@BellularGaming One greater struggle is in players starting to engage with designs what by definition work better in the background.
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Replying to @craig_amai
@BellularGaming systems that only play out well when they feel random/organic, that collapse as players start to quantify them1 reply 0 retweets 0 likes -
Replying to @craig_amai
@BellularGaming that struggle might be somewhat unique to something as long-lived and under a microscope as WoW though, hard to tell2 replies 0 retweets 0 likes -
Replying to @craig_amai
@craig_amai Indeed. As leveling content I think treasures / rares worked very well. Addon or not they drove exploration.1 reply 0 retweets 0 likes -
Replying to @BellularGaming
@BellularGaming Glad you liked the new rare and treasure treatments. I was very eager to get those systems in to encourage exploration more.7 replies 0 retweets 1 like -
Replying to @craig_amai
@craig_amai personally, Wrath style leveling with rates / treasures would be the ideal. Looking forward to seeing that stuff in future lvlng1 reply 0 retweets 0 likes -
Replying to @BellularGaming
@BellularGaming I'm curious, what about wrath-style leveling stands out to you as an ideal?7 replies 0 retweets 0 likes -
Replying to @craig_amai
@craig_amai So I think Wrath's quest flow & choice nailed the RPG in mmorpg & that the exploration mechanics would accompany that very well.1 reply 0 retweets 0 likes -
Replying to @BellularGaming
@BellularGaming I do think there's some value in advancing the tone of how the player is regarded in a new expansion...1 reply 0 retweets 0 likes -
Replying to @craig_amai
@BellularGaming ...for the sake of preventing things from feeling stale if nothing else.3 replies 0 retweets 0 likes
@craig_amai ...paced leveling probably. Great points to both styles that I think are pretty compatible.
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