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Reader Comments (20)

Posted: Apr 27th 2011 8:13AM Bartlebe said

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Horizontal expansion.

I would add new zones to start in on a new content off of the main, first one. I'd also toss in a few zones for every level, making it possible to level through the new content. Also, high end zones that had challenging, outdoor elite areas, bosses and adventures.

I'd be careful NOT to raise the gear ceiling in any way but just provide more options for people already playing. Make my world bigger, better and more detailed with every expansion.

More adventures to be had, sites to see and loot to collect. Not more levels and grind.

Posted: Apr 27th 2011 8:49AM Beau Hindman said

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@Bartlebe Horizontal is the exact word I was just going to type. lol Great minds...

But yes, expand outwards, not upwards. I would not only fix the usual annoying problems, but the main thing I would do is introduce a system that anyone can play and get rewards from. Something that would last a long time, is non-combat but still optional. A card game, racing...something fun but still "tweakable" for those who enjoy the math.

Beau
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Posted: Apr 27th 2011 9:01AM Shirogetsune said

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@Bartlebe

Hear hear! *Someone* needs to buck the trend of adding nothing but raids, a handful more levels and gear with almost every expansion and/or major content update. For players like myself, the end game is truly the end of the game, because I don't have the time to raid or grind "epic" gear.

Great idea! Give people something new to do from the start to cap, and give those at cap something new to do that isn't a rinse-wash-repeat system they've done to death years before.
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Posted: Apr 27th 2011 9:23AM fallwind said

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@Shirogetsune City Of has been bucking that trend for 7 years now... where have you been?
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Posted: Apr 27th 2011 1:52PM Shirogetsune said

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@fallwind

Playing... until the Incarnate system rolled out. Which is exactly what I hate in all other MMO's. Where have you been?
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Posted: Apr 27th 2011 3:46PM fallwind said

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@Shirogetsune

I'm all for expanding the leveling process laterally, but prior to i19 COH had the one of the worst end game contents of any MMO I've ever played. Incarnate was desperately needed.

all the levels, from 1 to the upper 40s had been iterated on several times since launch. Lvl 50 content hadn't changed one spec since they added the hamidon encounter.

I19 is just a pass over endgame content, same as other issues were a pass over lvl 20-30 content, or 35-45 content...

If you are going to laterally expand the game, do so for the WHOLE game, not just 1 to (maxlvl-1)
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Posted: Apr 27th 2011 3:57PM mysecretid said

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@Bartlebe

You made my post for me. Thank you, sir.
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Posted: Apr 27th 2011 5:35PM Vgk said

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@Bartlebe
I was going to post just about the exact same thing, we need to stop making expansions vertical in such a way that only the new content in the x-pac is useful.
Look at WoW for example,(most people played it and can relate to examples) ya their world gets bigger with the addition of new zones you gain outland, Northrend etc.
But in a way it also gets smaller, you lose just about every location in the previous x-pac, Cataclysm brought back Azeroth which was a nice improvement but in Burning Crusade you lost Azeroth in WotLK you lost Outlands, they became obsolete.

What we need to do is build on the world without making the previous content obsolete and useless, give us some crafting that requires some "old school" mats to make. If you keep some use to the "old school" mats you can make there be certain crafting items you can only make by grabbing a high diversity of items (no 3 items isn't a high diversity) from different x-pacs it would make crafting much more diverse and interesting

StrangleThorn Vale has always been a "hotspot" for PvP, then don't give people a reason to go there less, encourage PvP, put vendors to sell honor with gear there, put daily PvP quests don't make it obsolete build on it.
Cata kind of touched on this, but it still threw too much out the window.
Also don't throw our epics out the window with the first few quests which are something like talk to X 2 feet away from me.

Make our epics useful even when entering the first few raids of the x-pac. Don't grab our gears stats and square them on the first few greens you get.

And lastly don't just reskin stuff and add a few levels. I think it's be simple to have a level cap and don't build on it anymore, just build on the world, so the world will get bigger and the stuff from the previous expansions and the original world are still there to be enjoyed and to flow in and fit well with the current x-pac
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Posted: Apr 27th 2011 8:30AM InkSix said

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I think adding a small continent with every expansion would please the player base of "my MMO." Lots to explore, new cities, towns, vistas, quests, gear, and instances. All carefully planned out through a level group of course.

Posted: Apr 27th 2011 8:43AM Yellowdancer said

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I would make all epic loot mobs glow bright red and appear on your in game map. I would then place all epic mobs underwater but not implement swimming in the game. I then sell another x-pac to unlock swimming.

Posted: Apr 27th 2011 10:19AM Snichy said

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Poll the player-base to ask them what they want, rather than telling them what they want!

Posted: Apr 27th 2011 9:28AM pcgneurotic said

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Races, classes and zones top my list; next come gfx/engine upgrades; least interesting for me are changes to gameplay mechanics or additions of new systems (unless they're pretty significant, like EQ2's flight or LoTRO's wardrobe system).

Posted: Apr 27th 2011 9:53AM Carolina said

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Expand the world to all levels, always add new cosmetic and housing options, new dungeons for all levels, and not only things designed to keep end game players paying.

Something I'd like to see is random dungeons. Not the random queue system, but the whole thing, like back in Diablo 1, but better: random bosses (with random skills) and groups of mobs, random map, so that those in end game can do something with their eyes open. Maybe sometimes they'd be a silly easy combination, and sometimes impossible, but what would matter to me is that it would not be that same one over and over again.

Posted: Apr 27th 2011 10:15AM dudes said

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Dragons. Lots of dragons. And skimpy maidens. Lots of them too.

Posted: Apr 27th 2011 10:28AM (Unverified) said

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"My MMO"s expansion would have something that would get the higher level players engaging with the lower level characters in order to promote community and let even the 'newb' do something to help. The immediate thought is pvp with many games, as the 'newb' would help against the other team, but my thought is to get the new folks helping with a series of quests that supply the higher level quest givers with the supplies/ammo/etc they need to give out to higher players. All this would be in an effort to push back the AI and open up quests that persist so long as the AI is pushed back from certain areas. Perhaps a world buff would also be in effect in this situation as well.

I'm tired of seeing games with the raiders on one end and the casual folks on the other. Getting both involved in goals that help their individual needs means more play and interaction opportunities for all.

Posted: Apr 27th 2011 11:37AM DarkWalker said

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First and foremost, something that adds content, instead of substituting the old end game content. I'm tired of seeing content abandoned by both developers and players each time a new expansion, or even content patch, is launched. This could include:
- Soloification of any group content the devs don't expect to draw enough players to consistently form groups anymore.
- Content scaling to let high level / max geared players still feel the challenge of the old content.

Content for all kinds of players, from solo diehards to raiders, including casual and RP players. If possible, make all content scale with group sizes, in order to let the largest number of players experience it.

Fixing old progression to avoid making leveling characters and professions feel like something quickly cobbled together. An example of what I don't want to see is WoW's clear cut content boundaries,
with conflicting leveling experiences in the old world, Outlands, and Nortrend; players outleveling old expansion content way before they get even a third of the content done; and professions that don't feel consistent across the whole level range.

Posted: Apr 27th 2011 11:39AM cowboyhugbees said

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I would add depth to current systems. Add lake-specific fish. Fishing leaderboards. Deeper in-game exploration. Deeper housing options. More character customization. Etc.

Posted: Apr 27th 2011 4:50PM Space Cobra said

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I think the Horizontal Expansion listed here by Bartlebe is a great idea for what should be the definition of "expansion".

In my world view, when a game talks of "expansion" it really should add something vastly new or different in terms of either a new continent or a new races (with starting lands/zone). Perhaps a new crafting skill (or skills). It should not fundamentally change the game, as much as EXPAND it in some way, like a new class(es) or race(s), even NPC ones or a whole new batch of new monsters/enemies (with new areas, although you can kinda skimp and say they are alien invaders, but they need spaceships!).

I had an old idea of having a "generational" kinda game back in the old cartridge days: Basically, you start with a DnD styled adventure and created your character, played the adventure and finished. Then more adventures would be released and you could import your character(s), with their stats/equipment intact. Of course, easy to do it now and some games do try to do it (but many do seem to port over your choices made in game and not necessarily your stats and weapons; saying you were robbed or died or some excuse in the meantime: Basically, you are Level 1 again).

So, that's my ramblings!

Posted: Apr 27th 2011 5:28PM Qehb said

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1. Add a new continent with several higher level zones completely separated from the original world, this will prevent higher level players from having to see those pesky low levels and old boring zones.

2. Make all the gear got from that zone, even those dropped from mobs, better than the best items from the original game,
this should wipe clean all the work players did so they can have fun trying to get back to their old position.

3. Give lots of new xp benefits so as to make leveling through the old world as quick as possible so new players and alts don't have to see those dull old zones.

4. Add new gimmick abilities, maybe even an entire gimmick class, so as to unbalance the game to make things more dynamic.

Yep that sounds like it should work...

Posted: Apr 27th 2011 6:16PM J Brad Hicks said

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Bluntly: I wouldn't.

I feel the same way about paid expansions that most people feel about cash shops. I am under the impression that maintenance of the game world and addition of new content is a large part of what my subscription fee is supposed to be paying for.

If art development budgets are so out of control that the $15 standard subscription fee doesn't pay for routine maintenance and customer service with enough money left over to edit new features into the existing game world and/or add new areas to explore, I would rather pay a higher, predictable, subscription price than have the game surprise me every couple of years with a $50 or $80 lump-sum charge.

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