I’m not really sure what you’re talking about but the way you’re describing it does not sound fun to me unfortunately lol
I only played the game for like a month, forgive me! Haha. It just came to mind when Mystfire brought up a “Jail time” system to punish players. I’m not sure if any other MMO has implemented that!
there was GM island back in the day that was a sort of jail
but then people started actively trying to get there by breaking ToS
Others swam or something
I finally got around to messaging a couple of our ED friends in-game to see if they’d like to help out with this project. If we can get input from them I think we’ll finally have a sufficient representation of the RP community.
More feedback from everyone is always good though!
Hello Im from Emerald Dream. Admittedly I joined Emerald Dream during the golden era of Wpvp and balance being as close to equal as possible at the time. Would like to see the removal of warmode or a choice for RP servers to be PVE (wm enabled) and PVP (old rules) to bring back the old rivalries that used to happen. Phasing with WM dried up the last remaining WPVP there was on ED. Hell if you don’t do a certain quest you will be phased from everyone in durotar. Would also like to see the return of the invasions mechanic that was present in BFA. Pretty cool way to force us to mingle with the opposite faction for more materials/tokens.
Just had a thought- I think the world needs more collaborative group content. Stuff that you can’t just AFK through, or do alone. I mean, there should be stuff you can do alone, but the systems within the game itself, IN THE OPEN WORLD, should provide opportunities for people to work together, meet each other, and have fun.
Let me give an example- let’s say the world is revamped again to fix and heal a ton of stuff in 10.0.
What if, there’s a big world quest area somewhere in the barrens full of a marauding horde of quillboar and centaur, getting ready to attack horde outposts. Of course, there’s your typical stuff, killing 10 centaur then going back to quest hub to get 40 gold and a pair of shiny boots. BUT, what if there was a barricade set up keeping the marauders away, that multiple people had to work on. Trees, stone, and sand deposits would all be clickable and give you a resource which you then need to move to the barricade and keep it intact every day, and if it’s not then when the daily reset hits the outposts are switched for that day into a “Destroyed” phase, and you have to fight the marauders back and rebuild the wall. Once the wall is rebuilt and the next daily reset hits, it gets put back to peaceful mode. And it’s server specific!
This is just a really rough, poorly thought out proof of concept, but stuff like that WOULD be really cool to see. Groups of people gathering resources and building a barricade, trying to recruit more people into it. This would even foster RP, as entire guilds could be set up around the concept of defending the frontier or what have you.
Housing Profession Idea
Something that just came to me . IF THERE WAS EVER some sort of indication of housing, I made up a sub profession tacked onto Leatherworking that could help create player interactions and not keep people holed up in their homes in order to obtain it.
The profession was Taxidermy, and I made a post here explaining some of my ideas:
The idea basically centers around being able to harvest additional mats from an animal you killed (common, elite, rare) to have such as instead of skinning it for leather, you skin it for it’s actual pelt. At the same time you’re given a random selection of bones and the possibility of a skull based on your experience (Or you can purchase a tool with a limited amount of uses to guarantee a skull until your high enough level where its always guaranteed). Players who lack the Taxidermy/Leatherworking profession can also purchase these tools but need to find someone to preserve it for them. Like say you killed a rare and purchased ahead of time the expensive limited tool where you can extract [The Skull of Loque’nahak] or [The Pelt of Loque’nakak], you can contact a friend and they will make you a display for your house.
Skulls and pelts are two separate entities, and should have the ability to be displayed separately. They can also contribute to making cool fur and bone themed mogs for more rustic and wild looks.
You would be able to level up your taxidermy to create fixtures for your home with some functions like Archeology where special locations may have a rare event or beast and weekly/monthly quests for cosmetic rewards. Special mog, weapons, titles and house fixtures and toys. Mounts as well, but mostly in the form of quest where you were suppose to track down an animal who was dishonorably left to rot only to find out it survived and rather then kill it you save it and gain a new friend on your journeys. Like a special unique stag since we have 0 stag mounts. I’m not counting Ardenweald.
But this was just one of my ideas, I think it could be real fun
(However, I’m completely against this profession being used to preserve humanoid characters like gnoll, harpy or muloc. I think if anything, you could have their skull but thats it. I also don’t like the idea of player races being a target as well, because you introduce some very weird things. The Ashran body part harvesting was fine enough, and if should there be PVP related furniture I think those should be Marks of Honor items you can buy like plaques or trophies for certain feats of strength that become unlocked after so many matches. Or pieces of a Battleground like ‘Sand from the Eye of the Storm’ or ‘Dragonmaw Weapon from Twin Peaks’. But not people.)
Because you know there would be some weirdo that has elf ears decorating their bedroom mirror or orc skulls as a footrest.
In terms of PVP though it may be fun to do a- if a guild challenges another guild in a wargame, the guild that won gets a “tattered banner” object to display in their guild hall.
That seems like the simplest way to get a trophy without being overbearingly toxic or weird about it
If you think that’s weird, the stuff I saw in Wildstar would absolutely blind you. And I miss it so much! Housing in WS is still the best of any game I have ever played. Ever.
If Blizzard wants to milk some MAU’s and cold hard cash, Carbine had that figured out. Say what you will about the rest of the game. Housing was beyond AAA!
Same. I honestly think that it would be abused way too easily without proper blockers to keep abuse from happening.
In short. There wouldn’t be a lot stopping someone who has said powers from using it to only protect their friends or destroy people they dislike. You see this with the report chat function and the ability for people to terrorize entire guilds by just reporting them on mass
If my darkspear troll wants to collect severed heads of his enemies let him do that. I mean, their are quests in the game that require you to kill a person and take their head, I don’t see the difference
And if we then wish to display said heads on a festive Sunday brunch buffet for our friends. Well. We should be able to do that too!
i wanna stick a body on a pike
really push that T rating
It’s sort of a weird topic , yeah. And I’m just going to say right here I dont really want my idea to turn into some sort of argument about the right of displaying people skulls.
My idea is taxidermy with animals for the sake of the rustic feel of a hunters lodge, beast master, or big game hunter.
Anything dealing with people remains I think should be an entirely separate thing. I have a lot of love for taxidermy and I love to collect things of that nature, and anything dealing with human remains makes me very uncomfortable especially the nature of where some of that stuff comes from. So I have a reason for wanting to keep anything like that separate.
If you want to decorate your home in the skulls of your enemy, I can think of plenty of decor ideas that could provide that through the means of PVP or even achievements. Like uncovering a decor piece from Shadowfang Keep. A wall of human and wolf skulls to can be put up against a wall multiple times to look like a big wall of skulls. Or a pike you can arrange any arrangement of skulls like a “trophy of war”.
I’m not against the idea, I just don’t really want that specifically tied to my idea of a taxidermy profession.
I had an idea for implementing in-game special racial class trainers, which could be used as story+gameplay quests to implement either or all of:
- Additional race+class combinations (particularly for classes like druid or shaman with specific race-determined cosmetics)
- Race-themed cosmetic ability reskins (Sunwalker for paladins, Shadow Hunter for hunters and/or shaman, Elunite/Naaru/An’she/etc priest spell recolors, Dark Ranger for hunters, etc)
- The ability to change racial-based cosmetics (totems for shaman, racial druid forms for druids, etc)
I would add NPCs representing these race+class combinations and scatter them throughout the world - I’d prefer for them to be patrolling a path through remote wilderness and/or many hard-to-reach locations. Players would have to track down the NPC whose style they want to learn and complete a Green Fire-like quest chain to learn the new class/cosmetics.
For a class cosmetic example, a tauren paladin could find a Sunwalker patrolling the plains of Mulgore, go on a quest chain which teaches them about An’she and involves fighting fiery and shadowy enemies, and once finished, they’d get access to a fiery reskin of their light-based abilities (and anything else the devs want to throw into the cosmetic package).
For a new (or restricionless) class+race combination example, an orc player could find the NPC, complete the same questline, and at the end they’d get the option to irreversibly change that particular character’s class to paladin (and either unlock the Sunwalker skin, or only have access to the Sunwalker skin until they complete a Light-based chain to unlock the default paladin looks).
This implementation would be a way to add new class+race combinations while tying it into additional gameplay and while creating a lore reason for new or strange. Like the “Forsaken teaching orcs/trolls to be mages” explanation which I think was brought up for the new combos in Cata, but this time the player could themselves go learn from a Forsaken.
I think it would be a good way to loosen/remove race+class restrictions while still keeping the restrictions’ flavor for each race. Such as Draenei not starting off as warlocks, not having warlock NPCs, but the player can choose for their own Draenei to walk that dark path if they want to.
Plus, tying it into gameplay would give us players more lore-related quests and customization options, and would give the devs more opportunities to add busywork to keep the player running around and subscribed for the shinies/completionism.
I will put here the ideas I got for the single housing. You can find them with this link: Ideas for housing
My previous post is very long so maybe it’s not a good idea to post it a second time.
I will say I am not envious of Blizzard attempting to sift through the hundreds of thousands of comments of feedback in different circles to see what to do for the next expansion. Likely why they implemented the community council- to attempt to distill it into something more manageable.
Thinking on things from a project management side, I’d condense the main priorities for next expansion to be world revamp, player and guild housing, system changes. No new zones, just redoing old ones(At least for first patch.) Maybe one new zone to pop a raid somewhere.
I remember reading how hesitant blizzard is to ever revamp the world again due to the amount of work it took to do so in Cataclysm, and how that work must have only doubled since, though. Unless they deliberately don’t revamp expansion zones, like they did in Cata.
is it more work to update an existing zone? or to create one from scratch?
It’s actually quite possible that it’s more work to update an existing zone!
Questlines will need to be changed, all objects and models will need to be updated. Those objects include trees, mines, towns, roads- basically anything that’s not a flat surface. Even then, the grass textures would likely need to be updated.
That involves modelers, environment designers, writers, QA, bug fixers in case the game’s code doesn’t like anything put into the new space.
Then they would need to do that- all that work- not just for 4 new zones, but for every already existing zone in every continent at most, or every zone in Kalimdor and Eastern Kingdoms at least.
That’s from a quick, potentially inaccurate count, 40 zones! And if they would want that to include other, relevant continents(Pandaria, Northrend, Broken Isles, Zandalar and Kul Tiras) that could rapidly go up to 60! I’m excluding outland, Argus, Nazjatar, and Draenor as things we would realistically go back to or things that require any story prog.
That’s not even thinking on how updating all those zones would then interact with leveling, existing objects, affiliations and connections into the game causing hundreds of hours more of bug testing and applying fixes, if not integrating them into the existing leveling experience then conceptually giving new uses for them.
If you were to do a massive world revamp, giving the player the ability to level from 1-70 in a new, modern, post shadowlands world, then what would you do with things like Class halls? Leave them be, have them do something else? Open them to everyone or just leave them as secret areas only a specific class can access?
These are questions that will come up with development that will not only take even more time to implement a solution to but it’s very possible that everyone has different ideas of what to do, and figuring out what course to take could involve then even MORE time and manpower.
Game development on an MMO this large and this old can be very complicated!