Glader wrote:Lol, ok so your solution to the design faults in Wotlk is to have an entire duration run of Wotlk with all its faults and then move to Cata? Basically doesn't solve the problems. So try again.
Your so called 'design faults' only present themselves to a noticable extent on fully progressed servers, that's what you wrote yourself (and they are over-exaggerated). It's not my solution I provided, it's how it's designed.
Glader wrote:You've provided no supporting evidence for that statement. Surely if this suggestion is so difficult to balance and requires more knowledge and experience than the people here have then I'd imagine you are likely at the bottom of the list of people who could comment on that. Or is your claim that the people and developers here are incapable and not knowledgeable enough and that you are suggesting you are? What qualifications do you have? What qualifications do you have to make an assessment on the difficulty and the knowledge required for implementing this?
You're completely revamping the raiding and gearing system. I think it's safe to say that you'd need someone with experience in that regard (how should loot enter the game, etc.). I do not doubt that you can implement it, I'm certain you or the other developers can implement anything you want with your knowledge and your toolset. I doubt that you can make it balanced though and that's the biggest concern: your currently suggested duration (1.25x a lockout) is not realistic at all...
Glader wrote:Probably not. Why would anyone bother playing Stormhold? Why wouldn't they just play on another wotlk that has an actual playerbase? You don't really provide a convincing argument for Stormhold's potential success. You don't really provide any reason why you think anyone will just come to just another wotlk server.
Why are there so many people playing on Hellground right now? Why did people go to play on Lordaeron when there was Dalaran and GD? Truewow's scripting has always been a good point of the server. Building up enough hype, good balancing of content (not Lordaeron), stability,... all add up to the reasons why anyone would start here.
Glader wrote:I'm sorry, did you play on retail in wotlk? There were catchup mechanics but there sure weren't many. If you left for months to take a break then your guild, if it was any good, probably benched you for any progression. Don't see how that's too different from this. You're on equal footing with others.
I'm talking about missing 1 lockout, maybe 2, not months. With your current decay you're back to a green geared freshly dinged 80 after a week... And what are you talking about? 3.3.5 has loads of catchup mechanics and free emblems around every corner... (which you could evidently alter and balance to fit the current progression cycle)
Glader wrote:Seems you fundamentally missed the point here. The point was to revive older content, to increase dungeon participation which increases the health of a server. Active dungeon queues are critical to the success of new player retention and for new players to obtain gear.
That's not the point of my comment. (Your statement here is true.) But in your decay system you'll have to spam heroics every week not to fall behind or get backup gear for your gear slots that didn't get filled during raid times.
Glader wrote:Did you play wotlk in retail? Were you raiding in Naxxramas with people that weren't def capped or people who weren't nearly hitcapped? If you weren't hit capped by at least Ulduar what were you doing?
Please tell me, how you're going to gear up 2-4 tanks every week to get them defcapped for next week's ICC. The same goes for all your damage dealers that'll need hit gear. Are you making a super hardcore server? Sure, back on retail, you'd have your bleeding edge guild clear ICC 5 times a week to gear up their carries and now on Rejuv's super hardcore server we'll have to do it 6 times (but also Naxx, Ulduar and ToC at the same time, imagine loot rng screwing you over!).
Glader wrote:Maybe on the dead TW server there are none. On retail servers there were and on larger pop wotlk private servers there are too. The encouragement and support for farming style gameplay would increase the supply even if that is the case.
No one is going to spend thousands of gold each week to gem or enchant gear that's gone the next... Unless you're going to rebalance the costs of that too...
Glader wrote:Why do you think such loopholes would be left in? What motiviation? It's almost as if everyone on Warmane with mostly BiS gear asks themselves the same question. It's a dead-end game that doesn't reward daily participation or activity. There is no real motivation to play wotlk.
Yet there are thousands that do.
Glader wrote:Haven't played this game? Not only have you gone on a rant providing nothing tangible really, no alternative solutions and mostly just assumptions which are worth no more than mine but then you insinuate that I've not played WoW? Look, congratulations on raiding 30% buff ICC on TW with the 20 other people that log on. Some of us did all that on retail in 7 years ago and some of us saw these same design flaws, including many others that private servers don't encounter due to not having server transfers, and complained about them then too.
Oh man, you're really the hardcore wow player that knows everything here (like that you disenchant your old gear and that causes the so called enchanting mats inflation). For someone that has so much wow experience it's weird that you don't realize what the game (or the endgame part of it) is all about.
And literally all the alternative solutions (e.g. permanent loot binding via emblems or other tokens) that I can think of will inevitably lead to another ICC-simulator situation which only delays the problem and is just a pain in the ass all the way through...
Glader wrote:Thanks for making a very long yet nonconstructive post. At best the only valuable piece was gear maintenance which could be solved by increasing duration or increasing the amount of loot dropped and I'm sure in other ways too.
Thanks for making all pointless ad hominem attacks and not reading my points or understanding them at all. I'm not saying that the 'Blizzlike' system is good, I'm simply saying your system is worse. Your system will add an aspect to the game that's way to complicated to manage as a guild. This could well work if you downscale everything to 5 man versions and every boss drops his whole loot table on every kill. Maybe add some highscores to that or something and people will play that, twice. But it's not at all viable for 25 man raiding (How will you ever get a tier set bonus? And millions of other questions!).
Now before you ad hominem attack me again, please make a weekly raid schedule for a standard guild that plays on your server (4 tanks, 4-8 healers some with offspec dps and the rest dpsers), freshly dinged, wanting to do Naxx25 and then progressing into Ulduar asap. How long does it take for them to kill Yogg (or Algalon)? They can high roll all the loot they want. (Also Ulduar is properly (over)balanced, you can't clear it in blues) How long does it take? How many hours did they have to play to achieve it? Oh feel free to redesign your rules, you'll have to...