|
Post by maarius81 on Nov 28, 2017 11:50:19 GMT -5
Hi folks, I'm writing this for people like me, but also for myself, as a kind of notepad to put some random thoughts here. Rules I might include in one of my future challenges. I just love to try new things. Feel free to add some or comment on the existing ones. Random Ideas:
Edit: new additions are bold___________________________________________________________________________________________________________________________ level related - Items get a level requirement of +5 levels (+2 in expansion zones)
- equip items only every 5 levels (every 2 in expansion zones) (equip at 5, 10, 15, 20,... 60, 62, 64,...)
___________________________________________________________________________________________________________________________ drop related - Bloodlust Man: you loot a blue item --> stop what you do and look for a red mob (or +5 levels) --> kill him: you can keep the item // get killed: you lose the blue and the highest level equipped item
- Berserker Man (Optional addition to Bloodlust Man): you set your character on autorun when you loot the blue item - you can't stop running until you attack the high level mob
- Blue Man: you may only wear blue dropped and questitems
- Rare Man: you may only equip items from rare-mobs >= your level
- Twin Man: you may only equip items you have twice (only mob drops)
____________________________________________________________________________________________________________________________ outfit related -) as a plate character (warrior, paladin, dk) you only wear cloth-items. -) Optional: additionaly only one 1-hand sword - Battlemage II:
-) you wear common/white plate items -) you are allowed to wear 1 green chest/robe (Itemrequirement +5 levels) (+2 in expansions) -) you are allowed to wear 1 blue chest/robe (+10 levels)(+4 in expansions) -) no Tank spec (too easy) - Trapper: plate characters only equip dropped / crafted leather items
- Shockadin: Holy Paladin with cloth-gear
____________________________________________________________________________________________________________________________ kill related - Nature lover: you don't kill animals / plants.
____________________________________________________________________________________________________________________________ feature related: - gain extralifes (for difficult rules, like Bloodlust, Berserker,...) (for example through killing rares >= your level, finishing a zone storyline, exploring the whole zone, getting x number of quests in a zone,...)
____________________________________________________________________________________________________________________________ map related:
- realism mode: turn off the player arrow on the worldmap: /script WorldMapUnitPositionFrame:SetAlpha(0)
- play without minimap (addon: moveanything), questtracking & highlighted quests on the map (option on the world map)
|
|
|
Post by maarius81 on Nov 28, 2017 1:04:54 GMT -5
Rolling off a cliff as a Monk ^^
|
|
|
Post by maarius81 on Nov 28, 2017 0:52:32 GMT -5
I'm not sure...
I really don't want to play without addons (which help me make the game more immersive) so I hope they make those compatible. I'll probably try it, could be interesting. My hopes are, that Blizzard somehow implements "something" into the current WoW which helps us creating a challenging questing-phase again (like negative heirlooms or a slider for xp gain).
|
|
|
Post by maarius81 on Nov 28, 2017 0:45:24 GMT -5
Haha I love the creativity here. I wouldn't have thought of that kind of thing, it sounds quite interesting. Skinning and Leatherworking would fit well to such a character, this makes me wonder If I ever do a challenge where a platewearer lives off the animals. Well no NPCs also means no professions, right? No vending sounds brutal, that could make it even more interesting. Bags from drops only. I think in low level areas some mobs drop some small bags quite frequently?! I might be wrong. I like the fact that you only pick up upgrades since you'll have to get rid of other stuff anyway - a nice idea for bag management. Good luck with this challenge, and let us know how it goes
|
|
|
Post by maarius81 on Nov 27, 2017 15:19:14 GMT -5
I like the required level + 5. I was able to make 3 pieces, but I had to wait to equip one until next level. It made getting the next level something to look forward to, especially since it was a level I didn't get an ability. It looks like I got dressed in the dark, but it was still cool. :] Nice to see someone else trying it out, it motivates me to make sure everything is fun. Personally I wear a tabard, so this compensates the clown-look a little bit. Perhaps the rule to travel to other zones for crafting is garbage... I'm not sure yet. It takes you out of your questing, so maybe it's far from optimal. What do you think? It needs a bit of getting used to playing without UI, but Imho it's definitely worth it. If it's a test run you don't have to reroll, you can try how it works in higher level zones as well. I think we could change the token system a bit, so that drops and questrewards become valuable again. -) the fitting-token rule is bad. -) you need something different instead to delay the gearing a little bit (so that items aren't available as soon as you get them... green items for your level make it far easier) -) drops and quest rewards are useless change fitting token rule into:-) mob drop items (BoE items) are the new fitting tokens -) a green chest piece (doesn't matter which armor class) = a chest fitting token -) the itemlevel is important: a Ilv 180 drop enables you to craft & equip an item <= Ilv.180 -) now drops are relevant again, not vendor trash anymore -) additionally - borrowed from the Soulsearcher Challenge - you could do the same with the soulbound questreward items: -) choose 1 of the soulbound items in your inventory as a token and delete all the other soulbound items -) only once every level ______________________________________________________________________________- Edit: made first post better readable, added fitting token joker
|
|
|
Post by maarius81 on Nov 26, 2017 10:08:07 GMT -5
xp-stop becoming optional - taken out of the core of the challenge
So I took a few hours to play with and think about the xp-stop and I feel that, while leveling feels really good with it, there are too many factors that speak against it
-) you have to allow selling on the auction house or money from outside sources, which takes away a big part of challenge's character -) travelling to the main city every few levels (especially in the expansions) will get really annoying -) it doesn't feel natural.. no idea how to explain that. It breaks the immersion for me. I want players to stay in the wildness, explore areas and not lose time travelling to the xp-turn-off center
so going on I will stop using the xp-stop, although questing felt really good this way. There's simply too much focus on your damn xp-bar and level... and I don't want this to be the focus. I got rid of the UI in my runs for a reason.
Feel free to use it in your runs, try it and decide for yourself. I will keep is as optional and not in the core of this challenge anymore.
|
|
|
Post by maarius81 on Nov 26, 2017 8:31:47 GMT -5
wow, incredible... congratulations!!
|
|
|
Post by maarius81 on Nov 26, 2017 3:44:16 GMT -5
Edit: New Rules (Nov 26)
I got these ideas on my trial run for the crafting challenge. Especially the xp-stop was very fun for me personally, but people who want to level up their characters fast might hate it; so it's totally optional (like every rule in this challenge, because it's casual and can't be tracked). XP-stop (optional)-) optional if you don't care about the level-up speed and want it more challenging -) stop the xp at the minimal level of the zone you're doing, starting with level 10 -) do all the yellow quests (& more IF you can), then turn on xp gain again -) this rule makes getting outside gold necessary, since the xp-turn-off costs 10g each time. Either you get the gold from one of your alts or you might allow selling stuff in the auction house) -) Edit: I tested it for a few hours. While it felt really good, it's also extremely immersion breaking (looking at your xp, your level, turning on and off game progress). -) Edit: I'll keep it as purely optional and won't incorporate it in my trial runs. I tried this during my crafting challenge run and found it really motivating, because it's finally challenging and you aren't 5 levels higher than the quests you're doing. I had to plan the order I do the quests, had to pick out single mobs since packs were dangerous and I had to avoid areas with high level mobs. Try it. (still in the test phase) higher gear requirements -) you may only equip gear when the player level = level requirement of that piece + 5 levels. -) example. Chestpiece level requirement: lv.7 --> allowed to equip it: lv.13 -) I'm not sure if this should be true for all items / BoE items or the soulbound items only. -) it may be too complicated, I'll keep this thread updated and tell you how it feels. -) this may be turned down a bit after 1-60 (like +5 --> +1 in MoP) These rules might make this challenge interesting before 7.3.5 hits. Especially since I don't know if there will be higher level mobs in your zone when level scaling sets in. The challenge might be gone completely with 7.3.5
|
|
|
Post by maarius81 on Nov 25, 2017 20:28:47 GMT -5
thank you for the kind words!
Update on my trial run: I decided to turn off the xp at the minimal level of the zone, so I got to the Ghostlands and found quite a few yellow quests. I did all of the yellow ones and new ones got unlocked - orange and red difficulty. It was really fun, most mobs weren't a problem but when I accidentally got aggro of more than 2, I got into big trouble. I actually died 2 times because I wasn't very careful. When all the yellow quests were done, I turned on xp gain again and continued with the orange quests. The red ones were still too hard but orange was ok, I had to be careful though.
I enjoyed this - turning xp off at minimal zone level, do all the yellow quests and then turn it on again. You're a bit behind but that's what makes it fun. I had to plan my quests instead of doing all there is at once... and I had to watch the surroundings, pick out single enemies and watch their patrolling paths.
This brought me to the conclusion that I'll probably include this xp turn off/on in my other challenges as well. I really enjoy my Soulsearcher Challenge, but the only problem: it's too easy.
Edit: scrapped xp-stop; reasons in the next post.
Back to the crafting part of the challenge: -) it feels boring to rarely upgrade my gear. Waiting for a whole set isn't that fun. -) collecting recipes for the fitting tokens varies greatly for the zone. In some areas there aren't enough recipe drops / vendors who sell them. Will add a challenge in an other way.
possible changes: -) allow switching out pieces of gear with the same basic material whenever/wherever I want (example: handstiched leather vest -> embossed leather vest) -) to add a bit of a challenge: gear may only be equipped if itemlevel = playerlevel. (ex: embossed leather vest: required level 7, item level 12 --> equip at level 12) -) if the next piece of armor is of a different material, you have to drop the old armor first. (ex: you wear 4 pieces of light leather --> drop them to wear medium leather stuff. You may add other medium leather when/wherever you want.)
Edit: I don't know how brutal this gets with "equip when player level = itemlevel of the item", so I can just turn it into "equip when player level = required level + 6 (or more)".
I'll test this and give feedback soon.
|
|
|
Post by maarius81 on Nov 25, 2017 7:23:19 GMT -5
@mods: is it ok to post follow up posts seperately (for visibility) or should I edit my last post?
Update on my trial run: -) it got better. Got to the Ghostlands with xp stop at lv.10. Doing the challenge this way NEEDS a certain mindset: -) If you want to go slow, learn to know all the quests, want a decent challenge - then I think this could be interesting. -) If you want to level up fast while having a challenge, then doing the xp stop isn't for you.
Now I'll try to find out if playing this with the xp stop would make a fun challenge overall. Some thoughts so far:
1.) It really feels good to have an xp stop at the minimal level of a zone. There are some yellow quests (totally doable), some orange ones and red ones too. It was fun, I had to sneak around lv.14-15 mobs (I'm not a sneaking class but a melee hunter) and avoid certain enemies. Gives you a real sense of danger, while coming by some future questhubs (you can't start the quest at minimum level)
2.) I'm not sure about the "only-one-material-set" thing. It's limiting since there's a lot of interesting crafted gear with the same basic material. I currently wear handstiched-armor (skill 50) but at skill 85 some nice pieces unlock which also use light leather. I think I'll get rid of that limiting factor and change it like this: -) Before: equip only one material set at a time -) After: equip only one set at a time
3.) turning xp on/off Needs work
I think this challenge has potential but it needs some work/overhauls
|
|
|
Post by maarius81 on Nov 24, 2017 11:17:49 GMT -5
I think this might work. The only issue I think you might run into is availability of quests. Quests still have a minimum level requirement. But I suppose that would just give you more incentive to gather the mats and leveling your profession to get the other pieces to turn xp on again. I agree that you'd have to make auctioning free, and allow use of flightpaths. It only costs 10 gold to turn xp off or on, but that could still add up. For clarification: Is there a minimum amount of pieces you have to craft for the initial set? Or can you, say, make an iron chest piece, turn off xp, and then slowly get the rest of the pieces of the set, then turn on xp. Or do you have to initally have at least 2 or 3 or so pieces to start? I just started the challenge to try how this challenge feels in the game. Currently only at lv.8 I purchased leatherworking and skinning. Put 14 pieces of light leather into the auction house which should net me about 15g - so it seems it's easy to get to the gold IF it sells. Still using the starter gear and enemies still are easy. I play a hunter but at 10 I'm going melee and dismiss the pet. Haven't tried that yet. I didn't think of the limited availability of quests... that's interesting. I'll keep this thread updated how it feels. I didn't mention this in the last post, but I feel it would make sense to make a xp stop at level 10 to get the challenge rolling. The rules state that you aren't allowed to put on different pieces of a material set at a later time. You have to equip a material set all at once. There is no minimum amount of pieces. When you only equip 1 light leather piece, you aren't allowed to add other light leather pieces at a later time. The 1 light leather piece is then the only piece of armor on you, you'll have to drop everything else. The plan for my trial-run is to get as many pieces of the set as possible. _________________________________________________________________________________________________________________________ Edit1 - level 10, xp stopped and first set equipped. I don't know. I don't like it. It feels like the time grinding the mobs for mats while xp is stopped is a waste of time. Once I entered the 10-20 zone it got a bit more interesting. I give it another chance tomorrow, maybe it's just the beginning that is garbage...
|
|
|
Post by maarius81 on Nov 24, 2017 7:37:30 GMT -5
At the moment I have a really odd idea and haven't thought it through yet.
What would happen if you switched the xp gain off, everytime you equip a new set of gear? Turn it on again when you have all the parts you want to equip next.
example:
-) you level up your crafting and craft pieces of the first set (copper set). -) at lv.14 you go to the main city and equip the set. At the same time you turn off your xp gain. -) you continue leveling, move to new zones and the game gets more and more difficult, since you still wear the copper set at lv.14. -) you finally have enough mats to craft the next set (iron set) -) once you've crafted the set you travel to the city and turn xp on again. -) when you're able to equip the whole set, you move tho the city, equip it and turn it off again.
tldr:
craft set > equip + turn xp off > craft set > all parts = turn xp on > equip + turn xp off ...
You would need enough gold for this, so auctioning things is necessary. Maybe allow auctioning gathered mats /or everything you loot for free?
Personally I play without flying mounts, but using flight paths would become quite important here. I think it would be a chore to ride back to your main city everytime you turn xp on/off.
|
|
|
Post by maarius81 on Nov 22, 2017 12:17:27 GMT -5
awesome well done!!! what's next then?
|
|
|
Post by maarius81 on Nov 22, 2017 12:11:06 GMT -5
I wish there was a way to change the amount of damage I do to mobs, and how much damage they do to me. I'd love if Blizzard would add some negative heirlooms, totally optional pieces of armor with negative effects -) -50% dps -) -50% xp -) higher aggro range -) enemies (if single targetted) enrage at 30% -) 80% of quest rewards become white items -) you do less damage to rare mobs and they do more to you we would be able to create our own challenges much easier
|
|
|
Post by maarius81 on Nov 22, 2017 0:37:59 GMT -5
slowly we get somewhere... thanks, I've formatted the OP since it began to become unreadable. Still I feel something is missing.
|
|