Why, thank you! Now we're aiming to the next one, and now we really know what the dogs can take!
Azariel
· 6 months ago
The difficulty, and I think that might be what blizz is thinking is as well, is that they do not wish to force players into doing something.
If you want to lengthen the game, want to have the players enjoy the content longer you have to put up restriction. However, putting up restrictions often means players are forced to do something they do not want. For example I would find it utterly annoying if I had to have a fishing skill of at least XXX in order to proceed.
Now on the other hand, you could build in subtle things. For example, reduce the quality of loot and the amount of cash that drops, which means that players might focus more on their professions. Another one could be to increase the prices of food in the cities, meaning that you either have to increase your fishing and cooking skill, or spend your hard earned money on a piece of bread. I of course realize that these aren't perfect solutions since the economy could very quickly overcome these 'slow down tactics' by people making cheap gear and food in the AH etc.
But these kinda things could be used I guess, without making it too forceful on the player.
Ow and just for the record, I think that the rested xp bonus is merely a tool to get players who were gone for a bit back into the game increasing XP quickly. Or at least something of that order. If it were for 'roleplaying' purposes, they would have also put in a 'tired' state or something.
Copra
· 6 months ago
IMO the whole crafting in WoW is poorly planned, as there are only very few crafted gear and thing which are needed in the higher level recipes. The economy could be such that certain lower level materials would be required in higher more often, thus giving the lower level toons the opportunity to contribute to the higher level's levelling of the skills. Also the AH system could use a 'purchase order' kind of two way bidding, in which -if you needed something- you would issue a purchase order for green thingies for certain price, and anyone willing to sell those thingies could cash it out: win-win and the AH's pricing would be completely different by making flipping yet a bit harder.
If you want to lengthen the game, want to have the players enjoy the content longer you have to put up restriction. However, putting up restrictions often means players are forced to do something they do not want. For example I would find it utterly annoying if I had to have a fishing skill of at least XXX in order to proceed.
Now on the other hand, you could build in subtle things. For example, reduce the quality of loot and the amount of cash that drops, which means that players might focus more on their professions. Another one could be to increase the prices of food in the cities, meaning that you either have to increase your fishing and cooking skill, or spend your hard earned money on a piece of bread. I of course realize that these aren't perfect solutions since the economy could very quickly overcome these 'slow down tactics' by people making cheap gear and food in the AH etc.
But these kinda things could be used I guess, without making it too forceful on the player.
Ow and just for the record, I think that the rested xp bonus is merely a tool to get players who were gone for a bit back into the game increasing XP quickly. Or at least something of that order. If it were for 'roleplaying' purposes, they would have also put in a 'tired' state or something.