#1 - Jan. 22, 2017, 7:25 p.m.
The format the introductory invasion quests have right now, kill X/X, click Y/Y, save Z/Z, feels tired. Contrary to several of the original WQs, they do not feel fresh, they do not feel original, they are not compelling, and they are not fun. The absence of mechanical variation makes completing 4-6 of them feel much more like a chore than they ought too. Even though the area changes, currently we are basically repeating the same one quest with different dressing over and over. There's only so many fel-Taurens you can kill and portals you can click before you get sick of it.
You could have varied the world quests so much more, with references and payoffs for the original WQs:
- transform the player into a moose or bear or mountain lion and ask him to kill demons in that form
- sit the player on a charged-up mana-saber and have him run off demons GTA-style along the roads
- sit the player on an eagle and have you bombard demons from above
- finally demonstrate the world-saving power of Murlocs by having the player lead the tadpole army as Murky
- let the player pilot a giant Drogbar battle-worm while demons "raid" him
- have the player throw buckets of bait on demon groups and have the local Falcosaurs swarm them like Rhonin's raptors
The mechanical kill X/X design the introductory invasion quests are limited to right now is factually the laziest format you can choose in terms of assets and programming. Instead of making something original and putting man-hours into it, I get the impression you chose something you could whip up in a few day's work. From a fellow programmer AND consumer point of view, that's a bit disheartening, because taking the original WQs as example, I know you can do much better.