. Not accessible for new players.
I think that Blizzard should really dedicate a small team to fix all low level issues and make leveling smooth and enjoyable.