5 things Blizzard should implement from other MMOs

What we got in World of Warcraft was the smoothest MMO ever. Bits and pieces of the entire genre were fine-tuned and polished to an extraordinary degree, with some of Blizzard's trademark innovations taking center stage. Instancing, for one, was huge.
Now, a new post-WoW generation of MMOs has begun, and with them comes innovation building off Blizzard's immense success. Some of these MMOs have ideas and concepts that WoW hasn't even touched (but maybe should consider). Warhammer Online, RIFT, EverQuest 2, and other games all had some cool new ideas that Blizzard might want to think about using and polishing up even better. Here's what I think Blizzard should crib.
AoE looting: RIFT
I got to try out the last beta event for Trion's RIFT, which so far is a pretty awesome amalgamation of WoW features with a little ingenuity. In fact, RIFT reminds me more of WoW than it probably should, adding some pretty cool new features to the traditional MMO format that WoW perfected.
One such feature is AoE monster looting. I didn't even notice this happening until I realized that sometimes a monster's corpse would give me the sum total of all of the other monsters that I killed in a small area. AoE looting ... it was glorious.
WoW could benefit greatly from AoE looting. The system already has a need/greed roll system in place that, in groups, automatically pops up when anyone in the group attempts to loot a corpse with a "rollable" item on it, so AoE looting wouldn't be breaking the current loot system. Also, people who solo multiple mobs would only need to loot one corpse and not peck around with their cursor to make sure every piece of loot was off nearby corpses -- one click gets everything in a small radius.

Public quests, or PQs for short, came into the mainstream with Warhammer Online and were subsequently co-opted and iterated on by Trion for RIFT. PQs involve an open area in which events take place that players participate in, helping kill the boss and move the event through to completion, and then are awarded gear bags depending on the amount of their participation.
The system wasn't perfect in Warhammer, but iterations of it later have become more stable in RIFT, where players fight evil creatures after rifts have opened up from other dimensions. For instance, the first stage of the public quest might be to kill 12 of a certain enemy, stage two would involve shutting down some machinery, and stage 3 would involve killing a boss monster. Players who enter the area are put into a public group automatically and help each other complete the objectives. When it's all over, you're disbanded and go on your merry way.
Public quests have the potential to push WoW storytelling further than ever. Imagine if an event like the assault on the Bastion of Twilight with Garona and Mathias Shaw could have been a public quest, where you could engage in the battle, help through the stages of the event, and then fight a big boss at the end for loot, points, and other gear? There are tons of places in Twilight Highlands, especially, where public quests would have been pretty cool.
I think with the famous Blizzard polish, public quests could be absolutely groundbreaking.
Appearance slots: EverQuest 2
EverQuest 2 contained an excellent feature on the character pane called the appearance tab. This tab held armor pieces that only changed the cosmetic look of a character yet granted no stats or bonuses to the player. These pieces of armor were totally just for show.
Blizzard has stated that it likes having control over your character's visual progression, but with so many excellent armor sets and clothing in game, as well as the limited amount of bag space available (and heavy cost barriers in place to prevent players from gaining too much inventory space), it would be awesome to see something like this added to give us more appearance options for our characters. We aren't likely going to see more character customization in the future, and I believe appearance slots or vanity slots are a decent compromise.
One concern is that, during an arena match or battleground, you cannot quickly discern the gear and potential ability of your opponents if they are hiding their armor underneath vanity slots. Simple -- disable vanity slots during arena and battleground PvP. Abilities already are disabled in arenas, so why not just make vanity slots not work there?
Dual targeting: Warhammer Online
Warhammer Online was a lot of fun, especially in the scenarios, which functioned very much like WoW's battlegrounds. Blizzard eventually implemented Warhammer's "queue for BGs anywhere" feature, which made Warhammer and WoW battlegrounds more accessible and entertaining.
One feature that Warhammer introduced that was absolutely phenomenal was the concept of dual targeting. Each character had the ability to target both one enemy and one friendly target at a time. When you clicked on a friendly target, their target window would show up alongside the enemy you had already targeted. You would not lose your friendly target if you clicked on a new enemy -- only your enemy target would change. All of your friendly spells would still go to your selected friendly target.
This type of targeting allowed the mechanics to take a step further. Each class had abilities that had dual effects. One effect would, say, damage your enemy target but also put a buff or a heal on your friendly target. It was an awesome system. Can you imagine how much better interrupting and doing the occasional DPS as a healer would be if you could just cast your spells without having to re-target both your main heal target and your enemy target?
WoW uses a focus target system for an extra target, sure, but the system feels clunky. Clearing your focus is a little more difficult than I would like; you have to set a new target, as opposed to the Warhammer system, which just works like regular targeting. This was insanely powerful for a class like the warrior priest, which has abilities that have dual effects -- one on the enemy target and one on the friendly target. You never have to reset your focus like in WoW; you just select a new target.

This time, Blizzard needs to crib from themselves and the original World of Warcraft. Class quests are awesome -- they provide great flavor and unique fun for each class in WoW. When they are just fetch or kill quests, some of the fun and class pride is lost. However, back in the vanilla golden days of WoW, some classes got exceptional quests that tested the player's knowledge of their class, along with making the player better through teaching mechanics.
Rogues had Secrets of the Tower for the Alliance and Mission: Possible But Not Probable for the Horde, two quests that were specifically designed to test a rogue's ability to use all of his skills and stealth to complete the mission. Each creature took varying levels of damage depending on the ability, and certain mechanics like pickpocketing were crucial to finishing the mission.
Hunters and priests both had epic quests that lent themselves to teaching a player how to use their abilities or excel at their roles. The hunter's quest began from the Ancient Petrified Leaf, which had a chance to drop from Majordomo Executus' Cache of the Firelord in the Molten Core, alongside the priest's epic Eye of Divinity. The Ancient Leaf quest required a hunter to traverse the world and hunt four demons, each with its own unique set of mechanics and vulnerabilities. The skilled hunter would have to know his traps, kiting maneuvers, and a bevy of other abilities to successfully complete these tasks.
Priests lucky to grab the Eye of Divinity were sent on an epic journey to save the feeling citizens of Stratholme from a ghastly fate. This quest, called The Balance of Light and Shadow, required the priest to heal and save 50 Stratholme ghostly peasants before 15 were killed. A skilled priest would need to triage dangerously low ghosts while making sure HoTs were applied to new peasants and maladies cured. The quest even states that "every ability, prayer, and spell that you have learned will be tested."
Blizzard, please bring back these amazing, creative, and ridiculously fun events for each and every class. They test the abilities players should learn and know, and they give great story elements their time in the spotlight. As a priest in vanilla WoW, I can't think of a moment of more pride as when I held Benediction high after completing my trial.
Filed under: Analysis / Opinion






Reader Comments (Page 1 of 12)
kerese Feb 3rd 2011 5:07PM
There kind of are group quests already. Take the last DK quest, for instance. Also, for things like the TB dailies, they are making so anyone who helps kill Problim gets credit. I would say things are pretty good in terms of sharing quests, but I would agree that these group quests are few and far between. I think the Gnome and Troll one-off quests before Cata were also good examples of this.
AOE looting sounds great, although they'd have to work out how to do greys and that sort of thing when you are in a group with loot on FFA.
bleuchz Feb 3rd 2011 5:16PM
There are group quests sure, but if you didn't play Warhammer Online at launch you haven't experienced PQs in all their glory. After a PQ, you got points for how much work you put it and with a spin of a random number generator select people were rewarded loot. It was an immense amount of fun and it's truly unfortunate the game didn't work out.
Aquaroko Feb 3rd 2011 5:17PM
I wouldn't say the last DK quest is a group quest. All I remember was my buddy Mograine whining about his sword while I wailed on Rayne, doing little to no damage and there being zombies and yellow-holy light EXPLOSIONS happening all around me.
"What is this?! My... I cannot strike... "
Huzurahh Feb 3rd 2011 5:20PM
I love the change they made for Problim. No more begging to get into groups, just help kill him and you get credit and a share of the loot. It would be awesome if they did this to more parts of the game.
John Feb 3rd 2011 6:12PM
Warhammer group quests are one of the best game mechanics I have ever seen. That ability alone was enough to keep me playing it. The fact that you automatically join a pseudo-group and can jump right in is so much fun.
NekoDaimyo Feb 3rd 2011 6:19PM
Those quests aren't how a Public Quest works. A public quest is more like a non-instanced Trial of the Champion, that progresses as dudes are killed, or other things are done.
jbodar Feb 3rd 2011 6:32PM
@Aquaroko
Exactly. Battle for Light's Hope was more like an interactive cut scene. You weren't rewarded in any way for doing well and you couldn't fail... you just had to show up.
CDave Feb 3rd 2011 6:48PM
I really enjoyed the Public Quests in WAR, but they worked because (comparatively) there were so much less people than in WoW. I think the most people I ever saw in a PQ in WAR was 7; could you imagine in WoW? On some of the more populated servers you could have upwards of 15 people easy. I'm sure Blzzard could scale them up a bit for this, but then they'd have to somehow scale rewards up too.
I think it could be done and would be a great addition to the game, but I personally am having trouble imagining PQs in WoW (so it's probably a good thing I'm not on the WoW Dev staff :P).
DeathPaladin Feb 4th 2011 12:43PM
@Aquaroko
I believe kerese was actually referring to the quest after Light's Hope, where the rebelling Death Knights storm Acherus and drive out the Scourge. Specifically the part where everyone gangs up on Patchwerk.
rayden54 Feb 4th 2011 10:07PM
@CDave
I'm sure Blizzard could separate the people into phases depending on when they joined the quest. They'd have to. The Gnomer and whatever the troll even was called was unplayable laggy.
That said I still see three problems with implementing group quests in WoW. :
One: Since the rewards were based on how much you participated, the people who miss the start of the quest cannot qualify for the best rewards. That sounds good on the surface (after all who wants to carry a slacker) but it could cause problems. After all, why should I help you with "your" quest when I'd just have to do it again anyway (assuming they're even repeatable)?
Two: I'm actually more concerned about a lack of people available than too many. The DK starting zone may have been flooded with people at the start of Wrath (don't know), but now you're lucky if you see one other person at light's hope chapel. If you had to wait for 5-10 real people to show up, you could be there for hours.
Oh, and you can die during that quest...unfortunately. It usually happens just before the fight or right after, but I think my DK died 5 times before it was over.
cartmensfoe Feb 3rd 2011 5:08PM
I remember back in Vanilla when i went to go get my Epic Mount quest as a warlock. It was probably the most fun thing I had ever done, and am REALLY disappointed that they lowered the riding level and took away the quest for it too. My intention was to level a warlock, pally, and druid after TBC to get through all those fun quests that people do to get fun stuff.
Corath Feb 3rd 2011 5:12PM
The Warlock epic mount quest was truly epic. The prep work was quite a bit, then the fight itself was quite intense for the time period. Altogether, very very fun.
wutsconflag Feb 3rd 2011 5:29PM
Agreed.
Warlock Mount quest was quite possibly the best quest I ever had the chance to play through. Following that, the Hunter bow/staff quest. Never played a priest, so couldn't speak to their quest.
Sad that these have all gone away. They really added something to the game.
jaynitan Feb 3rd 2011 5:47PM
Druid Epic flight quest is really awesome because it really causes you to use all of your forms to fight different elites that have different strengths and abilities. I remember doing the aforementioned rogue quests in westfall (alliance version).
Moeru Feb 3rd 2011 8:52PM
We should be allowed to do a max level equivalent, similar to how they raise the level cap on holiday events, to get a different color to the mount, like the faction alternative or something.
Noyou Feb 4th 2011 12:54AM
I think they should bring back epic mount quests but only if they have one for every class.
It would also be cool if they made it where people go their mounts at the same place or half at one place and half at another.
Jabbaprime Feb 4th 2011 3:21AM
Warlock epic mount chain quest is the best quest I have ever done, it felt so unbelievably epic. Going deep into Jadenar to find that demon, traveling through burning stepps (when most mobs were elite), getting the key from that demon in Scholo and having the server crash on me before I loot it :( and then into dire maul. Oh the glory :D
The summon doom guard quest was also pretty sweet, I remember I died so many times in the tainted scar due to the elite demons
naughtyzoot Feb 4th 2011 10:56AM
I miss class quests, but I don't miss the only way for my warlock to get his epic mount was that Dreadsteed quest chain lol. I've done all the warlock chains before they were just learned for gold. The Doomguard, the Infernal, Dreadsteed. I even did the Paladin Charger quest at level after Wrath came out and I rolled a pally. Not nearly as bad as the 'lock one. NO one ever wanted to do Dire Maul. The fact that I did that quest chain was the only reason I was motivated to finish off The Keymaster achievement (since the chain could get you like 3 or 4 of the keys needed), and then Blizz went and removed it with no Feat of Strength or nothing :(
Superstone Feb 8th 2011 6:43PM
I remember that I was incredibly proud and glad to have done the Blood Elf Paladin Charger quest on my... BE Pally. Anyhow... I thought that it was a great quest and really was cool that I was able to do something that no other class got to do. I keep wanting to go through the game as a Tauren Pally to see if something like that has been implemented because something like the Sunwalkers seems like they would need a bit more lore to feel really integrated but, from the sound of this article; no, they haven't. Really a shame.
And the eye of Divinity? I never got it but a guild mate of mine bought and gave me the Eye of Shadow because he thought it would be cool. Now, I would have loved to have done Naxx during BC when I could have gotten Benediction/ Anathema but it was still a giant pain in the ass to even GET there at that time. Too bad, really.
I can't stress enough how very little the classes feel different once you know your role. I'm a tank; I get hit, I am melee. Got it. I am a healer; I heal, I try not to get hit. Got it. I'm dps; I hit things, I might do an interrupt if it will help, I will try not to break CC. Got it.
Whoopty doo.
MichaelBerean Feb 10th 2011 9:33AM
I have never had a warlock but I did at least the end of the warlock mount quest 6 times helping people. It was my favorite old-school quest by far.