Entries in patch 3.2 (45)

A Look At Blizzard's Raid Philosophy

Karazhan, one of the most iconic raids in the game, also happens tuned for 10-player groups.
As we enter the end of the 3rd 'set' of raid instances in the current expansion, I think it is a good time to take a look at Blizzard's new raid philosophy which made another dramatic change in WotLK, not unlike the change from 40 man raids to 25 man raids in Burning Crusade. With the release of this expansion Blizzard essentially made a promise to the entire WoW community that the raid content would be opened up to everyone (in theory). They changed all raids in Wrath to have two separate versions, a 10 man and a 25 man. Within those raids they had even more lines drawn with heroic and standard versions of many of the fights. For better or for worse though, six months into this expansion we can see that they are well on the way to their goal to opening this content up to nearly everyone. On my home server of Cenarius you can find PuGs for any range of content that fits your need without too many problems. Did your side just capture Wintergrasp? It's very easy to find a group for Vault of Archavon which drops some of the best armor pieces in the game (for both PvPers and PvEers). Naxxramas, Eye of Eternity, Obsidian Sanctum, and even Ulduar are all PuG options for both versions. Granted you most likely will not be hitting up the hard modes with these kinds of groups, but you're seeing the content, which is esentially what Blizzard wants. This is why they brought Naxxramas back (which I missed the first time around, so I am a huge fan of the decision) and why they have expanded the types of groups that can attend these raids, and brought around the philosophy of “bring the player, not the class” (which was a problem in TBC, especially with Sunwell). As positive as these changes are there are naysayers, mostly in the hardcore raiding community. They do have a point as they continually clear through normal modes like nothing. Blizzard really changed the raid designs with Ulduar though. There was only one fight with the release of WotLK that gave those who went “the extra mile” incentive and better gear for doing the fight in a more challenging way (Sartharion with three drakes up). With Ulduar though, most fights have a hard mode, better loot and a greater sense of accomplishment. To even clear the whole instance though players must clear hard modes to unlock the extra boss Algalon. Now that Ulduar has been fully cleared (all hard modes completed) we can shift our focus to the future once again with 3.2. The raid philosophy gets a slight shift again, this time with the separation of 10 man and 25 man raids into regular and heroic, all with separate lockout timers, so essentially you'll be able to run Trial of the Crusader four times a week, all on the same character. In the coming weeks though, we will get a lot more information about this raid zone as we will see the zone live on the PTR for testing. Blizzard seems to be opening things more and more for players to experience the raids. With the change to badges helping players gear up fairly quickly to be able to have proper gear for the new content shows a shift in design philosophy. Previously you absolutely had to have cleared old content (within that expansion) to really gear up for the newest, or next tier, of content. The lines have been blurred now and there is no “one” way to gear up properly anymore. Once patch 3.2 drops we will most likely see an emergence of heroics being run once again, and quick clears of Naxxramas (my guild doesn't even have anything besides Ulduar and Wintergrasp on our raid schedule). It seems as if Blizzard is attempting to please everyone with this patch, the hardcore raiders will have their 25 man heroic and regular 25 man to gear up quickly and easily. While tighter knit guilds still have the opportunity to do regular or heroic modes. Blizzard is also introducing a feature that I think every guild will be able to appreciate, with the ability to extend a lockout period an additional week. This will allow guilds to get additional work on a particularly challenging boss, but will require them to give up loot on the “easier” bosses for one week. I think this will be another level of strategy for raid leaders and guild leaders to use their time more effectively for their guild. Possibly the biggest surprise throughout all of this is that there will be absolutely no trash in this instance, purely bosses! I am a huge fan of this and I think more people will be happy over this than just me, no more complaining that mages pad the meters on trash! Will this be how it is in Icecrown Citadel though? I would be very surprised if they did, as I think this is a special case scenario and I think they want the Colosseum feel to feel authentic and not similar to how it was in Hyjal. If we take a look at our preview of Crusader's Coliseum then it appears that it will be just one area that we fight in (this may or not be the case and we should know very soon). Do you like the way Blizzard is pushing their raid content now? There are a lot more options for people (three separate versions of the Tier 9 gear) do you think this will spread the player base out a bit too much? And one more thing, what will you be doing with your guild, just one tier of the new raid or multiple ones?

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Patch 3.2: Raiding Lockout Extensions

"Okay guys, let's get Yogg-Saron this attempt!"
Blizzard is known for pulling random, often unrequested, features out of the collective brain trust and adding them to an upcoming patch without warning.  Normally people cheer for additions to the default setup.  Some of the features just don't cut it, falling way short of the robustness offered by the many add-ons already available.  Other changes are entirely unobtainable outside of Blizzard's doing.  Case in point, the changes to Raid Info in Secrets of Ulduar.  The change in code enabled players to accept or deny a raid lockout for various reasons.  If something wasn't right, then we'd be able to abort that cleared instance or one that started ages ago unbeknownst to us.  Without a doubt a useful addition which has made everyone's instancing less cumbersome. Following the same RaidID logic, Blizzard confirmed this week that Call of the Crusade will give players the ability to extend your raid lockout period.  No longer will you have to give up on an instance with just Kel'Thuzad up, or clear the beginning of Ulduar just to make further attempts on Yogg-Saron.  Instead members of a raid or party can chose, individually, to continue the instance at a later date by extending the lockout timer for another session (seven days for most raids, another day for heroics).  The lockout timer can be extended indefinitely.  Worried that you'll extend your lockout timer only to fail at completing your goal?  Fear not, Blizzard will allow players to drop the extended instance so long as nothing of substance was completed since its extension. Why would Blizzard do this you ask?  Eyonix has your basic sure-to-upset-the-hardcore answer.  "This new option is being added as a means to allow parties and raids to progress through an instance at their chosen pace". Initially I was annoyed with the announcement.  Not only did it seem to be a pointless waste of development time, but it removes one of the reasons for a lockout period to exist.  I got over those issues though.  The development time spent on the change is nothing in the long run, perhaps a week's worth of work for a programmer and some QA personal.  And the lockouts exist mainly to keep people from getting too much loot in a week, not as a race against the (long) clock.  In the end both casual and hardcore guilds will benefit from the change, and it is doubtful that the gear gap between the teams will shrink with the added feature.  Leave that up to the emblem changes. Time well spent or is this going to be a rarely used feature like in-game voice chat?  Another win for casual raiders and a strike for the hardcore?  As an added, perhaps unintended, bonus we'll be able to gear up our alts by taking over older, partially cleared (all hard modes downed) instances and cleaning up any remaining easy bosses.  That can't be bad right? For more details, check the latest official PTR notes.

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Patch 3.2 Brings Cold Weather Flying to Level 68 Alts

plaguedprotodrake You now can add another significant mount change to the ones already announced for Patch 3.2. Earlier this week, Wow.com discovered a nifty new item on the Public Test Realm. The Tome of Cold Weather Flight, a bind to account item, teaches Cold Weather Flying at level 68. Blue poster Zarhym confirmed the upcoming addition in a thread that linked to the post, and he also elaborated a bit on how the tome will work:

Just to confirm, Tome of Cold Weather Flight is actually a new heirloom item planned to go into patch 3.2. At level 80 players can buy this heirloom item from the Cold Weather Flying Trainer in Dalaran for 1,000 gold and send it to an alt of the same realm, faction and account. The tome can be used to learn Cold Weather Flying at level 68, consuming the tome in the process. Please note this feature is not yet in the newest version of the public test realm patch notes updated today. The item and its functionality are subject to change during the testing process.
So this clears up one thing: You only will be able to get the Tome of Cold Weather Flying once you've already gotten at least one character to level 80. This is something I can get behind, knowing that players will (hopefully) be able to fully appreciate all the wonderful lore in the Northrend area before plowing through the content as quickly as you'll be able to on a flying mount. In subsequent posts, Zarhym responded to questions about whether an alt would still have to buy the flying skill if they have a tome:
You just have to buy the tome. The cost for the player is the same. It just means if you have an alt and can afford it, you can get yourself flying in Northrend by level 68. ...The tome costs 1,000 gold. It is not meant to bypass the cost of the training, but only to allow for level 80 players with alts the ability to fly in Northrend once they arrive at level 68. It's a small perk for those who have reached level 80 and like leveling new races or classes. :)
I still have a couple of questions that I haven't seen answered, and likely won't be answered until we see how it works when Patch 3.2 goes live to all realms (things may change by then anyways, since the PTR is subject to change). Mostly - if this is BtA, but a players has level 80 characters of both factions, are they required to choose only one faction to use this new ability (since it only can be sent to players on same realm, same faction)? Or, since the tome is consumed when used, perhaps that means that we'll be able to buy the item multiple times, but only have one active at any one time? It'll be interesting to see how this one unfolds. I've heard a lot of complaints from players about what they see as nerfs to a lot of the WoW content coming in 3.2. So what do you guys think - would you consider this a nerf, or does the fact that you have to have a level 80 to get the tome help negate that? Personally, I'm a long distance away from having an alt to level 68. But I'd be all for taking advantage of the change once that time comes.

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Raiding in 3.2: Decisions Decisions

wowscrnshot_070609_111039Patches mean different things to different players. For some, it is looking forward to more adventure and exciting things to do. Others might be anticipating changes to their class or getting their hands on a new vanity pet. As GM of a raiding guild, I find it necessary to scrutinize patch notes in search of changes that may impact the way my guild operates. For example, in patch 3.1, they introduced dual specialization. This had an immediate impact in our raids. If we're facing a boss that only requires one tank, then we'll have the other tanks swap to their DPS specs. If we're short a healer, one of our DPS can swap over. Having raid members with well-geared secondary specs became important. In order to encourage our raid members to have well geared offsets, we changed our loot policies to offer gear for offsets at a discount DKP price, assuming no one needed the item for their main spec. Another smaller change in 3.1 was the duration change on flasks from two hours to one. As a result, we now make sure everyone is using their flasks in unison so we can time our breaks for when the flasks run out. As I peruse the patch notes for patch 3.2, there are a few line items that could impact the logistics of raiding. It will be interesting to see how guild officers respond to these changes. One of the first decisions guilds need to make is how will the new raid instance, Crusader's Coliseum, fit into their raiding schedule. While the new dungeon is technically a new tier of raiding, guilds may not remove Ulduar off their schedules immediately, like they did to Naxxramas when 3.1 hit. While the details aren't solid at the moment, it has been posted that the encounters in the Coliseum will be unlocked one at a time at the rate of one per week. Many guilds will still spend a lot of time in Ulduar while the bosses are slowly introduced in the Coliseum. Once all of the tier 9 encounters are open, there are more scheduling decisions to make. The Crusader's Coliseum (aka The Argent Coliseum) has both a normal and heroic version for both 10 and 25 players. The heroic versions of the instance limit players to a number of attempts each week, but open up greater rewards for those who succeed. With that in mind, do you try and take out Ulduar quickly and then spend the remaining time working on the normal version of the new instance? Or do you skip the gobs of easy loot from Ulduar in favor of the new content? How do you balance time spent in normal vs. heroic Coliseum? Interesting questions, indeed. Perhaps the biggest raiding change to be introduced in 3.2 is the extend raid lockout feature. When 3.2 hits, guilds will be able to decide if they want to prevent a raid instance from resetting on a weekly basis. Raid lockouts can be extended for up to an additional week to allow players more time to work on and clear boss encounters. With instances as big as Ulduar, many guilds begin to struggle towards the end of the instance because they run out of time to work on bosses like General Vezax and Yogg-Saron. How will your guild use this exciting feature? Players in 3.2 will have the ability to trade soulbound items with other raid members that are eligible for the loot. This feature grants you a two-hour grace period before the item is permanently bound and will save Blizzard GMs from throngs of in-game tickets from items that are distributed incorrectly. Guilds may decide, however, to use this feature as a time saver during raids. Instead of spending precious flask time distributing loot after each boss kill, the master looter can grab everything and hand it out at specified break periods. Obviously, this is more beneficial when you're clearing a lot of bosses in a night and can get complicated if you frequently have raid members leaving and joining throughout the night, but it is still a nice option to explore. The Call of the Crusade patch will change the way a lot of guild approach raiding. It will be interesting to see how it all plays out. Which raiding features are you most excited about in 3.2? How is your guild going to approach some of these changes? Share your thoughts and ideas with us.

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Patch 3.2: Pick-A-Name-Already Pets Revealed

OMFG SO CUTE *squeel*
Non-combat, Vanity, Companion pets.  Call them whatever you want, these fluffy critters make me coo like a school girl and giddy as if a new Hello Kitty product was announced.  It's a sad state of affairs, but I'll admit that my manhood goes right out the window whenever I happen upon a fluffy animal, in game or out.  Consider me the male Elmyra. I blame Boubouille for my further emasculation.  The game file spelunking, PTR canvasing leader of MMO-Champion has dug up new information for us once again.  The weekend update unveiled fifteen or so non-combat pets (my name of choice) that are going to be added to Azeroth in the upcoming Call of the Crusade patch.  In a move to keep me from staying up for two weeks straight, Blizzard will be releasing the dozen plus pets over the course of the patch, rather than unleashing them all at once. We'll start with the unknowns before moving on to the previously revealed critters.
  • The Macabre Marionette is a new pet rumored to be linked to the upcoming Day of the Dead seasonal event.  A mini skeletal pirate isn't exactly my idea of a companion, but I'll take it.
  • The Calico Cat is the first of a feline triple threat.  She's nothing special, your standard cat model with a new paint job, but everyone lovesCalicos.  Currently the multi-colored kitty is not available from the Crazy Cat Lady on the PTR, so its location remains unknown.
  • If you are one to shy away from the mutant cat due to allergies, then you will be happy to know that Patch 3.2 will be bringing not one, but two hypoallergenic furballs.  They are to come in stone forms, Onyx and Jade.  The rocky members of species catus have been attached to separate achievements.
On to the known beasts.
  • Northrend's Children's Week will bring lil' game hunters either a Curious Wolvar Pup or a Curious Oracle Hatchling.  Neither looks like they can top the cutest pet currently in the game, Egbert, but I'll be flying around Northrend anyways.
  • The Shimmering Wyrmling gives players something to look forward to when they hit exalted with the Silver Covenant or The Sunreavers.  A feat many of us have already accomplished thanks to The Argent Tournament.  "Freebies" are nice.
  • plraptorpetsLast, but certainly not least, is a collection of what could be the cutest pets ever viewed since the application of the wide angle lens on animals, mini big-headed Raptors.  There's a total of seven of them available as drops off of rare raptors throughout Azeroth and in instances.  The promised eighth velociraptor can be purchased for 50 gold from Breanni.  Seven farmable pets at once.  There goes a week, of sleep.
They may not be furry, still covered in their eggs or exactly cuddly, but damn if those killer dinosaurs aren't cute.  I can't really decide which reduces my manliness the most, thus the first I will far for, but I think I have it narrowed down to two.  It will either be the ZG raptor, since I could solo it, or the Leaping dino, for the off chance that the animation is amazing.  You can check out the rest of the carnivorous beasts and where to get them at the full post. It's nice to see Blizzard paying more attention to all those mount collectors out there.  I just hope they keep up the good artistic work by allowing the developers time to fully animate the beasts, giving each animal its own personality.  I've already got the Wyrmling in the bag, as I assume many of you do.  Who's going to be farming raptors, cats and keeping orphans busy with me? "I'm gonna hug you and kiss you and love you forever (and never use you up)." - Elmyra

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Engineering Changes in Patch 3.2

Band-Aid
I am now officially dropping Herbalism for Engineering. With this latest round of changes that will soon be reflected on the PTR, even if only a few of them make it to the live servers, there are so many cool benefits to Engineering over other professions - the way Engineering should be! Zarhym posted this on the forums today:
  • Added a new Mind Amplification Dish attachment for helmets, allowing engineers to control other humanoid targets. Some restrictions apply: does not work in Arenas, dish sometimes reverses targets, unable to stack with other stat-improving head enchantments and makes your helmet look... stylish?
  • Added a schematic for a Goblin Welding Beam that can heal friendly mechanical or vehicle units.
  • Alarm-o-Bot functionality changed. Materials required reduced.
  • Box of Bombs no longer requires an anvil.
  • The Cobalt Frag Bomb now incapacitates enemies within a 3-yard radius. A short cast time was added, but they are usable while moving. This change applies to any Cobalt Frag Bombs already created. The existing recipe now makes 3 at a time.
  • Engineers can now learn to create a portable Wormhole Generator for Northrend. The Wormhole allows them to travel to different locations in Northrend, although the locations are sometimes in dangerous places.
  • Increased benefits from Hyperspeed Accelerators, Hand-Mounted Pyro Rocket and Reticulated Armor Webbing glove modifications.
  • Increased the passive bonuses provided by Springy Arachnoweave, Flexweave Underlay and Nitro Boosts.
  • Increased siege damage caused by Saronite Bombs and the Global Thermal Sapper Charge.
  • Mote Extractor now has innate tracking for gas clouds while it is in your inventory. Tracking of gas clouds has been removed from goggles.
  • A new repair bot has been added, and his name is Jeeves. He is the ultimate gentleman robot butler, able to perform all the mundane tasks of repairing, selling and buying junk for your entire raid. Additionally, he can open bank boxes for skilled engineers (350+). Jeeves is not destroyed when used, but due to pressing engagements, can only be summoned once an hour. The schematic for this handsome robot was said to be hidden within the parts of another robot – hoping to be found by an engineer one day.
  • Nitro Boosts: Now have a 5-second duration.
  • Potion Injectors now increase the amount gained by 25% when used by engineers. Quantity produced by recipes for Runic Healing and Mana Injectors has been increased.
  • Reduced the materials needed to create all engineering Dragonlings, and reduced their cooldowns, although they still cannot be used in Arenas.
  • Significantly reduced the cooldown on MOLL-E.
  • The Spynocular belt attachment has been changed to a Frag Belt. The Frag Belt periodically produces a Cobalt Frag Bomb that can be used from the belt every 10 minutes (never runs out!).
  • A Steam-Powered Auctioneer has been added to the Dalaran Like Clockwork engineering shop, allowing access to one's faction Auction House. The Steam-Powered Auctioneer was programmed with a superiority chip, and will only interact with Grand Master engineers.
  • Transporter devices are no longer classified as trinkets and can be used directly from your inventory.
  • The Ultrasafe Bullet Machine and Saronite Arrow Maker schematics have been simplified to create a full stack of the appropriate ammunition. No longer requires an anvil. Reduced the materials required to make this ammunition.
The biggest change is that Grand Master Engineers can access their faction's Auction House at the Dalaran Engineering shop "Like Clockwork". This is huge. Engineers no longer need to make their shopping lists before grabbing a portal to Orgrimmar or Ironforge and making sure their Hearthstone is up. Another great change is a reusable repair bot that also offers Engineers access to their bank on an hour-long cooldown. This is amazing - if you ever have gotten full bags and had to weigh what you want to destroy to get bag space, this is a godsend. The new Northrend Wormhole generators, as well as the ability to use these items without equipping them, gives Engineers such a huge boost in convenience that I just can't pass it up. The Nitro-boosts and Pyro-Rockets are perhaps the best profession buff for rogues, and giving rogues wipe-prevention with vanish and jumper cables is sure to make me a group favorite. What do you think? Is this enough to put Engineering on par with other professions?

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More on the Upcoming Pilgrim's Bounty Event

turkeyAs Juggynaut informed us all last week, with Patch 3.2 up on the PTR we're learning a lot more about what kind of new achievements and other goodies will be coming our way soon. A couple of the ones that caught my eye, since I love holidays, are Pirates' Day, Day of the Dead and Pilgrim's Bounty. It looks like those first two will be pretty small in scale, with the Pirate Day's achievement coming from drinking with the Dread Captain DeMeza (not Roberts!?) and joining her crew, and the Day of the Dead achievement from dancing with Catrina to become a skeleton. It's the Pilgrim's Bounty event that probably will draw in the most people because it seems to have the makings of a full-on world event that I guess would scan at least a week, like most others of this scope. From what MMO-Champion has uncovered, it looks like the Pilgrim's Bounty event will have something for everyone. Of course you have the random, just-for-fun achievements for the event: "Food Fight!" in which you bounce cranberries, stuffing, turkey, pie and sweet potatoes off a fellow feaster's head at a Bountiful Table; The Turkinator, which will have you heating up turkeys; Sharing is Caring, for which you'll pass candied yam, slow-roasted turkey, cranberry chutney, pumpkin pie and  spice bread stuffing at the table; Cook up each of these same dishes, and you'll earn Now We're Cooking (better get up that cooking skill!); And if you sit down to feast in each major city, you'll get Pilgrim's Paunch. On the PvP side, you'll have to wear your pilgrim attire and sit down to a bountiful table in each enemy capital city to earn the Pilgrim's Peril achievement. thanksgivingfeastAnyone who enjoys daily quests will get a kick out of the Pilgrim's Progress achievement, for which you'll need to complete five Pilgrim's Bounty daily quests. You raiders out there will hopefully enjoy a draw back into Burning Crusade content to defeat the feathered and, might I say, turkey look-alike Talon King Ikiss in Sethekk Halls while wearing Pilgrim attire. This earns you the Terokkar Turkey Time achievement. And perhaps the oddest of all these (but sure to create some in-game fun) is the Turkey Lurkey achievement, for which you have to "blast those dirty, sneaking Rogues (of all 8 playable races) with your Turkey Shooter." I know I'll certainly be lurking around with my rogue just for the fun of that one. Now once all of this is completed, you'll get the Pilgrim title. Keep in mind that as we all know, information gleaned on the PTR is never official until it goes live on all servers. So things could change until then. But it looks like Blizzard has a pretty good idea of how they want this event to play out. Should make for a good time! Do you guys agree - is this an event you can get behind? Or are you dreading this as a possible addition needed to earn your Violet Proto Drake? What aspects of it are you most looking forward to? As for myself, all this talk of Thanksgiving feasts is making me hungry!

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Patch 3.2: Changes To UI To Make Questing Easier

QuestHelped/Carbonite & Extended QuestLog/DoubleWide Features Incoming QuestHelper/Carbonite & Extended QuestLog/DoubleWide Features Incoming I've never been one to play on the PTR.  Like many other players I don't want to spoil the upcoming content or experience "unfinished" gameplay.  And yet I spend hours a week just staying current with the latest news and revelations, from the Live realms and the PTR.  I guess that would make me a bit of a hypocrite - I won't spoil by playing, but get spoiled by reading occasionally - but that is the price I pay for knowledge.  So when my buddy noticed that the patch notes had changed again, he knew I would be interested. Blizzard began implementing QuestHelper functionality as part of the Secrets of Ulduar patch, and I was okay with it.  They have been trying to make leveling easier for some time now, and that change was the next logical step.  The devs seemed to have found a happy middle ground between the hardcore and the casual players thanks to additions to the tooltips.  In essence you still had to read the quest text to find out where mob X or item Y was located.  Only when you were in the general location - being able to mouseover an objective - would you be tipped off.  No biggie.  Enter Call of the Crusade, which is taking it a step further.

  • A skull graphic will be placed on the map in the general area where players can find creatures they must kill for a quest.
  • A skull graphic with red eyes will be placed on the map in the general area where creatures can be found that must be killed in order to collect quest objects.
  • A gear/cogwheel graphic will be placed on the map in the general area where players must loot quest objects found in the world.
  • A chat bubble graphic will be placed on the map in the general area where players must interact with a specific NPC for a quest.
  • A yellow question mark graphic will show on the map to provide the location of a NPC whose quest the player has completed.
Aside from these obvious benefits, former downloaders of quest helping mods should see an increase in available system resources and (slightly) more secure accounts. Okay, this is way further then I expected Blizzard to go.  Before the hardcore base goes all "reading comprehension" on us let's take a step back.  Remove yourself from the discussion and just look at WoW as a product.  Blizzard, the creator of said product, is looking at QuestHelper, and mods like it, and realizes that it is one of the most downloaded add-ons for World of Warcraft.  What would you expect them to do?  Would you want them to simply ignore the actions of millions of players?  No, of course not. Here's the rub, many other UI changes are getting the option to be toggled on or off, but Zarhym's updates make no mention of that for the topic at hand.  If you want to play WoW the hardcore old school way it doesn't seem to be an option.  The freedom of choice is what the hardcore should be complaining about, not the dumbing down of a part of WoW that you are no longer a part of. Under what circumstances would you accept the added features to the world map?  Would it have been acceptable to you if it was implemented back in 2004?  Should the option be defaulted off?  Are you going to abandon your helpful questing mod if the feature goes live?  With the amount of subscribers reaching a plateau, does it even matter at this stage in the game? Let the QQ begin. <popcorn>

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Adventures on the Isle of Conquest

A dark, stormy night. The thunder of cannon fire ricocheting off the rocky cliffs. A lurching behemoth moves across the sky, ready to rain destruction upon the ground below. Fireballs burst forth from the vents of a nearby manufacturing plant. If nothing more, you could say that the Isle of Conquest is appropriately moody. Atmospheric, even. In my opinion, probably one of the finest works of visual design in the game. Which is why it's such a shame that, for all its bravado and promises, it doesn't really seem to move the concept of the Battleground forward. I regaled you in a previous post with the things I desired to see in the future of PvP combat, and the initial previews for the Isle of Conquest suggested that it might just be headed in that direction. A brief reminder: resource collection, enforceable objectives, hard modes, and an epic scale. Of all those, the end result  seems only to incorporate the last. Standing in front of the imposing Horde Keep. Standing in front of the imposing Horde Keep. Now, I shouldn't say "end result." After all, IoC has only seen a day of public testing, and there's plenty of time to tweak and change it before Patch 3.2 gets tossed out on live servers, but that may not be enough if the fundamental mechanics are potentially broken. With a couple dozen matches under my belt, I've noticed that zerging still hasn't gone out of style. Just like Arathi Basin, people burst forth from their starting gates and scramble to capture several objectives strewn about in the middle of the map (even the icons are the same!). Controlling the Docks will give you access to the new Glaive Thrower vehicle (which, I have to admit, is pretty bad ass; it's physically weak, but has a lot of range and reminds me of those cool little foam disc shooters I had as a kid). The Siege Workship, which sits square in the center, allows you to ride the now-familiar Demolishers and Siege Engines (the latter of which will activate after you've maintained control for awhile). And then there's the Airship Hangar, which is the objective du jour. Hold onto this building and your faction's got an automated battleship ready to unleash chaos on your enemies. Taking a portal at the Hangar transports you on top, allowing you to either man the powerful on-board cannons or take a flying leap into the opposing Keep (don't worry, a parachute will guide you down safely). As absolutely cool as this mechanic is (and it may account for some of its current popularity), it's also evidence that zerging has certainly not gone out of style. Currently, Isle of Conquest seems to consist of two things: rush the Hangar, assault the Keep. Capping doesn't take very long, and there are no other towers to take down to delay the process. The only other pre-condition is that you blow up the front gate (which can be done from inside after your paratroopers land) in order to make the enemy commander appear. Wide shot of the two airships hovering just above the Hanger, one of the Isle of Conquest's capture points. Wide shot of the two airships hovering just above the Hangar, one of the Isle of Conquest's capture points. The Oil Derrick and Cobalt Mine (which sit on opposite diagonals of the map), thus far, seem to attract far less attention, and I can see them becoming just like the mines in Alterac Valley (i.e. a random, lonely player looking to stay away from the main action will likely cap them in order to make themselves feel like they're actually helping). With all the zerging going on, who needs reinforcements? Essentially, there's nothing offered in IoC that pushes people to create new strategies or think about Battlegrounds in any way different from before. The matches I played last an average of 8-15 minutes, which is criminally short for something that's supposed to be this epic. Where are the stop-gaps? The objectives on the Isle are more like various options to complete the same objective, whereas they should be working in tandem to open up or shut down the enemy's Keep. The Workshop, for instance, could control a forcefield that either keeps people from parachuting into a  base or greatly reduces the amount of damage that can be done to its walls. They'd have to hold it in order to make the Airship Hangar a worthwhile choice. Or how about the Derrick and Mine? Make them spawn resources (not mere reinforcements) that, when accumulated over time, allows your faction to purchase the vehicles (instead of having them simply sitting there once the objective is taken)? Looking clear across the battlefield, you can see the enemy Keep. Looking clear across the battlefield, you can see the enemy Keep. Mechanics like this would force players into a multi-step procedure for winning the fight. You must complete Phase 1, to even access Phase 2, and Phase 2 must be completed before you can finally assault the opposition. But the more I think about it, the more I consider that there's an alternate motive for the speed at which IoC moves along, and that is, quite simply, its sister Battlegrounds. In order to keep it fresh, current, and well-played, instead of quickly forgotten, it must offer something to appease the mass of players that cares more for accumulating Honor than a fun, well-fought battle. Alterac Valley, in zerg mode, is the fastest way to earn the (not-so-)precious commodity. For the Isle of Conquest to take over as the premiere venue for PvPers, it must be even faster. Beyond that, it's just catering to those with short attention spans and the desire for instant rewards. And this seems like a bit of a defeatist attitude for the Battleground designers to have. Their aspirations seem like mere window dressing, a thin coat of "cool" to hide the dirty truth about what players really want, and reluctantly or not, they're letting them have their way. But hey, that's business, and as much as I'd love it, they can't simply kowtow to people like The rising smokestacks of the Oil Derrick/Docks area. The rising smokestacks of the Oil Derrick/Docks area. me, who are far more involved in the raiding and questing aspects of the game anyway. I'll say it again, it's a beautiful setup, and the vehicles add a much needed layer of scope to the proceedings. There are a lot of things I like about the Isle of Conquest so far, but that makes the underlying issues even more glaring. I was hoping that this would be the one to sell me on the concept of Player versus Player again, but unless sweeping changes are made to the basic mechanics of the Battlegrounds or the philosophy upon which they are conducted, I think I may have to pass. Nonetheless, we have a whole test period ahead of us to see what changes. Perhaps some of the problems can be corrected through tweaks, while others can be rectified by players simply getting used to the Battleground and molding it into something different than what I've seen thus far. Then again, learning to zerg is something that comes later on in the cycle, and if its already appearing, people have either already exploited some glaring holes, it is designed as I've speculated in this article. Speak out, readers, and let me know how you feel about the Isle of Conquest, especially if you've put some actual time into on the PTR. Are you a lapsed PvPer looking to get back into the game? Does the new Battleground look like it could whet your appetite, or is it more of the same? Or are you dedicated to the fine art of ganking? If so, are you happy about these developments and the ease of farming Honor? You can also tell me to sod off with my sour grapes, and go raid something if I don't like having my butt whooped in PvP!

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Patch 3.2 Will Change the Way We Twink

twinkLast week, iTZKooPA touched on the information overload we're seeing with patch 3.2, which now is live on the Public Test Realm. One area that I thought it'd be fun to expand a bit on is the new experience changes related to battlegrounds. Patch notes for the PTR informed us that players now will gain experience for actions that yield honor in Battlegrounds. Pretty neat idea. But here's the kicker: players who don't want to gain XP now will be able to turn it off - both for within battlegrounds and for any other means available in the game. This is a huge change for anyone who enjoys the practice of twinking. In some ways, the practice will become much easier to do. You won't have to rely on your higher level character to provide you with all the best gear available at level 19 (or your preferred twink level) - you also will be able to seek out rare drops and quest rewards without worrying about the XP gains. You'll essentially be able to get all the best gear possible and never level up and out of your battleground bracket. Blizzard comically makes light of this - the NPCs who you pay 10 gold to in order to turn on or off XP gains are named Behsten and Slahtz (Best-in-slots). But it's a give-and-take situation. Players who choose to turn off their XP gains and compete in battlegrounds will only face off against other players who also have turned off their XP. Now, some people will be happy for this change - twinks facing off against other twinks would probably make for a more interesting fight. And non-twinks will no longer be battling against twinked out toons with double the stats. I'm certain there also are those twinks out there who are ticked off that they'll never get to beat down on the other unsuspecting battleground fighters. Perhaps those players will move on to world-wide PvP gankage. A lot of people would argue this change effectively nerfs twinks. And it also might drive up the prices for twink gear. I wonder how many players will exploit the changes by turning off XP just barely into their preferred twink level, then getting all the best gear and turning on the XP again for a limited number of glorious battles against weaklings. Meanwhile, a lot of non-twinks out there are rejoicing. The prospect of entering a battleground may be a lot less intimidating if you are more confident that you'll face off against others in similar gear. Then again, I cringe to think of what this change might do to already-long battleground queues. Another unrelated way in which turning off XP may change the game: Classic raiding and role-playing. Blizzard blue poster Nethaera pointed out that many players may have a purpose for turning off XP entirely separate from twinking. If you cap at level 60 or 70, you can raid to your heart's content in that Vanilla WoW or BC content you love. Or, you could turn off XP until a friend you'd like to play with reaches your level. Or, you may just wish to role-play a character at a particular level. Oh, the possibilities. What does everyone else think that these changes will mean for the twink population? Will you keep your twinks after 3.2? Anyone think you're more likely to create a twink? If I had to guess, I'd predict that the twink population may decrease a bit after these changes. But like many things in life, I guess we'll just have to wait and see.

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