Entries in zones (4)
What We Take for Granted in WoW
In the past month or so, I've had a lot more time to really sink my nails into playing WoW. While getting caught up in the hype of gold, dungeons, scoring a hot new flying mount and figuring out how to best spend my emblems is fun, more and more I'm coming to realize that there are so many amazing, intricate aspects to gameplay that I've come to expect to the point of no longer appreciating. Now let me preface this by saying that Blizzard knows its business. If executives want WoW to remain the top MMORPG out there, they undoubtedly know that they have to stay on top of their game and keep coming out with challenging, fun, cutting-edge material to keep players engaged. And, for the most part, they do. There's always insatiable audiences who constantly demand more content, but all in all, I think Blizzard pretty much tops the industry in keeping subscribers happy. Let me also say that I am in no way informed about the actual process behind creating content. I'm happy with myself when I can just successfully get an addon functioning, so make what you will of that. So perhaps I'm in the minority when I say that sometimes, it's those simple things in the game that can most amaze me. I think a lot of this has hit me during my recent jaunt in exploration. Sometimes the large size of a zone would be daunting while leveling. And yes, even annoying. Running back and forth across an expansive area to complete quests wasn't my favorite aspect of the game. But by the same token, I wouldn't have enjoyed the actual questing if everything was crammed into one tiny, crowded area. I remember when flight paths were a godsend. Each discovery of one of those tiny green exclamation points was reason to celebrate. But eventually, they grew to be expected. And when there were areas without enough flight points, it was disappointing because it would throw off my leveling agenda. Certainly I'm not the only one who has felt this way; the Patch 3.2 implementation of mounts at lower levels makes me think I'm in the majority, not the minority. I'm not ashamed to admit that I suppose I also can be demanding of Blizzard. Why shouldn't I be? As subscribers, most of us probably do feel entitlement in some form or another. I just try not to be an ass about it because in the end, I'm still having fun playing. But its during those instances of annoyance that I try to remind myself of just how awesome this game is - without even going into the expansive lore, which alone is enough to draw me in. When I can't find an NPC because (lightheaded isn't working and) their location isn't clear enough on a quest description, I instead find joy in the hunt. When I was leveling and couldn't squeeze in all the quests I wanted because they were so spread out, I instead popped into an inn and decided to make up the difference on rested XP another day. And (before the days of being able to trade BoP items with raid members) when I had to put in a GM ticket to swap a piece of loot, I focused on the fact that Blizzard cares enough about keeping players happy that they will do something trivial like allow me get a gear upgrade. Now I'm even more amazed by some of this after reading WoW.com's report the other day that Blizzard tracks 180,000 bugs at any one time. That's a hell of a lot of content to be weeding through and still find time to make one individual's gameplay experience a priority. So perk up and show some appreciation. We'll always find things to complain about, but there's so much more to be excited about. If you need further proof, just take a look at Project Lore's blog page on any given day and learn about what Blizz plans next.
Blue Posts Clear Up Some Expansion Details
Ah, yes. All of your favorite Blues are back from their trip to BlizzCon, ready to tackle the never-ending Q&A session that is the official World of Warcraft forums. And those of you that didn't attend the convention certainly aren't scared to toss a few inquiries their way! Ghostcrawler was bemused that his sarcasm didn't come off very well over the internet when he unwittingly convinced people that Icecrown Citadel would be home to a whopping 31 different bosses (we now know it to be 12). Well, it seems that it doesn't work any better in real life, either. Referring to the top drop from the very same dungeon (the Legendary 2-handed axe, Shadowmourne) as a "Hunter weapon" didn't fly with the WoW community, apparently. Constantly fretting over nerfs and the unfair advantages of rival classes tends to keep the obsessive players on their toes. While I think most people got the joke, it seems as though GC still had to come right out and say it:
Anyone capable of using a two-handed axe can use Shadowmourne. The stat allocation may not benefit hunters or shamans as much as warriors, DKs or paladins.So there you go. No need to whine (unless you like to run around in tights with a large wooden stick strapped to your back and make your pet do all the work). It might not even work for Hunters. But even if it does, it's certainly not an exclusive prize. Also, Nethaera is doing her best to keep eager players safe:
As always, when there is a beta, we will announce it. Please be wary of any and all claims of a beta or alpha for the new expansion being held.Boubouille over at MMO-Champion says he's already received his first beta-invite spam, so let that be a warning to all of ya. If you see anything in your inbox claiming to give you exclusive access to the alpha, beta, or Cataclysm in any form, you might as well just go ahead and drag it to your trash can (or better yet, report the spam). With those caveats out of the way, we can see what Blizzard's saying about all of the interesting new systems they introduced over the past weekend. Here are the paraphrased highlights:
- On the simplification of stats: They were actually worried about oversimplification of items, citing that while some people enjoy doing the complex math associated with min-maxing their gear, most people took this information and just plugged it in on best-in-slot sites (like MaxDPS). In other words, they could probably get away with just giving equipment a name and some art if the trend continued. Folding extraneous stats back into the basic ones allows most players to eyeball which drops they want on the spot. (Amatera's conjecture: This doesn't preclude them from adding new stats again in the future, but this time they'll have a better understanding of how to do so without confusing players.)
- On the guild leveling system: Advancement is based on the Top 20 producers of the guild each day. If your guild is smaller than that, then everyone's contributions will count. Even if you think you've done a lot for the guild on a certain day and still don't appear in the Top 20, it shouldn't affect guild progression much anyway, and since you're doing the sorts of things you'd normally be doing to earn those points, it won't feel like wasted time, either.
- On the lack of new Draenei classes: They didn't think that any of the classes Draenei currently didn't have access to would fit them if they did. Ghostcrawler acknowledges that they have implemented some interesting new choices that some people would find hard to justify in the pre-Cataclysm lore, but maintained that the Draenei already have a well-rounded class structure.
- On changes to old zones: Bornakk says that while the terrain will not change for every zone (aside from those needed to be made to accommodate flying, of course), quest lines within them will be modified to allow for a more natural flow of leveling. Essentially, all those "bread crumb" quests that lead you halfway around the world will now send you, logically, to the hub in an adjacent leveling area.
- On the new system of Reforging: Blizzard is reinforcing the idea of restrictions. This system is designed to make undesirable drops somewhat more desirable by giving players the ability to restructure its existing stats (the operative term here is "consolation prize"). This should not make said undesirable gear better than those designed to advance your class. Likewise, the best gear you can obtain benefits from Reforging the least, so that it cannot be extensively manipulated by min-maxers to break equipment progression.
Cataclysm Countdown: Areas of Contention
Cataclysm Countdown is a series of informed speculative articles concerning things we might see in the next expansion that I will be posting every day this week, leading right up to Blizzcon. In the interest of thought purity, I will do my best to steer clear of recent “leaked” material, relying upon it only where it logically connects with the existing lore. Nothing hereafter is official or has been confirmed/denied by Blizzard at the time of its writing. The Lich King falls. The Argent Crusade's task of defeating the Scourge is over, and with it the tenuous cooperation between the Alliance and the Horde. A new threat arises from the depths of the ocean and brings death and destruction to both sides. Jaina Proudmoore and Thrall take it upon themselves to protect the world at large, ascending from their positions as faction representatives. In the interest of self-preservation, the remaining forces of the Horde and Alliance cease any remaining ties. Instead, tempers flare as Garrosh, the new Warchief of the Horde, and King Varian Wrynn bare fangs at each other and decide to drag their people, once again, unto the brink of all-out, bloody-nosed WAR. The stage is set for a conflict greater than Azeroth has ever seen before. But how will we experience it? World of Warcraft, despite its name and pedigree, was not built from the ground up for PvP play. Ever since the game's release, Blizzard has added more and varied ways of engaging the enemy, but it's always been compartmentalized and shoved just to the side of primary content. Even Lake Wintergrasp, arguably the crowning jewel of PvP combat at the moment (it both maintains the scale of a Battleground and affords access to certain rewards typical of World PvP). Though it's far from perfect, Wintergrasp will likely be the template for this part of the game moving forward. Let's stop for a moment, though, and let our imaginations run wild, yeah? WoW, at its pinnacle, should emulate the large-scale, world-wide conflict that the series is known for. Ideally, that means bunkers, forts, and whole armies fighting with each other in all zones across Azeroth. Players would be able to not only construct siege vehicles, but hire mercenaries, create defensive buildings, and upgrade units. OK, have a good image in your head now? Well, hold onto it, because that's only a dream. With the changes we are expecting to see to the rest of the game, PvP on that level would be near impossible to implement. Let's not forget all the balancing that would be involved in the creation of so many new game systems. We've got to face the reality that World of Warcraft just can't support such an overhaul in its core gameplay. Will we see something approaching that near the end of the series? Quite likely, through patches and incremental additions along the way, but not right now. Still, that doesn't mean we won't see PvP combat expand in Cataclysm. The key really is just to find a happy medium. I see this as taking at least one of two forms:
- Zone-wide PvP -- With many zones being re-purposed in the expansion, it stands to reason that a few of them could play host to open fighting. Those with high amounts of resources, or those that straddle the border between core Horde and Alliance territories will be the ones most impacted. The first that comes to mind is the Hillsbrad/Arathi area of Eastern Kingdoms. With the Scourge threat defeated and the Plaguelands theoretically in the process of returning to normal, little stands between the Alliance reclaiming Lordaeron than the Forsaken. With his new found allies, the Worgen of Gilneas, on Undercity's doorstep, Varian is in a good position to retake the former Human kingdom. The Forsaken, with some help from the Blood Elves, would fight back to protect the only place they can call home. Several areas like this can be spread throughout the world map, with control of them affording certain buffs or rewards.
- Objective-based play -- True World PvP would be hard to manage. Imagine a full PvP server, but one where control of the world actually matters. Instead, what not have a series of smaller objectives that each side needs to take and hold. Holding a number of these sites at any given time would afford lesser rewards, perhaps some sort of points or honor to every player in the general area. These points could then be used to purchase faction rewards in the main cities. Final Fantasy XI did something like this with crystals needed for crafting professions, and so has WoW to an extent (with Stone Keeper Shards and the like), though it was necessary to engage in PvE content to obtain those items.
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?