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My leveling experience

PostPosted: Fri Jun 26, 2015 4:48 pm
by easygoes
Hello everyone. I just hit the level cap last night, and I wanted to share my experience, since feedback is important to a successful project. I believe this will also answer some questions that new players might have before downloading.

When I found this server last week, I wasn't 100% sure what to expect. Most vanilla projects can't reliably support/update/etc and fall short in a number of ways. That's why, when I got into the realm and started playing, I was pleasantly surprised.

As I leveled up, I noticed that there were actually very few bugged quests, and that most of the issues are gameplay related (IE: some server lag, buggy skills, and the strange player parry haste). Mostly, things that will surely be addressed in time, none of it really being game-breaking.

For the new players, Horde will generally attack on sight. I'm sure this is a two-way street, so be prepared no matter what you play.

The one real piece of criticism that I have for the server is that the full extent of the progression system isn't explained for new players. I expected that content release would be on a Blizzlike schedule, what I didn't expect were the items and quests. I found myself fairly confused at a few quest zones, as there were some I expected to be there that weren't placed there until later patches. In addition, many items have also been changed to their pre-patch stats as well. This was an unexpected part of the experience as well, since 1.12 talents are in place (probably can't be properly changed without a client-side patch). I suppose the summary of this section is that, for new players, a design intent/approximated release schedule thread would be very helpful.

Since projects like this live and die on relevance, I have a suggestion to attempt to make the team's efforts lasting. It's my belief that if you release a seasonal server (maybe something that resets X time after someone kills KT, then migrates characters to a main server) that it will remain relevant and build reputation.

In all, this is definitely the most complete project I've played on, and it will likely be the best for a long time.

I also had a question for the community, since I just got here. I made this character just over a week ago, and I was curious... how many people were level cap at a comparable time after release? Since I've already had non-believers, I have a screenshot. If you look at my honor panel, you'll see that my last week+this week HKs is the same as my lifetime HK.

Image

Thanks for reading. I'll see you in-game.

Re: My leveling experience

PostPosted: Fri Jun 26, 2015 5:11 pm
by phil5773
Great thread, just want to ask how you levelled so quickly?! Quests (guide?) or grind?

I agree with posting a schedule thread, I was quite disappointed to spend 45 mins completing a very inefficient quest chain only to realise the item stats were based on an older patch and essentially useless.

Great server regardless!

Re: My leveling experience

PostPosted: Fri Jun 26, 2015 5:21 pm
by easygoes
phil5773 wrote:Great thread, just want to ask how you levelled so quickly?! Quests (guide?) or grind?


I didn't do anything particularly special, but I haven't had to go to work all week and haven't slept very much. Other than that, I just used VanillaGuide and found isolated areas to grind mobs for level 30-40. This is probably where I saved the most time, since this is when you get ganked the most.

Re: My leveling experience

PostPosted: Fri Jun 26, 2015 5:24 pm
by nervous
easygoes wrote:Since projects like this live and die on relevance, I have a suggestion to attempt to make the team's efforts lasting. It's my belief that if you release a seasonal server (maybe something that resets X time after someone kills KT, then migrates characters to a main server) that it will remain relevant and build reputation.


Seasonal ladders would be a great idea for vanilla servers if they had a leveling system like scriptcraft. Unfortunately this requires content to be scripted properly prior to release. q:^)

Re: My leveling experience

PostPosted: Fri Jun 26, 2015 7:35 pm
by ninjacarldk
WTF. I'm only level 40 and already have 4 days and 2 hours played.

Re: My leveling experience

PostPosted: Fri Jun 26, 2015 8:06 pm
by txbone
easygoes wrote:Since projects like this live and die on relevance, I have a suggestion to attempt to make the team's efforts lasting. It's my belief that if you release a seasonal server (maybe something that resets X time after someone kills KT, then migrates characters to a main server) that it will remain relevant and build reputation.


I think this is a great idea and would give more longevity to the game.

Re: My leveling experience

PostPosted: Fri Jun 26, 2015 8:22 pm
by freetime
edit - nevermind. I missed where you said you made it "just over a week ago"

Re: My leveling experience

PostPosted: Fri Jun 26, 2015 9:46 pm
by easygoes
nervous wrote:
easygoes wrote:Since projects like this live and die on relevance, I have a suggestion to attempt to make the team's efforts lasting. It's my belief that if you release a seasonal server (maybe something that resets X time after someone kills KT, then migrates characters to a main server) that it will remain relevant and build reputation.


Seasonal ladders would be a great idea for vanilla servers if they had a leveling system like scriptcraft. Unfortunately this requires content to be scripted properly prior to release. q:^)


Well I think that would be the point. Since the work is already done, every time the server resets it can be done with even less staff and just be refined a little more than last time.