I played on a couple of third party servers before, not sure if they still exist. It was free to play, but if you donated some $, they gave you boosts to your character. There were people that were level 200 on the servers, since there was no level cap. Also there were restrictions using certain spells as it would crash the server. No sure what they fought to keep earning experience at the level, it was still the original game after all, no expansions.
I really enjoyed the first 60 levels of WOW, the exploration, the endless searching for healers to join your party, This was one of the reasons I created a Priest character, there was always demands for my skills.
WOW is not the same any more, its all level up quick as possible, no one enjoys the journey to 60 anymore, even new players. While the matching system saves a lot of time finding parties, if your equipment isn't the best available, your quickly kicked and replaced. I remember many a time putting up with a marginal healer or tank because it was too much of a pain to find a replacement. Not to mention there really no skill or planning anymore in the dungeons/ instances.
Used be a lot of planning that when into a "pull". Mage you sheep the orc with the star, Priest sleep the orc with the Moon, Hunter you set a trap and pull the others while the tank attacks the orc marked with the plus. The party would gang up on the one orc, quickly kill it and on to the next Orc the tank attacks, the orc sleeping or the sheep. If things went to plan the hunter would feign death before he ran out of room kiting the other orcs and the party would be ready for the remaining orcs that returned to finish them. Crowd control was critically important, if one of the orcs or party member got too close to another group of orcs they arrgo and it usually lead to a wipe. After a successful battle, we rest for a few minutes giving the healers, mages and warlocks time to regenerate mana, heal party members.
No strategy now, the tank pulls one group after another, no rest between pulls, no planning, just attack kill them quick as possible, attack the next group right away, aggro two groups at once, all the merrier. If a healer can't keep the tank healed or other members, it's his fault, kick him, doesn't matter if the Tank aggro half the instance.
TechGromit said: I played on a couple of third party servers before, not sure if they still exist. It was free to play, but if you donated some $, they gave you boosts to your character. There were people that were level 200 on the servers, since there was no level cap. Also there were restrictions using certain spells as it would crash the server. No sure what they fought to keep earning experience at the level, it was still the original game after all, no expansions. I really enjoyed the first 60 levels of WOW, the exploration, the endless searching for healers to join your party, This was one of the reasons I created a Priest character, there was always demands for my skills. WOW is not the same any more, its all level up quick as possible, no one enjoys the journey to 60 anymore, even new players. While the matching system saves a lot of time finding parties, if your equipment isn't the best available, your quickly kicked and replaced. I remember many a time putting up with a marginal healer or tank because it was too much of a pain to find a replacement. Not to mention there really no skill or planning anymore in the dungeons/ instances. Used be a lot of planning that when into a "pull". Mage you sheep the orc with the star, Priest sleep the orc with the Moon, Hunter you set a trap and pull the others while the tank attacks the orc marked with the plus. The party would gang up on the one orc, quickly kill it and on to the next Orc the tank attacks, the orc sleeping or the sheep. If things went to plan the hunter would feign death before he ran out of room kiting the other orcs and the party would be ready for the remaining orcs that returned to finish them. Crowd control was critically important, if one of the orcs or party member got too close to another group of orcs they arrgo and it usually lead to a wipe. After a successful battle, we rest for a few minutes giving the healers, mages and warlocks time to regenerate mana, heal party members. No strategy now, the tank pulls one group after another, no rest between pulls, no planning, just attack kill them quick as possible, attack the next group right away, aggro two groups at once, all the merrier. If a healer can't keep the tank healed or other members, it's his fault, kick him, doesn't matter if the Tank aggro half the instance.
TechGromit said:No strategy now, the tank pulls one group after another, no rest between pulls, no planning, just attack kill them quick as possible, attack the next group right away, aggro two groups at once, all the merrier. If a healer can't keep the tank healed or other members, it's his fault, kick him, doesn't matter if the Tank aggro half the instance.
ngvtruong10 said: Sometime i want to play that game again, but so sad that I don't have freetime as much as old time.