Sunday, June 30, 2013

Women in WoW - is there a right way to do it?

Navimie over at the Daily Frostwolf wrote on this topic (if you haven't read it check the post out here) and its a really good article.


But I had some disagreements of my own I wanted to comment about.  Usually I would leave a comment on the blog but these aren't really clear cut.  Not just objections but objections*.  So like Genie I need to ramble a bit and get it clarified so here we go..


Aladdin: You're gonna grant me any 3 wishes I want, right? 
Genie: [imitating William F. Buckley] Uh, ah, almost. There are a few, uh, provisos. Ah, a couple of quid pro quo.

Friday, June 28, 2013

Gamon, Orgrimmar, thoughts

While I was working on my iron pet character I wandered by Gamon and was surprised to see him not busy killing players but occupied with the current storyline.


A brief bit of history.  Gamon was an NPC in a rogue quest chain that because of mechanics needed to be neutral.  Also it was interesting to see how many times the level 8 rogue would kill him before realizing they needed to pick his pockets (3 for me :)


Because of this people killed him over and over until he suddenly leveled up and became elite leading to this.

MMO combat my way

I've been designing what I thought was a unique and innovate combat system for my game if I got my dream and set it as an MMO.  Its been rattling around in my head for a while and since I cant sleep I thought I'd inflict it upon you.

The game would work on EXP earned for tasks done.  You heal you get healing exp.  You use nature (druidic) magic you get that kind of exp over divine (clerical).  You can equip all but exotic weapons and at least try to give them a go though more advanced ones your better off trying lower skill ones first.

As you quest you get relevant skills and exp to make you more specialized.  If you want to be a cleric following up on their quest lines you learn little clerical spells and abilities others wont.

But that's just the start.  I'll have a system for player designed abilities allowing the player to have flexibility and personality.

Each ability starts with an animation 2 attributes.  As you 'level up' in the related skill it gets more attributes until you get 4 and then you can assign 2 more at penalties.

For example the 'Uppercut' (improved punch) is learned after following a brawling/boxing quest chain.  It would look like this;