The_Korrigan posted:
I loved rare spawns in Asheron's Call. Because they involved exploration. Hunting the Hoary Mattekar was an adventure.
But in WoW? They are at fixed places, always the same. There is no hunt.
The feeling of the hunt totally disappeared in any "modern" EQ clone, WoW is not the only culprit of this. Even for quests, you now have big frigging arrows on a map to show you where to go. Seems like the new generation of players are so stupid they can't understand simple instructions like "go north, then east between the mountains" and need to be hand held all the time.
I loved rare spawns in Asheron's Call. Because they involved exploration. Hunting the Hoary Mattekar was an adventure.
But in WoW? They are at fixed places, always the same. There is no hunt.
The feeling of the hunt totally disappeared in any "modern" EQ clone, WoW is not the only culprit of this. Even for quests, you now have big frigging arrows on a map to show you where to go. Seems like the new generation of players are so stupid they can't understand simple instructions like "go north, then east between the mountains" and need to be hand held all the time.
QFT
WOW maps are far more 'innovative' in their design... but they are linear in progression and the quest sysem perpetuates this: Go A, kill 1, 2 & 3, Go Base, Go B, collect 4, kill 5, Go Base, etc...
Rares occasionally pop on the radar but don't have anything of value hence whats the point in stopping in your A -> B -> C route.
Whilst the AC map wasn't as innovative, it encouraged exploration through its randomness. You knew that certain mobs would be in certain area's, but that was about it... searching for Diamond Golems, Mattekars, etc... fingers crossed that a 113% +15 would drop or something equally rare and valuable was THE reason you went out every day hunting.
IMO - WOW needs a new zone... 3-4 times the size of Old Barrens, more 'craggy' and 'foresty' with dangerous mobs mixed in with normal mobs EVERYWHERE... stuff that can be soloe'd (just), combined with stuff that needs a group of 2-3 to kill (it would need some clever design to make it so one 'pally'/pet class can't kill everything). It wouldn't be hard to put some lore together that could give us a reason for the zone.
The puller for me would be the loot... blues would drop frequently (1 in 3) from the rare mobs, ranging in Item Level upto Max level + 10. Random stats (could be useless, could be special) - BOE. If you got lucky, you would get a Blue item as good Raid level gear (not heroic Raid) - but the chances of getting the perfect mix of stats on a max level item would make that a rare occurence. In my view, you would aim to get 4/5 blue items an hour - the chances of any of them being a close to 'perfect' item about 1 in 200 with the chance of it being something 'useable' by the majority of the playerbase about 1 in 10.
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Why use Ambush?
Your foe is in cloth and you want to give them a nice surprise!
- Sprawl
Your foe is in cloth and you want to give them a nice surprise!
- Sprawl



e'know, com'on! Giimmeee di Ke$$$HHHHHH!"
I wish AC looked better, I miss it
I love you forever Jamie