Dec
3
Mists of Pandaria Gold Making
Sat, 03/12/2011 - 11:28
One
of the biggest challenges Blizzard faces as Warcraft continues to
expand in scope is giving players choices, but maintaining balance amid
those choices. Every expansion brings change to the World of Warcraft.
By looking at those changes, we can see trends that point to further
development into the future. Some of the major trends we've seen so far:
- Deep But Simple
Talents have undergone changes with every expansion. What abilities do,
how hard they hit, how many you get for "free" for choosing a spec, how
you modify them have all been overhauled. The goal was to make talents
easier to understand while bringing more depth to the game. - Accessibility
Classic WoW was noted for it's grind-y nature. You had to put in hours
and hours of time to get anywhere and progress your character. New raids
often required completing old ones to be able to access them. But over
time, things like price reductions (mounts, training of skills),
alternate progression (badges, more crafted gear) and new/changed
features (Dungeon/Raid Finder, weekly valor caps, daily quest hubs,
reduced XP for old content) all aim to remove the barrier of entry for
people new to the game. Increasingly, it's easier for new players to
catch up to long-time players. - Balance and "Fairness"
While Blizzard can never make all things equal, they strive as much as
possible to do so. DPS numbers, class cooldowns, mobility and utility
all need to be balanced. It's the reason Druids lost their position as
the sole battle res, why tank abilities were brought into line to
provide similar tools, damage reducing cooldowns and raid survivability.
Profession bonuses are all about equal so people don't feel they have
to take a certain combo to maximize their effectiveness in game.
These
are just a few broad trends, but they have informed (and will continue
to inform) the development of this game we love to play. What are their
implications for gold-making in Mists of Pandaria? Some predictions for
you:
Cataclysm
changed glyphs from commodities to "skills" you learn. No longer did
people need multiple copies of a glyph if they wanted to switch out
glyphs. Instead, learn it once and change them whenever you want for the
lost cost of about 9g by purchasing a reagent from the glyph vendors.
Most classes, however, don't have much choice in their glyphs. There are
certain popular (read: mandatory) glyphs, so while there is an illusion
of choice, in reality there isn't much.
A quick look through the
Mists of Pandaria talent calculator shows that many of the unpopular
glyphs are being included as part of the base spell. Blizzard has even
stated that they are considering removing prime glyphs in their current
state because they are so uninteresting from a choice perspective. The
entire system isn't going away, however, so something is going to have
to fill the gap to make glyphs an interesting/meaningful choice going
forward. At a minimum, this could mean many new glyphs. But it could
also mean a completely different concept for glyphs and what they do.
Maybe there is a set of glyphs for your companion pets that ties into
the new pet battle system.
All
of them. Cooking, Fishing, Jewelcrafting and Inscription already have
them. The new Darkmoon Faire added profession skill-up quests to help
ease the leveling of professions. It's not hard to imagine all of the
professions getting some sort of quest in MoP. I think a combination of
weekly skill increases (+5 each week) coupled with a daily token system
like Jewelcrafting would help people max their profession, while still
allowing the dedicated trader to get a leg up by doing dailies.
Alchemy
(Transmutes) and tailoring (Dream Cloth) have one already. Other
professions will get one as a way to artificially limit supply. It will
help casual auctioneers make more money off other players (an important
point in the ongoing battle against hyper-inflation in Warcraft) rather
than generating more money from NPCs (like the obsidium shuffle and 9g
vendor gems). Too much gold coming into the economy from "created"
sources (in other words, new money is created and given to the players
from mobs, quests, vendor sales) leads to higher prices, making it
harder for the average player to keep up with the "haves".
The
end-game benefits of gathering professions lag too far behind the
crafting professions. Blizzard is looking for ways to get people out
into the world more and away from the capital cities. Buffing the
benefits to gathering professions will help a bit. There's talk that
archeology could get random encounters at digsites with mummies or
similar archeology-themed mobs. Killing the mob would result in more
artifacts. Why can't mining/herbing/skinning have a similar function
added to make them more interesting? Maybe killing the mob gives a
unique material (like a chaos orb) that gives some added value to the
gathering professions. Skin enough mobs in an area and DEHTAmight show
up to attack you. Fight them off and you get a buff to attack power
against creatures to kill skinnable mobs faster.
I can also see
the relationship of gathering/crafting professions becoming more closely
linked, much like Mining/Blacksmithing. Smiths require a miner to smelt
ore into bars. Why don't other profession pairs have this relationship?
It would encourage people to keep the gathering professions while
making pairings on the same character more useful. A system like this
could add some depth too, where some recipes required you have both the
crafting and gathering profession on the same character through the use
of some bind-on-pickup item.
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