Core Open World PvP and General PvP game changes

Ideas for new content, features, and balance changes.
Pawlicaforum
Posts: 44

Core Open World PvP and General PvP game changes

Post#1 » Mon Jun 15, 2026 8:04 pm

I must say after years of discord, typing this feels like back to 2005-2010 forums, what a feeling

Before we dive into the solid pvp, open world pvp and core pvp game mechanics changes and suggestions
I would like to ask the mods/devs/octo wow developers, whoever is responsible for the warmode/and upcoming PvP realm to leave ANY feedback at this thread, whether its positive or negative, whether you like the ideas but wont implement them (for whatever reason) or whether you simply dont like them
Any feedback is better than a radio silence / ignore. That just leave a general negative impression about the project.
AND OFCOURSE - anyone's feedback is also very much appreicated

I will be honest - i have never played turtle for few reasons, pve project, old 1.12.1 client etc - but recent times as we all see, are extremely cruel for the whole private s. scene AND because i was tagged on our pvp community and friends discords channel, and asked, to drop these suggestions here im doing that. People claim Octo has potential, it has future AND because of very recent news about very separate PvP realm, i decided to give it a shot

The below listed and categorised pvp changes and ideas are not random, they came up along the past years, on various pvp projects/realms, they mostly received very positive general feedback, some of them were even applied by the recent big project called Epoch (RIP), some of them are currently being discussed by devs of other projects (precisely two, but nothing is confirmed) that have either upcoming realms, or an upcoming warmodes on an existing server - the issue is... they not really vanilla wow, they dont have that..classic feeling, thus Octo may take the lead

The general idea is this - you should be able to level up, farm honor or perhaps even custom pvp currencies and progerss your character PvP wise via warmode/open world, maybe not exclusively, but in some cases primarly

here are the deatailed ideas

1. PvP rank system should be back but reworked + PvP Gearing

Imo this is the direction whole pvp as a part of game should be going

The pvp ranks should be back and should be reworked, ideally farmed via new resource (something like a reputation) that can be tracked like an exp bar
for example from rank0 to rank 15, first rank is scout, last 15th rank is for example high warlord
It is farmed via open world kills obviously, but also tiny amounts via battlegrounds, and also importantly - via custom POIs (look up ⁠other suggestions below - small open world POI's pvp quests, city raids, etc etc)

In order to buy pvp gear
and/or
buy hot mounts (new pvp vendor look up idea nr 7. )
and/or
buy pvp enchants/vanity at faction vendors (look up ⁠suggestion nr. 3 )

Now hear me out, lets say we introduce warmode, and for an enemy player kill you receive honor/custom reputation
Does killing an enemy scout rank should yield you the same amount as killing enemy high lord rank ?
I think not
Does being SEMI AFK on a battleground, yield you the same results, as ACTIVELY hunting and killing various pvp rank out in world ? I think not
Killing a scout = FOR EXAMPLE 100 honor (and you need lets say 70k)
But killing a high warlord solo = 500 honor for example


pvp gearing should be more versatile, more broad

currently - and its been like that for ages
bis gear comes from arenas, its raiting and arena points (which is not entierely bad) or from just honor so we semi afk on bgs
other parts like offparts = bought only for honor and thats it

here is the main idea

in my opinion if you want bis pvp gear, you should take a part in all aspects of the pvp game
meaning -
if you want to buy the best - for example - pvp weapon you need:

1. X arena raiting (not too much to not force the sweaty 2300 grind, but something like a 1800/2000 is doable, 1v1 arena should also count) = ARENA PARTICIPATION this is optional for Octo

2. Big honor amount, so for weapon lets say 70k = bg farm or open world via warmode participation
2.a (optionally x9 of wsg marks x9 of ab marks, etc etc depending on the piece, even more variety in mats required for a pvp gear piece)
3. Head of enemy faction city boss = city raids participation (look up suggestion nr 2.)
4. Higher pvp rank - for example high warlord = warmode open world or bg farm depending what individual player prefers participation
5. optionally to warmode/wpvp = X amount of ears/heads/blood samples of enemy races (night elf blood sample/gnome ears etc etc - picture attached below in comments)

worth to notice that I do not want to force anyone to take a part of the ascpect of the pvp they do not want (maybe besides x arena raiting) so for example
small arena points amount could be gained from first BG win of the day

pvp rank farm = small amount gained from every bg or every player kill inside of such bg, if you dont want to participate in open world warmode pvp for whatever reason
players ears/heads/blood samples ? = if you prefer to not actively spam wpvp (although it could be farmed also via city raids !!) those mats could appear IN A SMALL AMOUNTS in a battlgeround win bag/spol (you could receive a bag reward for winning bg)

city raids for boss heads = well this you kinda would need to participate but that shouldnt be hard to do

2. Faction/City BOSSES Rework into a PvPvE fasion

Faction bosses reworked with different pvp oriented mechanics and spells such as fears, totems, untauntable adds etc etc, something like a small trial of crusader, each city and each boss has unique mechanics


org boss: thrall could be spamming chain lightning reqiring big aoe heals, summon wolves that are untauntable that needs to be killed ASAP etc etc
TB boss: aoe stuns, summoning tauren warchief adds, casting aoe tranqulity heal that needs to be interrupted etc etc
UD boss: aoe grave moss debuff FORCING players to keep moving, if you stand still for longer than lets say 2 sec, you get stack / stacks that ramp up for example slowing your cast and movement speed slow, if you reach X amount of stacks you are perm rooted and silenced untill dispelles FOR EXAMPLE, flying gorgoyle adds that need to be killed ASAP by rangeds etc


sw boss: up to community/devs immagination
IF boss: up to community/devs immagination
darna boss: AOE SILENCES that healer have to move out to heal


boss drops stuff/heads and/or is a part of a quest to kill with rewards
items/reputation/honor etc

sidenote - crucial city NPCs - ah, trainers, vendors, etc, are unnatackable assuming its done at a pve server, to prevent grief and game interrupt of pve enjoyers

3. PvP faction Tabards / reputation

pvp faction(s) and a pvp tabard when equipted lets you farm the factions reputation via open world player kills and via BG wins

vendors sell pvp enchants for honor or custom currency for example +3stam +5resil
consumables
vanity
transmog

bis enchants could also require a semi-high pvp rank (look up suggestion nr 1.)

4. PvP Open world Points of Intrests / Events

Faction mini-mini-boss + army clash in ashenvale, hilsbrand, arathi highladns, STV, from currently exisiting faction bases/camps a small army/war emmisaries march just like escort quests NPC march towards the points of impact/combat
Players need to join in and help defeat the miniboss for rewards that drop or come from a quest

server-wide chat annoucment of such event starting in: 10min / 20min and the location [sidenote: pvp chat annoucments should be able to be muted in game options if pve players dont want the spam]


5. PvPvE world bosses, spawn, chat annoucment, drop/gear/ pvp quest objectives


6. PvP oriented event/object with loot inside = box/chest that anyone can fight over, promotes pug vs pug but probably, guild vs guild, server wide chat annoumcent of when and where it spawns

bigger scale open world event

7. Roaming Vendor with limited, unique stock that rotates daily

NPC Vendor spawns at unknown location and marches from location A to B and then dissapears
Sells mounts and other vanity bought for big amounts of honor (honor cap could be increased ingame)
The vendor stock rotates and each time he spawns (preferable once a day) he sells different stock
Items sold are limited quantity (1) or (2)

How do players know he spawned and where ?
Server wide "mystery" annoucment for example "Strange presence emanates in Winterspring" that repeats on chat every ~10min

also

kids NPCs running around main cities shouting "Have you heard the rumors ?! The legend was seen in Winterspring !" etc etc

Ideally i need to come up with an idea that would prevent a lucky person to just snatch whole vendor stock at once, so perhaps if lets say honor cap is 75k, every single big item sold like mount is of that exact value meaning someone can buy only 1 item at time
but IMO honor cap could be increased so if you really want that HOT shit like a top tier mount you need to FARM quite a bit of honor

8 daily open world pvp quests, daily, repeatable, kill X amount of enemy players in X zone

more ideas can be listed further/via dm

The 2026 wow pvp game requires core changes, i think we can all agree that spamming old default battlegrounds is NOT IT. Farming meme honor while being semi afk for bis pvp gear is NOT IT.
2026 wow pvp needs to be done right, warmode needs to be done right, we can learn on different projects mostly mistakes but also small succeses (why only small?)
Here is a list of what was done wrong:
Ascension =
1. encouraging wrong audience to particiapate in the pvp game mode that they do not want to particiapte in
2. Removing/nerfing rewards for open world pvp engagement making the whole thing pointless
3. Absolutely wrong decisions when it came to pvp balance, but most of the time simply lack of it (pve devs, pve project, thats fair, understandable)

What was done right by Asc
1. Exp gained for player kills out in world for those who choosen the same pvp game mode as you ofc
2. Rotating 1v1 zones with honorable combat, not everyone has friends to roam, and sooner or later getting gankbanged gets frustrating, especialy if the game mode (like the proper warmode) is hot and you wanna play it 24/7

Epoch mistakes:
1. Giving warmode a flat/passive bonuses like a flat +5% or 10% of exp gain, aka you turn it on to still kill pigs and do quests but a lil bit faster, once again "encouraging" to participate in the game mode, this is giga WRONG, you particiapte in warmode to PVP, not to pve with small extra benefits
2. Introducing custom currency that was.... useless, you couldnt really buy anything usefull with it, nice attempt but wrong execution

What was done correctly in general ?
Exp gained per player kill with warmode
..and thats it...
I spoke with Kaytotes before PE release, he agreed that giving a player kill rebalanced honor amounts is very good idea, but he never implemented it...probably had no time and then we know what happend...asc took over
Also Kaytotes had amazing alterac valley pvp rework in mind but never had a chance to introduce...

Warmode should not be a passive, small addition, it should be a new way to play the game
From the day one of this game, yall been out there not to pvp, but mainly to lvl up, to do quests AND THEN pvp happend next to it, thats why almost always, open world pvp died out at max lvl...coz you dont need to be OUT THERE anymore
So in summary, if the whole goal of warmode is the basic wow feature, which means you are able to attack enemy faction, then thats going to be a big flop with lop pop (what a rhyme)
If you plan on dropping default warmode, where all you can do is to kill and thats it... with passive bonus that will speed up default pve game, then thats a flip with a low pop aswell

It is a huge opportunity for Octo to claim a big, big chunk of the pvp commmunity that is scattered now, on different servers and even on different games, gurubashi realm on PE showed, that 10k+ is easly possible ofcouse ASSUMING the warmode/game is DONE RIGHT
Last edited by Pawlicaforum on Sat Jun 20, 2026 7:11 am, edited 6 times in total.

Pawlicaforum
Posts: 44

Re: Core Open World PvP and General PvP game changes

Post#2 » Mon Jun 15, 2026 8:05 pm

to not make the innital post even longer and it gotten giga long sorry for that

on discord, via dms, im able to provide effective anti abuse, anti grief and anti trade mechanics to the exp/honor/whatever gained via open world kills and mechanics preventing high lvls killing lows on purpose etc

along with other smaller or bigger pvp ideas, such as REWORKED AV, wintergrasp like zone/event that we had in wotlk BUT DONE in classic world

and generally more details about provided listed few ideas (there is more)

send me a dm here and we will conntect on discord or perhaps chat here on forum if you wish

Dzielkus
Posts: 30

Re: Core Open World PvP and General PvP game changes

Post#3 » Tue Jun 16, 2026 5:12 am

Im a big fan of new turtle's pvp system.
You still got ranks, which is flavour.
But it's more modern to farm honor not bg 24/7 to get any decent gear.

For me it's all good in current state - Octo still needs to add pvp items.

And those r9-14 farmed with 0 effort should be reset on current realm.

Reworking AV would be nice, to add resources to prevent from never ending matches.

Darkology
Posts: 2

Re: Core Open World PvP and General PvP game changes

Post#4 » Tue Jun 16, 2026 4:02 pm

A friend of mine told me about octowow yesterday and I immediately installed the client and opened a char, leveled up a char to 9 then I saw alliance and horde can both write at the world chat. I just don't wanna play together with cross-faction and I do like world pvp. I just stopped leveling and trying to see a news about the PvP realm. Hopefully soon we may see that. Thanks.

Difusion
Posts: 6

Re: Core Open World PvP and General PvP game changes

Post#5 » Wed Jun 17, 2026 10:22 am

Darkology wrote: Tue Jun 16, 2026 4:02 pm A friend of mine told me about octowow yesterday and I immediately installed the client and opened a char, leveled up a char to 9 then I saw alliance and horde can both write at the world chat. I just don't wanna play together with cross-faction and I do like world pvp. I just stopped leveling and trying to see a news about the PvP realm. Hopefully soon we may see that. Thanks.
At least i know that there are sane people out there....it is astonishing to me how many people are ok even in favor of crossfaction....it makes the game feel "fake" somehow....
I am also waiting for the PvP server to drop so i can actually play the game

Yin
Posts: 3

Re: Core Open World PvP and General PvP game changes

Post#6 » Fri Jun 19, 2026 3:39 pm

i read the whole post and i think i came a little while doing so :lol: . you wrote everything i had in my mind.
The only thing i would think more about is the part "Rotating 1v1 zones with honorable combat, not everyone has friends to roam, and sooner or later getting gankbanged gets frustrating, especialy if the game mode (like the proper warmode) is hot and you wanna play it 24/7".

Personally i think getting whole zone under that rotation always sucked. Getting part of the zone to rotate on the other hand sounds great.

Pawlicaforum
Posts: 44

Re: Core Open World PvP and General PvP game changes

Post#7 » Sat Jun 20, 2026 6:37 am

Yin wrote: Fri Jun 19, 2026 3:39 pm i read the whole post and i think i came a little while doing so :lol: . you wrote everything i had in my mind.

"...."
This is literaly 90% of the pvp community i spoken to about my ideas of core pvp changes and yet....none of the devs of none of the projects cared (understandale, they were mostly pve, or turned pve to maximize the profits from donations) but where the small issue is, that some of those core chagnes are really low effort to implement, low effort to develop, yet would almost instantly result in a huge pvp attractivness increase

Pawlicaforum
Posts: 44

Re: Core Open World PvP and General PvP game changes

Post#8 » Sat Jun 20, 2026 7:12 am

EDIT: Small changes into suggestion nr 1 (pvp ranking and pvp gearing)
Point nr 2 and point nr 5

I just found out stuff like that already kinda existed in the turtle game, so it is already in the client/game to some degree
- why not expand it to how i just suggested ?
Players could be dropping heads/ears/blood samples
further used in the pvp gearing proccess
AND
in proffesion crafting ! (examples : )
blacksmith - craft helm using tauren horns
alchemy - potions using night elf / troll blood samples
enchanting/JC using gnomes/undead eyes

honeslty only imgination limits us

Picture taken from old pvp video on turtle wow
Attachments
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Pawlicaforum
Posts: 44

Re: Core Open World PvP and General PvP game changes

Post#9 » Thu Jun 25, 2026 9:05 am

https://www.reddit.com/r/wowservers/com ... o_fail_no/

Stuff i been saying since day 1

Simple and easy to introduce mechancis increasing the realm attractivness by x10

1. Rework lvling via wpvp by simply increasing exp gained per player kill with simple anti-trade anti abuse mechanics (noone wants to kills boars and boring quests for 1564896846time)

2. Allow honor farm via open world kills, also at low lvls (just the values are lower accordingly to the lvl), adds even multiplied attractivnes at max lvl

Just those two are enough at the begging, to keep icnreasing the player influx from a fresh hype

Then later in time once the server rises, FOR EXAMPLE - add custom pvp stuff i have suggested in the very first post here
wpvp POIS, pvpve bosses, custom pvp related faction reputation farm for example via tabards, reworked city raids/faction bosses / reworked pvp gearing procceses
etc

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