If you could help shape an upcoming zone, what sorts of things would we see in it?
I'm talking about things such as:
I'm talking about things such as:
- Fight mechanics
- Level range
- Lore
- NPC variety (classes, models, etc.)
- Quests
- "Soloability"
- Zone Aesthetics (outdoor vs. indoor, snow, greenery, brown walls, etc.)
- Something outdoors (but without tons of trees to get stuck on).
- So much exping at 65 is done in dark, cramped indoor spaces. Players bump into one another, Shrink is practically a prerequisite (which diminishes the fun in playing with a racially diverse group in the first place), and SoD's lack of proper NPC pathing makes pulling enemies through narrow corridors hazardous and unpredictable.
- It feels nice to exp in a zone where outdoor SoW-type buffs work in case you need to run for your life!
- Charmable NPCs.
- So many mobs at level 65 exp spots are either too high for long-duration DRU/ENC/NEC charm or are flat out immune to it, and I'd love to have the option to get back into charm kiting like in "the olden days" but with fresh content.
- Enemies that are playable races.
- NPCs who are Gnomes, Trolls, Iksar, etc. can be customized much more than non-playable races in terms of appearance (robes, plate armor, hats, gender, faces), and this could add a lot of variety to a zone's aesthetic. NPC armor tinting can even be coded for further customization, as seen on the blue-clad guards throughout Halas.
- NPCs that don't summon.
- The NPC ability to summon a player is ridiculous enough from a lore perspective, but it is flat out aggravating when the player is unintentionally summoned under the world, resulting in a frustrating "LOADING, PLEASE WAIT..." and an inaccessible corpse. Non-named, non-raid mobs don't need this ability.
- Non-summoning NPCs would mean that classes such as Bards, Druids, Rangers, and Wizards could kite NPCs like they used to at lower levels.
- Unique zone connection(s) you'd only find in Shards of Dalaya.
- I was impressed the first time I traveled to Haegra Malath many years ago and realized I had to get a whirlwind in Goblinskull Mountains to whisk me way up onto the mountaintops in order to reach my destination. The Overgrowth does something similar by repurposing the previously useless drainpipe underneath the waterwheel in Underhill for its zoneline. I'd love to see more imaginative zonelines such as these instead of simply reusing established zonelines (which are limited in quantity anyway).