Entries in old world (6)
PTR 3.3: Leveling To Be Even Easier
It's common knowledge that many, many, users return to MMOG when a large content patch comes out. The phenomenon is no different in the lands of Azeroth. Whenever Blizzard releases major content it is almost always joined by an influx of returning characters, thus a spike in subscription rates and server population. After a few weeks, or possibly a month or two, things begin to settle back to "normal" and life continues. Patch v3.3 and the upcoming changes to Azeroth, by way of Cataclysm, may throw a curveball in those assumptions. We may very well see more of the old world being re-populated by the nostalgic, or late-to-the-party players, eager to taste the untainted lands of old. Even if it is at a relatively Sonic pace. Modifying leveling times began with the launch of The Burning Crusade, and continues to be tweaked with each of Wrath of the Lich King content patches. The largest being changes to mount level requirements and prices, and the invention of the wonderful Heirloom Items that can grant up to a 20% bonus to XP gains. Like the patches before it, Patch 3.3 is shaping up to offer new ways to make getting to the end game a far faster process. Heartbourne posted the full PTR patch notes as soon as they went live. Below is the subset of changes that directly impact the leveling aspect of WoW:
- Default Equipment: Starting weapons are now more uniform. Rogues now start with a pair of daggers equipped. All other classes except shamans start with a 2-handed weapon equipped and the required skill already known. Shamans start with a 1-handed weapon and a shield, as they benefit more from the shield than they would from a 2-handed weapon.
- Health and Mana Regeneration: These regeneration rates have been increased by up to 200% for low level characters. As a player’s level increases, the regeneration rates gradually reduce, returning to normal rates at level 15.
- Spell Mana Costs: These costs have been reduced for almost all lower level spell ranks. In general, if a spell decreased in cost with a higher level rank in patch 3.2.0, that spell now has the decreased cost at all ranks. In addition, spells learned before level 20 with reduced cast times and/or durations have even further reduced mana costs, proportionate to their reduction in cast time or damage.
- Racial Attribute Bonuses: These bonuses have been recalibrated to even out the amount of starting health on the various races. All races start with a standardized level of stamina, except for orcs, dwarves, and tauren who now start with 1 extra point of stamina. For each class, bonuses and penalties to all attributes have been adjusted so that each race has an equal attribute total.
- Dual Wield: Rogues now know this ability upon logging into the game at level 1.
- Stealth (rogues): This ability no longer has multiple ranks. While active, the single rank of this ability (available at level 1) allows rogues to move at 70% movement speed.
- Summon Imp: This ability is now available from the trainer for level 1 warlocks and no longer requires a quest to learn.
- Victory Rush (warriors): This ability is now trainable at level 6.
Deleting Old Content: Good, Bad, and Ugly?
One of the biggest side effects to the upcoming cataclysm is the destruction of Azeroth by Deathwing's return. The Earth Warder - or Warderer for the overzealous, over caffeinated, under REMed writer - will return with a bang. The leader of the Black Dragonflight will cut a hole in the world and leave a fiery trail from his exit wound across the Eastern Kingdom. The effects of such a tumultuous event will be felt as far away as Kalimdor (no mention of major Northrend changes have been made), shattering The Barrens, ravaging the coastline of Auberdine and refreshing the Wailing Caverns. It's only natural that the quests and tasks we've done over, and over, change alongside the world. To my knowledge no developer has abandoned old content entirely. We players do it all the time though. When was the last time you spent more than a few minutes running around Outland? (Farming old achievements does not count!) For us, it makes sense to move on to the new hotness for leveling, loot and a myriad of other reasons. Being the efficient minded players that we are, we do just that. This, unfortunately, leaves the old areas crawling with tumbleweeds, bored mobs and unchallenged raid bosses. Why shouldn't Blizzard nuke it and start over? Nearly no one is using it, and to top it off, Blizzard is often ashamed of the archaic design ideas that the company implemented so long ago. By combining the release of new races with Deathwing's destruction players will have a perfect reason to rerun all of the "new" zones, but that leads us to the bad - the disappearance of the old. This may sound contradictory to the good point. That is because it is. The removal of the old content, by way of the new stuff, is going to upset a lot of people. Blizzard surely agonized over the decision to abandon all the vanilla WoW content, but that doesn't matter to the old school. No matter what, those rose colored glasses will make players remember the "good ole days." *cough*Perhaps someone should archive the old dungeon content before it disappears?! I wonder which site would be capable of such high quality hijinks?! Any ideas?*cough* As a consolation prize, much of the old world raids will be returning alongside Cataclysm, albeit in an entirely new form. Apparently beheadings do not kill dragons. The ugly is simply laziness. I've seen, and heard, people claim that Blizzard isn't redoing anything, the company's artists are. Subscribers to this philosophy believe that the massive changes will just be updates to art, textures and models, with little gameplay being modified. I put the question mark in the title on purpose, as I have no fuel to add to this fire. Are any readers out there capable of making a poignant case of laziness on Blizzard's part? In my opinion, there are simply too many zones drastically changing, and too much raid content incoming for me to see the light. The keen-eyed readers will note that the post lost meat as I continued down the list of topics. The Holmes-ish readers will then deduce my stance on the subject, which applies to my girlfriend as well. I hate to see it go, but love to watch it leave. What about you? Feel free to leave my girlfriend out of your comments.
The Next Expansion: A Skeptical Look At The Leaked Information
The Next Expansion is an ever growing series of articles that focuses on WoW’s upcoming third expansion. The column covers news, speculation and even gameplay mechanics that PL’s writers would like to see implemented.
- Level 85 Cap: There's really no justification to not do 10 additional levels like we are used to. If the developers want leveling to take longer then Blizzard can simply make the XP pools far larger. We've also no reason to believe that WoW has to end at level 100. No matter what this isn't a big concern; just the first point that caught my eye.
- Class Combinations: This is certainly plausible. Orc Mage, Tauren Priest, Blood Elf Warrior, all highly likely, lore-fitting modifications to our current race/class structure. It's the Troll Druid that I can't see being a reality. On the one hand, It'd be a perfect way to get more Horde playing the most underplayed race in the game. However, two druids for the Horde and only one for the Alliance (Night Elf) just doesn't seem like a move Blizzard would make.
- Flying In Azeroth: There's a reason that Blizzard never allowed flying in Azeroth, the game's basic design. If you look really closely at the old landscapes you can see that Blizzard employed a lot of tricks to get objects, foliage specifically, to look 3D without it actually being 3D (allows the client to have a crappier computer). These Doom-esque tactics would need to be completely redone across all of Azeroth to enable flying. Even using the superb tools created by Blizzard, it would be a daunting, and boring, task.
- Unfinished Original Content: Areas like Mount Hyjal only compound the flying issue. The zone was never made accessible because Blizzard never finished the content. It was there however. If we are allowed to fly in Azeroth then Blizzard has to spend more time completing, or at least overhauling, the formerly neglected areas of Azeroth.
The Landscapes Of WoW
It's been a long time since I went traversing Azeroth, and the Outlands. Normally we players are just trying to get from point A to point B in the fastest way possible. We could be in a rush for a heroic run, trying to clean up our dailies, farming or even heading to a raid. Outside pissing off the party or raid group, a few extra seconds don't matter. Yet I, and probably we, race to each destination with reckless abandon, and a pair of blinders on. A secondary effect of the just completed Midsummer Fire Festival was the removal of those blinders, and a re-discovered appreciation of the world I spend so much time in. In my continued obsession with non-combat pets I spent the better part of last week flying around Kalimdor, Northrend and Outland (and a little Eastern Kingdoms) in search of flames to urinate on and praise. In doing so I was reintroduced to the scope of the Old World, something that was lost upon me after flying around Outland, and later Northrend. If there's anything that can impress upon you the vastness of the old continents it is the inability to fly on your own. If you thought flying around Northrend for the Argent Tournament dailies was bad, image a five, seven, even eleven minute flights. Flights that you can't abandon when your mini map shows a precious mining/herbalism node. Oh the pain. I'm not hear to talk about the pain though, it's just hard to forget. What we are here to talk about is the lush locales, the cohesive zones and traversing landscapes. Traveling through all four continents back-to-back is something I have never done, and likely wouldn't have if it wasn't for the Midsummer Fire Festival's second pet (that little bugger is the only reason I collected Burning Blossoms, and I am glad I did). The trip down memory lane wasn't all bright spots though, it reminded me just how much I hated The Burning Crusade's zones. The zones are so self-contained, so drastically different from those adjacent to themselves as to make one wonder how they could ever come together. Then it hit me, the realization that my dislike for the Orc's homeland is misplaced. I don't see how I didn't come to this realization before, but the disjointed menagerie makes perfect sense. After all, the Outland is a collection of fragments of Draenor's former glory. It isn't a continent in the normal sense, it is what's left of a ruined world. A stew of lands if you will. I could be rationalizing, but it's a perfect explanation and something I should have seen long ago. After being steamrolled by blatantly overlooking a key piece of lore I headed to the lands of Northrend for additional easy blossoms. Unlike Outland, Northrend reminded me a lot of the original continents and is likely why I was so drawn to the territories. Blizzard did a wonderful job creating a barren wasteland for many of the zones, but the artists blended those expected areas with some diverse starting territories. Only after getting used to the chill were we thrown into the cold, wind-shaped lands of Dragonblight and Icecrown. After collecting nearly enough flowers from the two expansions Solidsamm ported to Darnassus and began his trek through the Old World. The little gnome trotted the streets of Astranaar, a former favorite raiding area of the Horde, clambered through the snow of Winterspring and sweat his body weight in Gadgetzan. He even climbed aboard a boat to Feathermoon Stronghold in the lush oasis of Feralas. Although the goal was getting to the fires, taking in the sites and sounds of the lands, all of them, were a nice flashback. Even if it was a lot of wasted time. Hopefully the upcoming expansion can pick up were the old world left off, vast, flowing, yet diverse, lands full of unassuming and aggressive beings. I never did get my drop off Ahune, but with my Captured Flame in the pet bag, and some nostalgia in my mind, I consider this year's Midsummer Fire Festival a small victory. How many got the title and continue on your way to your Proto Drake? Did anyone have their streak broken? Enjoy the flights?
The Next Expansion: New Leveling Zones
A collection of Blizzard's community managers have been teasing the next expansion lately, according to WoWInsider, and it got me thinking about things I would like to see in number three. Outside of the added content, The Burning Crusade's biggest feature was the space goat - does anyone else think of "Coast to Coast" after reading that? - and sexy horde character, as well as Blizzard giving up on balancing faction-exclusive classes. For its part, Wrath of the Lich King introduced everyone to the first hero class, the overpowered, free-minded Death Knights. Without further ado, I present one of the major additions I would like to see in the upcoming expansion, whatever it may be, new leveling zones. We've essentially been leveling from level 10-60 in the same zones since World of Warcraft launched back in late 2004. If it wasn't for The Burning Crusade's addition of opening zones for the added races, we could extend that to level 1-60. Sure, Azeroth offers many areas that overlap in their level range, but after leveling six characters to level 60, the content has run dry for me. I can only fight the raptors outside Menethil Harbor, squish the spiders of Duskwood, and farm various animals in Stranglethorn Vale so many times. There's no serious indication that this could happen in the next expansion, but I will grasp any bit of information that can be skewed and twisted in a fashion to make my dreams seem possible. Case in point, when the topic of redesigning some of the Old World zones for a new expansion was raised, Zarhym chimed in with a seal of approval, "Good post :)." It's nice to know that someone within the Blizzard dictatorship agrees with us common folk, even if it is a disembodied, chattering skull. Although I would prefer new content rather than redesigned zones, I will take what I can get. After all, the overhauled version of Silithus for The Gates of Ahn'Qiraj was absolutely brilliant and we need something brilliant to bring us back to the Old World. It may be a bit premature to begin thinking about the next expansion before we have killed Arthas, but that has never stopped me before and it won't stop my brain from thinking of new things either. Do you think there's a chance that the developers will revisit the old world, whether it be adding new areas/zones or redesigning existing ones?
There's A Whole World (of Warcraft) Out There!
While spending my days gearing a level 80 toon, it is pretty easy to get a bit of tunnel vision. Some days it feels like my whole world consists of the inside of Naxxramas, The Obsidian Sanctum, and the walls of Dalaran. It is very easy to take for granted the enormous amount of content that Blizzard has already created. It is largely ignored because it is not all geared towards players at the level cap. I really started to appreciate this recently as I have been helping a friend earn her Classic Dungeonmaster achievement. While I had done all these dungeons before, for some of them it had been a long, long time. This is especially true of the instances that are more accessible to horde, or were simply so long or difficult the first time around I had little desire to go back. Given, there is no longer any challenge in these instances, I can take a step back and enjoy them from an aesthetic or even design perspective. Blizzard has done some really cool stuff that is all but forgotten. Remember the temple stair event in Zul'Farak? The giant waterfall in Maraudon? Or tracking down the Archmage in Shadowfang Keep? Neither did I. Furthermore, taking the time to go back and check out these instances really gives you the opportunity to witness the evolution of Blizzard's game design. “They sure don’t build 'em like they used to.” Now if this is a good or bad thing is debatable, but the way instances flow is very different now. Instances seem much more linear, you really don’t get lost in them very often, and I’ll tell you, I got lost in Dire Maul. The events in instances also seem to flow differently. You don’t see things like the druid event in Wailing Caverns very often anymore. Given, I hate the druid event in Wailing Caverns, but it is interesting to see the path that Blizzard has ultimately chosen. What do you guys think? Are there any old instances that hold a special place in your heart? Or are you more content with the way things are now? I’d like to hear your thoughts on the old world. And if you haven’t seen all these places, go check them out! There’s even an achievement in it for you.