Isle of Quel'Danas PvP Re-Enabled Request
Isle of Quel'Danas PvP Re-Enabled Request
Disclaimer: I understand we have Azshara, and I understand that people grind rep in Quel'Danas.
The Isle of Quel'Danas was implemented as a new instance location for Sunwell/MGT as well as a new daily quest location. It was treated as a contested zone, not a sanctuary as it is right now, and I do realize it was for a specific reason; it's a place to grind SSO rep, and there's Azshara for world PvP.
However, I am of the opinion that SSO rep is a little too easy to grind, a few days of doing dailies/MGT and you can easily get to exalted, there's no real risk to the reward, and the grind is incredibly boring. Adding that capability of ganking/being ganked while you're pumping out dailies adds a certain enjoyment and fun to the monotony of killing mobs over and over and over. On top of this, the Isle is a wonderful place when it comes to scenery, the building setup, and the placement of the mobs there in the aspect of PvP. It's something new for the community, as they don't really use Azshara for the most part. Sure at peak there's a handful just goofing around but as it stands right now, it's only used for the daily for Curse and that's just about it.
"But people will complain about being ganked!" This server is based around the PvP aspect for the majority. As a member of Tsunami I appreciate the PvE aspect more than most, but it's a very small one here. If you're afraid of it becoming an issue, merely do a test run for a few weeks with it enabled as a PvP zone and see how it works out. The worst that can happen is you revert it back to a sanctuary.
The Isle of Quel'Danas was implemented as a new instance location for Sunwell/MGT as well as a new daily quest location. It was treated as a contested zone, not a sanctuary as it is right now, and I do realize it was for a specific reason; it's a place to grind SSO rep, and there's Azshara for world PvP.
However, I am of the opinion that SSO rep is a little too easy to grind, a few days of doing dailies/MGT and you can easily get to exalted, there's no real risk to the reward, and the grind is incredibly boring. Adding that capability of ganking/being ganked while you're pumping out dailies adds a certain enjoyment and fun to the monotony of killing mobs over and over and over. On top of this, the Isle is a wonderful place when it comes to scenery, the building setup, and the placement of the mobs there in the aspect of PvP. It's something new for the community, as they don't really use Azshara for the most part. Sure at peak there's a handful just goofing around but as it stands right now, it's only used for the daily for Curse and that's just about it.
"But people will complain about being ganked!" This server is based around the PvP aspect for the majority. As a member of Tsunami I appreciate the PvE aspect more than most, but it's a very small one here. If you're afraid of it becoming an issue, merely do a test run for a few weeks with it enabled as a PvP zone and see how it works out. The worst that can happen is you revert it back to a sanctuary.
- Apuclevercow
- Posts: 1349
Re: Isle of Quel'Danas PvP Re-Enabled Request
Therefore, people will not be able to afk-making pots at the Liron's teleporting area. Moreover, they'll not be able to buy materials whenever they want to.
It's not a bad idea, even if I don't think that it'll work well because of the low pop. It's worth a try.
It's not a bad idea, even if I don't think that it'll work well because of the low pop. It's worth a try.
ah
Re: Isle of Quel'Danas PvP Re-Enabled Request
This is why Hyjal/Azshara became PvP zones. High level players just will gank the new ones trying to do dailies to earn badges for gear. We'll get hundreds of tickets, corpse camping, dozens of people just farming players left and right. No, we've tried it 2-3 times and it was a disaster. It's not replicating the original retail experience at all.
Administrator - Project Lead / Server Management / Core Development
Re: Isle of Quel'Danas PvP Re-Enabled Request
The town itself had guards to stop the PvP inside of it, they had a knock-up and hit for 2k+. PvPing anywhere near an npc would immediately spawn guards, on top of aggroing the ones already near you.Apuclevercow wrote:Therefore, people will not be able to afk-making pots at the Liron's teleporting area. Moreover, they'll not be able to buy materials whenever they want to.
And the whole skill/gear difference existed on retail as well, it's why you see videos of players 1xX'ing on isle
As stated above the whole reason i'm requesting this is because Azshara isn't working. No one goes there for World PvP, and honestly the frequented areas in Azshara are too small, as people can just teleport and jump in on a fight right away. (Because it's literally ALL curse.)Henhouse wrote:This is why Hyjal/Azshara became PvP zones.
Re: Isle of Quel'Danas PvP Re-Enabled Request
I completely agree with grim here the area is alrdy set up for PvP use. It could be worth a try to have it PvP for a couple of weeks? :)
Re: Isle of Quel'Danas PvP Re-Enabled Request
Those guards are no match to a simple 5 man "raid".
Re: Isle of Quel'Danas PvP Re-Enabled Request
The only reason Azshara "isn't successful" or "not as successful as Hyjal was" is literally because we designed the zone to prevent graveyard camping. That's it, plain and simple. People can't mindlessly graveyard farm like they could Quel'Danas/Hyjal and so it became boring. That's the only reason these were ever popular.
Administrator - Project Lead / Server Management / Core Development
Re: Isle of Quel'Danas PvP Re-Enabled Request
That's far from the only reason. If you want to put it plain and simple, the design of the zone as a "world-pvp" zone is terrible.Henhouse wrote:The only reason Azshara "isn't successful" or "not as successful as Hyjal was" is literally because we designed the zone to prevent graveyard camping. That's it, plain and simple. People can't mindlessly graveyard farm like they could Quel'Danas/Hyjal and so it became boring. That's the only reason these were ever popular.
Balls, Cube, Deems, Google [Bot]
Re: Isle of Quel'Danas PvP Re-Enabled Request
Those guards would hit you for 2-5k depending on if you were cloth or plate and can be scaled accordingly.Hartun wrote:Those guards are no match to a simple 5 man "raid".
No, it's not. You have to understand a fair amount of fun when it comes to world PvP was the 1vn situations, not just having a zone to kill people. You need space, a reason for people to be split up in that space, and reasons for SMALL clusters. Just as well, having the ability to literally respawn in the same area less than 20-30 seconds later with full hp/cds is just ridiculous. The ability to come back with full everything is one of those variables that ruins fights.Henhouse wrote:The only reason Azshara "isn't successful" or "not as successful as Hyjal was" is literally because we designed the zone to prevent graveyard camping. People can't mindlessly graveyard farm like they could Quel'Danas/Hyjal
Graveyard camping is a small problem that can be avoided LITERALLY by waiting an extra minute or two before ressing, people are just impatient and think they can respawn and kill the person, then claim gy camping when they fail repeatedly. (Not saying gy camping doesn't happen, but this is a big reason it DOES. They get upset and bitch for lack of a better phrase.)
Re: Isle of Quel'Danas PvP Re-Enabled Request
Waiting time to respawn doesn't work in WSG and it wouldn't work in a random zone either. You idea of small clusters is what we tried to accomplish with the various quests throughout Azshara instead of attacking the other enemies base, like we did in Hyjal. That didn't work either. I'm sure you can argue "make better ones, spread them out more, etc." but I just don't really seeing that pane out because it never has on SF. SF is notoriously known for its mindless farming. I put measures in place to counteract that and it "kills" the fun. Azshara was successful after release for a while, but once I took away the ability to farm the camps, multiple respawn locations and the HKs that were disabled for a while, it dried up. Hyjal survived for years because it was easily farmed.
I just don't see there being any real "world" PvP working on SF without some problem, bias or simply no proper incentive to doing so in its present form. I could make it work by removing the HK cap and putting emphasis on HKs but that is about it.
I just don't see there being any real "world" PvP working on SF without some problem, bias or simply no proper incentive to doing so in its present form. I could make it work by removing the HK cap and putting emphasis on HKs but that is about it.
Administrator - Project Lead / Server Management / Core Development
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