It sounds strange but some of my dearest friends and fondest memories of being a teenager was via World of Warcraft.
Forgotten Corners of World of Warcraft
21–30 of 183 posts
Re: Forgotten Corners of World of Warcraft
#22I used to love wandering around the world, finding hidden spots, and exploring the different pieces of Azeroth.
Now I'm older and feel way too guilty devoting that amount of time to a game.
Incidentally, one of the main pleasures of Minecraft (for me) was the same exploration.
Re: Forgotten Corners of World of Warcraft
#23I recently reactivated my old WoW account and purchased Warlords of Draenor out of curiosity, and ended up getting my Orc Death Knight to the new level cap of 100. This article only scratches the surface on why the old worlds are abandoned. As with most modern MMOs, the endgame begins at max level. In order to help players level faster, Blizzard added a heirlooms mechanic in the second expansion (Wrath of the Lich Ki…
Apparently there is a class-specific (monk) 50% EXP boost¹ too. Also you can pay $60 for a character boost² to lvl 90. I wind up playing for a few months each time a new expansion is released, sometimes jumping in for a month if something interesting happens. (For example, WoW will be aping Guild Wars auto-scaling in the next patch, experimenting with 'Timewalking' weekends.) ¹ http://www.wowhead.com/spell=130283/enl…
Re: Forgotten Corners of World of Warcraft
#24I recently reactivated my old WoW account and purchased Warlords of Draenor out of curiosity, and ended up getting my Orc Death Knight to the new level cap of 100. This article only scratches the surface on why the old worlds are abandoned. As with most modern MMOs, the endgame begins at max level. In order to help players level faster, Blizzard added a heirlooms mechanic in the second expansion (Wrath of the Lich Ki…
Having played both WoW and Guild Wars 1 (not 2), I think Guild Wars 1 had the best solution of them all -- virtually all the content in the game is "max level" endgame content. They don't use the mechanic of more and better gear as a reward, so content doesn't get obsoleted by that.
The next expansions however speeded up the leveling process. You start level 1, do some story mission that kickstart your adventurer into the real world and you are level 20 by the time you finish the prolog (i.e. you start on an island, and by the time you get to the main continent you are max level).
Then, you can play where you want, with who you want. Only your gear and your skills matter.
GW1 was an amazing game. As much as I like GW2, I wish they had kept more gameplay mechanics from the previous game.
Re: Forgotten Corners of World of Warcraft
#25I played WoW a lot when I was in University. I find it really incredible how much nostalgia I'm feeling looking at these screenshots. I reactivate my account once a year or so just to fly around for a couple hours. I'm glad I can still do this, but it concerns me that this generation of online-only games won't be relivable decades later like the games of my earlier childhood will always be.
A bit sad/cheeky story from me, but still relevant I believe. The time was around TBC, I think right in the middle of its launch, I managed to hack an account back then of some characters, and thought I'd log-in to have a good time. It was my first experience of the game, granted I never did destroy any characters or items, since it was my first time playing the game, but I did spend a reasonable amount of time in-ga…
Re: Forgotten Corners of World of Warcraft
#26But as others point out, the 'traditional' way to build an MMO is 'learn skills by levelling up / start playing at max level' The game set a number of challenges for 'max level' characters which depended on gear, group composition, and various strategies to overcome the game mechanics. That is where it failed for me.
In WoW while leveling you often needed to join up with groups to run through a local dungeon together. It was fun when you had a good group, annoying when you had children in the group. There were too many ways for 10 - 12 yr old boys to grief people.
In an effort to increase its appeal, Blizzard changed it again and again. Skill changes, techniques, complexity was removed, buffs and nerfs to various skills. Lots of change and slowly less and less appeal. All of the components were there to make it better (arenas were a great testing ground for devs to evaluate PvP changes).
I stopped playing when Mists shipped. It was just too stupid at that point and the similarity to kung-fu panda to stark. Oddly, if you could provide servers that stopped at one of the expansions (Wrath or maybe even Cataclysm) I would still be spending money with Blizzard, but now not so much.
I look at it periodically and see the makings of a durable world/gaming simulation environment. I hope someone picks up the challenge.
Re: Forgotten Corners of World of Warcraft
#27Earlier quoted context omitted.
Having played both WoW and Guild Wars 1 (not 2), I think Guild Wars 1 had the best solution of them all -- virtually all the content in the game is "max level" endgame content. They don't use the mechanic of more and better gear as a reward, so content doesn't get obsoleted by that.
> They don't use the mechanic of more and better gear as a reward, so content doesn't get obsoleted by that. Interesting. What do they use instead? Most games use either gear or something akin to gear (like ships in Eve).
This also meant that not every mission was necessarily more challenging than the last (in Factions there were some missions that were much harder right after leaving noob island than those deeper in the game play like in the Luxon/Kurzick areas).
Re: Forgotten Corners of World of Warcraft
#28Re: Forgotten Corners of World of Warcraft
#29Earlier quoted context omitted.
Having played both WoW and Guild Wars 1 (not 2), I think Guild Wars 1 had the best solution of them all -- virtually all the content in the game is "max level" endgame content. They don't use the mechanic of more and better gear as a reward, so content doesn't get obsoleted by that.
GW1 was amazing for that. Vanilla had you spend some time to level up to 20 (max), and you felt like an adventurer by the time you maxed out. The next expansions however speeded up the leveling process. You start level 1, do some story mission that kickstart your adventurer into the real world and you are level 20 by the time you finish the prolog (i.e. you start on an island, and by the time you get to the main cont…
This was my biggest surprise with GW2. All the videos leading up to its release had me really excited. The combat looked so much more engaging and interactive. In the end, I found myself preferring GW1. But to be fair, it may just be age. I find it harder to play games for extended periods of time than it was back when I was in high school.
Re: Forgotten Corners of World of Warcraft
#30Being very familiar with the genre I knew what I was getting into, but didn't quite understand the differences of WoW versus Guild Wars, Wild Star, or another MMO.
I really enjoyed how they continue to have players level through the expansions, the over joyous feeling of a new loading screen when I reach the next leveling milestone was super rewarding, but quickly became overwhelming.
There's SO much content in the game, thousands of quest lines you quickly out level and never see, stories told through quest dialogs I had been skipping over. I passed right by the entire culture of this hand crafted digital world in a rush to raid, and now have no incentive to see what I've missed.
I finally got my druid to level 80, and now entering the Cataclysm expansion it quickly shows how much has changed from each iteration of the game. I went from running dungeons over and over in hopes of a single drop, to now being overburdened with item and item, all far superior than my previous expansions hard earned gear (ilvl ~170 to 300+).
It feels so forgotten, what I was first looking as like an archived museum of this game's vast history is beginning to feel like its own changes are detrimental to reliving the experience of a veteran as a new player.
Seeing complex constructed runes, swirling tornadoes out in the distance, living see creatures in the background, all without content or content worth doing makes the game feel vast and empty. Although its still very enjoyable.