107495-new-content-to-develop

== Content ==
			
Long time MMOer though I haven't played in about 3 years. I was very happy to hear the llama sound from Ultima online.  Represent!  And I love playing Wildstar, though consider prioritizing
 
1.)  Expanding the platforming aspects.   
create a 2nd stage sprint mode, which consumes endurance faster and moves the player faster. Activating this "full sprint" takes camera control away from the player and sets it to close up, just over the shoulder view.  The idea is that you cannot use the mouse to instantaneously maneuver your character in any direction.  The 'full         sprint' comes with wider turns (such that players have to begin turning prior to a corner if they wish to round it, and sliding some distance before coming to a complete stop.
 create another movement mode, a 'jog' in which your endurance does not regenerate but you maintain an increased movement speed, superior to sprinting and then walking while endurance regenerates, repeat.
disable direction input once a character is airborn from jumping/falling.  Also, maintain sprint speed without endurance cost if a player jumps from it, add an endurance cost for jumping. Some challenges/activities in the game require floating/falling to hit things in the air, but these usually have some kind of jumping/falling buff which can remain separate.
create significant quest chains with the end reward of player's getting new moves.  A better double jump.  One jump every 15 seconds that doesn't have an endurance cost. A hook shot, every player can have a hook shot with a 30s to 1m cooldown?  Best if its Zelda speed, but slow and jelly speed (like the spiderman sky-swinging challenge in Biodome-4) is better than nothing.  A new gear slot!  My hook shot reaches farther than yours!
The platforming present in the game is an awesome start, but it should be incorporated into most every area.  Whereas now one encounters a designed platforming level every 4 or so hours of playtime, and then takes only 5-10 minutes to complete.  Why aren't there a zone that is primarily made up of platforms on the surface of a giant cylinder, the way up wrapping around and around and disappearing into the sky, with jumps to make, moving platforms, knock backs to dodge and mobs to fight, all the way to the top.  Mobs on moving platforms!  Dodging area effects on the ground is fun, but it's just not as satisfying as avoiding a death fall or lava pit.  
There seems to be some momentum in the game with trying to climb or sliding down steep slopes, and if possible it should be made more pronounced. Slopes in the game in which the player cannot stop moving down, but still has some control of the character while undergoing the uncontrollably increasing speed.
more enemy abilities which include jumps and dashes.  One of the handful done well is the Eldan Mech, which has both, albeit a very slow and singular jump.  This should be a starting point!  Knock up and backs are also relished spice.  How about a back and forth zigzagging shoulder charge finished by a leap smash?  Yes please! Also, targeting the leap smash location on where the player will be, based on their current movement.
 
World PvP:  The key idea here is that there are so many awesome looking locations already in the game, but players move through them once and then its game over for that area, daily quests excluded
adapting PvP arena type battles to occur in the persistant game world.  So, there would be dozens and dozens of locations in the many zones of Nexus scripted as possible sites for this "arena" battle, each location with a starting point for each team.  Player's enter queue in group finder, a site is chosen at random by the server.  4,6,10 or 20 players are teleported to the randomly selected location each team within sight of the other.  Keep the turnover as fast as possible: do it with zero respawn, no joining as a group, and players are automatically teleported to an active match once the teams are set by the server.  Players could often get into the same match by simultaneously joining the queue, but you never know!  No big deal, because the  average time between clicking join the fight, and the end of fight may be about 2 minutes.
Warzones!  The casual, always available version of warplots for 2-80 players!   Set up one zone of nexus (and then more) to be modified for hosting the warzone.  There would always be 1 warzone active on each server, but which zone should change once the work is done of setting the event up in each zone.  Exiles in their side, Dominion in the other, each faction with lots of tough NPC's to kill, leading up to a boss.  Make it a slow progression, like if there were 10 unopposed players killing NPC's to get to the warzone boss, it would take the 10 players 2 or 3 hours of flawless execution to make their way to the boss and kill him.  Although if its 5 am and the warzone is all but empty, 2 players can kill weaker NPC's which respawn, and then turn in the NPC's loot to make a tank (like with a cannon) which they can move with to kill some of the harder NPCs.  Again, this would be in the open world persistent zones, so it would be set up to accommodate as many players as possible.  Perhaps for performance the limit would be 40 per side and then nobody else can enter.  In a sentence, a warzone would be an old school alterac valley set into the persistant game world.  But better, cause it's Wildstar.  What if, a faction winning 3 warzones in a row sends the warzone to the loser's capital city?  Can you make it to the auctioneers without being shot to bits!?!  Once a zone is a warzone, you no longer suffer durability loss on death.  And there could be a 'dishonorable ganker' mild debuff if the level 50 pvpers kill the low level players trying to quests in the zone gone warzone.  Once completed, the warzone migrates to a new zone, and the old one returns to normal.  It can be done!
I am also a fan of the mechanics which alter vision.  Darkness is cool.  How about a 'tunnel vision' debuff which forces a short time spent in the first person view?  "Area scanners deactivated"  Oh shit!
 
 Avoid expansions which renders all the previous balancing and player work obsolete.  Now you can go to level 60! in 3 hours you'll get a green quest item better than the one that took weeks to acquire! No, no, not doing that a second time.  Game over. 
 
And get to work on the story.  It's close to having more than 3 characters you can remember something about.   I don't know why, but I want Artemis Zin to die.  Give her a real brutal death sequence for me and they try another character.  Some of the protostar stuff was great, but characters you can get invested in are better than funny/silly.  I know all games can't have FF7 characters, but it's something to aim for.   The story is set for something bad to jump nexus and destroy a homeworld.  How about a game event which dissolves the Dominion/exile faction and creates 2 new ones, with the player's choice in a main story event choosing which side they go to?  Now that's an expansion!
 
Also,  Dominion and exile players should be able to talk just fine in the /say channel
 
FUNFUN FUN I WANNA PLAY! thanks
 	
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Don't get me wrong, some of your ideas sound quite fun, but W* got totally different issues right now than making it into a jump'n'run :unsure:
And about that PvP Aspect. If Warzones are meant for casuals, 2-3 hours reaching the boss sounds a bit too much imo. :/	
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