YOU CAN NOW FARM IN WORLD OF WARCRAFT! | World of Runescape ALPHA | Progress Update 6



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Mcdoubles back again with a brand new video and today I want to show you some big progress with the World of Runescape server! Specificaly I’ll show you guys Farming, Hunter, dungeoneering, and brand new bosses and talk about the progress so far.

🗡️ World of Runescape (WORS)
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TIMESTAMPS:
0:00-2:30 – Intro
2:31-9:06- FARMING IN WORLD OF WARCRAFT!
9:07-13:39 – New bosses added (Obor, Bryo, Mole)
13:40-15:17 – A first look at the completd HUNTER skill
15:18-28:57 – Taking a look at the first concepts for Dungeoneering
28:58-30:07 – Final Thoughts

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35 thoughts on “YOU CAN NOW FARM IN WORLD OF WARCRAFT! | World of Runescape ALPHA | Progress Update 6”

  1. If I had the money to donate man, I would, this is the coolest thing I have ever seen, my 2 favorite MMOs into one game? That's insane! The work you're putting into this is inspirational. I'm looking forward to more updates, and I can't wait to see this project through. Keep up the fantastic work brother. I'll definitely will be sinking alot of hours into this when it's released. I hope more people see this and this gets the attention it really deserves. There's nothing out there like this, my buddies and I are looking forward to playing this. 🙂

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  2. Once again, super hyped to get access to this once you're in Alpha. Love seeing all of the progress, Hunter is actually my most beloved skill of all time. Personally, I loved Dungeoneering when it was first released into RuneScape. I like the idea of it being included in the WoRS release as long as the rewards from doing it are worth the investment of time.

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  3. It's really cool and all but why do the work just to put in a bunch of placeholder stuff? I hope thats now how farming is really going to look, I hope you wont actually buy farming supplies off the tool leprachaun.

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  4. Some thoughts on the dungeon you showed. I love the use of other skills to transform how you go about clearing the dungeon. Overall this has a similar feel to how Neverwinter attempted to approach dungeons with things that only a specific class could make use of like rogues clearing traps and fighters breaking cracked walls and such. That design philosophy fell away in late game sadly, focusing more on the way MMOs milk late game in general, but I always liked the concept. The problem was always that the chest only the rogue could find or the traps only the rogue could disarm were so pointless that you never really whent for that, not when you had to drind the dungeon to level fast. These kinds of things should have a rare chance of dropping something really cool that wont just be outleveled in 2 more dungeon runs. It should be gold or something of value like a transmog that only ur class could get with a skill based minigame or even just a loooooooooong grind for a 2% drop chance. You have a good solution here with those benefits being how you run the dungeon. how you build directly influences how you run the dungeon.

    I think you have a great idea with stuff like lava lake traversal and shortcuts locked behind skill levels, but I think you need to reward the party by making that skill check lead to a switch that then opens the way for the rest of the party.

    For example the rock wall might have a high agility check or even a mini game that you have to time button inputs not to fall. once you clear that you throw a rope down and everyone else gets to use the shortcut even if they don't have that skill.

    I'm not a runescape player, but I assume people don't all just grind every stat to max so having these specialists feel like their grind payed off is a really nice touch I think.

    I like the idea of having an actual skill challenge for shortcuts like the lava jump. I like it so much I'd suggest every shortcut you add in should not be just a click thing and if you have big number you go brrrrrrrr. I think all of them should have an initial minigame with consequences if you lose it. maybe you get 3 tries before you get locked out of said mini game or it just keeps getting harder every try. Either way I understand the wow system isn't made for these kinda quicktime events, but the reward a player gets for completing them and being the guy who can is not something I'd overlook for the gameplay loop here.

    Once any of these minigames are completed the player should have the option of making said shortcut an auto traversal for the party. This adds to the group play idea of a dungeoneering group, the fantasy of being a specialist at your field helping said party and also making future corps runs from respawn or backtracks for exploration that much easier. Initial difficulty is good, but having to do the same skill check 5 times in one run cause your rogue forgot something and can't remember where it is will kill the mood real quick in my opinion.

    The only other thing I'd say is set dressing. Every mob in the dungeon should feel like it was doing something before the player got there. It's environmental storytelling and really helps sell a living world.

    I know Runescape just has mobs walking around so if it's a nostalgia style you are aiming for then I don't think I'd be able to convince you otherwise haha. I think at least the guys on the rocks that are there throwing stuff at you over the lava puzzle should have some kind of built platform with a clear way they would get on top of there and back, even if it's just ropes or chains from the roof. It's weird noticing that there are 3 guys clipping into each other placed in such a small spot knowing that a dev just plonked them there when you are in a narrative driven dungeon that it happens in.

    Oh one last thing. there should be a some way you can hint at the players that there is a shortcut nearby. having stuff hidden and finding them is really fun, but these are the most fun when you set up an expectation of clues that people can look for to notice the secret if they pay attention. I dunno what the best way to do this is. if you have all climbable surfaces share a distinct look then people will catch on to that really quickly, same with breakable walls. The real trick is that hidden path up the lava. maybe you have a broken sign up there that points that way hidden among some rubble or some such trickery that just makes it that little bit more likely players see what you have there and feel smart for noticing.

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  5. Anyone else just not excited at all for this project. You can already play runescape no one asked or wanted it to be ported to wow assets. Also having project ascension load screens is cringe.

    Reply
  6. make dungeoneering more unique rather than dungeon slayer. strip equipment and armour when you enter and force the player to choose a armour set and weapon style for the dungeon, could add extra through like sets like speed set low armour low stat but increase speed

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