Each server has its own type of abandoned buildings. Chaos servers, for example, have a lot of ruined buildings covered in lava.
Forgotten Corners of World of Warcraft
81–90 of 183 posts
Re: Forgotten Corners of World of Warcraft
#82Re: Forgotten Corners of World of Warcraft
#83I 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…
wow mediates the issue of content going stale by allowing people to mow through, especially older raids to get accomplishments and gear; mostly for transmog of current gear or mounts and pet. This to me is a better solution. The GW2 solution leads to a more annoying world, where everything has to be taken into account and there is no breezing past low level content on your way to more excitement
Re: Forgotten Corners of World of Warcraft
#84I'm not sure what to make of this. It seems as though there were ~20 players in each of the zones he visited and 91 zones in total. 91 * 20 = 1820. Are player populations much higher than that on WoW servers? I was under the impression there were ~3000 active players per server at any given time. Evenly dispersing players over the world is a pretty big design consideration when it comes to MMOs. When I played WoW I w…
WoW handles questing/grouping terribly, imo. GW2 (and maybe GW1? Never played it) does auto groups where if you jump in and help someone kill those 20 bandits, you get credit toward your quest for that. Whereas in WoW, if someone hits the bandit first, and you help, they get all of the credit. So there's zero reason why anyone should help anyone at all. And there's also the issue of loot. I can't count how many times…
> And because of all that, there's just zero incentive
> to quest in WoW with other people.
The issues you outline are all solved by forming a party (thus a relationship) with strangers which is the crux of the game.Auto-forming a party just because two players are attacking the same kobold in the world sounds like the kind of dumbing-down that plagues WoW, like the early death of spontaneous world PvP.
Re: Forgotten Corners of World of Warcraft
#85My WoW experience started with Vanilla. Long hours were spent but I had so much fun. Looking back, I had so much free time and no concept of getting older. MC raids were a blast and getting ganked in STV was a daily occurrence. Today, I'm nearing my thirties and can't seem to get into the game for more than an hour at a time. I'm a very happy homeowner, married and kids are in the plans in the next few years. I have…
Re: Forgotten Corners of World of Warcraft
#86The 'level' thing is something inherited from old RPGs and computer RPGs and reused to death. It is nice for a sense of progression, but ultimately leads to all sorts of issues. Why can a 99 level whatever kill dozens of level 1 charaters effortlessly, by mistake even? Why does it have N times more health? Makes no sense. One of the first successful MMORPG games was Ultima Online, which didn't have any levels. Just s…
This makes sense to me, since pre-Trammel UO was a griefer paradise, as you hinted at with your "for fear of using it" comment. :)
Re: Forgotten Corners of World of Warcraft
#87Interesting note: every ghost-town of a zone in WoW, and some of them were ghost-towns immediately, cost N fully realized software startups to develop. (Like, mid-single-digit million dollars per zone.) It's one of those things to keep in perspective when folks say "Why did anyone sink $1.2 million into $A_FIELD_I_DON'T_CONNECT_WITH?" I don't know, but that's literally less than it cost to put that mid-30s swamp leve…
Are they really that expensive to develop?
The most explicit example would be in vanilla, where in 2004 they had already created every zone found in the game that would be used up until the Burning Crusade released in 2007. They even had prototypes of a lot of places later added to the game (Outland, from the aformentioned expansion, the Emerald Dream, which is still not in the game, and several other zones). They took those prototypes and reused the assets in various places.
They also heavily reuse models. The same animated skeleton is used for everything from giants to bog monsters to undead constructs or how almost every dragon in the game shares the same model with a retextured skin. When they introduce new bosses, they almost always are reskinned old models.
Individual zones of WoW are not that expensive to develop - consider how hard it is to produce a static 3d geometry map today, period, and that is effectively the cost, albeit the tooling for WoW is almost twenty years old and assuredly less efficient. They will take the same portcullis used in a thousand other places, maybe swap the color palette, and use it again. They make a few novel set pieces per area usually, but the vast majority of the work is copy paste from assets made years ago.
Re: Forgotten Corners of World of Warcraft
#88I 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…
TL;DR: WoW needed to do more to encourage people to revisit all existing areas four expansions ago. I tried to get back into it a couple of years ago (WotLK era), and I was just put off by how few people were everywhere - and if there were people, they were ignoring you and just grinding through quests.
This contrasted my initial experience with WoW quite a bit - that was either BC or even before that. Lots of people questing, and it was before the dungeon finder so people actually still had to physically form a team of players at the actual location (and spam the chat channels) to get into the dungeons, making it much more of a challenge - and more importantly for an MMO, a social endeavour.
Re: Forgotten Corners of World of Warcraft
#89God that was painful :-). I lost a lot of time in WoW, perhaps it was an escape, but I spent hours learning the various nooks and crannies, leveling up over 3 dozen characters of various types to the max level. I had people I never met that I felt were good friends, shared battles and triumphs and failures. Laughed at the sometimes incredibly subtle in game humor, and sometimes not so subtle. Collected odd recipes to…
It was all WEIRD and FLAT!! The textures were stretched really really long, you could see the pixels. And the textures seemed random, from different realms and stuff. There were deep valleys in places, but you could run around them given enough time. I took a bunch of screen shots, eventually I fell off the back of them and had to swim four hours to get back to land. WoW is a crazy game.
Re: Forgotten Corners of World of Warcraft
#90I played WoW for a few years, from vanilla to the level 80 cap days (pugging Naxx was an interesting experience). I 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.
I think I swam all the way around both Classic continents. Took flipping ages. There are some strange things tucked away in corners, though:
http://cowlark.com/2009-03-31-south-kalimdor-farm/index.html
(Man, WoW looked awful back then. Six years ago!)