Entries in guild advancement (2)

BlizzCon 2009: In Pictures

This is it folks, my last remaining coverage from this year's BlizzCon.  May I present to you the show in picture form - with captions!  Enjoy. pl_blizzcon2009_in_pictures82pl_blizzcon2009_in_pictures86pl_blizzcon2009_in_pictures81 The opening madness & SWAG. pl_blizzcon2009_in_pictures98pl_blizzcon2009_in_pictures99pl_blizzcon2009_in_pictures100 New and retuned leveling territories. pl_blizzcon2009_in_pictures101pl_blizzcon2009_in_pictures102pl_blizzcon2009_in_pictures110 Upcoming changes to The Barrens. pl_blizzcon2009_in_pictures113pl_blizzcon2009_in_pictures118 pl_blizzcon2009_in_pictures119pl_blizzcon2009_in_pictures120 Raid map, Uldum concept layout and art. pl_blizzcon2009_in_pictures134pl_blizzcon2009_in_pictures135 pl_blizzcon2009_in_pictures136pl_blizzcon2009_in_pictures137 Extended universe cases for Blizzard's titles. pl_blizzcon2009_in_pictures152pl_blizzcon2009_in_pictures153 pl_blizzcon2009_in_pictures154pl_blizzcon2009_in_pictures160 New racials and secondary profession's UI screen. pl_blizzcon2009_in_pictures170pl_blizzcon2009_in_pictures170 New Rated BG queuing system & UI screen. pl_blizzcon2009_in_pictures196 pl_blizzcon2009_in_pictures200pl_blizzcon2009_in_pictures201 pl_blizzcon2009_in_pictures202pl_blizzcon2009_in_pictures203 Path of the Titan system and applicable changes to Glyph and talent trees. pl_blizzcon2009_in_pictures211pl_blizzcon2009_in_pictures213pl_blizzcon2009_in_pictures215 More raid layouts and planning. pl_blizzcon2009_in_pictures216pl_blizzcon2009_in_pictures218 pl_blizzcon2009_in_pictures219pl_blizzcon2009_in_pictures220 The first mocks up before they begin adding environmental art. pl_blizzcon2009_in_pictures224pl_blizzcon2009_in_pictures226pl_blizzcon2009_in_pictures228 Scripting, placement, pathing & spell tools.  Notice the Deep Breath possibility. pl_blizzcon2009_in_pictures242pl_blizzcon2009_in_pictures243pl_blizzcon2009_in_pictures244 Icecrown Citadel layout! pl_blizzcon2009_in_pictures254pl_blizzcon2009_in_pictures255pl_blizzcon2009_in_pictures256 Cataclysm raid layout, including The Firelands (Ragnaros) concept art. pl_blizzcon2009_in_pictures273 I beat Blizzard to announcing the secret guest - the company was not happy about that.  Apparently I type faster than whoever was manning the keyboard for them. pl_blizzcon2009_in_pictures286pl_blizzcon2009_in_pictures287 pl_blizzcon2009_in_pictures291pl_blizzcon2009_in_pictures293 Statues (Queen of Blades ftw) and a lot of computers! pl_blizzcon2009_in_pictures296pl_blizzcon2009_in_pictures298pl_blizzcon2009_in_pictures300 BlizzCon 2009's retro arcade.  Rock n' Roll Racing! pl_blizzcon2009_in_pictures304pl_blizzcon2009_in_pictures305pl_blizzcon2009_in_pictures307pl_blizzcon2009_in_pictures309pl_blizzcon2009_in_pictures310pl_blizzcon2009_in_pictures311pl_blizzcon2009_in_pictures313pl_blizzcon2009_in_pictures314pl_blizzcon2009_in_pictures315pl_blizzcon2009_in_pictures316pl_blizzcon2009_in_pictures319pl_blizzcon2009_in_pictures320pl_blizzcon2009_in_pictures321 Art, art and more art.  Sheep is dedicated to Treznor. pl_blizzcon2009_in_pictures330 So Long Anaheim!

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BlizzCon 2009: Important Guild Changes

Note: The below information was covered as part of our Live Blogging & Tweeting during the show.  But the information is simply too important to be glossed over.  Here are the major class changes in one convenient, to the point package. Quick Synopsis Of The Upcoming System Quick Synopsis Of The Upcoming System Guild progression was, without a shadow of a doubt, my favorite WoW announcement during BlizzCon 2009.  The crowd erupted when the snippet was splashed across the screen.  The bees nest was stirred further as the developers began detailing the progression tracks, rewards, and reward schemes.  The panelists had to stop speaking numerous times during the presentation as the crowd drowned them out with hoots, hollers and hoorays.  It seems that I wasn't the only player desperately seeking a reason to grow with a guild.  Prophetic vision placing that in the The Next Expansion column, rather than Wishful Thinking methinks. Cataclysm's Guild Progression basics:

  • You're guild will earn experience by way of its most active members (top 20 guildmates contribute).  The "gate" is to limit the "grindiness", a reoccurring theme at this year's BlizzCon.  Limiting the amount of players who can contribute helps maintain a balance between massive guilds, and those with only a few dozen players.
  • Guild contribution won't change your daily activity much.  You can contribute by doing the stuff you already do, be it dailies, professions, farming reputation, raiding, PvP (rated Arenas and BGs) or bum rushing Hogger.  Different acts will be weighed differently.
  • The guild level cap currently discussed is level 20.  Guilds will receive talent points, much like the class talent points.  More on this below.
  • Looking For Guild system being implemented.  The idea is to make it easy for a Raid Leader, Officer or GM to find exactly what a guild needs, or to post a casting call.
  • Guild Achievement system is also incoming.  It'll act like today's system, but require that a certain percentage (75% discussed) of the attendees be a part of the guild.  Some current achievements will be recycled, but most challenges are to be new.
  • A new paid service, guild transfer, was mentioned as a possibility.
  • No, it's not going to happen.  There is still no guild housing plans.
Look At All Those Talents Look At All Those Talents The current rewards for guild progression are too fluid, and numerous, to discuss in bullet form.  According to the Systems panel, guilds will have numerous rewards for sticking together, and not sucking.  First off is the guild Talent system.  Effectively a clone of the current class talents, but with convenience rewards.  The guild variety will offer no gameplay changing talents (no buffs or anything like that).  Instead it will focus on making things easier for a guild.  Bottom line, you're guild will never have to spec a certain way to beat a boss.  We'll be hit with tons of time saving abilities like grabbing extra money from mobs, mass resurrection, mass summoning, reduced durability loss and reduced repair bills!  Quite awesome right?  Sadly, I didn't call that last one correctly. On top of those guild wide buffs there will be a way to reward individuals a bit more, the vendor/currency system.  Users will gain guild currency as they earn XP for the guild.  They then can buy special items, including rare reagents (hello Frost Lotus), Heirloom gear, crafting plans, vanity items, guild standards, guild respects and guild bank slots.  The items are all bound to the guild, so if you leave the Totally Rad Guild, you lose access to the totally rad loot they have accumulated.  Leaving a guild is not as painful as it sounds.  If you join another guild, you get access to their perks right away. It remains to be seen exactly how easy guild leveling will be.  Those specifics were not detailed.  Numerous other titles, old and new, have had guild progression systems of varying success.  Some developers made it incredibly difficult to obtain.  Others tied the size of a guild to its success.  Yet others made it so easy and bland that the feature was lost, a common occurrence.  Worst of all, some demanded that a guild have certain attributes before they could continue advancing in content, disrupting the idea of choice. Hopefully Blizzard's track record of incredibly polished, not always innovative, design will prove to be successful once again. At least they are giving guilds yet another topic for drama, what to spec in!  I vote saving money spec.

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