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mage21

LEGACY SERVERS CONFIRMED BY BLIZZFUCKINARD

50 posts in this topic

Seen it now. I’m conflicted now. Great improvement but will surely deal a great blow to the private community.

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It's nice, but I'm still waiting for Crestfall. I'm afraid that we'll get vanilla wow with vanity shop etc. I need to see more details before actually getting hyped :)

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21 minutes ago, Macu said:

It's nice, but I'm still waiting for Crestfall. I'm afraid that we'll get vanilla wow with vanity shop etc. I need to see more details before actually getting hyped :)

We don't know yet, maybe we get true vanilla without the original bugs, that would be awesome =)

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As much as I agree with you Macu, unfortuately why would people outside of this project pick Crestfall now? Private Servers reputation is now down the shitter due to the crap Elysium pulled. No one will trust Crestfall or join if Blizzard can offer the same. Even if they offer a vanity shop for cosmetic reasons, the population for private servers won't be sustained for this reason. Only time will tell of course and I will be keeping a close eye on both. Preferably the best solution for me would have the Crestfall team and all their data / policies mixed within Blizzard and their company name / security. I can dream surely? 

Overall, what was the reason we made Private servers? Because we enjoy Vanilla WoW. As long as they don't abuse it or make a Feenix copy. I'll be happy, it's early days so be careful with what you think will happen. But i'm really worried for Crestfall if this does go through.

Edited by Eyedie
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Well done! Cya all in blizzard oficial server-)

Thanks for comunity and good atitude good luck!

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Well, that's a surprise for sure. I can see a wealth of CV's heading their way to California based on real experience on prepping Pservers and the database knowledge gained. It still might take a year+ for this to launch. I could see no reason to play on CF, but that would be dependent on what compromises and plans Blizzard had in place. Will it be PTE? Will they have standalone expansions? All very interesting. People will of course, continue to play on Pservers, but all this will fade away as we get closer to release.

Kudos to Nostalrius, Kronos, even TRB for being the light in the darkness amongst many dark things like Elysium and other reprobate servers and individuals.

Next announcement from Dark should be.....interesting. I hope their CV's get accepted as I reckon they are in the top 1% of candidates.

If CF had launched successfully in 2017, it would have been interesting to see how things would have developed. But that conversation is over now.   

 

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O yeah baby!!! Blizz, take my money...again u bastards!!!

"It was very surprising for us," Brack laughs. "I didn’t remember that after casting an intellect buff I had to drink [a potion], and then I’d cast it again on another party member and then I had to drink again. I was surprised at how much I had forgotten. You know, that’s not going to be for everyone."

Edited by Sallerius
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According to this PC Gamer story, they are going for authenticity:

http://www.pcgamer.com/this-is-how-blizzard-plans-to-finally-bring-back-vanilla-wow-servers/

Quote

"Brack is clear that using modern server architecture doesn’t mean that these Classic servers will have the same features that current World of Warcraft does. There won’t be cross-realm servers or Looking For Raid and Dungeon Finder automatic party matchmaking. There’s still a lot of questions about how the team will tackle it, but Brack says they’re committed to recreating an authentic Vanilla World of Warcraft experience. "One of the tenets of Classic WoW is none of the cross-server realms and different [server] sharding options that we have available to us today. There’s a lot of desire on part of the community that this is something that they don’t want."

 

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54 minutes ago, Macu said:

It's nice, but I'm still waiting for Crestfall. I'm afraid that we'll get vanilla wow with vanity shop etc. I need to see more details before actually getting hyped :)

As of now it seems authentic. They are going to have a seperate team working on vanilla, different to the one working on current wow.

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Oh gosh finally! I trust they won't disappoint and will deliver true vanilla servers. I hope they observed well and learned much from pservers: what people really want, no group finders, pop cap between 3 and 5k, etc. This is great news and a breath of fresh air after so much stink that came after Nost's shutdown!

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Well, that was unexpected. No cross-realm servers is great news.

 

29 minutes ago, Outstanding said:

Next announcement from Dark should be.....interesting.

Announcing a new hobby? :D

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Actually, Asura already stated that they'll continue with working on Crestfall even if Blizz decide to launch legacy servers. Ofc I'm sure they would accept the offer from Blizz to work on official server but I doubt such offer is possible. We'll see, but I seriously doubt Activision will let Blizzard make a truly legit vanilla WoW, without microtransactions and some "buy lvl 60 character" shit. I hope I'm wrong.

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9 minutes ago, Macu said:

Actually, Asura already stated that they'll continue with working on Crestfall even if Blizz decide to launch legacy servers. Ofc I'm sure they would accept the offer from Blizz to work on official server but I doubt such offer is possible. We'll see, but I seriously doubt Activision will let Blizzard make a truly legit vanilla WoW, without microtransactions and some "buy lvl 60 character" shit. I hope I'm wrong.

If they'd planned to hire anyone from the pserver dev community, he would have been working for them for a while now. Blizz wouldn't announce it if they weren't already well progressed into the classic server development.

Edited by loeth
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2 minutes ago, Freshaccount said:

Alex mentioned something on his livestream that addons wouldn't be allowed on the legacy server. Did anyone else catch anything like that on the blizz's stream?

oh thatd be nice, raids would be harder then

Edited by Aquane
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2 minutes ago, Freshaccount said:

Alex mentioned something on his livestream that addons wouldn't be allowed on the legacy server. Did anyone else catch anything like that on the blizz's stream?

No not anywhere, probably talking out of his ass like he always does.

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I'm honestly quite surprised at this, but also very excited for it. I'm quite looking forward to this.

I'd rather hope that they don't remove the ability to use addons. Things like EZDismount are super nice. You know, the things that Blizzard saw addon devs make and go "You know, this is a really nice feature, we need to implement this into the base game"

Though the subject of addons does make me wonder. If 1.0 is the "new, official thing", will the addon authors make new ones for 1.0? I'd suspect yes, I wonder what they'd all manage to come up with.

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16 minutes ago, Freshaccount said:

Alex mentioned something on his livestream that addons wouldn't be allowed on the legacy server. Did anyone else catch anything like that on the blizz's stream?

That wouldn't make any sense. We had addons during Vanilla. That was part of the experience. 

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1 minute ago, Freshaccount said:

Regardless, i'm pretty confident that it'll be beautiful. Brack said in the stream that they're committed to bring the authentic experience and they have heard us.

Yeah, I'm not worried about it. I'm excited to really experience vanilla. Have been since the Nost shutdown, that's why I'm here, after all.

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EDIT: nevermind i made a free trial and did it myself

I posted something like this on the blizzard forums, I'll leave it here since it was already put here

THREAD TITLE: so you're gonna remake vanilla? it has 14 non-QoL issues; solutions are provided

 

CONTENT:

so I'm gonna make some Classic WoW suggestions, but NOT QUALITY OF LIFE SUGGESTIONS SUCH AS FLYING MOUNTS GUILD BANKS OR DUAL SPECCING, IN FACT I DON'T WANT THOSE IN VANILLA WoW AT ALL

these suggestions are about not messing up the game, and about preventing exploits, and fixing AV, and making some non-QoL changes to the game that are ultimately minor, aside from the last ones

I don't have a Blizzard account with a WoW character, so someone else hopefully posts this onto the blizzard forums for me

 

before listing the suggestions, I'll point out some ways that Blizzard Entertainment can manage to mess up vanilla WoW, which is pretty hard to do; in fact, if you just release the game exactly as it was(in 1.12.x) with progressive content releases and moderate the game the way you had in 2005, it'd be good enough, but I'll point these 6 things out anyway:

 

1: GMs banning people for frivolous and/or PC reasons; believe me you would lose a lot of players if word got out about "SJW mods" or "people being banned for world PvP" or "Barrens chat isn't allowed in Classic WoW". YOU ARE NOT GOING TO SATISFY EVERYONE WHO WANTS TO HAVE FUN WITH CLASSIC WoW, EVEN IF YOU TRY TO, and also remember that a certain vocal minority of left-wingers doesn't actually play video games, or so I'd read somewhere

2: releasing all of the endgame vanilla content at once; doing this will cause tryhard players to get bored too quickly, since they have nothing to look forwards to after they get BiS gear from naxx except tbc, you see? the solution to this one is simple: do progressive content releases like a certain e-famous illegal WoW server did, even for the yearly new servers mentioned in #5(on their own content release "timers")

3: bugs, plain and simple; if the game is as buggy as Destiny 2 or even close to it, and you treat bugs like that one emote that gets(or got?) abused in PvP in Destiny 2, the majority of the illegal server community is gonna drop classic WoW like a hot potato when a certain illegal server that actually cares about fixing bugs comes out, and you won't be able to shut them down cause they'll be operating from Russia... just take care to fix each and every bug, except maybe some of the visual bugs if you REALLY won't bother to fix them all

4: pulling a Sonic Mania; if you do add in something obviously controversial(among other negative descriptors) like LOOTBOXES(not as bad as denuvo but still) at the last minute without telling anyone before they can get a refund... well I shouldn't have to explain this one any further

5: this one won't actually mess it up but would likely cause you to profit less; releasing all of the initial Classic WoW servers at once... try staggering out maybe a fifth of them over a month or so, as some people are skeptical about the quality of your post-2009 products, but would come back(to a brand new server) if Classic WoW is proven by the playerbase to be as good as it used to be(meaning that you don't do the above), aside from the community(it ain't 2005 anymore) and lack of knowledge of the content... also be sure to release a new classic server every year or so; supposedly some people like server hopping and/or competing for server firsts, and some brand-new players(and returning ex-players) would rather start on a brand new server

 

with that aside I'll get to something else; there are certain not-profit-destroying issues with vanilla WoW; notably(to me) among them are these 14 issues... the game WOULD be good enough if you didn't fix them, but it'd be, at least imo, better if you fixed them:

 

players of certain class(es) are able to solo-farm mauradon and dire maul: east and north to get very high amounts of gold very fast(EPL farming isn't such a problem because competition)

black lotuses spawn at certain locations, that part isn't THAT big an issue but i think it'd be an improvement to make them randomly spawn off of any appropriate-level herbalism node

some quest chains are unfinished

I won't blame you guys if you dismiss this one since tanks and healers have a hard time getting gold, but too much gold flows INTO the in-game economy(players), and not enough flows OUT of it into the hands of NPCs, after several months(if not sooner) into a server's lifespan; extra non-cosmetic gold dumps are imo necessary that affect mostly high-level(55+) players... yes yes the epic mount+training costs a whopping 900g at honored on top of the cost of regular mount training, but ITS A ONCE PER CHARACTER GOLD DUMP, unlike what I'll suggest... AFTER you get past that and have 100+ gold, gold isn't a considerable issue unless you use consumables other than healing/mana potions and elemental protection potions alot, and even if you do, most of that gold flows into the hands of players; there'd oughta be more NON-COSMETIC gold dumps... the specifics are detailed below

the alliance in vanilla(and tbc and wrath) is slightly better than the horde at PvE and arguably also at PvP; only 2 small changes are necessary to sufficiently balance them out for vanilla, aside from fixing alterac valley which is also addressed below

alterac valley itself is quite unbalanced, whether with or without the way to hike around the Alliance's bridge

warsong gulch gives a little bit more honor than alterac valley and arathi basin per hour, unless turtling happens

improved scorpid sting is bad, its perhaps the worst talent in the game; improved arcane shot isn't that great either

certain white items that seem like they should be valuable, are usually just vendor trash; these are elemental water and air, heart of fire, core of earth, globe of water, breath of wind, ichor of undeath, essence of undeath, and before AQ comes out, living essences... also essence of earth IS valuable, but imo not as much as it should be

crafting, aside from engineering, isn't that useful for things other than getting gold or being convenient; I mean I know that people can craft stuff that can be equipped, but someone else can do it for you and you can just pay them for their product(s)... this one would be sorta complicated to fix(suggestions found below), and I guess its okay if you skip over this one

it is very, very difficult to compete against a hunter of the same faction when trying to tag an enemy for credit if that hunter knows where the enemy is going to spawn

there is one and only one bad endgame talent tree and that is beast mastery; fix this by having hunter pets scale a little bit(a little bit compared to TBC) with your stats via BM talent(s)

fast 2 handed weapons aren't useful compared to slow ones; a solution is provided below

words been going around that the only viable vanilla tanks are warriors; for druid tanks I believe that to be largely untrue, and for paladin tanks I'd read that either they dont make enough single-target threat or they just run out of mana, don't remember which; i didn't play alliance anyway

this ain't really an issue, but there'd used to be a rank of -1 called outlaw in... the WoW beta was it?; I think that it was a good idea and should be implemented, but its okay if you don't I guess

 

so I will propose these changes to fix vanilla WoW: ...this assumes that the 1.12.x talent trees are used throughout the whole thing, with the few modifications suggested below

 

DUNGEONS/RAIDS:
whip lashers no longer drop loot

princess theredas and some other maraudon bosses gain a new ability(functions up to you) that makes them much harder to solo at level 60, at least before AQ40 gear is available to players

every 3 seconds while king gordok is aggroed, he will check to see if captain kromkrush is subdued; if he's still standing where he is before someone attacks him or talks to him with a suit, king gordok will yell out for him, causing him to aggro... this yell will also aggro cho'rush the observer

make MC, BWL, and maybe ZG a liiiiiiiitle bit harder, if you'd be using 1.12.x talents for the whole lifespan of each server



WORLD:
all mining and herbalism nodes, even those inside of dungeons, are dynamic and randomized, so that no two nodes have the exact same spawn location, as far as a player should be concerned, but each type of node will still only spawn in certain parts of certain zones; furthermore, black lotuses will no longer spawn on predetermined herbalism nodes, but will instead randomly be found on herbalism nodes of a high enough level with a low chance to spawn

finish making all unfinished quest chains, such as the one involving the chained essence of eranikus




ECONOMY(gold dumps):

the following values don't consider reputation discounts, though they would apply, except to the ZG stuff
the 15 fire resistance to cloak enchant and 15 nature resistance to cloak enchant and all AQ enchants additionally require two of a reagent from enchanting supplies vendors that costs 20g each; this reagent(not BoP) may only be found at enchanting supplies vendors

+15 agility to 1h, +25 agility to 2h, +30 spellpower to weapon, +55 healing to weapon, +15 strength to weapon, and the crusader enchant all additionally require one of that reagent that costs 20g at enchanting supplies vendors

all flasks require an additional reagent that costs 40g and is only found at alchemy supplies vendors; if you REALLY need flasks to clear a raid, then that raid done by your GUILD is gonna have that flask money come from the dps

all ZG enchants additionally cost 50g, including the shoulder AND leg/head enchants; this and the above changes should make gold be more valuable in the LONG run

if these changes are found to be too insignificant or extreme, then the gold costs of some or all of them will be raised or lowered significantly, but the changes will not be outright removed; in sum max lvl healers and tanks who can't farm gold as easily MIGHT have slightly worse enchants than players with more gold, and flasks are much more expensive, and gold is still gonna be valuable after you get your epic mount+training and all of your skills if you use consumables other than greater X protection potions and whatever healing/mana potions you manage to loot




ALLIANCE/HORDE BALANCE:
reckoning is capped at 1 stack, not 5

tauren, like dwarves, get the mace specialization racial

alterac valley is in its pre-nerf state(like a certain illegal server wanted to do), but with the following changes:

you can no longer hike around the alliance's bridge in alterac valley

the horde's towers that can be captured, like the alliance bunkers, have guards who have ranged weapons

the horde's base has many more guards, especially in the "inner" "half"

the horde got rid of that snow hill next to the fence next to the entrance to their base; no longer can you jump the fence by using that hill of snow





OTHER CLASS CHANGES:
improved scorpid sting's stamina reduction is increased to 33/66/100% of the str/agility reduction(68 with 3/3 at max rank), instead of the current 10/20/30% of the str/agility reduction(20 with 3/3 at max rank)

improved arcane shot is more improved somehow; it exists as an ability that hunters use to help them kite, and in the talent's current state no seriously-specced hunter in their right mind who can also read would put a point into that talent after learning that aimed shot shares a cooldown with arcane shot

hunter traps and all NPCs that are controlled by players(including temporary pets such as a scarlet tracking hound) can no longer tag an enemy on their own, no matter what...

the talent, endurance, also causes your pet's stamina to be increased by a percentage of your stamina; that should be a small percentage of tbc's regular pet scaling

the talent, thick hide, also increases your pet's armor by a percentage of your armor(that should be a small percentage of tbc's regular pet scaling), but the flat % increase is slightly reduced

the talent, unleashed fury, also increases your pet's damage by a percentage of your MELEE attack power(hunters DO get 1 melee ap per agility, don't they?)... that should be a small percentage of tbc's regular pet scaling

holy shield is buffed to give a small amount of mana when you block(so they can tank for longer), and if they have more than minor single-target threat issues compared to warriors anyway, then you can also buff improved righteous fury

feral instinct's threat buff is increased to 4% per rank, from 3%

thick hide reduces the damage taken from critical strikes by 3% per rank while in bear, dire bear, or moonkin form

if seal of command was a PPM spell, it should be changed to have a static chance on hit of dealing the bonus damage

stormstrike's damage is changed to 30% of your attack power, increased if you're using a two-handed weapon to 45%

with the above two changes, 2 handers that aren't quite slow, such as kalimdor's revenge, typhoon, treant's bane, finkle's lava dredger, blade of hanna, vendorstrike, blackfury, and many blue items will be useful weapons(for some), but the horde still won't have much use for not-slow 2h swords or polearms, though blade of hanna can be put on the neutral AH... don't try to make fast 2h weapons useful for warriors unless you manage to find out how to not mess it up; don't forget that slam exists too




OTHER:

warsong gulch gives VERY slightly less honor, since turtling is a possibility I wouldn't just balance it out with AB/AV honor per hour completely, but instead by maybe half of what it'd take to balance it out; I dunno how much the actual difference is though
the PvP rank of -1 called outlaw would be implemented; with the outlaw rank, any member of your own faction can attack you(even on a PvE server), and all members of your faction are hostile towards you by default and cannot party with you(but you can with other outlaws, including those formerly of the other faction... though there'd still be the language barrier), and some will try to imprison you in such a way that your hearthstone stops working while you are... your ex-faction may put a bounty on your head if they hate you enough

becoming an outlaw reduces your reputation with the capital cities that you had reputation for to the middle of hostile

killing a member of the opposing faction that would otherwise give you honor increases your reputation with all of the alliance's or horde's capital cities by 1 until 0/3000 unfriendly, at which point their reputations with their ex-faction jumps to 0/3000 neutral... and killing someone of the outlaw rank gives you honor, even if he was a member of your faction, AND even if you're 59 levels higher than him

as an outlaw, killing a member of your ex-faction decreases your ex-factions' reputations by maybe 5 points, and an outlaw will never be friendly with the opposite faction

outlaws are not allowed to SEND mail from mailboxes that are owned by their former faction; they must use goblin mailboxes... unless the goblins hate them too, in which case they are not allowed to send mail(with that character) at all until they reach at least 0/3000 neutral with one of them


a GM may opt to lower the rank of a player to outlaw instead of banning them, depending upon what sort of infringement had occurred (strictly involving those which involve griefing your own faction and/or aiding the other faction in certain manners)

there should also be other ways to become an outlaw that don't involve GMs... be creative and make some up why don't you?

a lvl 57 rare two-handed mace is added to the game that looks like a tree trunk(like in WC3); it has a tauren-only racial restriction and drops off of Tendris Warpwood in Dire Maul: West




CRAFTING/REAGENTS:

blacksmiths can now craft SHIELDS; various shield recipes of various levels are added to the existing blacksmithing recipes


soul pouch now additionally requires one essence of undeath to be crafted, felcloth bag additionally requires 4, and core felcloth bag additionally requires 10, and runed stygian belt additionally require 1 essence of undeath to be crafted, and runed stygian pants and boots require additionally 2 essence of undeath to be crafted

enchant cloak +15 nature resistance additionally requires 2 essence of earth

1 or 2 more pre-AQ uses are made for living essences; dunno how to go about this one though, you guys can figure it out

gift of arthas now additionally requires 1 ichor of undeath to be crafted, and ultra-flash shadow reflector and +20 shadow damage to gloves now additionally require as many ichors of undeath as essences of undeath to be crafted

all naxxaramas frost resistance gear additionally requires 2 globes of water to be crafted

the stormshroud armor set now additionally requires as many gloves of water and breaths of air to be crafted as they do essences of water and essences of air

+4 mp5 to bracers and +20 frost damage to gloves and hyper-radiant flame reflector now additionally require as many globes of water as they do essences of water to be crafted

+15 agil to 1h weapon, +25 agil to 2h weapon, and +7 agil to gloves now additionally require as many breaths of wind as they do essences of air

+15 FR to cloak and +20 fire damage to gloves now additionally requires 4 hearts of fire for the enchantments, and all flarecore(cloth FR) gear requires as many hearts of fire as essences of fire to be crafted

titanic leggings, stronghold gauntlets, and +15 str to 1h now additionally require as many cores of earth as essences of earth to be crafted

gyrofreeze ice reflector now requires as many hearts of fire as essences of fire to be crafted

truesilver transformers now require an additional elemental air to be crafted

greater nature protection potion no longer requires an elemental earth to be crafted, but an elemental air instead

frost oil now additionally requires two elemental water to be crafted

 

 

OTHER CRAFTING:

blacksmithing and leatherworking: a few recipes are added to each raid for BoP items; these items use reagents found in the raid and are not necessarily better than other items found in the raid or that can be crafted into BoE items with raid reagents(except that the weapons should be 1, not 2, item lvls better than the raid tier's weapons(barring those from the last boss))... these items should also all require 300 blacksmithing AND mining, or skinning AND leatherworking to be equipped... also be sure to make use of the subprofessions; namely axe/mace/swordsmithing, armorsmithing, and dragonscale/primal/tribal leatherworking, and also make sure that you only provide 1 axe, mace, and sword option per tier of raids(not a 1h and 2h for each raid), aside from T1, for which zul'gurub gets weapons too

tailoring: HALF of a few recipes are added to each raid for BoP items; these items use reagents found in the raid and are not necessarily better than other items found in the raid or those that can be crafted into BoE items with raid reagents... these items also all require 300 tailoring to be equipped

enchanting: add ring enchants like in TBC(self-only and makes it BoP), except ofc not as good as the endgame TBC ones... the ring enchants should be designed in such a manner that, when combined with tailoring's BoP raid quality gear, it wouldn't necessarily be better for a warlock to have tailoring and enchanting than it would be for example, for a warrior to have mining and blacksmithing

alchemy: add ONE of some sort of UNIQUE usable unequippable consumable item WITH CHARGES that has a cooldown and can only be used by sufficiently skilled alchemists(who are also herbalists)... maybe they could turn some herbs into a gas cloud or something?... alternatively, do something else to make alchemy be useful for a character who has an alchemist best friend with all the recipes who gives him whichever and however many potions he wants for free

 

 

also, please use the old models for enemies and players and such or at least give an option for it(someone else can explain that one), and please don't implement achievements either

Edited by Aquane
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