| I really would like an environment that matters in ways like Grave mentioned. This is something that seems nearly trivial to implement, and yet is avoided by everyone. Phases of the moon, shortest/longest days of the year, morning/noon/dusk/midnight/etc. I'd also like casters to be able to draw upon their immediate surroundings to influence their spells. Some raids might be have distinct solutions based on your strengths, such as altering your target's environment to your advantage to weaken them/strengthen yourself, such as knocking the ceiling out of a dragon's lair to gain access to other spells.
Preparation is viewed as a chore in WoW because it is either fleeting (consumables) or unrewarded (Hydross/Shazrah/etc.) I don't think it needs to be so mundane as "replace your awesome cool gear with Fire Resist gear". That is why bane weapons were poorly received in EQ. It was a useless POS item that had no purpose outside the few targets you needed it for. No one likes that. We want upgrades that are advantageous, not required. Bane weapons would have been more appreciated as rapid increases in farming speed rather than minimums for progression. That's just a baby-step, but it would transform perception entirely.
I'd also like sympathetic equipment/spells that encourage Guilds to act in a harmonious manner, even if Guild A works on bleeds and infections and Guild B works on stuns and crippling blows. Likewise their targets would be limited by their strengths and weaknesses, and while this would require creating even more content, it would also significantly increase lateral advancement potential. Ideally you would have a progression set-up that encourages both specialization at one point and adaptation at another point - perhaps epic quests that guide you along killing most of the distinct targets, but without a prescribed order. I just don't understand why Guilds 1-1,000,000 all kill X the same way with the same tools regardless of their divergent origins, and I find this to be uninteresting.
I don't really want dynamic content, but I can see the draw in cyclical content. I am a hardcore completionist, so the idea that an achievement has slipped out of my grasp is very frustrating. What I do want is the ability to roll my own way out of the problem - that there isn't just a single track that everyone raids along. I'd like everyone to have the chance to experience the puzzle of a new raid encounter. This experience is robbed from you when your options are limited and your targets are few. Perhaps I am giving the masses too much credit in believing they can enjoy the challenge of overcoming new obstacles.
So long as everyone is doing the exact same things in the same ways I don't feel we're moving forward. The backend on these games has improved a lot via scripting, but it's a web we're becoming trapped in.
Last edited by Agraza; 10-26-2008 at 12:38 AM..
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