
See! Look at how productive this has been. So your concern is with the value of PvP targets out in the world AFTER BG's have been released! So now the solution you are advocating for is an increase in the value of world kills! We can now scrap this treasure chest idea, and address the actual issue. The value of player kills in the world AFTER BG's have been released. Look at how simple the solution to your issue was. We just needed to identify the actual issue and then make a case for addressing that issue in a way that would have the least overall impact to the game. So the best way for you to make a case for that issue is to outline the issue (which I dont disagree with) and then offer potential solutions to that issue. While the treasure chest idea is poor, the idea that honor outside of BG's is completely invalidated by the BG's themselves, holds weight. This is an easier pill for people to swallow than boat battles, housing and treasure chests.RedridgeGnoll wrote: ↑5 years agoIt is so true, the honor gains are too low in world pvp, so that when battlegrounds are released everyone just queues for them instead. We are getting crossrealm battlegrounds which means players will be able to join more bgs and likely do less world pvp. Blizzard should have increased honor from player kills a lot more. They actually increased it towards the end of Vanilla, but it wasn't nearly enough. Even if they raised the honor from player kills, most PvPers would still just queue for Battlegrounds. You can't really compare this new system being proposed to what is available on Retail. You have to encourage players to be in the zones. Even if you increase honor from player kills, that doesn't mean that players will show up. The chests are just an added incentive to get more players roaming contested zones.
You have to also consider the loot mechanic. There is very little risk/reward in Classic WoW PvP. You die and just respawn at the graveyard. This new system raises the stakes. Looting other players in PvP is something that will change the dynamic of PvP.
2000 IQg0bledyg00k wrote: ↑5 years agoNever making a single investment again until I 100% know it pays off.

The Treasure Hunt System adds many layers of gameplay. Firstly, it introduces a PvP Loot mechanic, which is something that is very popular in gaming nowadays. Having the chests scattered across the zones also means that players will roam the zones, they won't just camp certain locations. Farming is a major component of Classic, and this raises the risk/reward of doing it. In Classic WoW there is little risk/reward in World PvP currently. Even if Honor is raised, you still have to offer incentives for players to populate the contested zones. You also want to distribute players across the zones so they aren't just zerging. Honor should be raised from kills and the treasure hunting system would incentivize players to roam contested territory. I totally understand if you don't like the idea much. It would interest me if you could help find holes in the more specific details of the system. I have heard some decent criticism with regard to it.Stfuppercut wrote: ↑5 years agoSee! Look at how productive this has been. So your concern is with the value of PvP targets out in the world AFTER BG's have been released! So now the solution you are advocating for is an increase in the value of world kills! We can now scrap this treasure chest idea, and address the actual issue. The value of player kills in the world AFTER BG's have been released. Look at how simple the solution to your issue was. We just needed to identify the actual issue and then make a case for addressing that issue in a way that would have the least overall impact to the game. So the best way for you to make a case for that issue is to outline the issue (which I dont disagree with) and then offer potential solutions to that issue. While the treasure chest idea is poor, the idea that honor outside of BG's is completely invalidated by the BG's themselves, holds weight. This is an easier pill for people to swallow than boat battles, housing and treasure chests.RedridgeGnoll wrote: ↑5 years agoIt is so true, the honor gains are too low in world pvp, so that when battlegrounds are released everyone just queues for them instead. We are getting crossrealm battlegrounds which means players will be able to join more bgs and likely do less world pvp. Blizzard should have increased honor from player kills a lot more. They actually increased it towards the end of Vanilla, but it wasn't nearly enough. Even if they raised the honor from player kills, most PvPers would still just queue for Battlegrounds. You can't really compare this new system being proposed to what is available on Retail. You have to encourage players to be in the zones. Even if you increase honor from player kills, that doesn't mean that players will show up. The chests are just an added incentive to get more players roaming contested zones.
You have to also consider the loot mechanic. There is very little risk/reward in Classic WoW PvP. You die and just respawn at the graveyard. This new system raises the stakes. Looting other players in PvP is something that will change the dynamic of PvP.

Well... I tried. I felt like I almost cracked him there guys.RedridgeGnoll wrote: ↑5 years agoThe Treasure Hunt System adds many layers of gameplay. Firstly, it introduces a PvP Loot mechanic, which is something that is very popular in gaming nowadays. Having the chests scattered across the zones also means that players will roam the zones, they won't just camp certain locations. Farming is a major component of Classic, and this raises the risk/reward of doing it. Even if Honor is raised, you still have to offer incentives for players to populate the contested zones. You also want to distribute players across the zones so they aren't just zerging. Honor should be raised from kills and the treasure hunting system would incentivize players to roam contested territory. I totally understand if you don't like the idea much. It would interest me if you could help find holes in the more specific details of the system. I have heard some decent criticism with regard to it.
2000 IQg0bledyg00k wrote: ↑5 years agoNever making a single investment again until I 100% know it pays off.


He didn't even flinch....




I just awoke from my dirt nap. I had this vision about the Treasure Hunt System. The issue with World PvP after battlegrounds are introduced is pretty obvious. Battlegrounds become the only efficient way to farm honor. World PvP simply can't compete with premade battleground honor farming. World PvP should remain a rewarding aspect of Classic, and treasure chests could provide that. The refined idea would be to have 100 Treasure Chests spawn in a selected zone. The chests would contain tokens. The number of tokens in a chest would be random, this would add an RNG element to it. The chests could only be unlocked at an NPC in a capital city. You would need to spend gold to unlock the treasure chests. There would be new NPCs that would sell rare items for tokens. The items would be unique to the vendors. You could buy mounts, new tradeskill recipes, trinkets, pets, and many other items. Players could earn titles for turning in a certain amount of tokens. There would be a leaderboard displaying the players who had collected the highest amount of tokens from chests. I think that keeping battleground honor farming can work, because the Treasure Chest system would provide a new way for players enhance their characters. What do you think? It would kind of be like how Arcade uses tickets you buy prizes with.

Drug abuse explains a lot about things here.

There would be a few Treasure Chests Zones each day. To provide an example using Hillsbrad Foothills.
The designated zone is Hillsbrad Foothills.
- 100 Treasure Chests spawn in Hillsbrad Foothills
- Each chest has between 1-100 Tokens inside.
- Chests can only be opened in Capital Cities.
- Chests cost gold to unlock.
- Tokens are used to buy unique items
- Leaderboard/Rankings for most tokens earned

RedridgeGnoll wrote: ↑5 years agoThere would be a few Treasure Chests zones each day. To provide an example using Hillsbrad Foothills.
The designated zone is Hillsbrad Foothills.
- 100 Treasure Chests spawn in Hillsbrad Foothills
- Each chest has between 1-100 Tokens inside.
- Chests can only be opened in Capital Cities.
- Chests cost gold to unlock.
- Tokens are used to buy unique items


There is a huge problem with Classic WoW that some posters are ignoring. Battlegrounds render World PvP pretty much pointless.So why not create a new system for World PvP? Increasing the honor gains from World PvP would be an improvement, but why not add a new reward system altogether? Instead of just making it easier to earn honor to buy PvP gear, why not have new rewards?
The Treasure Chests system accomplishes several goals.
- Gives players a designated zone to World PvP where they earn unique rewards.
- Introduces RNG through randomized token drops from chests.
- Encourages small scale PvP
- Leaderboard/Rankings allows players to track their progression.
Imagine it is Patch 1.6. You are roaming Silithus ganking other players. You do the occasional Alterac Valley and are rank 10. Ganking players in Silithus isn't going to get you to Rank 11. Rank 14 is basically impossible since it is gated by premade exploiters. Why even gank players for no reward after a while?
Patch 1.7 releases and Blizzard announces the Treasure Chest System. There are now NPC's that sell unique items in the Capital Cities. Players can buy these items using tokens looted from treasure chests. Several times a day a contested territory becomes a treasure chest zone. Players scour these zones engaging in small scale PvP and looting these chests that drop tokens.
Why would this not be popular?
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