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What can we learn from Turtle WoW? | Vanilla Plus | World of Warcraft



Mcdoubles back again with a brand new video and today I just want to talk about what we can learn from Turtle WoW. I dive into what I think has made Turtle WoW so successful, which has only been further perpetuated by their most recent patch which is seemingly a great success! Let me know your thoughts in the comments below.

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TIMESTAMPS:
0:00-3:09 – A Lengthy Intro
3:10-17:18 – What can we learn from Turtle WoW?
17:19-19:12 – Final Thoughts

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22 Comments

  1. We learned that the new patch is SoD'ifying the game and taking it too far away from Vanilla. Leveling is getting too easy and boring, dungeons and raids are getting too easy and boring, the PvP balance is worse etc. etc. Naxx is now completed 15 minutes faster than before!

    "But the game was already easy!". Yeah, don't trivialize it even more.

  2. For me this is how I see modern MMORPG's and why they fail.

    1.) They try to reinvent the wheel, Developers try to tell you how this is the most efficient way to gear. They try to tell you that all healers need to play the same, all DPS need a stun. Then to counteract some developers be like I'll create this and this class won't have this because of this niche so I'm just gonna do this for this reason and ya. Deal with it. OH PS as the dev I don't play it but whatever.

    That type of thing is just stupid.

    We see this in CoA they try to reinvent their healers to not have a filler spammable heal because they use rage / energy? Straying away from a base functional foundation.

    Taking away core functional foundations for no basis reason besides the fact they designed and say so. When no game in history strays from the foundation.

    For example DPS they need a spender, filler (single and AOE) and then buttons in between. (We don't take a filler and make it obeselet because the DPS class happens to have Energy instead of rage.) The filler is still there and usable but cadenced.

    COUGH DO SOMETHING MCDOUBLES WHY DO SOME HEALERS NOT HAVE SPAMMABLE FILLER CAPABILITY?

    We see this in retail WoW when they try to make Mistweaver, Holy Paladin and Resto Druid be able to fist weave / crusader strike / catweave to heal. Totally unhealthy, totally not okay.

    Turtle WoW didn't reinvent the wheel they improved the shortcoming and they kept the racial and talents still at the supbar level, not reinventing the wheel at all.

    Utility, class diversity, class roles are still all prevalent.

    Which is why I fear the "support DPS roles in CoA" most of em should be scrapped.

    2.) They try to tell you its fun and they don't actually play it all, developers need to play the content .

    Anything new they design or shove in your face they don't test in all phases of content, Mythic, Heroic, Normal, Casual, Mythic +

    They don't compare its performance to the others classes.

    Turtle WoW fixed grinds and listened to the community and they actually play the content and compare performances. Then they tune to bring it all to a fun and fair play field.

    3.) Greed.

    Modern MMORPG's just want consistent ez cashflow and constantly want to go for seasonal passes and seasonal content.

    We see cash grabs in New World, Throne and Liberty, etc.

    Which devalues your work as a player if you spent hours and days and weeks on getting geared knowing in 3 months it doesn't mean a thing.

    *
    No balance between it :(( They need money I get it. But hey we need good content / gameplay.

  3. TurtleWoW is way bigger when you count all servers^^ last numbers I heared from SEA servers alone from a few months ago was around 75000 (yea I not misstyped that number)

  4. Woodworking is a concept wasted on Ascension. I feel most crafting on Ascension has limited value, as you get gear from other sources so much faster & will likely out level the equipment before you can make it. Things with no substitute or much cheaper are still worth the time, but most are callboard value only. The high-risk stuff brings some value back.
    I always viewed professions in WoW as either augmenting (almost reqired for end game) or alternative ways to gear. Always felt the max level armor should be more comparable to raid tiers, & the weapons be best-in-slot. Vanilla had more of this with crafted items being required.
    The other purpose was to save gold on things you could or had to buy, ammo and bags being the main ones.
    Woodworking could fill almost all the gaps in gear alternatives (shields, staves, bows, relics) and consumables (seeds, arrows, sybols).
    With adding Jewelcrafting, this needs to be th next step.
    If Ascension can share the code with Turtle, that will help their team out.

  5. Im not a fan of vanilla gameplay at all, but turtle definitely made me check em out. Im glad there are servers out there now that arent just copy/pasta X realm X rates that die within a year. Ive been playing private servers on and off since 2007, and its great to see how far the scene has come.

  6. TW for me is love and nostalgia for players who remember warcraft 3 and like the arthas story, only i want in the future is turtle wow go for wowlk too but without flying mounts, no teleport automatic to dungeons, and dk start at lvl 1 for example, etc.

  7. Leveling my third character on twow now, and I love all the new content. The best part about it is how if you didn't know it was custom content you probably couldn't tell as it is seamlessly integrated into the game. It's a small thing but releasing a new dungeon and then like 85% of the loot pool being dog shit you'd never equip is great. Everything feels like it is a continuation of the original design philosophies.

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