VekoCrnogorac wrote: » Again, you are talking about things that people discussed in first few posts, I am talking about consumables. The idea of consumables being powerful and meaningful is superior to any other idea. This is why I will stop talking because I am talking about consumables this whole time.
VekoCrnogorac wrote: » I just know how I spent gold in vanilla, I want to have same vibe from this game. The way buildings can demoralize or impact you in many ways, the same way games can have an impact on your psychology. If they don't make gold to feel worthy, they will fail to create virtual world...
VekoCrnogorac wrote: » At least in Vanilla, if you are serious raider, you were spending gold on consumables mainly, it did have this great vibe although it can be done better. I am just wanting to speak for consumables and how it can be done. If you make 1 flask that gives +100spell power, its not enough I am sorry... when you can stack 10 buffs on top of your character, then you know you made something good, also keep in mind that it was not needed in vanilla at all except naxxramas patch... but it did help a lot.
VekoCrnogorac wrote: » I just know how I spent gold in vanilla, I want to have same vibe from this game.
NiKr wrote: » VekoCrnogorac wrote: » I just know how I spent gold in vanilla, I want to have same vibe from this game. The way buildings can demoralize or impact you in many ways, the same way games can have an impact on your psychology. If they don't make gold to feel worthy, they will fail to create virtual world... And as most repliers have already said - WE LITERALLY WANT THE SAME THING. Except we want more than a super simplistic system, while all you are asking is the biggest simplicity of all. VekoCrnogorac wrote: » At least in Vanilla, if you are serious raider, you were spending gold on consumables mainly, it did have this great vibe although it can be done better. I am just wanting to speak for consumables and how it can be done. If you make 1 flask that gives +100spell power, its not enough I am sorry... when you can stack 10 buffs on top of your character, then you know you made something good, also keep in mind that it was not needed in vanilla at all except naxxramas patch... but it did help a lot. And as my Asmon clip showed, some people hated wasting money on random consumables just to get to do what they preferred (those being raids). And if you watch more context from that clip, there was dissatisfaction with the concept of world buffs too(at least as they were presented in WoW). In other words, even people that played the same game (though iirc you didn't even play vanilla) disagree with you on some points. So no wonder that people who have played better games with better systems would disagree with you even more.
Noaani wrote: » VekoCrnogorac wrote: » I just know how I spent gold in vanilla, I want to have same vibe from this game. The problem is, you spent gold in vanilla WoW how you would spend money in real life. That isn't because of how the game was designed, it was because that is how you spend money. WoW was obviously your first MMO. You were playing WoW not actually knowing how to play an MMO efficiently, and so were just doing what you already knew. You understood the concept of working for money, and so you found an in game job. You understood the concept of needing to buy consumables (food) and so did. You aren't ever going to get that experience again in any MMORPG. Even if someone released a game with the exact same economy as vanilla WoW, you won't get that experience. This is because that experience was due to your lack of experience in MMO's, not because of the economy WoW had. You now know how to spend gold in an MMO better than you did back then, you know how to make gold in an MMO better than you did back then. Because of these two factors, no game will ever give you that same gaming experience again - it just isn't possible.
VekoCrnogorac wrote: » When people disagree with something even if they are majority it does not mean that system is bad. They complained about covenant system in Shadowlands too, but that's because they were looking at it very shallow, that covenant system gave players opportunity to learn lore like never before, they did complain about alts and power of covenant spells, but they were never giving whole opinion on it, instead of it they were being very shallow. You can't criticize something and be one sided.
VekoCrnogorac wrote: » Same thing goes with consumables, because Asmon and his community said so, it does not mean its bad system, in fact its superior idea to any other convenient design because it is core of RPG tradition and because of it you had meaning to go out in open world and farm / PvP while farming, it would feel dull if open world was useless and if you only went there to PvP.
VekoCrnogorac wrote: » To conclude - mainstream people suck and their ideas are the worst for improvement of MMORPG scene
VekoCrnogorac wrote: » World Buffs were great idea, but they did not utilize it properly, in classic 2019 in last patch they came up with an idea for fixing that design, instead of picking WBs and logging off, players had chance to save those WBs via some engineer toolkit that you could buy from some NPC vendor for 10g
VekoCrnogorac wrote: » Also I would not like to farm 30hrs before going to raid, I think it is insane and very old-school type of thing, I admit I am not as HC as EQ99 or some older games, I would prefer if I farm 2-3 hrs before raid, so I can farm 1 day and next day go raid or do dungeons or siege... It feels much more casual, but also has that pinch of old-school traditional RPG vibe.
VekoCrnogorac wrote: » I get what you are saying, but what is important is having professions/crafting important. It also gives meaning to open world, you don't create meaningful open world via repetitive events, it feels shallow after 10th time, but when you design professions to matter, then you can use imagination and have fun even on 100th time, I don't know if you understand me, but think about this.
Noaani wrote: » VekoCrnogorac wrote: » I get what you are saying, but what is important is having professions/crafting important. It also gives meaning to open world, you don't create meaningful open world via repetitive events, it feels shallow after 10th time, but when you design professions to matter, then you can use imagination and have fun even on 100th time, I don't know if you understand me, but think about this. See, this I agree with, The problem with vanilla WoW is that professions largely didn't matter. Outside of making consumables, you didn't actually need to make anything. This is why other games had much better economies, all professions mattered.