Challenge: Slow & Steady

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Torta
Posts: 1170

Re: Slow & Steady

Post by Torta » Thu Apr 01, 2021 7:10 am

You need to clear WDB :)

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Msyutani
Posts: 2

Re: Slow & Steady

Post by Msyutani » Thu Apr 01, 2021 9:23 am

Aha of course, thank you!

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Merikkinon
Posts: 409

Re: Slow & Steady

Post by Merikkinon » Sat Apr 17, 2021 11:04 pm

Torta wrote:
Tue Mar 23, 2021 6:00 pm
Clear WDB :) It's Turtle WoW Tabard now!
EUREKA!! My Deathknight has mage powers to change things!!!

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Glittergold
Posts: 7
Location: Australia

Re: Slow & Steady

Post by Glittergold » Fri Sep 10, 2021 8:14 am

No Title?

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Drunhall
Posts: 2

Re: Slow & Steady

Post by Drunhall » Wed Dec 22, 2021 7:57 pm

Note that Speedy no longer has the option to enable the mode in his glyph section. You have to talk to one of the Glyph Masters in the starting areas.

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Merikkinon
Posts: 409

Re: Slow & Steady

Post by Merikkinon » Sun Dec 26, 2021 5:30 pm

I really like that we have to speak with the Glyph master for the mode (no more glyph)...

So... given that Fashion Coins have been removed from the rewards for Turtle Mode (Slow & Steady), would you please consider adding in another incentive reward in their place? They were significant items for many of us who played Tmode, and a part of almost every reward level.

I think it is superior to have the new Fashion Coin earning method (weekly) as you have installed, but it would be nice (good?) to 'rebuff' Turtle Mode so it has some more allure again. And uniqueness.

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Merikkinon
Posts: 409

Re: Slow & Steady

Post by Merikkinon » Sun Dec 26, 2021 5:31 pm

Also, I think we could do with a Reward-By-Level update post (post are on the first page, I think).

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Merikkinon
Posts: 409

Re: Slow & Steady

Post by Merikkinon » Sun Dec 26, 2021 5:37 pm

Technical question:

Is it possible to actually LOSE a level (I don't mean in TWoW currently, but in the game mechanics)?

Just curious because I have been thinking of a challenge mode that incorporates a bit of the risk of HC mode and a bit of the elongation of Turtle mode, but in a unique way.

Just would like to find out what the game engine allows.

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Vasyan
Posts: 21

Re: Slow & Steady

Post by Vasyan » Tue Feb 08, 2022 1:35 pm

now its only firework for lvl 40...

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Allwynd01
Posts: 542

Re: Slow & Steady

Post by Allwynd01 » Tue Feb 08, 2022 1:45 pm

Merikkinon wrote:
Sun Dec 26, 2021 5:37 pm
Technical question:

Is it possible to actually LOSE a level (I don't mean in TWoW currently, but in the game mechanics)?

Just curious because I have been thinking of a challenge mode that incorporates a bit of the risk of HC mode and a bit of the elongation of Turtle mode, but in a unique way.

Just would like to find out what the game engine allows.
If you lose levels, how would you solve abilities and talents? Do you lose them too when you drop below the required level? How do you explain this lore-wise? With amnesia? You were defeated in battle and you received a pretty hard blow to the head so you forgot how to use Mongoose Bite level 3 and can only use Mongoose Bite level 2 that does slightly less damage... It doesn't make sense to me.

It would be interesting to be able to lose levels, but the mechanic sounds very difficult to implement in a good way.

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Bayanni
Posts: 237

Re: Slow & Steady

Post by Bayanni » Tue Feb 08, 2022 9:07 pm

Vasyan wrote:
Tue Feb 08, 2022 1:35 pm
now its only firework for lvl 40...
Really? What was it before?

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Markuis
Posts: 198

Re: Slow & Steady

Post by Markuis » Thu Jun 09, 2022 10:06 pm

Allwynd01 wrote:
Tue Feb 08, 2022 1:45 pm
Merikkinon wrote:
Sun Dec 26, 2021 5:37 pm
Technical question:

Is it possible to actually LOSE a level (I don't mean in TWoW currently, but in the game mechanics)?

Just curious because I have been thinking of a challenge mode that incorporates a bit of the risk of HC mode and a bit of the elongation of Turtle mode, but in a unique way.

Just would like to find out what the game engine allows.
If you lose levels, how would you solve abilities and talents? Do you lose them too when you drop below the required level? How do you explain this lore-wise? With amnesia? You were defeated in battle and you received a pretty hard blow to the head so you forgot how to use Mongoose Bite level 3 and can only use Mongoose Bite level 2 that does slightly less damage... It doesn't make sense to me.

It would be interesting to be able to lose levels, but the mechanic sounds very difficult to implement in a good way.
You just took a really bad beating. But yes, about spells and other abilities it doesn't fit in the first place to get to know certain spell because you killed some beast. I think you have to imagine that your character is training that spell/skill and then he gets to use it well, not that he actually learns it from 0 to 100 the moment he speaks to the trainer.

Maybe don0t die but get a debuff for some time?

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Sinrek
Posts: 1222
Location: England

Re: Slow & Steady

Post by Sinrek » Fri Jun 10, 2022 12:43 pm

Markuis wrote:
Thu Jun 09, 2022 10:06 pm
Allwynd01 wrote:
Tue Feb 08, 2022 1:45 pm
Merikkinon wrote:
Sun Dec 26, 2021 5:37 pm
Technical question:

Is it possible to actually LOSE a level (I don't mean in TWoW currently, but in the game mechanics)?

Just curious because I have been thinking of a challenge mode that incorporates a bit of the risk of HC mode and a bit of the elongation of Turtle mode, but in a unique way.

Just would like to find out what the game engine allows.
If you lose levels, how would you solve abilities and talents? Do you lose them too when you drop below the required level? How do you explain this lore-wise? With amnesia? You were defeated in battle and you received a pretty hard blow to the head so you forgot how to use Mongoose Bite level 3 and can only use Mongoose Bite level 2 that does slightly less damage... It doesn't make sense to me.

It would be interesting to be able to lose levels, but the mechanic sounds very difficult to implement in a good way.
You just took a really bad beating. But yes, about spells and other abilities it doesn't fit in the first place to get to know certain spell because you killed some beast. I think you have to imagine that your character is training that spell/skill and then he gets to use it well, not that he actually learns it from 0 to 100 the moment he speaks to the trainer.

Maybe don0t die but get a debuff for some time?
That's exactly the idea OG Blizz wanted to implement with spell skill levelling system. Alas, they didn't find that balance between learning a new spell and mastering the spell. That's why we still have ranks. Sole reason downranking spells sometimes more efficient than using the highest available spell. Mages are a good example on that, just like priests and druids with healing.
satisfied_turtle Slowly turtling my way up.

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Sapiverenus
Posts: 55

Re: Slow & Steady

Post by Sapiverenus » Sun Aug 28, 2022 6:01 am

Allwynd01 wrote:
Tue Feb 08, 2022 1:45 pm
Merikkinon wrote:
Sun Dec 26, 2021 5:37 pm
Technical question:

Is it possible to actually LOSE a level (I don't mean in TWoW currently, but in the game mechanics)?

Just curious because I have been thinking of a challenge mode that incorporates a bit of the risk of HC mode and a bit of the elongation of Turtle mode, but in a unique way.

Just would like to find out what the game engine allows.
If you lose levels, how would you solve abilities and talents? Do you lose them too when you drop below the required level? How do you explain this lore-wise? With amnesia? You were defeated in battle and you received a pretty hard blow to the head so you forgot how to use Mongoose Bite level 3 and can only use Mongoose Bite level 2 that does slightly less damage... It doesn't make sense to me.

It would be interesting to be able to lose levels, but the mechanic sounds very difficult to implement in a good way.
It's pretty basic. You were killed, revived, and now are weaker than before. Now your Mongoose Bite doesn't hit as hard. Easiest thing to explain really. If you get beat up in real life you become physically weaker; injury can cripple; and death is quite an extreme.
Hostiles raiding from Dungeons; Unique Meeting Stones no LFG
Class Leveling Mechanics
Big and Deep Ideas
Darker Nights Ideas

Challenge to anyone reading:Think of what a good 100 hour level 1 - 20 custom experience would be.

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Allwynd01
Posts: 542

Re: Slow & Steady

Post by Allwynd01 » Tue Aug 30, 2022 11:11 am

Sapiverenus wrote:
Sun Aug 28, 2022 6:01 am
Allwynd01 wrote:
Tue Feb 08, 2022 1:45 pm
Merikkinon wrote:
Sun Dec 26, 2021 5:37 pm
Technical question:

Is it possible to actually LOSE a level (I don't mean in TWoW currently, but in the game mechanics)?

Just curious because I have been thinking of a challenge mode that incorporates a bit of the risk of HC mode and a bit of the elongation of Turtle mode, but in a unique way.

Just would like to find out what the game engine allows.
If you lose levels, how would you solve abilities and talents? Do you lose them too when you drop below the required level? How do you explain this lore-wise? With amnesia? You were defeated in battle and you received a pretty hard blow to the head so you forgot how to use Mongoose Bite level 3 and can only use Mongoose Bite level 2 that does slightly less damage... It doesn't make sense to me.

It would be interesting to be able to lose levels, but the mechanic sounds very difficult to implement in a good way.
It's pretty basic. You were killed, revived, and now are weaker than before. Now your Mongoose Bite doesn't hit as hard. Easiest thing to explain really. If you get beat up in real life you become physically weaker; injury can cripple; and death is quite an extreme.
You basically described what Resurrection Sickness does.

Yuzu
Posts: 5

Re: Challenge: Slow & Steady

Post by Yuzu » Thu Nov 03, 2022 4:10 pm

is this mode and gifts still available?

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Massie2
Posts: 41

Re: Challenge: Slow & Steady

Post by Massie2 » Thu Nov 03, 2022 4:33 pm

Yuzu wrote:
Thu Nov 03, 2022 4:10 pm
is this mode and gifts still available?
Yes but you need to start it at level 1, in case you're wondering why you don't see the glyph at the vendor.

Semperius
Posts: 15

Re: Challenge: Slow & Steady

Post by Semperius » Tue Jan 24, 2023 11:57 am

Please remove the death penalty in dungeons, no one wants to lose experience as a tank, or be responsible for dying as a healer. The second day I can't get into dungeons. The waiting time is over 50 minutes.

Image

Xudo
Posts: 1418

Re: Challenge: Slow & Steady

Post by Xudo » Tue Jan 24, 2023 4:29 pm

Semperius wrote:
Tue Jan 24, 2023 11:57 am
Please remove the death penalty in dungeons, no one wants to lose experience as a tank, or be responsible for dying as a healer. The second day I can't get into dungeons. The waiting time is over 50 minutes.
Git gud. Get better equipment and higher level before entering the dungeon.
Tank is responsible for his personal preparation. You are not supposed to die often.
Xudo - tauren warrior 19 Sergeant armory.
I don't raid and rank, so you can not bother asking.
Nerf high level enchants on low level gear
Add lvl requirement to bandages
Best and optimal gear for 10-19 twinks
Have fun not only at 60.

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Kefke
Posts: 341

Re: Challenge: Slow & Steady

Post by Kefke » Tue Jan 24, 2023 6:59 pm

The "git gud" is a bit antagonistic, but I agree with the thought behind it. I rarely see people die in dungeon groups I've been in. I grant that I have the privilege of knowing a good healer that I play with, but aside from that, it just boils down to dungeons needing to be approached with some care and thought. If you're the tank, keep in mind how much you can reasonably handle, and where you can pull it to in order to avoid dragging in unnecessary mobs (and don't LoS your healer). If you're healing, keep in mind your mana and cast times, and respond to damage as efficiently as you can. Remember that you don't always need your biggest heal, and lower ranked ones can be useful even at later levels, make sure the group knows when you need to stop to drink, and keep mana pots on hand for emergencies.

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Shamma
Posts: 540

Re: Challenge: Slow & Steady

Post by Shamma » Tue Jan 24, 2023 8:19 pm

Semperius wrote:
Tue Jan 24, 2023 11:57 am
Please remove the death penalty in dungeons, no one wants to lose experience as a tank, or be responsible for dying as a healer. The second day I can't get into dungeons. The waiting time is over 50 minutes.

Image
Forget LFT, roll HC.. U will get into dungeons with ppl who do not like dying.

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Kefke
Posts: 341

Re: Challenge: Slow & Steady

Post by Kefke » Tue Jan 24, 2023 8:53 pm

Shamma wrote:
Tue Jan 24, 2023 8:19 pm
Forget LFT, roll HC.. U will get into dungeons with ppl who do not like dying.
Can confirm. I do not like dying on my Hardcore alt.

Semperius
Posts: 15

Re: Challenge: Slow & Steady

Post by Semperius » Tue Jan 24, 2023 10:35 pm

Kefke wrote:
Tue Jan 24, 2023 8:53 pm
Shamma wrote:
Tue Jan 24, 2023 8:19 pm
Forget LFT, roll HC.. U will get into dungeons with ppl who do not like dying.
Can confirm. I do not like dying on my Hardcore alt.
Not all players are that good. Making mistakes and dying is okay. Newbies come to the server, they also want to get gaming experience. It's a pity that the developers killed low-level dungeons.

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Kefke
Posts: 341

Re: Challenge: Slow & Steady

Post by Kefke » Tue Jan 24, 2023 10:44 pm

Semperius wrote:
Tue Jan 24, 2023 10:35 pm
Kefke wrote:
Tue Jan 24, 2023 8:53 pm
Shamma wrote:
Tue Jan 24, 2023 8:19 pm
Forget LFT, roll HC.. U will get into dungeons with ppl who do not like dying.
Can confirm. I do not like dying on my Hardcore alt.
Not all players are that good. Making mistakes and dying is okay. Newbies come to the server, they also want to get gaming experience. It's a pity that the developers killed low-level dungeons.
I'm actually a newbie myself. I played a little bit back in the day, but never got very far. Turtle is my first time having a character that made it past the first few zones. For me, playing on Hardcore is a way to improve my skills. The high penalty for dying means that I have to put a lot of thought into what content I do, how I approach it, and how I make use of the tools the game gives me. Sure, I've had to restart the character a few times, but I end up learning something from each death, and understanding why I died that time, instead of just throwing myself at a brick wall until I get through it, which I think has helped me immensely in becoming a better player.

Semperius
Posts: 15

Re: Challenge: Slow & Steady

Post by Semperius » Tue Jan 24, 2023 10:51 pm

I'm sorry what are you doing not in the hardcore forum thread? Thank you, I already understand your point of view. No need to repeat.

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Kefke
Posts: 341

Re: Challenge: Slow & Steady

Post by Kefke » Tue Jan 24, 2023 11:02 pm

I'm not sure you do. I'm saying that it's not just for players who are already good at the game. Having an extra challenge can be an incentive to improve, and look at what went wrong when you die so that you can figure out how to avoid it next time.

Because ultimately, Slow and Steady is a lot like Hardcore - a self-imposed challenge. If you don't like the penalties, you're allowed to drop it. If not, then also like with Hardcore, you accept that it will make the game more difficult, and places an expectation on you as the player to master the game and avoid dying. It's very much possible to clear dungeons without party deaths, much less multiple.

Aside from that, I'm sorry if you're having trouble finding people to tank and heal, but S&S players are allowed to group with normal players. So it's not the penalty that's responsible for that.

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Massie2
Posts: 41

Re: Challenge: Slow & Steady

Post by Massie2 » Wed Jan 25, 2023 12:23 am

The only reason I support this change, would not be to incentivize more people to queue up.

But rather to prevent whiny people from quitting a dungeon after dying (to their own fault) because "I lost too much xp, its not worth it bye".

Xudo
Posts: 1418

Re: Challenge: Slow & Steady

Post by Xudo » Wed Jan 25, 2023 8:32 am

Massie2 wrote:
Wed Jan 25, 2023 12:23 am
The only reason I support this change, would not be to incentivize more people to queue up.

But rather to prevent whiny people from quitting a dungeon after dying (to their own fault) because "I lost too much xp, its not worth it bye".
I don't think that this should and can be prevented.
If they don't lose xp, they would pretend they lose money for repairs. Same thing.
Whiny people will whine. They just need an occasion.
Semperius wrote:
Tue Jan 24, 2023 10:35 pm
Not all players are that good. Making mistakes and dying is okay. Newbies come to the server, they also want to get gaming experience. It's a pity that the developers killed low-level dungeons.
Developers do all right. Low level dungeons pop often, they are not "killed" in any sense of the word.
There is a problem in finding tank, but it is not related to xp penalty for death.
Not everyone do Slow&steady afterall and you are not forced to do it.
Xudo - tauren warrior 19 Sergeant armory.
I don't raid and rank, so you can not bother asking.
Nerf high level enchants on low level gear
Add lvl requirement to bandages
Best and optimal gear for 10-19 twinks
Have fun not only at 60.

Semperius
Posts: 15

Re: Challenge: Slow & Steady

Post by Semperius » Wed Jan 25, 2023 11:26 am

Well, you can't go against the flow. The rest seem to be fine with it. Will have to play solo until 60. Only 4 levels left. Sadly.

PS. Oh yeah, 5% on 56, or gold to repair is a very fair comparison.

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Shamma
Posts: 540

Re: Challenge: Slow & Steady

Post by Shamma » Wed Jan 25, 2023 9:05 pm

Semperius wrote:
Wed Jan 25, 2023 11:26 am
Well, you can't go against the flow. The rest seem to be fine with it. Will have to play solo until 60. Only 4 levels left. Sadly.

PS. Oh yeah, 5% on 56, or gold to repair is a very fair comparison.
I cannot feel any compassion for u. U chose the glyph. U knew what it does. U do not like the penalty - why pick up the glyph?

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Lahire
Posts: 236

Re: Challenge: Slow & Steady

Post by Lahire » Sun Jul 30, 2023 1:18 pm

If the penalty would be removed, then turtle mode would literally be normal mode in dungeons. Because you already get the same exp than a normal player in a dungeon.

So a turtle player could only dungeon-level, as fast as a normal one, and get the rewards without any effort.

Conclusion: that would be a dumb and imbalanced change.
Easy fix to your problem : if you don't want the experience turtle mode provides, do not play turtle mode.
Main: Whitemare

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Eightysixed
Posts: 30

Re: Challenge: Slow & Steady

Post by Eightysixed » Sun Jul 30, 2023 8:34 pm

Kefke wrote:
Tue Jan 24, 2023 8:53 pm
Shamma wrote:
Tue Jan 24, 2023 8:19 pm
Forget LFT, roll HC.. U will get into dungeons with ppl who do not like dying.
Can confirm. I do not like dying on my Hardcore alt.
I too can confirm this, we do not like to die at all! We are methodical in our dungeon runs.

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Billymenager
Posts: 9

Re: Challenge: Slow & Steady

Post by Billymenager » Wed Aug 09, 2023 8:24 pm

I have sword of thousand truths after reaching 60lvl, equipped, added to colection but i dont see this in collection. Can i transmog other sword to this look?

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Elisleris
Posts: 260

Re: Challenge: Slow & Steady

Post by Elisleris » Wed Aug 09, 2023 8:50 pm

Why are you decide that Sword of a Thousand Truths is sword?
With sword equiped I have crit chance 15,9%
With Sword of a Thousand Truths equiped I have crit chance 10,9%
I have 305 skills for swords and mace, 300 skil for axe.
So, It is not sword, not mace, not axe...

Aeternusdoleo
Posts: 38

Re: Challenge: Slow & Steady

Post by Aeternusdoleo » Thu Aug 10, 2023 9:02 am

If you make it an actual sword, some classes of characters would be unable to equip it.

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