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The Next Expansion
Pubblicato
03/06/2009 alle 13:19
da
Queggy
Blizzard once said that they would like to release a new expansion every year or so and this has gotten people thinking, "After Arthas, what comes next?" Don't get me wrong, I personally feel no need to rush the release of the next expansion—I mean, we still haven't defeated Arthas. But after Arthas, what will our 1337 characters all pimped out in Frozen Throne purples do next?
In my personal opinion, the strongest contenders for the next expansion would be something that involves either the Maelstrom or the Emerald Dream. Lets look at what each one offers.
The Maelstrom:
Mounts:
First off, if we are in an expansion with water, new water-based mounts would have to be released. With the release of semi-mount combat in WotLK, I think much can be said for the idea of guild owned boats duking it out on the High Seas.
"Hard to starboard 90 degrees! Bring out the long nine!"
Not necessarily a game changing idea, but still fun none the less. And besides, any one remember Warcraft II?
Gnomish Submarines
and
Goblin Sea Turtles
anyone?
Varieties of Ships:
Now, one of you readers may be saying to yourself,
"Woah! Hold it right there! As much as a guild ship to patrol the ocean would be epic, how would it ever work?"
Well, here's what I think might work. You have the person that buys the ship (there will be different types of ships also. War ships, pleasure barges, etc.). Now depending on the ship, there would be different options available. For example: a Battle Cruiser would have a slow speed but high armour and damage. A Pleasure Barge could function as a moving guild inn but would have little armour or weaponry. A Skiff could only hold a few passengers, have no armour and no weaponry, but move extremely fast, etc. Players would be able to run about on the deck of the ship and cast their class spells. Obviously this would mean that the ships would have to get very close because of range. If the ship features weaponry, than a player can "operate" the machinery.
Steering:
Only one person can steer the ship—usually the ship's owner. If you are in the guild or in the opposite faction, you may board the ship (this will hopefully prevent people trying to gain access to the ship for free rides and such—the opposite faction is able to board for PvP combat on the high seas, but I'll come back to that). The "captain" or owner is usually the only person able to click on the wheel/rudder and steer the ship. There are two ways that a non-owner can steer a ship. One: if the "captain" dies—then the next guild member to click on the wheel/rudder is given the captain position until the owner is revived. Alternatively, the guild is able to set up the system so that higher-ranking guild members take precedence. Two: if a person wants to steer, then they may send a request to the owner of the ship. A box would pop up with the message,
Skipper is requesting permission to steer the ship!
Then the "captain" can click yes or no to pass the steering to them. If the owner wants their ship back then all they have to do is go and click on the rudder/wheel again and they will regain it.
"Dying" at Sea:
If you meet an enemy ship then obviously there would be the option to attack (If this is a PvP server of course. Then again, what's the point of buying a Battle Cruiser on a PvE Realm if you have nothing to use it against except NPCs? Hmm...). As I said earlier, players have the option to either attack with their class spells (which would require a close range) and/or if the ship has weaponry they can operate that (which would allow for greater range attacks). If the ships get close enough, then the players are given the option to board the enemy ship. What's the reward for boarding? At the lowest deck of every ship in their cargo hold is a small chest containing gold, consumables, trade goods, etc. Only enemy players can access this chest and players are not allowed to place anything in that chest. The chest "respawns" itself everytime the ship is repaired after a battle. The chest can not be accessed unless the ship is either completely destroyed with everyone on it or all crew members are killed. Once a ship is "destroyed" it then has almost no health and moves very slowly. To repair the ship it must be sailed into any harbour where you are then given the option to repair it for a certain amount of gold.
Major Factions:
The two major Scryer/Aldor-esque factions that I would think would be in the Maelstrom expansion would be the
Bloodsail Buccaneers
and the
Steamwheedle Cartel
.
(remember those guys always feuding in Booty Bay?)
. Obviously each would have their own benefits and disadvantages. One major thing would be that NPC ships of each faction would roam the seas and attack hated or disliked players on sight. And of course you wouldn't be able to sail into an enemy harbour without being attacked either.
Races:
Blizzard may choose not to release any more playable races for awhile.
However
if they do, two possible races that might become playable in a Maelstrom Expansion would be Naga and Pandaren, since Naz'jatar and Pandaria are both located in that region. The Naga race would of course have to be an outcast faction from Naz'jatar.
Major Raids/Instances:
A few possible raids that I could think of would be Naz'jatar, the Tomb of Sargeras, and Undermine. Naz'jatar is the capitol of the the Naga and now players would finally have a chance to go "thank" Queen Azshara for "fixing" up Azeroth! (Yipee!) For Undermine, who knows what trouble the Goblins have created deep in their underground lair? Mechanical beasts, biochemically enhanced "super" Goblins, mega-bombs, and more! Perhaps for the Tomb of Sargeras there is some epic artifact still there waiting to be uncovered? It could even be a race to the finish between the denizens of Azeroth and the demons of the Burning Legion.
Plot:
The Burning Legion recently discovered that there is another artifact of immense power residing at Sargeras's Tomb. The Burning Legion has enlisted the help of Queen Azshara and her Naga to go help them recover this item. With it, they could finally destroy Azeroth. Who knows what monster from the deep they have awakened. What is it that has forced the Murlocs to emigrate to land. Perhaps another Old God? Or have the Goblins dug too far in their quest for fame and power? Who knows what lies beneath the Undermine . . . (*cough*Moria*cough*)
The Emerald Dream:
Malfurion and the Druids:
With the release of an Emerald Dream expansion, players would finally be able to discover why the druids are trapped in the Dream. Is it the Emerald Nightmare or something of a more mundane and sinister nature?
Terrain and Areas:
Not much is known about the Dream. What we do know is that the Emerald Dream is a parallel version of Azeroth, what the world
would have
if sentient races had never tampered with it. For example, Kalimdor is
one
continent. It is also the only continent with the Well of Eternity (not the Maelstrom, which is what the Well becomes) laying at the center of Kalimdor. Many races now extinct also still roam the dream. Some possible zones would be the Eye of Ysera: the valley where the Green Dragonflight resides.
Plot:
Is the Emerald Nightmare some horrible mistake on Ysera's part, or are the Old God's messing with us again? Perhaps the Burning Legion?
Creditability as an Expansion:
The Emerald Dream as an expansion currently has more substance behind it than a Maelstrom expansion. Using WoW Model Viewer I discovered relatively new-looking models of plants under an Emerald Dream tag. Blizz reps themselves have hinted at the an Emerald Dream expansion being worked on as early as 2003. Apparently the ED was originally slated for release as an end-game raid/zone, but then it was scrapped in favor of being released as an expansion.
Tigole on Sat, 06 Dec 2003 06:01:04 PST:
Actually, we have some pretty cool stuff planned for druids. They will definitely have a link to the Emerald Dream. There's also a zone on the way to the peak of Mount Hyjal called Moonglade that will be very core to druid characters. Our *master of Warcraft lore*, Chris Metzen, is never short on ideas when it comes to the druid class. I was running around the Emerald Dream last Thursday... you guys are in for a treat. The level designers are doing a killer job.
Then in late May 2007, he replied after being asked if Blizzard had plans to do anything with the Emerald Dream
Not any time soon but we do have plans for it. We've actually done a lot of work on the Emerald Dream but we scrapped what we had for bigger, grander plans.
Perhaps those "bigger and better" plans were Northrend? Maybe now Blizz will work on the Emerald Dream? Or is the Emerald Dream fated to become the new
Starcraft: Ghost
? Only time will tell . . .
Evil Epic Bosses:
For one there would be the Emerald Nightmare itself. Other bosses would all hinge on the actual plot. Is it Old Gods that are tampering with the Dream? If it is Old Gods we will have to take care of that threat. What if the Old Gods have been screwing with Ysera and she has become like Malygos? Maybe we'll have to kill her? I sincerely hope not, but you never know...
Hero Class:
What would be a good hero class for an Emerald Dream expansion? Some form of super-Druid? A Green Dragonflight follower? I personally think that some form of upgraded Druid is the most likely. The main problem with this (of course) is that we already have a Druid class—two Druid types might be too similar. In my opinion the way to solve this problem would be to make the hero class as different as possible from a Druid and still have it
be
a Druid. For lack of a better name we will call this hero class an Arch-Druid for the moment. I think that the Arch-Druid would primarily be a healer class. This would take it away from hybrid territory, and still make it a viable class. Healers are always in demand, and a hero class focused on healing would be beneficial—and we already have a tank/DPS hero class. To tie it into lore, the Arch-Druid is trying to heal the Dream and has been granted his powers by the Green Dragonflight. Druids are known for their different animal forms, but to keep the Arch-Druid from being too much like the Druid, perhaps only one or two forms should be available for the Arch-Druid.
How do you unlock this class? A possible way (but very unlikely in my opinion) is that any Druid class after a certain level would be able to choose to "transform" or "replace" their old Druid into an Arch-Druid. That way would help draw players into the whole druid/nature idea and would fit in with the expansion, but it would also force players to roll a druid. Other than that Blizzard might just go with the same idea as the Death Knights and just have a player "own" a character of a certain level.
Major Factions:
What would be the two Aldor/Scryer-esque of an Emerald Dream expansion? Well, depending on if the Green Dragonflight is corrupted or not, one faction might be the that. The other faction could possibly be some version of the Cenarion Circle or Cenarion Expedition?
So there you have it. Two possible expansions and what they bring to the table.
So what, in your opinion, would make a better expansion? The Maelstrom or The Emerald Dream?
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