Finally after 25 years of being dead World of Warcraft is finally coming back for all the gamers in the form of Virtual Reality. Blizzard is forgoing all known lore and starting a new reboot of World of Warcraft! The story will be based on players known as “Champions”. These “Champions” will forge a new path for World of Warcraft to take!
“Some old lore are still the same but anything in the future is up for grabs!” says Head Developer Jose Forensic. Dr. Forensic is the leading programer of the world for Artificial Intelligence. The AI’s control how the “World” will react to players. How one reacts to NPCs or even monsters will greatly change the future! If you want to be bloodthirsty be bloodthirsty! If you want to go diplomatic be diplomatic! Heck you can just fish all day!”
Old and new players were fascinated of the Openness of the game; a true Open World game. Of course at the beginning races were locked for either Horde or Alliance. The Horde consisted of Orcs, Taurens, Trolls, Undead, Blood Elves, and Goblins. The Alliance had Humans, Night Elves, Dwarves, Worgens, Draenei and Gnomes. Some Classes were shared as others were Faction locked. This was to appease the “Vanilla” players. Shared Classes consisted of Warrior, Priest, Mage, Hunter, Warlock, Druid, and Rogue. For Faction locked classes the Horde obtained the Shaman and the Alliance had the Paladin.
Some players who were use to having a Blood Elf Paladin definitely raged throughout the forums. But luckily a Guild bent on unlocking the faction classes finally achieved it within the first month of game release. They found out by befriending a neutral race they could then learn faction locked classes. Thus the game became much more complicated. Instead of two factions a new neutral faction came to existence completely changing the world.
This gave the rise for players looking to unlock the “Hero” classes such as Death Knight, Monk and Demon Hunters. Players theorised Death Knight and Monk class had to be found by exploring the oceans to unlock Northrend and Pandaria.
World of Warcraft slowly developed. With the help of the AI’s new content was being released everyday. Player’s adventures were individually different and they had meaning. “Go kill boars” said a NPC. Why? Well if we don’t stock up on leather then the war front will lose valuable resources or the beginner area’s will become over run by boars!
Gone are the days of tab targeting and pressing a skill. Now player avatars can react to brain signals. Each skill consisted of a specific movement or a specific spell chant. If one messed up on the movement then the skill would not execute as well as spells. The developers and AI’s brought back skill proficiencies and did away with levels! With the development of skill proficiencies classes became even more specific. One could see a priest class with a spear! The holy trinity? Thats old school trail of thought! If you can avoid damage you don't need healers! Because of this new mechanic tanks became even more scarce. In order to become a really good tank one had to move specifically, dodge upcoming attacks, ignore the slight pain of getting hit, and be aware of group placement. Not only that they had to be mindful of their own cooldowns. On a player’s visual HUD one could only see Health and Mana Pool. At first it was difficult but there were also visual and feeling cues. A skill like “Shield Wall” a player’s shield would feel the shield to become a bit heavier when the cooldown was over or the player could set it for vibrate/color cue. The shield would glow a specific color that only the player could see. The skill “Sprint” had the same mechanics and a player could feel a slight electric shock in the calf muscles. It took a bit of time for players to master. For healers and casters one could actually store a skill with a the inscription profession. This made it easier to cast spells but the mana could not be stored. An exceptional mage could cast in mid combat while dodging. This separated the casual players from the hardcore players.
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A new mechanic called sync ratio was found out by players. Those who could move their avatars freely had sync ratios between 90 - 100 pct while average players only had 70 pct. In order for the game to compensate those with lower syncs could use the player assist program to use skills. The player would have to think of the skill in order to execute it. Cases such as players that had no leg functions could then use charge skills. On their HUD they could see that specific skill and cooldown times. Some players did not like this function they complained it to be unfair. Dr. Forensics only said that the world is unfair and those who work hard will benefit while those who don’t will not receive any. These sync ratios would slowly increase given the time the players invested in the game only some were able to sync faster than others. Mythic Raiders only opened recruitment for those who had 80+ sync ratio. A player could test their sync ratio through the proving grounds. They would be provided by a set of gauntlet challenges and the AI would determine their values. This could then be set in their achievement lists to link to other players.
Now the difficulty of the game increase with the level system gone. The only options left for players was to observe and use trial and error. A player can tell if an enemy is difficult just by their movements and equipment. An example would be the murlocs. They moved linearly and only had one weapon. Depending on the area the murlocs had different patterns and skills. They could also use group mechanics like calling for reinforcements when their HP is low. A lot of players died during the early stages but slowly learned and developed counter measures. The forums were especially helpful giving tips to newbies like attacking weak spots causing critical damage and adding in a cripple effect. Attacking the hamstring would cause NPC’s to have limited movement. Also hacking away certain limbs would have the same effect.
At times some classes became godly. The hunter who was effective in real life can accurately hit targets in the head causing instant death! This depended on the strength of the bow, ammo, and accuracy of the player. Using a strong bow would make the projectile move faster. Having an iron arrow would penetrate through leather but against steel it would only give a slight resistance. Using the player assist would only attack a certain area like body, head, and limbs. With higher proficiency the assist would become more narrow. For caster it depended on how much mana was invested in the spell with a mix of proficiency. If a caster had a proficiency of Arcane Missle 2 they can dumb 20pct of mana to increase two missiles with a stronger impact. Or could use less mana creating more missiles but could not exceed the 20 pct mana output per one spell cast. When the spell is cast there would be a small cooldown time.
One year has passed and still players had not unlocked the Hero classes. Most players were more dedicated on beating known raids such as AQ, Blackwing Lair, Molten Core, and Naxxramas. Hardcore “Vanilla” players were hell bent on taking over faction territories thus pvp became ingrained into the game. There were some pvp skirmishes here and there but the bread and butter pvp were based out of world battlefields. These battlefields consisted of armies on both sides struggling to take over territories. No longer were there multiple servers but a gigantic single quantum server! Of course there were smaller queued battles like WSG, AV, and AB but these were just to polish skills for the real world fights. Single battle arenas became popular just to receive the title of Warlord or Grand Marshal.
World of Warcraft - VR is not the same as its predecessor. It is a completely different MONSTER!