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Sakritan

Detail matters! What do you want?

148 posts in this topic
On 14. 10. 2016 at 9:51 AM, DeeMarie said:

I just want the STV Fishing Extravaganza to work. Haven't had the arcanite pole and fish trinket since Live :(

Should've played on Insomnia. I bothered one of the other devs enough so they fixed it for me. And it sort of works on Dalaran right now. It's just that infinite amount of people can win it each week. But hey, that's the standard state of it on TBC servers too.

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Lets keep the thread on topic please :) More suggestions and wishes of details we want to bring to the devs attention! Got some pretty good posts thus far.

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Not sure if this detail was back in Vanilla/TBC era, but I could've sworn it was. 

The moonwell water quest chains from Teldrassil are supposed to spawn a shade of the Kaldorei when you finish gathering the water for the part of the quest you're on. On every private server I've been on, he doesn't spawn. Just wondering if that could work...used to like listening to him and learning about the lore of the NE past the 3rd War 

That'd be a very nice detail to add :)

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4 hours ago, cell007 said:

Not sure if this detail was back in Vanilla/TBC era, but I could've sworn it was. 

The moonwell water quest chains from Teldrassil are supposed to spawn a shade of the Kaldorei when you finish gathering the water for the part of the quest you're on. On every private server I've been on, he doesn't spawn. Just wondering if that could work...used to like listening to him and learning about the lore of the NE past the 3rd War 

That'd be a very nice detail to add :)

Absolutely agree! Good point! This was part of vanilla indeed, and I've only seen it on one private server.

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The Desolace caravan escort quests haven't worked on the private servers I've tried so would be nice to be able to do those :)

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Sounds silly, but I would like a 100% Blizz-like Combat Log.

You know, with Extra Attacks, all "performed" actions, all dispel entries, all procs, the "You interrupt Youfie's Flash Heal." on interrupt spells, "You cast Instant Poison V on your Perdition's Blade." upon applying stuff to a weapon, all the "you cast XX" stuff, proper messages from all boss abilities etc.

 

Most servers have a lot of things listed above not working at all, and some others too.

 

Not only it's nice to have a proc parser and a threat or damage meter AddOn tracking things correctly, it's just all about immersion :).

Edited by Youfie
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Prebuff PvP items is a huge deal for me, as this changes the way many classes gear up and makes gearing harder (this is a good thing). Nostalrius' attempt at having progressive items was really bad, because they didn't bother to put the PvP items in their proper patch-state and this ended with AQ40 equivalent loot being available to solo players when BWL was fresh released.

I'm very much looking forward to progressive items done right for once.

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I am not sure if it is a bug, but on every private server I played if you start as a human your first quests automatically accept without you clicking the button.

You just open a quest dialog and immediately hear the sound of accepting the quest. It always made a bad immersion.

Edited by limov417
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I hope that mob chaining is done correctly.  On kronos at least, there were many cases (mostly in dungeons) where we were able to pull half of a group of mobs that in vanilla were required to be pulled together. 

This led to being able to cheese a lot of pulls

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Adding to an issue that was already brought up:

- Mob fear at low HP: When mobs run away on private servers, they're usually aiming at one of the nearest mob packs. Meaning, with the un-blizz-like speed increase and low-HP debuff immunity, you're in for adds within almost a certainty. So additionally to adjusted flee-speed, I would love to see Blizz-like actual fleeing behaviour: Erratic, like they were feared, without a specific mob as goal to flee to.

Then, I don't think they've been brought up yet:

- Pet and minion (de)spawning, damage and HP. On most private servers, those are handled sloppily at best. Often, minions, particularly summoned demons, have too much health (Voidwalkers in the cave east of Org or those controlled by Wastewalker summoners in Tanaris) and/or damage (again, those in Tanaris) for summoned units. They'd also not always despawn when their master was killed. Other times, they'd spawn with wrong levels (I've had Fizzle Darkclaw's imp spawn at level 40+ at VoA, with matching stats, i.e. 100+ damage firebolts). Other creatures, like the pet wolves of Razormane Hunters (north-east of Crossroads), aren't properly "classed" (I guess?). On many private servers, they tend to turn to neutral once their master is killed, unless they've been affected by CC when that happened. They may also drop crafting components like Silverleaf, Peacebloom, Coarse Stone or Copper Ore, and usually cannot be skinned.

 

- The lockers used by rogues to level up Lockpicking tend to not spawn correctly on private servers. I'm talking about the world objects that usually are found in places like  Windshear Crag (and its mine), Zoram Strand, Everstill Lake, and so on: There's too few of them, and the respawn usually is too slow.

 

- Pickpocketing tends to be lazily done. On one server, the monetary drops were borked so you'd always get a multiple of 10 copper. On another, there was a weird "resist" mechanic involved that basically made pickpocketing any mob above level 20 improbable.

- On that note, the poison quest for Horde rogues. Has not worked correctly on a single private server I've been on - the mobs in the tower should all have specific weaknesses to certain rogue abilities, but they usually do not. Which makes this quest far harder than it is supposed to be - there's enemies up to five levels above quest level in there, and an Elite to boot.

- If a quest calls for a specific number of mobs to be killed, there may not be enough mob spawns. One quest I can recall off the top of my head is the one in the Salt Flats, where you are to kill three different kinds of Silithid. There's two that are plenty, and one that only has one single spawn (right at the entrance to the hive) on any private server I've come across.

 

I could probably come up with a few more, but I gotta run. Last thing I want to mention is: I play on private servers because of the open world and its immersion that WoW offered before Cataclysm. So those "small" issues are not all that small for me. I usually put up with them as long as they are not exceedingly annoying, but having them fixed would really go a long way.

Edited by Avila
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2 hours ago, Avila said:

They'd also not always despawn when their master was killed.

Isn't it a WotLK feature? According to vanilla videos (like Joanna's) some summoned minions didn't despawn and were quite difficult to deal with.

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25 minutes ago, wrtsdf said:

Isn't it a WotLK feature? According to vanilla videos (like Joanna's) some summoned minions didn't despawn and were quite difficult to deal with.

To be honest, I remember minions despawning (NPC pets, otoh, stayed until taken down). Edit: There may have been some exceptions to that rule, like the summoner circles in Scholomance. But my memory is hazy - it's been more than a decade, after all. What definitely was not a Vanilla feature, however, is that those minions/pets do not leash properly and either walk their own paths instead of following their master creature, or follow you indefinitely.

Edited by Avila
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22 hours ago, limov417 said:

I am not sure if it is a bug, but on every private server I played if you start as a human your first quests automatically accept without you clicking the button.

You just open a quest dialog and immediately hear the sound of accepting the quest. It always made a bad immersion.

This is feature of WoTLK, dunno from which patch, probably from the start. This covers only starting area.

Edited by Joyman
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You are right, it was so ridiculous seeing it on every server I played. 

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23 hours ago, limov417 said:

I am not sure if it is a bug, but on every private server I played if you start as a human your first quests automatically accept without you clicking the button.

You just open a quest dialog and immediately hear the sound of accepting the quest. It always made a bad immersion.

This was blizzlike. I dont know if it was like that in vanilla or not, but im sure it was like that later on on retail. All kinds of details are worth mentioning though, thats what the thread is for and I've seen the devs have been lurking around here so :)

 

Edit: I see this was already answered above. I think wrath is probably right.

Edited by Sakritan
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Western Plaguelands: Gahrron's Field:

There are to many of those Blue and Black NPC's on every server, if you look at Joanas video, you will notice the difference.

 

Also, what about Westfall and the Harvest Reaper at the Field where the NPC resides who gives the Quest for those Reapers to kill them, werent there supposed to be more than what we experience on private servers ?

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Things like Stiches were broken on Nost. Not only could more than 1 be spawned at a time, which wasn't possible on retail, but they'd linger forever if not killed, meaning you could stack an army of these fat bastards sitting at the quest NPC. The camping would occur because of a 2nd issue. His script to route to the town would often break, causing him to permanently camp at whatever spot he broke at. This most commonly occurred right at the spot, but would sometimes happen anywhere on the road, so you'd just have a Stiches sitting there on the road as if he were asking for a toll for you to pass. But MANY NPCs had this duplicate spawn issue, then permanent lingering issue. Pretty much anything you could spawn out in the world, could have duplicates spawned, then lingered if they weren't killed. This should be easy to script solutions for, but Nost, for many months, didn't seem to care about the problem.

Another one was the lich in andorhol. The thing you needed to loot on the ground would linger forever, meaning that most of the time, you could do the quest simply by coming to the area, looting one already there (without fighting the boss), then go turn it in. If someone already fought the guy, the shard would linger forever, for anyone afterwards to auto complete the quest. No additional fights were necessary until a crash despawned the shard. On retail, naturally the shard would despawn after a little while, forcing most follow up players to fight the boss.

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Gatehering professions:

On most pservers you can keep trying the same node over and over, without looting, untill you get a skillpoint, don't remember if this was also the case on retail.

I do remember that you could not get more then 1 skillpoint from the same node, which you can on most pservers.

Although I do like this "feature" ( it's not a bug it's a feature :) ) it just feels wrong whenever I exploit this.

Anyone remembers correctly how it was way back when?

Edited by Jules
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On 22.10.2016 at 5:42 AM, Brikot said:

Western Plaguelands: Gahrron's Field:

There are to many of those Blue and Black NPC's on every server, if you look at Joanas video, you will notice the difference.

 

Also, what about Westfall and the Harvest Reaper at the Field where the NPC resides who gives the Quest for those Reapers to kill them, werent there supposed to be more than what we experience on private servers ?

 

There never were enough Harvest Watchers for "Killing Fields", even on retail, as far as I remember. However, some people don't know that they spawn on some other fields as well and not just on the one in front of the quest giver.

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2 hours ago, Lilaina said:

There never were enough Harvest Watchers for "Killing Fields", even on retail, as far as I remember. However, some people don't know that they spawn on some other fields as well and not just on the one in front of the quest giver.

This x10000. There are 5 fields in Westfall where they spawn, and another ~6 or so hay stacks where single HW can spawn. You don't all need to clump up running between the field where you get the quest and the one to the north for 4 hours.

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On 2016-10-22 at 8:39 AM, Jules said:

Gatehering professions:

On most pservers you can keep trying the same node over and over, without looting, untill you get a skillpoint, don't remember if this was also the case on retail.

I do remember that you could not get more then 1 skillpoint from the same node, which you can on most pservers.

Although I do like this "feature" ( it's not a bug it's a feature :) ) it just feels wrong whenever I exploit this.

Anyone remembers correctly how it was way back when?

Oh yes. The nodes where so annoying on a lot of servers. Either you couldnt loot or you had multiple of them spawning on top of each other, making gathering too easy and breaks economy.

Also the skillpoints should never give more than 1 I think, and not every hit should give either, only if you are like level 50 and you start using a sword for the first time, then it would level up bascially on every hit I think, until higher levels when it slows down. Most servers got this wrong as well. So great points to bring up!

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On a dif server last week, I was running through darkshore (I know! Who ever ran through Dshore) and got parried by a rabbit.  I laughed so loud my wife had to ask if I was ok.

Critter parries a blizzlike, detail thing? (Won't bother me one bit)

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On 10/22/2016 at 3:42 AM, Brikot said:

Also, what about Westfall and the Harvest Reaper at the Field where the NPC resides who gives the Quest for those Reapers to kill them, werent there supposed to be more than what we experience on private servers ?

Nah, most servers get the spawns 100%, I think the spawns were data mined from retail so they're usually 100% spot on.

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4 hours ago, Ugondiss said:

On a dif server last week, I was running through darkshore (I know! Who ever ran through Dshore) and got parried by a rabbit.  I laughed so loud my wife had to ask if I was ok.

Critter parries a blizzlike, detail thing? (Won't bother me one bit)

LOL! I want parrying and dodging critters! Godmode bunny. The revenge of the critters!

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