Entries by pixiestixy (142)
The High Inquisitor: On the Longevity of Food and Feasts

...So, the question remaining is, do the enemies have a Spirit Healer? We don’t really know much about Spirit Healers, I think. Maybe they only choose to resurrect those who do good in this world. Maybe we players are allowed to linger as spirits and find our bodies back, because we are needed for a future goal, like beating the Lich King or whatever comes after he is dead.Well put, my friend! And now onward to this special, food-inspired edition. Straight to the question this time: What in the crazy world of Azeroth makes our food stay good for so long? During this week's special Pilgrim's Bounty festivities, we make a lot of food. And, as expected, leftovers can only stay good for so long. Once all your event-inspired foods are made, they only have a duration of seven days. The same was true of our Trick-or-treat goodies, too.

Pilgrim's Bounty: Why the Rogue Hate?


Icecrown Developers Chat on Patch 3.3

Cory: I think the most exciting thing about developing Icecrown Citadel was just knowing that we were working on the final chapter of the Northrend expansion, and that we'd really be able to give players that ultimate sense of completion of the storyline. Arthas is a huge character in Warcraft lore, so we took a lot of pride in making this the best experience we possibly could. Icecrown and the Frozen Throne are important parts of the world of Azeroth and have quite a bit of history, especially for longtime Warcraft players. How do you convey the significance of these places and the events that took place there in design? Cory: History was a large factor in the design of Icecrown Citadel from the very beginning. When we first sat down to discuss the layout of the raid itself, we immediately went back to Warcraft III: The Frozen Throne to think about how the spire from the ending cinematic could be translated into World of Warcraft. We decided to actually build Icecrown Citadel around the original spire to pull players even more into the storyline. This kind of thinking carried on throughout the entire design process. Greg: We want Icecrown to be an epic experience from top to bottom, and that includes the loot you get. We're not going to shower players in items -- well, more than we already do -- but we do want to make sure the items are sufficiently powerful so that they're upgrades for all of our players.Is there an existing model in World of Warcraft for Icecrown Citadel's itemization or style of play? What lessons that you'd learned from earlier projects wound up being applied to Icecrown Citadel?
Greg: The nice thing about Icecrown Citadel from an itemization perspective is that we have lots of bosses. That's something of a relief coming from the Crusaders' Coliseum, where we had only five bosses. For Icecrown, we can afford to have multiple options for a particular slot -- say a healing leather bracer or a melee trinket -- and even itemize some of the more unusual pieces. We have a pretty effective system for figuring out who is going to drop what to make sure that an individual boss will be interesting to a variety of players in terms of loot. Most of our lessons learned are in the realm of what differences there should be between 10- and 25-player itemization, the role of tradeskill recipes, and what kinds of items to place with badge vendors. Cory: I think we learn lessons from every raid that we do. We didn't model Icecrown specifically after any of our previous raids, but you can definitely see influences. For example, we have a winged structure in Icecrown that players will remember from Naxxramas. Another example of an influence would be the teleporters from Ulduar. We know that players really loved that concept, so we brought it back in Icecrown.What sorts of new loot and item abilities will we see in Icecrown?
Greg: There are three main sources of loot for Icecrown: the bosses themselves, the Emblem of Frost badge vendors, and a new faction, the Ashen Verdict, that will provide suitable rewards as well, particularly at the Exalted level. As far as the items themselves go, we want them to feel epic. In addition to having favorable optimization, we also want to try a lot of experiments to make the items feel cool and unique. We are going to try to do a lot of weapon procs, for instance, which is something we haven't done much since the original World of Warcraft.Do you itemize Icecrown's "trash" -- the enemies between bosses -- differently from elites elsewhere in the world elsewhere?
Greg: We make sure there is epic trash loot -- specific items that only drop from trash. It helps keep players interested between bosses. However, we aren't doing Heroic trash, just Heroic bosses, so there won't be unique trash loot for Heroic versions of the 10- and 25-player versions of the raid. We try to construct the trash in such a way that it isn't trivial to go farm the first pull or whatever in hopes that an epic drops. We make our raids more accessible now in general, so I'm not sure the motivation is there to try stunts like that the way it once was. We want players who have raided so far in Wrath of the Lich King to be able to actually fight the Lich King, so chances are a lot of raiders will have plenty of opportunities to gear up. Now, the Heroics are another story -- those will be as challenging as they were in Ulduar and Trial of the Crusader, and the items will likewise be even better.What have you done to make the tier-10 sets feel like a meaningful advancement from tier 8 and tier 9? How do they visually represent Icecrown's lore and history?
Greg: Not only do we want them to be a meaningful advancement, but we want them to feel really awesome. This is Arthas loot you're talking about. We started by spending a lot of time on the concept art to make sure it tied into the type of creatures you'll encounter and the whole Icecrown art "kit" in general. For example, the rogue tier-10 set has a strong geist look to it, while the hunter set has strong Nerubian elements, and the mage set looks a lot like the Blood Princes. You can see the Icecrown look and feel in a lot of pieces, which itself drew strongly from the Lich King's original helmet. Look for lots of blue, ice, skulls, and spikes. We have also spent a lot longer on the set bonuses than we usually do. It's important that they feel awesome for every class and spec. Going back to the Crusaders' Coliseum, part of the challenge we made for ourselves was to create an instance that didn't require as much time or resources as Ulduar to develop, yet was still cool. We had set bonuses for the tier-9 gear, but they were often simple -- more crit on a common ability was a typical one. For tier 10, we're really going for set bonuses that change your game up a little. At the very least, you should want to change your rotation a little, though this is easier with some classes than others.Icecrown is the last major raid and dungeon before the release of Cataclysm -- how has that affected the design?
Greg: The major challenge from an itemization perspective is that the items have to last basically until Cataclysm. That means we can't afford to give them away too quickly, but they also need to feel powerful enough that players are motivated to keep trying for them. On the other hand, the really fun thing about doing a final raid tier is how it unties your hands. We can afford to make these items great because nothing needs to follow on their heels. It's cool to be able to optimize the items very well, because it's okay if players don't want to replace these items for a long time. Cory: We are really pushing as hard as we can to deliver the most epic experience possible. We know that our players have been waiting for this for a long time, and we plan to deliver. Everyone should expect to see this sort of storytelling and attention to detail in Cataclysm as well. I think we are always striving to pull the people who play our game into the storyline and really give them an explanation for why they're there. It won't be too long before they'll get a chance to bring the pain to Deathwing!Well there's the core of the interview, folks, and a quite interesting one in my opinion. The gear, especially, is starting to sound more and more drool-worthy. Who else can't wait to jump in?
Pilgrim's Bounty Eases the Cooking Grind

Patch 3.3: Frost Wyrm Mount Incoming

There will be a Frostwyrms up for grabs for Icecrown raiders, achievable in a similar way to previous rewards such as the Ulduar proto-drake.Not a very long description, but certainly enough to get me even more excited for the upcoming patch and all of its wondrous possibilities. Depending on exactly how similar the process of getting this mount is to the Rusted and Ironbound Proto-Drakes, it may be a pretty rare get. The latter two super-fast mounts, rewards for completing the Glory of the Ulduar Raider achievements in 10-man and 25-man modes, respectively, originally were reported as set to be removed from the game sometime after 3.2 because of the major gear upgrades that players would be able to get, making the achievements easier to earn. But it's been several months since then, and back in July blue poster Eyonix said the mounts would remain in-game for now:
After further discussion, we decided not to remove the rusted and ironbound proto-drake rewards for the normal and heroic Glory of the Ulduar Raider meta achievements when patch 3.2, Call of the Crusade, launches, and currently have no plans to remove them in the foreseeable future. However, we will continue to evaluate the situation and if a decision is made to remove these rewards at any point in the future, we'll provide a one month warning so players will have time to make some final attempts.There's always a balancing act between making rewards like this difficult to get without it being utterly impossible for some of the less hardcore raiders. So if Blizzard continues along their current line of thinking, then it's reasonable to conclude that we'll have at least a few months to strive for the new mount once Patch 3.3 comes out. What do you guys think of the subdued Frost Wyrm as a mount? I'm really digging the skeletal look along with that blue, hazy glow. She's a bit eerie, but in a good way.
Dungeons and Raids: Keep All That Strategy Straight
The first few times I ran Vault of Archavon, I was lost. It was my first real foray into 10-man content, and I was trying to keep Archavon, Emalon and Koralon straight. Which one overcharged adds? Which cast a nasty fire that you had to get out of immediately? Is it Lightning Nova or Chain Lightning that you have to run away from? These are three relatively straight-forward boss fights, yet I was having one hell of a time getting them down.
But the learning curve eventually turned in my favor. Somewhere along the way, that little metaphorical light bulb clicked on inside my brain - and I just got it. Since then, I've learned that it usually takes me a good three to four successful boss kill attempts before I really know the fight.
The same was true of the new Onyxia. While I had watched videos of the battle and new the basics behind the battle, it took some actual experience with the fight to learn my role. My favorite part - wailing massive FoK damage on the whelps - isn't the most critical. While I would rather watch my DPS meter run sky-high during Onyxia's second phase - the one where she's airborne and sends adds in after you - I've learned (the hard way) that the priority goes to DPSing down Lair Guards whenever they're up.
I'm still in that hazy, starting-to-understand-but-not-quite-there phase for a good number of encounters. I've run Naxxramas only once on each 10- and 25-man, and a few of the battles I'm still a little iffy on. I've barely touched Ulduar. Trial of the Crusader also is starting to come together, but I still get the two giant Jormungar debuffs - and what to do for each of them - confused in the heat of that first battle. And don't even get me started on those cursed Twin Val'kyr. I think that particular battle is going to take about 10 times before I really understand all the mechanics.
But there's an upside to this ginormous learning curve. Once you get down a fair number, bosses seem to each be variations of one another. Some put some nasty crap, be it fire, smoke, poison or other, on the ground that you need to stay out of. Some cast massive AoE damage that you need to watch for - and move the hell out of the way when it comes. Some bring out adds that need to be dealt with immediately. Some teleport away, fly up, burrow down, or otherwise get out of range periodically and find another way to keep you busy for that phase. Some are straight-up tank and spanks. Several put whirling bubbles of spores or light into the raid party that can either give you a buff or debuff. And then there's every melee's favorite boss attack to dodge: the infamous whirlwind attack.
My best suggestion for anyone else in a similar stage of learning as I - get Deadly Boss Mods as soon as you can. It helps a ton with reminding you when you need to run away and what you need to watch out for. And it may sound simple, but this also helps: Do your homework before you get to a fight and make sure to listen-up for any boss-strat on what your specific role will be.
How has everyone else gone about keeping boss fights straight? Does it also take you a few tries to get it down? What about those of you with multiple level 80 characters - how do you keep all your different roles straight?
Switching Guilds: Hard to Say Goodbye
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The High Inquisitor: With Respawns and Spirit Heals, Who Can Win?

I think that over time the children of Azeroth evolved to become safe from all those gigantic spiders, raging elementals and opposing faction members by turning invisible. The children stay like this while they train to become adventurers themselves, but do it in a safe way, because the creatures they are trying to take [enlarged spleen]s from can’t see them. Some of the children realise that they aren’t going to every be good enough to be an adventurer and stop being invisible to live their life running round Stormwind free of the perils of adventuring. The other children however, once they have been training for several years, suddenly get a calling to run to a certain place to start their true lives, where they become visible at last: the starting zones. If you hang around them for long enough you can see this miraculous act happening.Now moving on, let's explore this week's question a bit. I'm sure you're all familiar with Spirit Healers, those celestial beings who await adventurers who enter the astral realm between life and death, ready to guide them back to the land of the living. While I appreciate the life that my toons can continue living, I also am aware that these spirit healers also must be the reason for respawning foes in areas that we so painstakingly clear out while questing. So here's the question: How can any side ever truly win? Be they members of the Scarlet Crusade, tribal leaders atop Darkcloud Pinnacle, hostile centaurs or quirky murlocs, our enemies will simply run back to their corpses and respawn a few minutes after their defeat. How can any group ever claim victory when neither side's numbers wane? In the case of PvP, we at least have an objective that will determine the winner; Capture the flag, defend the keep, gain the most resources. In the rest of the world, our objectives are outlined in quest form: Kill 10 of these and 20 of those; gather 8 shiny items scattered throughout the enemy village. But the world is static, and so the outcome of our endeavors is less defined. After we leave, the world goes back to the way it was before we ever came. Generations later, our alts can perform the same quests. Once again, game mechanics come into play. This is an essential aspect of MMO gameplay, and the only way around it that I've seen is through phased events. But phasing the whole world would be quite a task, and wouldn't necessarily give us anything better. Regardless, I'm interested in how we can use the lore to explain the situation. I say we need to appeal to the enemy spirit healers themselves, and convince them they're on the wrong side. Then, we'd get somewhere. How do you think we can get past this dead heat?
WoWjackass: Keeping Tabs on All that Treachery

More Treachery: Stealing Raid IDs
