It was encouraging to see Blizzard in their Legion Dev Update admitting to their neglect of old world levelling. They have
previously brushed off any questions relating to improving it by saying
'we have new stories to tell', focusing on end-game and expansion
content. But when what gets delivered there is not up to the standards
set in the past, or takes an exorbitant amount of time to deliver, the excuse doesn't hold water and the whole game looks
lacklustre.
I haven't had any desire to play vanilla
servers, so the whole episode regarding Nostalrius and pristine servers didn't really pique my interest. But it looks like that has helped put the
spotlight on what is now a terrible levelling experience, so I'm glad people are fighting for it, and hopefully
some good can come from it on the live servers.
Whether you like levelling now or not, it was where so many of us first fell in love with the
game. When introducing a new player to the game now, you have to make so many
excuses for it, with the promise of it getting better once you reach the current expansion. Blizzard appeared to focus on the boosted experience, but WoD did not deliver enough to justify it. The same player base won't keep playing the game forever, it has to get
new blood to persist, and it is hard to see a new generation of players
coming through and falling in love with what exists post boost, or the mess that exists before it.
Watcher
summed it up well when he said that the pacing is off, that you spend
more time running around than anything else. The XP nerfs and bonuses
are both a blessing
and a curse; if you want to get to end game asap, levelling
is an obstacle and the reduced XP makes it quick, but it is also a large part of what makes
levelling so bad. Most people that want to level quickly will spam queue dungeons, where (particularly before Cataclysm) they are so easy they can just
be rushed through, requiring no coordination or communication - it's just a power grind. If you don't take this path, you'll find a disjointed mess of zones that are outlevelled after a handful of quests, story arcs that never get finished as you are moved on quickly, time travelling back and forth as you traverse expansions, the rewards are mediocre to
non-existent, and the whole experience is lonely and unchallenging. On one character I
levelled from 85 to 90 in the first half of The Jade Forest,
after which I discovered I was still wearing vanilla gear in a number of
slots, including white ilvl ~30 boots.
There
is so much once-great content in the old world that could continue to
be enjoyed by players, with a little love. This extends to old dungeons
and raids. I have long held the opinion that allowing old instances to
become completely trivial is not a positive thing. I am not flatly
against the idea of dungeons and raids becoming soloable, but bosses
should not fall over before they can even complete their pull emote. All
the effort that went into making a cool boss fight, the mechanics,
animations and effects, voice acting, everything goes to waste. You
cannot experience them again, just like you cannot experience the
levelling zones like you did in the past. It is no wonder people want
vanilla servers.
Timewalking
dungeons have provided a glimpse of what could be
possible, to experience at least some semblance of the original
encounters, and the zone scaling in Legion also shows promise. If these
could be expanded game-wide in some fashion, it would go a long way to
improving the dormant parts of the game. I am looking forward to seeing what they come up with.
I personally wonder whether there could be a tradeoff for using XP boosts. For example, heirloom pieces could either have strong stats, OR have XP bonuses. Perhaps if the amount of XP required was returned to old levels, you could make a deal with a goblin to sacrifice all of your non-XP quest rewards for an XP multiplier. Not really a punishment for the first 60-70 levels, but again, rewards could be tweaked. In the days of 10 million gold cap, a handful of
silver for low level quest completion could probably be bumped up a bit.
I also think that if you want to power level through dungeons that's fine, dungeons could even have increased XP over questing... if they were challenging. That would go hand in hand with a foundation concept of MMOs, grouping up with others to defeat difficult objectives for better rewards. Perhaps as a start, heirlooms should not scale beyond an instance's base level. For example, if you can queue for RFD at 40, heirlooms should function as if you were level 40 in that instance, regardless of your actual level.
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