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  • mkhopper
  • Member Since Oct 29th, 2007

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Recent Comments:

The Daily Grind: Feeling jaded on MMOs? {Massively}

Mar 1st 2010 11:09AM Many points have been covered already, but here are my thoughts...
(Long post, sorry...)

* Scalability.
There were many dungeons in WoW that I never once got to see because I wasn't in grouping all the time and eventually I had leveled past the point where visiting the dungeon was no longer required.
If endgame is all about gear grinding, then allow the dungeons to be scaled in difficulty based on group size. 2, 3, 5, 25, etc....
Don't award gear, but tokens to be used to purchase gear. If you're in a larger group, you stand a better chance of progressing faster than someone in a smaller group but at least the smaller groups get to experience the same content and have a chance to obtain the good gear.

* Truly dynamic world, part 1.
Once an open beta starts of any mmo these days, information about everything gets posted online somewhere. Want information about where a particular monster is? Just look it up! "You'll find the 10 rats you need in this area." Yawn.
Creatures should be territorial, like you won't find polar bears in the desert, yet they should be able to move around freely through the world. They should hunt, not only each other, but the player as well. Having a group of predefined tigers roaming around the exact same area gets boring.
Have creatures migrate through the world, fighting each other over food or water sources.
You may have a quest to kill some goblins. Yesterday you saw their camp along a river, but today, they've moved on in search of better hunting grounds. You'll need to track them to figure out where they've gone to or hope someone else has seen them.
In the case of rats. Rats are in caves. ANY caves, not just the one where the world creators chose to put them for a quest. You may look in a cave and only find two rats, both male, meaning the chances of finding more rats in that particular cave are pretty slim. Creatures are also aware of their surroundings and will migrate away from an area if they feel threatened by players. Remove the "aggro" dynamic. A lone creature may not attack the player if they move close unless it feels threatened. A pack of creatures however....

* Truly dynamic world, part 2.
Every city, village, outpost, etc worldwide is subject to attacking and/or burning to the ground. You log in one day, finish up a quest or two and return to the place where the NPCs were, only to find that the other faction has not attacked and killed everyone and now own not only that village, but the entire area surrounding it. And they have patrolling guards keeping it safe.
The more land area held by one faction or another determines things like buffs or rewards and once a month, the world is "reset", with all npc areas returned to their default owners and status.
So, not only are you searching caves to find those last few rats you need for one quest, you're also suddenly doing so behind enemy lines.

* PvP
Completely open world. Given the dynamic creature movement I've described, you may bump into an enemy player of any level at any time.
If you are killed by another player say 5, 10 levels higher than you, that player receives a stackable debuff that both removes XP and limits XP gains. Go ahead and grief all you want, but you're just moving backwards, possibly even DElevling.

Xfire to broadcast WoW's Sunwell Plateau raid live {Massively}

Jun 24th 2008 8:57AM Just stating my own opinions here, but I question how this could possibly be at all exciting.

Top guild in the world as far as downing bosses go...
Geared to the absolute max...
All homework done for just the right set of chants/gems/pots/specs...
And finally, a well-tuned script of "you stand here, you stand here, you stand over there, you do this at this point, you start swinging at this point, you stop healing at this point and start again at this other point, you do this then, etc, etc, etc, etc......
Boss down...

I seriously doubt there will be any total party wipes during this broadcast run, so the outcome has already been decided.

Would anyone bother watching a sporting event if you knew what the final score was going to be each and every time?

The only way this could possibly be exciting (and I feel the same way about every boss fight in the game, which is why I don't raid), is if boss fights were NOT scripted. If every single run were totally and completely different, making you really be on top of what abilities you have and knowing when to use them, then it might be impressive. It would then be very similar to watching sports, where you don't know what's going to happen from moment to moment and either your team comes out victorious or it doesn't.

Around Azeroth: Hidden in plain sight {WoW}

Apr 11th 2008 10:10AM Been quite awhile since I've been to Darn, but there's also a wolf 'hiding' in that tree iirc.


Breakfast topic: The best parts of patch 2.4 {WoW}

Mar 26th 2008 10:12AM I'm glad this worked for you, 'cause it sure didn't for me.

I turned in 7 stacks of marks for honor as well as did two BGs (AB & WSG). Gained a total of 2800~ honor for it. Only about 200 of it went into "live" honor right away and the rest got dumped into the "estimated" column just like usual. Logged in again this morning figuring it would be added to my total as it used to be and, sorry, all that estimated honor was gone. As in not added to the total.

Open fire! PTR 2.4 battleground changes {WoW}

Feb 11th 2008 12:07PM I should have mentioned that the timer for the first scenario should be 15 minutes. After the time limit is reached, the team with the most points, regardless of flag hangs, wins.

Open fire! PTR 2.4 battleground changes {WoW}

Feb 11th 2008 12:04PM The changes coming to WSG seem useless to me because dimishing honor is being taken away. Why would anyone care about going after the flag carriers now since you're going to gain TONS 'O honor just fighting in the middle?

If I had any official say at all, WSG could be "fixed" and made a viable BG using either of these options:

*
Adding a timer and point system. Your team gains 1 point per tick while the flag is held. Capping it awards also 50 bonus points. The match ends when your side gets 3 flag caps or the timer runs out.

*
Adding only a point system, but points are accrued a little differently. Player kills award 1 point per and flag caps award 50 bonus points. The match ends when either side caps the flag 3 times or gains 200 points.

Either of these scenarios help to push the action along AND assures that the match _will_ end pretty quickly. No messing around for an hour only to find that you've picked up very little honor vs the time spent.

And on that note, a win in any of the 4 BGs should award a flat bonus of 1000 honor points. Not this wussy 240 or whatever. Who wants to just drag things out by plain ol' honor farming when there's a _huge_ benefit to winning?

Drysc weighs in on questing {WoW}

Feb 8th 2008 11:53AM (Oop. Forgot that you can't put brackets in the posts)

First off, I believe 100% that there's a behind-the-scenes flag that _makes_ you grind longer for that last one or two items you need. No dev will ever admit to this, but you just have to know it's there. When you need 10 items, get the first 8 in say 20 kills and then for some strange reason it suddenly takes 20 more kills just to get those last two, something smells funky. This scenario just happens waaaay too often to be something random.

My idea is to work some math into the process. kills (less than or equal to) (items_needed * 2.5)

An example being, if you need 12 items, you know right away that you're not going to have to kill any more than 30 mobs. It very well may be less than 30, but it will never be MORE than 30.
And the more mobs you kill, the chance that an item will drop goes up. So if you've knocked off 25 mobs and still don't have the 12 items you need, the drop rate gets closer and closer to 100%.

In my opinion, this in a way combines the 'drop X' and 'kill X' quests. It makes you work a little bit to get what you need but you also won't get frustrated when the items you need just aren't dropping.

Drysc weighs in on questing {WoW}

Feb 8th 2008 11:51AM First off, I believe 100% that there's a behind-the-scenes flag that _makes_ you grind longer for that last one or two items you need. No dev will ever admit to this, but you just have to know it's there. When you need 10 items, get the first 8 in say 20 kills and then for some strange reason it suddenly takes 20 more kills just to get those last two, something smells funky. This scenario just happens waaaay too often to be something random.

My idea is to work some math into the process. kills

World of WarCrafts: Elixir of Greater Intellect punch {WoW}

Jan 24th 2008 10:21AM Hate to nitpick, but, "Weather or not"?

'Whether'

Gamers on the Street: Patch? What patch? {WoW}

Jan 11th 2008 9:43AM My first transmute kicked out 2 extra earthstorm diamonds for me. I for one was looking forward to this latest patch, if for no other reason than the fixes to the transmute proc rate.