Prepare for Paid Race Change Service "Coming Soon"
Only a few weeks ago, WoW's faction change service went live, and now it looks like race changes within the same faction are up next. Earlier this month, Blizzard added a button for Race Change ("Coming Soon") to its list of paid services under Account Management. As you may recall back in July, when Blizzard blue poster Nethaera put up an FAQ on the faction change service, one of the questions was whether characters would be able to change their race within faction. The answer?
"No. Players will only be able to switch to a race of the opposite faction."But then earlier this month, after the button was added to the web site, Nethaera amended that, saying:
"Based on further community feedback, we have also decided to offer a race change service in the future. Players who choose to switch races will be able to change their race within their same faction and class. Additional details will be released at a future date."Not surprisingly for Blizzard, it's a pretty non-committal response, in terms of how soon the service may be offered. But it looks like it may be coming up quickly. Thursday, Bornakk again addressed the upcoming service, saying that:
"More information will be provided on this upcoming service when we are closer to launching it. Hang tight, it's not far off."Just on pure speculation, it would indeed seem that the service probably isn't far off since the more complex issues involved with faction changes already have been addressed. Faction change service came quite a bit sooner than a lot of people had anticipated, so perhaps we really will see this new service roll out in the near future. Perhaps even the next patch? Then there's the question of cost. Well, character re-customization costs $15. And a faction change will run you $30. So I'd guess an in-faction race change will be somewhere in the middle, probably $20-$25. Once again, this has not been confirmed, but it seems logical that it may be within that range. Personally, I'm happy with my character's race, faction and general appearance. But I know a couple of my guildies are super-excited for the chance to change their race. Whether just for looks and aesthetic preferences or to gain a different set of racial skills and passives, I'm sure there are plenty of reasons to get a new look. Who else is looking forward to using the service once it's released?
PC Gamer UK Scoops More Cataclysm Details
The following post contains information on World of Warcraft's third expansion, Cataclysm. If you don't want to hear about upcoming lore, features or races, then move on to the next informative post at ProjectLore.com.
Unconventional Uses of Direbrew's Remote
If you have been killing Coren Direbrew as often as possible this year, you probably noticed the increased drop rate for the Direbrew's Remote as well as both of the Brewfest mounts. They now all seem to be a flat 5% drop rate. If you are lucky enough to get a remote, there are some novel uses for it besides teleporting your group to the Grim Guzzler during Brewfest. Something you should be doing already is visiting Plugger Spazzring when you have the chance. He resides upstairs in the Grim Guzzler and sells a few items which you can resell or have fun with: Recipe: Transmute: Fire to Earth (maybe a 10g profit), Dark Iron Ale Mugs (useful for getting Jubjub during the Darkmoon Faire and very pricey on the AH during that time), and the Sulfuron Slammer, which gets you drunk quickly and lights your feet on fire. You can also kill him; he drops the Schematic: Goblin Jumper Cables XL, which teach Goblin Engineers to make Goblin Jumper Cables XL. These can only be made by Goblin Engineers, but used by Gnomish Engineers as well. They are all but obsolete with the Gnomish Army Knife, which shares a cooldown and supposedly has a higher rate of success, rumored at 75% over the 50% rate of the cables. Regardless, the schematic continues to fetch a fair price, and hey, if you are going to hearth anyway, why not take a stroll to Blackrock Depths to try grabbing some? Another useful way to use the item is as a teleport to Searing Gorge. With the new "ghetto hearth" in patch 3.2, if you leave your group in an instance, you are teleported to the nearest graveyard. With this in mind, if you invite someone to your group, use your remote to teleport to BRD, then drop group, you will end up at Thorium Point. This is useful for Horde players who would otherwise have to fly from Undercity to get there conventionally. While not much of interest is around Searing Gorge, its useful if you decide to do Molten Core or Blackwing Lair, and it could be a useful ability come Cataclysm time. If you are the type of person who likes to get kicked out of raids, you can use it during the Razorscale encounter. It may confuse some people who are expecting some adds, and you can mock people who run up to it and accidentally teleport to BRD. Other uses are purely for visual effect or strange curiosity. Using it in nonsensical places always gets me a laugh. For example, how exactly would the mole machine get you from Outlands or Dalaran to BRD, as it not connected by earth? How does one burrow through a bridge? And, of course, what better way to impress n00bs or spitefully leave a group than using your mole machine? Be warned that you cannot use the remote while in an instance you are saved to, like heroics or raids, so you will look silly if you try to use it and fail.
Alex Afrasiabi Talks Cataclysm With Gamasutra
Gamasutra's Chris Remo recently sat down with Alex Afrasiabi to chat about some of the design philosophy behind the upcoming expansion. Though Afrasiabi might not be the household name that a Samwise Didier, Tom Chilton, or Mike Morhaime is, you might start to hear it more often. Why? Because he occupies a very important position on the development team: Lead World Designer for Cataclysm. And with the world about to undergo some significant changes, he's got his work cut out for him. Afrasiabi remains tight-lipped in the interview, typical for a Blizzard employee, but he does paint an exciting (if destructive) future for Azeroth and hints about what we might expect are dropped like bread crumbs for those who can read between the lines. For instance, he cites that "the cataclysm starts out with rumbles, and what those rumbles are are the stirrings of Deathwing beneath the world." Perhaps, then, we'll start to feel earthquakes as part of the events leading up to the release of the expansion. He also spends some time talking about how they prioritized zone restructuring in Cataclysm. Though certainly some attention needs to be paid to those that are important to the progression of the story (meaning areas like Azshara were going to be turned upside-down regardless), others will be changed merely based on an internal ranking system. Essentially, those zones that Blizzard decided they were most unhappy with will undergo drastic modifications, while those that were deemed acceptable will be remodeled less. According to Afrasiabi, Loch Modan is one part of the world that will be transformed "lightly" (though he hesitates to say any given zone will be affected as little as that term might imply). Much of the article focuses on the use of phasing and its role in quest design from here on out. Apparently, Blizzard wants to focus more on "showing, instead of telling," which seems to mean less reliance on quest text to relay the story. Providing players with visual information, or scenes that are acted out in the course of completing a mission, seems to be the way of the future. One of the exercises that Blizzard's quest designers reportedly utilize is to see if someone can figure out what they're supposed to be doing with being given any textual information. They better they can manage without it, the better the quest's design is. One big surprise to come out of the interview is that the invention of phasing was sort of an "a-ha!" moment, a serendipitous accident like Newton watching the apple fall from the tree. Afrasiabi says that it the mechanics, now used to create a more progressive game world, was born out of a bug in the Blade's Edge Mountains. Phasing was implemented by a programmer as a quick fix for the problem, but ended up becoming key to the future of World of Warcraft. Of course, this is only a taste. I encourage everybody to head on over to Gamasutra and check out the rest of the interview. There's plenty more to read, and some really intriguing stuff in there worth speculating about!
Brewfest Comes Home: Get Your Own Tankard O' Terror
You may have heard of 3 Point Entertainment before. They're the creators of the official World of Warcraft beer steins. Well, they couldn't just let such a monumental (and conveniently-themed) event like Brewfest just go by without honoring it, right? Of course not. And their replica of the recently added Coren Direbrew drop, the Tankard O' Terror, does just that. This 226 iLevel BoE Mace, discovered by our very own Juggynaut, is a very rare drop in-game, but just about anybody can score the real life version of the mug for a cool $39.99. Though it's the cheapest of the company's steins by a fair margin, 3 Point didn't slouch on the craftsmanship. With all of its lo-fi angles and textures modeled after those in the game, replica isn't just a buzz word, it's a promise. You'd swear they were actually made by the finest Dwarven stoneworkers in Azeroth. While the Tankard O' Terror's authenticity is no doubt amusing, it's questionable whether or not anyone would actually want to drink out of it. Certainly, with a 2-liter capacity, it can hold a lot of brew, and the company insists that entire collection of mugs is perfectly safe to use in the act of imbibing, but this one's not very ergonomic, is it? The handle doesn't look particularly comfortable to hold and, while there are not pictures provided of the tankard from above, it looks like it might have a wide lip. Of course you could always wield it as weapon, like it's intended to be in the game. At a height of nearly 10 inches, and a weight of 4 lbs, there's little doubt it could be used to crack a few skulls if the need should arise. Or, you could just set it out to view as a nice piece of World of Warcraft-themed ephemera. Although you can purchase them now, please note that shipping and handling is not included in the price tag, and that they will not actually be available until at least mid-November. Be sure to check out the other steins while you're at the website, most of which are a bit more ornate than the Tankard O' Terror and feature artwork by well-known names like Samwise Didier and Alex Horley.
Memories of Onyxia: Back Into The Lair
The first thing we did upon entering Onyxia's Lair for the first time in several years was wipe. Foolishly, after pulling the first trash mob, the tank managed to grab the attention of a second. Having walked down the slope, and farther into the cave, this left him out of our healers' line of sight. Our token meat shield soon found himself added to Onyxia's collection of floor rugs, which meant that the rest of us were quickly picked off one by one. Ahh yes, having my face cratered by Lair trash! Just like old times! It stung even harder when the quick jaunt back to the entrance was met with another death. I guess those Warders weren't quite done with us yet after our Hunter attempted to Feign Death and, for one reason or another, failed at doing so. The affair made me doubly sour, though I couldn't blame him for his actions. After all, as a Rogue, I would've Vanished if I hadn't been next in line for a beating after the tank. It turned out, though, that we'd just run into some bad luck. To use a common phrase, raiding Onyxia's Lair at 80 was like trying to ride a bike again: you never truly forget. Regardless, that first time you get back on the seat and grab the handle bars, your ride is going to be a little shaky. Promptly enough, we cleared out the remainder of the trash and found ourselves at the gaping maw of the dastardly dragon's inner sanctum. After briefly recapping the encounter for those who hadn't done the fight in a very long time (or ever), we breached the brood mother's den. The first thing that struck me off right off the bat was how claustrophobic the room felt. I always remembered it being gigantic and, with 10 people instead of 40, it should have seemed even roomier than it did. Memories are weird that way, I guess. They tend to become exaggerated or warped over time and raiding experiences are, apparently, no exception. And so the fight unfolded in ways that it never did when it was a part of vanilla end-game content. Sure, we wiped once, after failing to assign a tank to one pack of whelps during Phase 2 (you know, the one where she flies around in the air), and then losing a couple of people to her first Deep Breath (which, contrary to popular opinion, she did not seem to do more often!), but we caught on quickly and downed Onyxia on the second attempt without a single death. A well-placed Tremor Totem completely nullified her Bellowing Roar ability in Phase 3, making it only slightly harder than Phase 1. The only new twist seemed to be the inclusion of a new add, the Onyxian Lair Guard, which spawns every so often. To tell the truth, I'm not sure what this says about the encounter. It surely couldn't have always been this easy, as I distinctly recall spending hours in here on certain nights way back when. Angry Raid Leader will forever remind us of how frustrating the encounter can be. Sure the old girl hits a little harder, has a few more hit points, and adds can quickly get out of control if you don't burn them down, but it's nothing unmanageable. This isn't Hard Mode Mimiron, after all. Maybe we've all just gotten better as players? That's always a possibility, but if the Onyxia was over-tuned at Level 60, I'd argue that she's under-tuned at Level 80. Let's not forget that the reintroduction of Onyxia is more of a love letter to the old raid than a legitimate addition to current-tier raiding, and that Blizzard probably wants as many players to be able to access it as possible. What once was a barrier is now a gateway. On the whole, though, I think it's easier to make sense of the encounter because it's fundamentally less chaotic. Running a raid in the old days meant wrangling thirty-nine other people, making sure that they were always where they were supposed to be and that they could ably side-step the Deep Breaths or stay off the cracks in the floor when an Eruption was pending. The more bodies there are in the room, the greater the chance of someone being knocked into the whelps, as well. Part of me really wanted Onyxia to come back and show modern raiders what a really, truly tough encounter could bring to the table. That may not have happened, but I'm still grateful for the chance to revisit one of the premiere raids in the game. It was great seeing some of that old loot drop again, too. Our first foray into the Level 80 version of Onyxia's Lair didn't leave us with a mount, but we did nab a Gleaming Quel'Serrar and I'm looking forward to nabbing the Enlarged Onyxia Hide Bag one of these days. It may not be as difficult or imposing as my memories would have be believe, but in the end, I think it'll find a spot in our weekly rotation of raids, at least until the gear is completely outclassed by the next tier of content. Have any of you had the chance to go toe-to-claw with the revamped version of Onyxia? We'd love to know what you think and whether or not it lives up to the legend!
BlizzCon Streamers: Your Grunty Has Arrived!
They called us crazy, you and I! Those of us who paid a cool $40 just for the privilege to watch BlizzCon 2009 unfold live in front of our eyes, even as the leeches caught re-streamed feeds (of questionable quality) on other sites that shall not be named! Well, unable to attend the event myself, having such unbridled access to the proceedings from the comfort of my desk chair helped me bring the rest of you fine, up-to-the-minute coverage of all the news, but the promise of an exclusive in-game pet certainly didn't hurt. I initially lamented the regrettably long wait time (if I recall correctly, 6-8 weeks) between the event and the arrival of Grunty the Murloc Marine in my Inbox, but it ended up going by like a Summer breeze. It even arrived a little early, as it's actually only been a month since BlizzCon wrapped up. So if you purchased the live stream, either over the television through DIRECTV Pay-Per-View, or online through RayV, check your e-mail, as your activation code should be there by now. All you have to do is take that code and head on over to http://www.blizzcon.com/pet, click on the button, and type or copy and paste it into the dialog box. Keep in mind that a Battle.net ID is required to complete the transaction, so if you haven't linked your World of Warcraft account yet, you're going to have to do that first before you claim your prize. After that, log into the game and you should have an in-game mail from Master Handler Sylvester (an NPC who sends out all of the limited edition pets) which includes a Heavy Murloc Egg. Using the egg will add Grunty the Murloc Marine to your list of pets and will provide you with the Feat of Strength [The Marine Marine], as well! Grunty will leap from side to side with his gun at the ready, ever vigilant of impending Zerg invasions, and occasionally fire his rifle. Find a friend with a Zergling pet for even more fun!
Mo' Money, Mo' Problems: Brewfest 2009 Edition
Burning Crusade Starter Zones in Cataclysm
One of the features of World of Warcraft that really pulled me into the game was the seamless transition between zones. I had just stopped playing Final Fantasy XI, which had a dismal loading time between zones and really made the world feel disconnected. There was no way all of those zones would fit together on a world map. WoW's seamless transition between zones offered a great level of immersion. The few loading screens were either from crossing continents, which felt justified with a picture of a world map, or for instanced dungeons. Going through a portal and getting instanced really felt like I was being removed from the world and placed elsewhere; if I looked out onto Silverpine from Shadowfang Keep, I couldn't see other players or even monsters wandering the world like I would if I was outside. It made instances where you observe the outside world, like Scholomance (or recently Oculus or Utgarde Keep), a little confusing at times until I reminded myself I was still in Azeroth. Fast forward to the release of Burning Crusade. I was ecstatic to play a Blood Elf, but one thing that took me out of the game was zoning between Quel'thalas and the rest of the world. The transporter to Undercity and portals into Silvermoon weren't a big deal since they took some time to load anyway, but simply walking into Eastern Plaguelands requiring a loading screen to go from the new "Burning Crusade instance" to the Eastern Kingdoms seemed unacceptable. Additionally, for players in the Draenei and Blood Elf cities and starting zones, player arrows on the minimap showed up when players were in other Burning Crusade lands, like Outland, but not nearby in Eastern Plaguelands! I was convinced it was one of the reasons by beloved Silvermoon city wasn't more popular and why I spent so little time there, even compared to the Undercity. This got me thinking forward to Cataclysm. With flying mounts now allowed in Azeroth, unless Wintergrasp-like flying restrictions are put in place, most of the world is going to have to be one big chunk of an instance. Blizzard will have to make sure that the Ghostlands border with Eastern Kingdoms is ironed out and remove the instancing restriction. Acherus will probably now be accessible to non-Death Knight players. The Draenei areas will likely be brought into the fold as well. Some areas like the Echo Isles and other distant zones may not have to be accessible by flying mount to the main continents. The implications of this are interesting. The Burning Crusade starting zones were instanced because they wanted the new starting quests to be exclusive to people who bought the expansion to sell more games. In addition, Jewelcrafting, the new profession at the time, only had starting trainers in Silvermoon and the Exodar, so players had to have Burning Crusade to train for it. The question that now arises is: what will happen to this Burning Crusade exclusive content? Will owners of only original WoW now be able to train in Jewelcrafting and do the Blood Elf and Draenei quests, and even maybe make Blood Elf and Draenei characters? Perhaps Burning Crusade, and maybe even Wrath or Cataclysm, will be rolled into the original WoW. The start-up cost to get into WoW is getting price prohibitive for getting new players, and players starting anew will already be experiencing the new post-cataclysm world. These new players would be "free riders" on the Cataclysm content, so why not include all the expansions, at least through Wrath, to new players? If they are getting the content anyway and it entices them to stay longer, they will make more money on subscriptions from enticing players to stay anyway. What do you think? Is it time to roll all of the old games together?
Brewfest 2009: Hungover Already
Which is the Dark Iron Dwarf, and which is the keg? They're both short and fat - your guess is as good as mine! |