Entries in patch 3.2 (45)
Zarhym Announces Big Mount Changes for 3.2
Blue poster Zarhym on Wednesday night announced some pretty huge mount changes coming up for the next major content patch, 3.2. You'll be able to learn your apprentice, journeyman and expert riding skills all considerably earlier than before and at a reduced cost. As an added bonus, regular flying mounts now will fly at 150% speed, instead of 60%. All of this, Zarhym said, is "to further improve the leveling experience in World of Warcraft." Here's the breakdown of changes to cost and level requirements, according to what Zarhym posted, with my own notes in italics:
- Apprentice Riding (Skill 75)
- 60% land mount speed
- Requires level 20 - a whole 10 levels earlier
- Cost: 4 gold - way down from 35g
- Mount cost: 1 gold - instead of 10g
- Mail will be sent to players at level 20 guiding them to the riding trainer
- Journeyman Riding (Skill 150)
- 100% land mount speed
- Requires level 40 - OMG 20 levels sooner!
- Cost: 50 gold - currently 600g
- Mount cost: 10 gold - down from 100g
- Mail will be sent to players at level 40 guiding them back to the riding trainer
- Expert Riding (Skill 225)
- 150% flying mount speed instead of 60%; 60% land mount speed
- Requires level 60 - Previously level 70
- Cost: 600 gold (faction discounts now apply) - currently 800g
- Mount Cost: 50 gold - down from 100g
- Can now be learned in Honor Hold (Alliance) or Thrallmar (Horde)
- Artisan Riding (Skill 300)
- 280% flying mount speed; 100% land mount speed
- Requires level 70
- Cost: 5,000 gold (faction discounts now apply)
- Mount Cost: 100 gold - instead of 200g
Building A Better Battleground
As a dedicated progression raider, I may only PvP once in a blue moon, but when I do it's almost always in a Battleground. To be frank, the beating handed down for my first and only Arena match several years ago was enough to let me know I wasn't cut out. And world PvP? Well, there just doesn't seem to be a whole lot of incentive beyond a hearty laugh from ganking some flagged Alliance outside of an instance portal! But I love the concept of a Battleground: a protracted war against a set number of people with actual goals beyond random slaughter. My favorite? Alterac Valley. Sure, the other ones are just fine, each representative of a type of match you're bound to find in other popular, competitive online games (Capture the Flag, Assault, and so on), but AV comes closest to matching my ideal. Or, at least, old Alterac did. It borrowed a lot of ideas from WoW's RTS predecessors, including the gathering of resources, help from NPCs, unit upgrades, and base destruction (well, by proxy through "capturing" towers). By looting materials off of enemy players or the local fauna, you could summon several types of destructive assaults, as well as your faction's super-unit: either Ivus the Forest Lord or Lokholar the Ice Lord. Battles could (and many times would) last for hours, no less heated towards the end than when they began. If you never played World of Warcraft before its first expansion, you might not even realize this version of Alterac Valley once existed. For the rest of us, my complaints aren't exactly recent news. Sure, many of the mechanics are still there, and you might find someone running off to capture a mine once in awhile, but for the most part it's an honor grind these days, likely accounting for why it continues to be the most played Battleground despite the introductions of Eye of the Storm and Strand of the Ancients since. Admittedly, it's hard to keep any aspect of gameplay from narrowing to the razor sharp point of efficiency. Players always tend to figure out the best way to do something, whether it be class tweaking, boss strategy, or otherwise. Their methods get posted on the internet, and everyone else follows. I'm actually not surprised at all that Alterac Valley has turned into what it is, considering that rushing through it is absolutely the best way to earn honor. Of course it could be argued that if Blizzard had retained its original tuning, AV would still as interesting as it once was. On the flip side, there would be a whole lot fewer people playing it. So, keeping these issues in mind, how do we go about making a Battleground that is compelling and fun while satisfying all those ravenous honor hounds out there? Lake Wintergrasp is the first place to look, having revived the same sorts of large-scale battles that Alterac made popular. The addition of destructible buildings and siege vehicles is a step in the right direction. Unfortunately, there are also a few drawbacks. As an element of World PvP, you can't simply jump into a fight any old time you want. Wintergrasp is on a strict schedule, so as to allow the winning side the chance to defeat the raid bosses inside of the Vault of Archavon. Likewise, it seems to accommodate pure Assault gameplay. Wintergrasp is a big zone. It can support a lot of people, but it doesn't exactly give a whole lot of incentive for the defending faction to protect anything but the castle itself, and perhaps the closest factories. On top of all that, there are no hard player limits. Even considering the buffs and debuffs doled out for population control, individual bodies still matter. An Alliance force with 50 players is going to whoop a Horde that only had 10, and vice versa. Battlegrounds tend to ensure that sides are kept even, at least in terms of raw numbers. So, then, what about Strand of the Ancients? It features some of the same conceits as Wintergrasp (namely Assault style gameplay and controllable vehicles/defenses), and makes up for the core balance deficiencies non-Battlegrounds suffer from. Despite that, it has yet to give me a rise, and I blame that on how absolutely wimpy it feels. For a scenario based loosely on D-Day, I expected masses of people, seemingly insurmountable defenses, and bullets flying everywhere. As it is, Strand feels a lot like the Battle of Normandy conducted on a lazy Sunday afternoon. Was 10 people people per side really enough? Or how about those pea-shooters they call defensive cannons? Clearly, both Wintergrasp and SotA suffer from their own unique problems, but I do think they're evidence of Blizzard proceeding in the right direction with Battlegrounds. In fact, the description for their next attempt leaves my mouth watering:
Isle of Conquest, a new large-scale siege Battleground, will be open. The Horde and Alliance will battle head-to-head for control of strategic resources to lay siege to the keeps of their opponents.Kind of speaks for itself, but let me zero in on the key phrases: "large-scale," "control of strategic resources," and "lay siege." We're talking, in all likelihood here, a happy marriage between the Alterac of old and the best bits of Lake Wintergrasp. Though I'm a bit hesitant to go so far as to say that would be the "perfect" Battleground, it comes damn close to what I've always wanted. Of course, that little blurb is all we know about it so far, and it may not be until Blizzcon that we get a whole lot more. That considered, the only thing left to do is speculate. How could a battle on the Isle of Conquest be executed so as to meet the criteria (fun and gobs of honor) I set above? The simple answer is to actually dole out the amounts of honor people want. Put hard locks on different phases of the battle so that there is no possible way to rush right into the opposition's keep, and give large quantities of honor to everyone who participated in pushing forward. In order to keep people from bailing early, withhold their rewards until the very end of the battle, and at that time, give them appropriate bonuses for completing objectives/gathering resources that are not one-hundred percent necessary to win. In fact, I would award more honor for the optional bits than those required, perhaps as some sort of PvP version of raiding's "hard modes." For instance, how about a fight over some sort of bridge that both sides need to cross over at some point to assault the enemy's keep? Holding the bridge is one thing, but destroying it locks both sides out of the option of a direct ground attack, forcing the adoption of new, more complex strategies. The faction that chooses to destroy said bridge gets the bonus honor, but must also gather resources to produce air units necessary to continue the fight (assuming there will actually be any available), while the other side gets some free "emergency" reinforcements, but no honor at all for it. The bottom line is that there must be some way to incentivize the (perceived) optional mechanics of a Battleground so that the aggregate honor is significantly greater than a pure rush to the end. Now, as we know little about the actual nature of the Isle of Conquest, similar conceits may already been in place, but I'm also quite sure that it's far enough into development that no further major changes to its basic setup can be made before its release with 3.2. Those are my thoughts anyway, and I applaud anyone who's sat through my lengthy brainspew long enough to reach this point! If so, Why not contribute yourself? Let me know what you think of my ideas. Are they shining examples of game design brilliance or pure poppycock? Should Battlegrounds be epic in scale or do you prefer more intimate experiences like Warsong Gulch? What would your perfect Battleground be? Don't be shy, the comment box is just a few scrolls below!
Fancy New Furs for the Fashionable Feline
After revealing the new Druid bear-form skins just a couple of weeks ago, Blizzard promised that we'd get to see the new cat digs, too. And deliver, they have! Well, at least for Taurens (though I'm sure Night Elves can't be too far behind). Despite not being into the whole "accessorizing" thing as the bears seem to be, I'd have to admit that the cat reworkings come off a whole lot more impressive. The new bears maintains the same snarling, wide-eyed look as the original, but the cats... oh, no, they're sleeker. Meaner, even.
Gone is the old nose: flat, open, and generally odd-looking like a raw ham pressed against a glass window. It's been replaced by one that features a wider bridge and a snout that evokes the image of a Corvette hood slicing through midnight air instead of a mere breathing device. Heck, it even has its own ornament in the form of a thick ring clamped between the nostrils. And then there're the eyes, pulled wider, and narrowed to be more menacing. No longer must we deal with our cats' electric green eyeballs and their gormless stare. These new felines are badass killers and their bodies have changed to match. Their comically large fangs have been worn down into fine instruments of terror and flesh-rending. Clearly, they've been doing their share of eating, as well -- the old, emaciated form with riblines showing has given way to dense musculature and a more sculpted shape. And, hey, look at those braids! Fashionable! Tribal tattoos, more-rounded horns, actual knees, and four (count them, FOUR) toes on each paw round out the fancy new package. Druids the world 'round are sure to be happy with what Blizzard's done for their cats, though there is still no way to tell the differences in gender (as was asked by a female audience member at a Developer Q&A during the last World Wide Invitational). As with the Tauren bear forms, cat skins can also be chosen by changing your skin tone at the Barber Shop in an upcoming content patch. Blizzard has expressed no intention to offer any upgrades to tree-form Druids yet. Maybe something special around Christmas time? *wink wink*What to Expect in Patch 3.2
With patch 3.1 expected to hit live realms in the next 2-3 weeks, its time to start speculating about patch 3.2! We know that patch 3.3 or 3.4 (probably 3.4) will introduce Icecrown Citadel, but it is uncertain what the other two patches are to contain. Patch 3.3 is known to progress the Ashbringer storyline, but its unclear if this will be Icecrown Citadel or not. Not every "point" release has brought with it new raid or even new dungeon content. Zarhym did say that patch 3.2 would contain a new dungeon back in October in an interview with Curse, but he could have meant battleground. While most patches have released new PvE content, patches as late as 2.2 have not contained new PvE content. Patch 2.2 added in-game voice chat, Brewfest, and Hallow's End, as well as UI and feature additions. Expecting 4 PvE content patches for Wrath might not be completely accurate. There are many potential old-world zones that could be used for new raids. Grim Batol has a rich history with the dragons, which could easily work into the Wrath storyline. Neltharion is hiding somewhere out there, and Grim Batol may be that place. Alternatively, Uldum (in Tanaris) could be the logical progression to Ulduar, as there are many loose threads in the story involving Uldum. Hyjal is still not a finished zone, nor is Gilneas, and there are yet some unnamed zones on the map. Blizzard has stated that they want to keep the old world relevant, as they did in patch 2.4 by bringing players back to the Sunwell, and I don't think its unlikely that one of these zones will be added in either patch 3.2, 3.3, or 3.4. However, I think its likely that 3.2 will not contain a new major raid zone. There are several reasons why I think this. We have been teased with a new battleground that is on the scale of Alterac Valley, and AV marks have been re-added to the requirement for For Great Honor/Concerted Efforts. The battleground has been described as "epic", on the scale of AV. Additionally, they say they are "revamping" the battleground system to reward skill in PvP more than they have. Additionally, Arena has been receiving a lot of attention with rating reworking changes to open it up to new players and the tournament. Blizzard may be trying to draw players to PvP. Hardcore PvP certainly brings WoW into the spotlight as a competitive game and may prolong its lifespan. Thus, I predict 3.2 will largely be a PvP patch. Wintergrasp will be overhauled and rethought with the lessons learned since the release of Wrath, battleground rewards will be reworked, and the new battleground will be introduced. This would fit in with the theme of Horde vs. Alliance that Blizzard is attempting to re-kindle with things like the post-Wrathgate events and whatnot. To satisfy PvE players, I bet they open up another short raid in the Chamber of the Aspects. There are 5 portals there, and we don't really know whats going in those. Its likely that Blizzard will reserve one or two of them for the next expansion to keep players coming to Northrend (maybe the green portal if its Emerald Dream themed), but I doubt we won't see more open soon. Maybe the blue portal will open in response to the end of the Nexus war. One battleground that has faded into obscurity is Azshara Crater. It was originally alluded to all the back in patch 1.3 (released March 7th, 2005) and is brought up now and again. The terrain is in the game files and appears to be Tauren vs. Night Elf themed. The entrances are already made on the Forlorn Ridge. The Tauren have not been the key faction in any battleground, and the blood elves may also be interested in Azshara. Perhaps the zone will be further developed and the battleground added. The battleground is known to be on the scale of AV and since there was already so much development on it, perhaps it will be implemented. Blizzard had lots of problems balancing AV for a long time, but now that they claim they are satisfied with game legnth and win ratio of the factions, it may be time to see another "epic" battleground. What would you like to see in patch 3.2? More raids, more dungeons, or more PvP?
Quick BlizzCon 2008 Recap
BlizzCon has come and gone, but that doesn't mean I have been able to absorb the insane amount of information to come from the event. Tons of information and yet Blizzard Entertainment had a bit of a lackluster announcement to make this year – as it wasn't a new game. Instead we got news such as the unveiling of the third class for Diablo III, the Wizard, and the splitting of StarCraft II into three games.
I know this isn't ProjectStarCraft but I need a soapbox for a minute. What the crap is this? Blizzard claims that the main reasoning behind the trilogy is cost, stating that StarCraft II has become a far larger project compared to the first game. Thus, they have split the title into three editions, the “full” game will focus on the Terran campaign and be titled Wings of Liberty. Then we will have the Zerg title, Heart of the Swarm, followed by the Protoss' Legacy of the Void.
In fairness, Rob Pardo stated that the second and third games will feature fleshed out campaigns, featuring 26-30 missions each. He comments that the second two titles should be viewed as expansion packs, rather than the rest of StarCraft II. Pardo states “we really want them to feel like stand-alone products.” Personally, Blizzard didn't divulge enough information about the second and third releases to keep me happy. If the additions are full-fledged expansions like Relic Entertainment's Dawn of War expansions, which went so far as to add a new campaigns, new races and units, then I will gladly pay full expansion price. If Blizzard only delivers campaigns for the focused race, then I feel like we may end up paying ~$100 for a single game. Time will tell as more information comes out.
Diablo and StarCraft aside, Blizzard hit us with plenty of World of Warcraft information. As I mentioned, I am still digesting it all, but have been excited by numerous headlines:
- Patch 3.1 is already completed and will be the first content patch for Wrath. It will feature Ulduar raid instance.
- Patch 3.2 is in the works and will feature an unknown instance.
- Patch 3.3, the last patch for Wrath, will feature the Icecrown Citadel, Arthas and resolve the Ashbringer story.
- Dual-Talent spec will allow players to switch between specs without going back to a trainer. Specs can be switched between raid pulls, but not during Arena matches.
- Blizzard will be trying to create raids that are more accessible than Sunwell Plateau. Meaning, they believe it is too difficult.
- Toying with the idea of awarding XP for PvP.
- Battlegrounds are supposed to be brought back to the forefront of PvP.
- Queuing to Battlegrounds and Arenas from anywhere in the world coming.
- Strand of the Ancients, the upcoming Wrath Battleground, bumped to 15v15 with double the siege weapons.
- Unrelated to WoW – Blizzard confirmed their upcoming MMO is a brand-new universe.
Echoes of Doom (Patch 3.0.2) is coming soon, are you ready for the changes?! Hit the recommended sites to the right for further details and coverage of BlizzCon 2008.