Future of WoW - Long Suggestion collection

General
First, I warn people that this is a long feedback, and time to time I change first post, because good comments able to disappear in the pages. (a subthread system would actually good in forums)

I made several topics ages ago about as an mmo rpg personally I am not pleased the direction the difficulty and social gameplay goes. I try to take the issues apart, but they will be still connected, so some suggestion won't look amazoing on its own, but personally I think in the big picture it would be amazing, and I would like to see WoW would had in this direction in the future.
Most importanlty, because the way I see, the mechanic are already in the game, but the features aren't connected in the good or fun way.

One major thing is as a gameplay mechanic WoW is unfortunatly boring now. The game is repetitive, and each expension or content patch techniquely the repainting of the same stuff.
We already know, at the next raid tier, we will have mostly the same thing, but every reward will be +30-40 ilvl, making the old content obsolite.
There are 4 stats in the game, so theres 12 combination. Most specs are minmaxing now, pick two stat and stack them. Micromanagement of the items disappeared.

Most people complain about the azerite gears, and want set items back. I understand the filosophy that 4 item slots was instantly occupied by set items, making any amazing drop useless regardless of the stats.

Azerite gear and AP
I actually love the azerite system. My serious issue is the old boring carrot on a stick that some developers think it is fun to grind.
back in legion I got absolutely fed up with AP farming. I avoided any wq that even gave Ap, since it was fun untill you unlocked the next trait, but became a waste of time to do literally thousand of dungeons for 2k versatilty. (extra negative reason for me, that as a demo lock versa was the absolute worst stat to get)

Suggestion
Make the ring unlocking the other way around.
Instead of starting outside with the boost than grinding for a lousy +5ilvl it should be the other way around.
First you unlock the +5ilvl, than the defensive talent, and the last would be the extra skill boost.
if you really want to hang a carrot on a stick, personally I would be more motivated to unlock the fun stuff last, especially if I would connect this piece together with the contribution system.

The Warfront:
First it seems fun, epic, and amazing.
Untill you realise it is too easy, barely any challange, and it is nothing more than a cath-up mechanism. In the last patch the best thing they could come up with, that afk/ers are kicked. Why not tune the difficulty a bit higher, so people wont asleep while playing it.
Is it actually possible to lose a Warfront?

Suggestion:
I really wish to see warfront as a 20vs20 pvp battleground. Seems like some proper tactical brawls could go on if 40 players would start to do some PvEvP enviroment like oldschool AV. The warfront actually have the mechanics that I imagined in a WoW mmorpg.
The ingame tuning would be left for theorycrafters. I've seen videos why AV and IoC is a guaranteed Alliance win (the critical flagpoints are closer to alliance spawnpoint that a pug can capitalise any time)

The map around Warfront
The problem is as soon as the warfront over, the open world is an idle game, barely without any goal. Ok... you get some quests, maybe a few reward for completionists, but I consider myself as a semihardcore player, and I don't see any point of going to the world...

Suggestion
Once the war is over the map should be an important part of preparing for war.
Instead of killing 6 times 20 npc for some free farmville coins the outdoor world should be a place where the fuel for war are gathered.
This will be a multilayered solution:

I - The contribution system
The first time I've seen it I was like "finally, some itemsink that can be fun, gives purpose for proffessions, and maybe helps the fight hiperinflation of gold"
Yet most of the time the contribution aren't great, since
- 500 ap isn't too appealing (thats why I suggested to reverse the azerite trait unlocking above)
- there's a high chance that instead contributin for 500ap, it is more benefitial to sell the thing in AH for gold
- the whole process seems to be automatic, so no point to urge for something that will come anyway, that will be a catch-up mechanism anyway
I mean once you have hc raid gear, do you have any reason to even qeue for Warfront? Again... completionist cosmetic stuff are boring. It is only great for players who want to finish collections. As any new player or anyone who skipped the game for a while, it is really demotivating that actual gear is almost free loot, while the "good" reward is something that doesnt really change gameplay at all.

Suggestion for this
The contribution system should increase the warfront npc-s BASE stat. Each proffesion targets some stat:
Blacksmithing the health and def stats of mail user npcs,
herbalism and enchanters the armor / weapon upgrade boost
gold the amount of peon/peasant that mines, or efficiency
etc, etc...

Same the other way around. When you controll the zone, the materials are gathered boosts the hp and defensive stats of the wall, respawn time of woods and iron, whatever you can imagine or make it lore relevant.

And make this global with some cap
For obvious reasons.

Since the warfront could be a pvp bg, on a certain week when the war is on, whichever side wins more battle in global that side will controll the zone.

I understand that there are pve-ers.
So pve-ers arent forced to to warmode gathering at all.
The contribution for war preparation should be global, and this is exactly one of the reason, so pvp haters can just have fun on the bambi servers, and gather weeds.
PvEvP-ers can turn warmode on, gather a group, and the hardcore fun can begin.
It is on option, not a way of playing the game.
Just didn't wanted to highlight this option, since it already exists.

Some players don't like the PvP warfront.
Again... a supremely easy solution for this:
Same what island expedition already has. There should a pvp qeue.

The number of wins could go under a weighed avarage calculation.
A win against npc-s worth 1 point,
a pvp warfront worth 10 point.
This is a random number, just as an example to get the point.
Since AI-s are not human, and we dont need Skynet controll npc-s. If wins against npc-s wouldcount the same, than the warfront results are decided by which faction have more max lvl players worldwide...
And thats not fun, but if I remember correctly, the two faction is quite balanced...

But there was a system back in vanilla, that could come back:
PvP warfront is free entrance.
PvE entance needs some entrance fee.

In before some people says, in that case its a matter of credit card balance (which would be an blizzard stock investors wet dream...)
with time all the gathered goods would dissappear in the contribution sink system.
Since players hoarded way to many items up, and apart from consumables theres not much that makes money and goods disappear from the economy.
So summarizing the cycle:
- players contributing goods to boost the warfront base stats
- players contributing goods to make themself powerful (the want easy and quick ap, and the contribution system needs boe item, so this is a good news for AH jugglers)
- and the most effectiv way would be to gather more materials is to win the war, because in that case your buffed faction npc-s would patrol the zone, making the enemy faction collect a few stuff harder (but far from impossible, since we know that even elite guards can be farmed in solo)
And yet again... the contribution npc base stat bonus is capped at a level)


And than the metagame starts:
Warmode would be fun, and with a purpose.
PvP-ers gank farmers to hinder the enemy of contributing. Other pvp-ers want to defend their farmers from enemy players.

Once Warfront is tuned, a metawarfront could come
This is the next level suggestion. One major problem with the game, is when a new content is added, EVERY other zone became out of date. WoW have 120+ zones, yet the endgame happens only on a half of dozen. With the next content patch it is foreseen, than MAYBE we will get 1-3 zones, where the wq rewards are multiple amount of the current one, making the new area more time effective, while more boring, since ALL the endgame players are packed into a tiny space.

So when the next warfront map would come in, the old one would still be in game. In the long term, there would be so many warfronts, that players cannot be there at all, and they have to specialise to maintain zones. (an actual purpose of a guild perhaps)

Even giving Zone Controll Bonuses:
If a faction controll a zone, all the faction npc-s get +1% stat.
When several zones are controlled, that could give extra boost, following some lore. (example: if the faction controlls specific zones they get +10% mount speed outdoor, or +5% damage, etc etc...)

The endgame content should be the other way aroung
Again... a major issue is that the true endgame in current wow are:
- mythic raiding
- really high lvl keys
- rated arena and bg
Everything else is a catch up mechanism to step into these instances...

The open world itself is too easy, and it doesnt even have a great purpose. I know a lot of players (and I am included) that once reach 360+ (or replace the number with current heroic raid tier level) they wont even go to any instances. It doesnt even matter how great quests are in dungeons, it will be boring. Even now, I don't really step into m+5 keys. Especially since the players are so disconnected from each other, that we know, helping a random guy out can be more toxic than benefitial...

Soltuion for this:
Turn the difficulty to the other way around.
Open world should be dangerous. An extreme nightmare hell difficulty, where (currently) even the blood corrupted butterfly could rip the player apart.
And people need to go to dungeons, raid, arena, and warfront got gear up for the world.
I think this is what most people miss from classec wow. Outdoor was deadly and dangerous. And instances made outdoor experience easier.
The higher outdoor difficulty made socialising usefull. And toxic players were outcasted.

Seems most people brutally misunderstands the definiton of difficulty.
Difficulty =/= turning everything into a meatshield. Obviously I wouldnt suggest to turn every npc into a target dummy and giving you a lvl1 fishing rod.

Difficult could be that mobs hit harder
-use spells
-fake casting
-interrupts
-cc on players
do a bit more complicated thing like
- calling for help
- rouge class npc-s actually sap you and ambush you
- scout type npc-s could have higher agro range, or keep an eye on their fellow members. So if the scout is alive, it will aggro everyone in the area if you attack anyone in the scouts vision.
- tank type npc-s actually fear you, and able to taunt you
etc...


The other reason to make outdoor hard, because...
The gold and materials are there! If nothing else the financial team of blizzard could keep this idea in mind, that gold can be free month, or since outdoor is more difficult, some players would spend more irl money for gold transaction...

But summarising the ideas above, and connecting them together, both players and npc/s would make open world much more fun and richer.

especially, since as a tailor, I reached the level of I can make Battle flags.
And... there are great ideas, but you cannot use them where it would be actually benefitial.
The only place where it could be benefitial, is so tuned down, that creating a Battle flag (or any similar consumable) is a waste of ingredient. As a tailor I would rather make a cloth, and brake it or disenchant it.
But again... if the open world is much more hardcore, than even these items would get more love.

Guild size
Guilds are currently closed chatrooms.
Personally I would make some benefitial guild perks again, and put some limit on guild member number. Not characters, but at least account that are in the guilds.
Especially in the long term, when there are several warfronts are constantly on, some guild could specialise to fight for a certain zone.

Outside the game
Players need to be taught the WoW is only a game, a giant playground.
With all the ideas I mentioned above after a time the game should be a giant playground, where each material from one zone or instance can be used in a different feature of the game. The dots should point to each other.
Currently wow is too linear. You have the set of goal to climb arena ladders OR kill mythic bosses OR do the goldfarm game in AH

I think it should be "we farm an instance BECAUSE the item there can be used in arenas, WHERE the winning prize is good for, etc etc etc...

WoW currently tagged as an MMORPG, yet in reality it is a single player hack n slash idle game, with multiplayer elements.
I think with these suggestions it would be benefitial for the future of the game, since new zones would EXTEND the game, not replace it. Since each warfront map contribution needs the certain collectables from the zone itself.

And each and every element, mechanic and feature is in the game already, they only need to be connected this way, and at a few point fine tune since ina global scale pvpve enviroment players WILL find an abusable advantage.
But that's why I recommended global counters for contribution and war winning.

Thank you for reading it, and if you want to give constructive criticism, keep in mind, that these are a collection and connected changes. It is NOT like one of the suggestion would make the game better. We cannot talk of an mmorpg, when the game is a giant theme park, where the open world in nothing more, than a fancy lobby.
Thank you for your feedback Kraivanah :)

I know it can be disheartening for constructive feedback to go unanswered, but rest assured it does not go unnoticed.
Why use the first paragraph to throw around insults?
Some things you say I agree with, some I don't, and that's fine :) Good post, nice points, however one tip:

18/10/2018 23:29Posted by Kraivanah
First, I warn people with low intellectual,


This made me frown a bit, a post that starts with a passive agressive "insult" isn't necesssary, and it's a shame you did that in an otherwise good feedback post. If you want people to read what you have to say, starting with something like that can backfire. :)
19/10/2018 13:18Posted by Lowrion
Some things you say I agree with, some I don't, and that's fine :) Good post, nice points, however one tip:

18/10/2018 23:29Posted by Kraivanah
First, I warn people with low intellectual,


This made me frown a bit, a post that starts with a passive agressive "insult" isn't necesssary, and it's a shame you did that in an otherwise good feedback post. If you want people to read what you have to say, starting with something like that can backfire. :)


I was thinkin the same thing. a very good post with a terrible incipit.
I'd request you to remove the passive agressive insults so people feel more welcome to engage on your thread.
gonna use this moment to say bring back hellfire, infernal and doomguard and also make demo summon actual demons and not hunter pets :v

also azerite should be completely scrapped
just keep the necklace for lore reasons and let it be empowered with AP still but only thing that it'll add is stats and maybe slap 2 gem sockets on it to make it look more important

it's not that hard blizzard and community, all this "feedback" about how to fix something that shouldn't exist only tells them "yeah it's fine" when it's not
19/10/2018 12:49Posted by Sorakleon
Thank you for your feedback Kraivanah :)

I know it can be disheartening for constructive feedback to go unanswered, but rest assured it does not go unnoticed.


Hello Sir , one more suggestion, like in all the previous intermediations of the game, and Legion bring back some kind of token system.

Valor point's or something similar, or even triad of AZ power to get tokens to buy stuff ?

Pls turned down TF/WF ( or just have one system ) and MAX item lvl upgrade is 5-10 ? With only such small upgrade , if you'd don't get it , you are not dissented, if you want an edge of 1-2% dps etc inc , you are happy getting it. With 310 forging into 320 and not 335 , you can get that LITTLE push to go do HC or similar activetys. But only have 1 mode , and only 5-10. Small steps are better than jumping over the herald and not seeing the cliff.

While PTR pls think about the story , conheracy and sense of it, some decisions come out of the blue, PLS make "player choice" at least an illusion that we can help or not help in some story's ( Saurfang , Sylvanas ) if chosen another root we are knock out etc...

Pls take into consideration the impact of story and how it feels if it is just randomly put together with no apparent coherency to characters behavior.

Thanks
18/10/2018 23:29Posted by Kraivanah
Azerite gear and AP
I actually love the azerite system. My serious issue is the old boring carrot on a stick that some developers think it is fun to grind.
back in legion I got absolutely fed up with AP farming. I avoided any wq that even gave Ap, since it was fun untill you unlocked the next trait, but became a waste of time to do literally thousand of dungeons for 2k versatilty. (extra negative reason for me, that as a demo lock versa was the absolute worst stat to get)

Suggestion
Make the ring unlocking the other way around.
Instead of starting outside with the boost than grinding for a lousy +5ilvl it should be the other way around.
First you unlock the +5ilvl, than the defensive talent, and the last would be the extra skill boost.
if you really want to hang a carrot on a stick, personally I would be more motivated to unlock the fun stuff last, especially if I would connect this piece together with the contribution system.


Another possible solution. From my POV the Azerite Armor is a good idea that was very lacking in it's execution. We have a million different traits that are boring. The only question that needs to be answered is what randomly happening proc increases my damage the most while I just do my normal rotation.

I'd like to see traits that change my gameplay.
Random example:

Sudden Onset other version:

each Time your Agony deals damage it spreads to 2 additional targets within 5yd.

Something like this would change how I play my class in M+ to clear trash packs.
Even Creeping Death could be a more interessting choice because faster ticks = faster spread.
just fix the game and we will be happy .. he said

19/10/2018 12:49Posted by Sorakleon
rest assured it does not go unnoticed.


so that means they should be well aware of all problems so lets expect fixes in the near future like (extremely near future) ..

but lets be realistic here i get a feeling this is just a filler post to give false hope

can i get confirmation from you that they are actually fixing these problems? and i will take back this comment.
19/10/2018 13:26Posted by Darthtoon
just fix the game and we will be happy .. he said

19/10/2018 12:49Posted by Sorakleon
rest assured it does not go unnoticed.


so that means they should be well aware of all problems so lets expect fixes in the near future like (extremely near future) ..

but lets be realistic here i get a feeling this is just a filler post to give false hope

can i get confirmation from you that they are actually fixing these problems? and i will take back this comment.


I mean they notice them there's always people reading stuff because of forum regulation reasons, but they have no power really in what happens to the game it's all up to the devs who could care less about the EU forums :v so that's definitely just a "guys we're reading keep subbing until the next expansion comes out with an even worse system than both artifacts and azerite comes and you pay $45 just to whine on the forums about it again kthx" which is fine of course they're just doing their jobs after all
Only sensitive babies get offended by the first few words he used about Intellectual people. He didn't directly offend anyone and if you feel offended then surely you must feel targeted and there's some truth in the text.

Other than that, great post OP
19/10/2018 12:49Posted by Sorakleon
Thank you for your feedback Kraivanah :)

I know it can be disheartening for constructive feedback to go unanswered, but rest assured it does not go unnoticed.
Sure...
Im astonished to read a Blue post here. Why this thread?
19/10/2018 13:44Posted by Sinjini
19/10/2018 12:49Posted by Sorakleon
Thank you for your feedback Kraivanah :)

I know it can be disheartening for constructive feedback to go unanswered, but rest assured it does not go unnoticed.
Sure...


Right - none's believing that anymore.
"You think you want constructive feedback, but you don't."
18/10/2018 23:29Posted by Kraivanah
First, I warn people with low intellectual, that this is a feedback topic, and I will try to give suggestion.
Since it will be longer than a caption of a !@#$ picture, and it cannot fit into a short sentence like "GIB MEH FREE LOOT" the narrow minded can leave now.


Great way to start a conversation. ... /sarcasm

18/10/2018 23:29Posted by Kraivanah

Most people complain about the azerite gears, and want set items back. I understand the filosophy that 4 item slots was instantly occupied by set items, making any amazing drop useless regardless of the stats.


Azerite gear and set items are 2 totally different subjects.
Azerite overal has been very badly received, and on a personal level; yeah I'd like to see it gone.

I don't miss set items as far as transmog options/variations go. I'm glad we're getting different, themed sets. However, I (as a mail armor user) am not at all happy about the designs of the mail sets so far. But as a feature, I get what Blizzard is going for and I support it.

18/10/2018 23:29Posted by Kraivanah

Azerite gear and AP
I actually love the azerite system. My serious issue is the old boring carrot on a stick that some developers think it is fun to grind.
back in legion I got absolutely fed up with AP farming. I avoided any wq that even gave Ap, since it was fun untill you unlocked the next trait, but became a waste of time to do literally thousand of dungeons for 2k versatilty. (extra negative reason for me, that as a demo lock versa was the absolute worst stat to get)


Right off the bat I am disagreeing with you here.
I like the carrot. BUT... it has to be an interesting, worthwhile carrot.
The artifact weapon getting more powerful and unlocking new traits, new appearances; those were totally worth it for me. I loved it.
The azerite system is a bad carrot because of all the issues that system has.

18/10/2018 23:29Posted by Kraivanah

Suggestion
Make the ring unlocking the other way around.
Instead of starting outside with the boost than grinding for a lousy +5ilvl it should be the other way around.
First you unlock the +5ilvl, than the defensive talent, and the last would be the extra skill boost.
if you really want to hang a carrot on a stick, personally I would be more motivated to unlock the fun stuff last, especially if I would connect this piece together with the contribution system.


While I agree the inner rings atm are the least interesting, I don't think your solution would work . You'd get an item that is nearly useless when you loot it. This leaves a very bad taste. Starting out negative is not the way to do it.

18/10/2018 23:29Posted by Kraivanah

The Warfront:
First it seems fun, epic, and amazing.
Untill you realise it is too easy, barely any challange, and it is nothing more than a cath-up mechanism. In the last patch the best thing they could come up with, that afk/ers are kicked. Why not tune the difficulty a bit higher, so people wont asleep while playing it.
Is it actually possible to lose a Warfront?


Again, creating a negative experience to get people to try and get a positive experience is NOT the way to go about it. People would just not do it anymore; longer queues, worse experience for everyone.

18/10/2018 23:29Posted by Kraivanah

Suggestion:
I really wish to see warfront as a 20vs20 pvp battleground. Seems like some proper tactical brawls could go on if 40 players would start to do some PvEvP enviroment like oldschool AV. The warfront actually have the mechanics that I imagined in a WoW mmorpg.
The ingame tuning would be left for theorycrafters. I've seen videos why AV and IoC is a guaranteed Alliance win (the critical flagpoints are closer to alliance spawnpoint that a pug can capitalise any time)


No no no no no. PvP is a niche activity. Don't force the majority of players who don't care for it into it. Making an ADDITIONAL option to queue up for; sure. But as a basis it should be a PvE thing.


The map around Warfront
The problem is as soon as the warfront over, the open world is an idle game, barely without any goal. Ok... you get some quests, maybe a few reward for completionists, but I consider myself as a semihardcore player, and I don't see any point of going to the world...


The highlighted part; this is the problem with your suggestions.
The majority of WoW's playerbase is NOT like you. They would NOT enjoy the things you enjoy.

18/10/2018 23:29Posted by Kraivanah

Again... completionist cosmetic stuff are boring.


To you maybe. For MANY players that is an important reason they play.

18/10/2018 23:29Posted by Kraivanah

Suggestion for this
The contribution system should increase the warfront npc-s BASE stat. Each proffesion targets some stat:
Blacksmithing the health and def stats of mail user npcs,
herbalism and enchanters the armor / weapon upgrade boost
gold the amount of peon/peasant that mines, or efficiency
etc, etc...

Same the other way around. When you controll the zone, the materials are gathered boosts the hp and defensive stats of the wall, respawn time of woods and iron, whatever you can imagine or make it lore relevant.


While lore/setting wise such things would make sense, I doubt many people would like that as 'a reward'. Because it does not seem like much of a reward.
I know I wouldn't bother with it at all.

18/10/2018 23:29Posted by Kraivanah

And than the metagame starts:
Warmode would be fun, and with a purpose.
PvP-ers gank farmers to hinder the enemy of contributing. Other pvp-ers want to defend their farmers from enemy players.


They CANNOT make such a big feature cater only to warmode users. Again; PvP is a niche activity in WoW.

I've left out reacting to most of your warfront stuff, because it's all based around the premise of it being PvP based, which is a horrible idea.

18/10/2018 23:29Posted by Kraivanah

The endgame content should be the other way aroung
Again... a major issue is that the true endgame in current wow are:
- mythic raiding
- really high lvl keys
- rated arena and bg
Everything else is a catch up mechanism to step into these instances...

The open world itself is too easy, and it doesnt even have a great purpose. I know a lot of players (and I am included) that once reach 360+ (or replace the number with current heroic raid tier level) they wont even go to any instances. It doesnt even matter how great quests are in dungeons, it will be boring. Even now, I don't really step into m+5 keys. Especially since the players are so disconnected from each other, that we know, helping a random guy out can be more toxic than benefitial...


The open world is NOT too easy. For YOU, a semihardcore player, yes it might be. But again; the majority of WoW's playerbase is NOT semihardcore. And they're the ones keeping this game running for the most part. You CANNOT disregard them and their needs.

Only thing I agree on is that the outdoor world, in BfA, indeed does not have a great purpose. It is mostly wasted space. Really awesome looking, immersive, space. Such a shame.

18/10/2018 23:29Posted by Kraivanah

Soltuion for this:
Turn the difficulty to the other way around.
Open world should be dangerous. An extreme nightmare hell difficulty, where (currently) even the blood corrupted butterfly could rip the player apart.
And people need to go to dungeons, raid, arena, and warfront got gear up for the world.
I think this is what most people miss from classec wow. Outdoor was deadly and dangerous. And instances made outdoor experience easier.
The higher outdoor difficulty made socialising usefull. And toxic players were outcasted.


Again; no no no no no.
Making the outdoor basically into a mythic place you have to grind for through group content is just about the worst idea you've suggested so far. This would empty the game. This would honestly be the nail in WoW's coffin.

18/10/2018 23:29Posted by Kraivanah

I think this is what most people miss from classec wow. Outdoor was deadly and dangerous. And instances made outdoor experience easier.


No it wasn't. There were certain areas with elites, but that's it.
If someone misses classic content; WAIT FOR CLASSIC TO RELEASE.
That's what it's being made for. I don't want that old stuff in my new WoW.

18/10/2018 23:29Posted by Kraivanah

The other reason to make outdoor hard, because...
The gold and materials are there! If nothing else the financial team of blizzard could keep this idea in mind, that gold can be free month, or since outdoor is more difficult, some players would spend more irl money for gold transaction...


That's NOT a good reason. In fact that's a greedy, freemium type of reason.
You really want WoW to become more like that?!

18/10/2018 23:29Posted by Kraivanah

But summarising the ideas above, and connecting them together, both players and npc/s would make open world much more fun and richer.


It would not. It would empty the world of players. It would ruin WoW.

18/10/2018 23:29Posted by Kraivanah

especially, since as a tailor, I reached the level of I can make Battle flags.
And... there are great ideas, but you cannot use them where it would be actually benefitial.
The only place where it could be benefitial, is so tuned down, that creating a Battle flag (or any similar consumable) is a waste of ingredient. As a tailor I would rather make a cloth, and brake it or disenchant it.
But again... if the open world is much more hardcore, than even these items would get more love.


Dude. seriously... Your ideas are all so egocentric. You have to look at the big picture. This game does not revolve around you. There are many different types of players and not all of them, in fact MOST of them, do not like the same things as you do.

18/10/2018 23:29Posted by Kraivanah

Guild size
Guilds are currently closed chatrooms.
Personally I would make some benefitial guild perks again, and put some limit on guild member number. Not characters, but at least account that are in the guilds.
Especially in the long term, when there are several warfronts are constantly on, some guild could specialise to fight for a certain zone.


Another bad idea. You cannot dictate how people want to play the game. You cannot dictate how people want their guilds to be. You might want them smaller, but MANY others do not. Lots of people enjoy those chatrooms (me included).

18/10/2018 23:29Posted by Kraivanah

Outside the game
Players need to be taught the WoW is only a game, a giant playground.
With all the ideas I mentioned above after a time the game should be a giant playground.


With your ideas the game would be empty and dead.
Yes it's a game. Games are for fun. Almost none of your ideas promote fun.
They promote a way to play the game that is enjoyed by a minority of players.
That's not a good way to reach the broadest audience possible (which is what Blizzard wants).

I understand your intentions are good, but you have to realize that YOUR way of playing the game, is not shared by everyone. Your suggested changes would cater to a certain type of player and alienate everyone else; that is not good business.

Some of your suggestions could work as additional options for certain systems. But not as a big overhaul for everything.
First, I warn people with low intellectual, that this is a feedback topic, and I will try to give suggestion.
Since it will be longer than a caption of a !@#$ picture, and it cannot fit into a short sentence like "GIB MEH FREE LOOT" the narrow minded can leave now


Stopped reading after this comment.

The fact a blue has posted here praising you regardless of your degrading first paragraph is disgusting.

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