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Skribs

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Everything posted by Skribs

  1. Off hours the server IS barren. Part of why I've basically quit is my friend and I can't find low-level dungeons during off hours.
  2. You dont see why latency peaking at over 10k and server crashing for 2 hours a day isn't an issue? You don't see how broken gathering systems aren't an issue?
  3. Latency issues are a big one. I don't know about lately but server was crashing more than daily. Gathering issues. I've heard one or two people claim gathering is fine, but most think its really bad, and I haven't heard it's fixed. It's why I've quit. Lack of a test server is a big one. Can't easily test builds so people get bored of grinding for the next build and quit. I wanted to start a site devoted to builds and I know TommyRuin loved doing build videos, but without a cheap way to test builds the theorycrafting ccommunity is thin. Speaking of thin community: one-sided battlegrounds and a hard time finding dungeon or raid groups for your level, especially for a US player, makes it feel like a single player game. There are issues with spells or talents not working. The developers don't seem interested in addressing most of these concerns. I do think talents and REs need to be revamped completely, but as I said in your previous thread: I dont want prereqs. I dont want to be forced to get X amount of fire spells to unlock the fire spell I want, because then everyone else will also have those fire spells. So, to sum up: A talent rework is needed. It is not even top 5 on my list of priorities, and tiers or prereqs are not the answer.
  4. The server is dying, but not because of a lack of prereqs. If anything, that would make it die faster.
  5. I voted one time use, but now that I think about it, they should be entirely removed. Mainly so I don't need to keep track of which tomes I do or do not have.
  6. They could in Ascension, but it was taken away right before live launch.
  7. I have my own issues with REs, and I was planning on making a post about them...but since I've basically quit except for a few characters I level with a friend once a week or so, I haven't bothered.
  8. PvE servers were Blizzlike, too, and they were pretty popular.
  9. Some people do quit because they don't wanna be ganked. This alone wouldn't save the server, but it would be something that players want. Not all players, obviously, but some.
  10. The talent tree does need a revamo, but its not on my list of priorities. A free test server and fixing mineral nodes are much higher on the list.
  11. It would take weeks of farming to repeatedly change and test builds. Players are quitting rather than do that. Its part of why I quit MWO (mechwarrior online). I got sick of farming just for the ability to try out new builds.
  12. I don't think that the new player argument is valid, as new players should have to work to unlock things. It gives you a goal to work towards. However, I think the problem is with respecs requiring you to reacquire books, as well as keep track of which books you do and do not have. I'm also running out of bank space on my bank alt from all the random tomes I'm holding onto in case I pick up the ability. So, for 2 out of 3 reasons I agree tomes should go away.
  13. You lose time. You lose that mineral node that already took 20 minutes to find. You lose patience.
  14. So, there ARE herbs, but it's pretty useless when you've just picked up herbalism and find tons of mageroyal and earthroot, which is all I was able to find in Durotar today.
  15. They didnt stack in live (motw might have). Would be kinda OP if they all did because you could get most of the way to resist cap with spells and talents otherwise.
  16. Resistance buffs of the same type didn't stack in live. I don't remember if MotW stacked or not, but I don't think it did. Do wish it was spelled out, though.
  17. I like how you're taking my idea to make one thing have double returns for time invested each weekend and to rotate around what is doubled, and make it into saying I want everything easy and free legendaries for all. All I want is more events like the double xp weekend that can be used as advertising, as well as a way to get players to maybe try a different aspect of the game. I don't see how extra drops for 1 week from raid and dungeon bosses is going to tip the balance so bad. It's one week.
  18. I can maybe see cross faction pvp. The problem, I think, has more to do with population being too low to support BGs, but I can see cross faction as a bandaid. Dungeon teleport was intentionally disabled and I hooe it remains so. It makes the dungeons feel separate from the world if you can just teleport to them. Ask anyone whose played since Mists where any dungeon in the game is and they probably have no idea.
  19. Not everyone looks at the forums. Besides, a lot are said to be broken in the tooltip and players miss it. It needs to be painfully obvious.
  20. Obviously I'm biased, in that these are things that *I* think need to be high priority, but based on what I've seen in the forums, I think these things need to be considered a high priority for the Dev team. I'll be perfectly honest, I haven't played much Ascension this week, and all 4 of these things are reasons why (this is why I say it's a high priority). Mining and herbs need to be fixed There needs to be a big red border around broken talents or abilities, with a bid red X through the abilities There needs to be a test server, with no content except vendors that can give us the gear we need, and both friendly and enemy target dummies that will let us test healing and damage abilities to see what combinations work or don't work There need to be special events to draw new players in (like the double XP weekend) Mining and Herbs A few people are finding pockets of nodes here and there, but by and large nodes seem to be fairly sparse, and they respawn even slower. I've heard the argument that mining needs to be sparse, but I disagree. You can easily get an overabundance of cloth or leather with how easy it is to AoE farm on this realm. I see no reason why mining and herbing should be so sparse when cloth and leather are so plentiful. So, if anything, there should be too many nodes instead of not enough nodes. Easier Notification of Broken Talents This is plain and simple, nobody wants to make a build based on a talent that doesn't work, and only find out it doesn't work AFTER spending the money resetting essences and time to redo the build. Even if it's in the tooltip, most people make builds just by looking at the icons, so those that are disabled should be visually disabled as well. Building a Test Server This has been asked for A LOT. We need a test server on this realm. Something with no content (so it doesn't draw players too much from the live realms), but enough custom content (such as vendors of gear and reagents, and target dummies) for us to test our builds. This is for a few reasons: Players are spending hundreds of gold to respec to find out a build doesn't work right. Sometimes they don't have the gold to switch back. Sometimes they get frustrated because they spent the gold to find out some interaction doesn't work the way they wanted it to. Sometimes the build just sucks and they had to find out the hard way. Players want a place we can test things to make sure they work, and make sure they work well, before committing hundreds of gold to a respec. Players want to play around with builds. Maybe I like my spec, but I want to try something different. Maybe someone is asking for advice, and nobody in guild can answer. Fact is, players aren't testing much, because there's no point in spending hundreds of gold to go back and forth to answer a question. If we had a test server, we could test builds out, and we could discuss them on the forums, Discord, and Youtube. It would keep players interested and draw new players in. People have been asking for a test server. I can't see how it would do anything but retain players and draw new ones in. Host Special Events A lot of F2P games have special events every weekend or every other weekend. These events help keep players interested, and if advertised right can draw more players in. However, it shouldn't be the same thing every time. Some ideas are: Double XP weekend Double Reputation weekend Double skill point weekend Double gathering profession rewards or higher chance to get special quality items (i.e. hides, gems) Every mob has a 10% chance to drop an extra vendor trash item which stacks 20x and is very lucrative for the level of the mob (i.e. level 5 mobs might drop an item that's worth 2s and stacks up to be 40s, level 60 mobs might drop something worth 50s that stacks up to 10g). Dungeon and raid bosses drop double items (this should last the whole week). Double Glory and Honor There's obviously more we can do, this is just off the top of my head. Anyway, it would be a way to get more people interested or keep people playing, as it would get them doing different things with different goals in mind.
  21. Toggling pvp on and off would make it a pve server, where you could also toggle pvp on or off.
  22. Groups are already hard enough to come by. I'd rather make Andorhal a PvE server, but having it stay PvP with no PvE option is better than splitting the already small community.
  23. This is how Vanilla was. They need to fix other issues first. Like de classmasking the shadow dot talents.
  24. You may have found the pocket where nobody else has been, or it may have been a long time since the zone was cleared. That screenshot alone proves nothing. Nobody is saying that nodes don't spawn. We're saying respawns are flaky and way too slow.
  25. I only play much on weekends so x2 only on weekends would effectively be x2 for me. As others have said, these are WotLK rates and its easy to build a fast leveling spec. The first 60s on the realm took under 3 days, IIRC. The xp rate is fine. A little boost, maybe 10 to 20%, would eliminate some grinding or traveling for the last few bars of a level, but x2 makes it too fast.

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