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So speculate how long until MOP? June, August, October, December or ?

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    Cataclysm Post Mortem -- Quest Design with Dave "Fargo" Kosak Pt.2


    Q: The Cataclysm patches also saw the debut of some legendary weapons: Dragonwrath and the Fangs of the Father. Will future legendaries be this, uh, legendary?
    Good question. We love class-specific content, but quest lines like those are very resource-intensive. Each sequence involves weeks of development focus that takes content away from dungeons, dailies, or outdoor zones.


    The feedback from players (and from our own team) has been overwhelmingly positive. Dragonwrath proved to be extremely popular, and allowed caster classes to get a front-row seat for major lore moments otherwise reserved only for dragons. Meanwhile, Fangs of the Father was pure rogue, from the theme to the mechanics. It was super-targeted and extremely fun -- it proved to us the value of focusing in on a specific class and tailoring the content to their abilities. Given that the audience for these weapons consists of badass raiders, we didn’t hold back on the difficulty either, so these quests were great for people who wanted a real challenge.

    The short answer is yes, we'll definitely continue doing these moving forward. Most likely future legendary quest lines will be built similar to the rogue experience: a couple key story moments, a lot of flavor, and some very specific challenges. But I wouldn't expect very many quest lines like these. Like legendary weapons themselves, they're going to be rare and special.

    Q: We haven't even talked about goblins and worgen yet. What lessons did you take away from the new racial starting zones?
    In both cases, the starting areas really sold the character and tone of the new races. The worgen area is so marvelously gothic, and Kezan is unmistakably unique and gobliny. The art and the quests all work together to establish a racial character. So that’s a big win.

    As for the mechanics themselves, I’m glad we were so experimental, but our general feeling now that all is said and done is that we went a little too ‘gimmicky’ with the player’s initial experiences. Everyone can agree that the goblin experience gets pretty wild in places.

    That's a big lesson we're carrying away from the expansion as a whole.

    Q: Can you elaborate?
    Overwhelmingly, players have told us that they want more quests where you have to flap a giant bird around a cave while targeting creatures in a 3D space.

    Q: Seriously?
    Maybe not . . . But moving forward, we're re-focusing on core gameplay mechanics. World of Warcraft works best when you’ve got your boots on the ground and you get to play your class. To that end, we’re concentrating on giving players lots of fun combat challenges in continually changing environments, wrapped up in a terrific story that’s propelled forward by the quests. Whenever we do special mechanics, we want them to feel special, and they’ll never tear you away from combat for very long. Our goal is to load up the world with lots of interactive spaces, cool encounters, great characters, and neat spaces to explore. That’s part of the reason we’re keeping you grounded (literally) in Pandaria, and why we’re focusing on a single continent. But I’m getting ahead of myself. We’ll talk more about Pandaria soon enough.

    Q: Looking forward to it. Thanks for your time!
    Not a problem!
    I'm Rebur, Tadia, or Judianna most games.
    Twitter @Chaos5061.
    Translations are done with Google Translate.

    Comment


      Patch 4.3.3 Notes

      From Blizzard:
      Bug Fixes

      Fixed several client-side bugs.


      General

      Modified code and content support for the Scroll of Resurrection system.
      I'm Rebur, Tadia, or Judianna most games.
      Twitter @Chaos5061.
      Translations are done with Google Translate.

      Comment


        The new 64-bit client is now live. (Windows and Mac)
        I'm Rebur, Tadia, or Judianna most games.
        Twitter @Chaos5061.
        Translations are done with Google Translate.

        Comment


          From Blizzard:
          Everyone,

          We announced today that we’re in the process of cutting a number of active positions, mostly non-development, throughout the company. I'm sure this announcement has sparked some questions from all of you, so I want take this opportunity to address those as best I can. Over the past several years, the company has grown rapidly and evolved to better serve you and the rest of our global community. Thanks to all of your support, we continue to serve by far the biggest subscription-based MMO community, as well as the most passionate eSports and online gaming communities, in the world.

          In order to keep making epic game content while serving players effectively, we have to be smart about how we manage our resources. This means we sometimes have to make difficult decisions about how to best maintain the health of the company. We’re in the process of making some of those hard decisions now.

          After evaluating our current organizational needs, we determined that while some areas of our business had been operating at the right levels and could benefit from further growth, other areas had become overstaffed. As a result, we need to scale down some of our departments and part with some of our colleagues and friends here at Blizzard. I know that you all understand how difficult this type of situation can be for anyone who might be affected, so I want to assure you that we'll be offering each impacted employee a severance package and other benefits.

          I also want to emphasize that we remain committed to shipping multiple games this year, and that our development teams in particular remain largely unaffected by today's announcement. We're continuing to develop, iterate, and polish Blizzard DOTA, Diablo III, StarCraft II: Heart of the Swarm, World of Warcraft: Mists of Pandaria, as well as other, unannounced projects. We'll have exciting news to share in the coming weeks regarding Diablo III's release date, and will soon be holding a private media event to showcase the latest work on Mists of Pandaria. It goes without saying that we're working hard to get all of these games in your hands as soon as possible.

          You've all come to expect Blizzard to live up to our mission statement with every game, and deliver the most epic entertainment experiences ever. You can continue to expect that and nothing less from us as we move forward.

          -Mike Morhaime
          I'm Rebur, Tadia, or Judianna most games.
          Twitter @Chaos5061.
          Translations are done with Google Translate.

          Comment


            Dev Watercooler – Mists of Pandaria Stat Changes

            Our recent talent calculator changes led to some players asking questions about how character and item stats were changing, because some spell and talent tooltips suggest that changes are coming. We compiled this list to attempt to explain more of what’s coming in Mists of Pandaria. First of all, please note that we actually aren’t making many stat changes compared to the ones we made in Cataclysm (“armor penetration -- gone!”). Second, the stuff below can get a little technical. If you’re not into the subtle nuance of gear itemization, then don’t worry about it -- you don’t need to be to enjoy the expansion -- but we know there are plenty of you who enjoy some nuts and bolts talk, so here we go.

            Spell Resistance

            Spell resistance is gone. There are no buffs that improve it and there shouldn’t be much, if any, spell resist gear left. We always thought the system was hard to understand and we weren’t getting much gameplay out of it. Now taking a step back, we can imagine how to develop a game where you’d want various forms of resist gear for certain situations and opponents. Resist gear could potentially be interesting, but it isn’t currently in World of Warcraft -- the game has just been moving away from that sort of thing for years.
            In the absence of spell resistance, there is no need for spell penetration on gear, so we’ll remove it as well.


            Hit and Expertise

            We still think having stats that can be capped is a good game design. Rather than focusing solely on stacking your best stat, you have to decide how valuable it is to hit your target before you go back to stacking your best stat. However, we are making some changes.
            Hit and spell hit will no longer be separate stats. The hit stat negates melee miss and spell miss.
            Expertise will negate dodge and spell miss, then parry.
            Expertise will be listed as a percentage, just like hit, instead of having an intermediary stat.
            We are normalizing hit with expertise, so that 1% of each stat will require the same amount of rating.
            We are normalizing melee and spell hit, so that spell hit is equal to miss plus dodge.
            Against an equal level creature: 6% spell miss, 3% melee miss, 3% dodge, 3% parry (from the front only), 3% block (from the front only).
            Against a +1 level creature: 9% spell miss, 4.5% melee miss, 4.5% dodge, 4.5% parry (from the front only), 4.5% Block (from the front only).
            Against a +2 level creature: 12% spell miss, 6% melee miss, 6% dodge, 6% parry (from the front only), 6% Block (from the front only).
            Against a +3/boss level creature: 15% spell miss, 7.5% melee miss, 7.5% dodge, 7.5% parry (from the front only), 7.5% block (from the front only).
            Ranged attacks will be able to be dodged. Hunters will benefit from expertise and will have it on their gear, which will also allow hunters and Enhancement shaman to share gear more easily.


            Block

            The chance to block will be handled by a separate combat roll for each attack that is not avoided. In other words, we first determine if an attack misses, or is dodged or parried. If it is not, then the attack has a chance to be blocked.
            This gives block a consistent value, regardless of avoidance. Currently block becomes more valuable the more you have.
            Block will also have diminishing returns, much like dodge and parry. This doesn’t mean that the value of block will go down as you get more block. It means that it won’t go up by as much when you get more block.
            We don’t expect Protection warriors or paladins to get “block capped” other than during temporary effects, such as mastery procs on trinkets. Block tanks will be balanced around this change. Our intent is to make playing block tanks more fun, not to nerf them.
            Also notice how Shield Block and Shield of the Righteous have changed in Mists.


            Criticals

            All spells and abilities will crit for double damage, baseline. There are a few exceptions where crits can get larger, but the default is x 2.0 for everyone.
            This means that Enhancement shaman spells and rogue poisons will crit for double damage. Rogue poisons will also use the melee hit chance.


            Resilience

            We are renaming this stat to “Defense (PvP)” or possibly “PvP Defense.” All players will have 30% base Defense, the same way all characters have some base Stamina.
            PvP gear will have Defense on it, as well as a new stat, “Power (PvP).” Power increases the damage you do to other players as well as the healing you do to other players in PvP situations.
            If you have a lot of Power, you’ll do more damage to other players, but they likely have Defense as well. If you fight players in lots of PvE gear, they’ll take more damage. Likewise, a player in PvE gear won’t have enough Power to effectively penetrate your Defense.
            The names PvP Power and PvP Defense may not be final, but we’re leaning towards going with stat names that are obviously PvP-related, rather than “fluffier” names that might not be as easy to grasp. We want it to be clear to players that neither Power nor Defense have any relevance when fighting creatures, such as in dungeons or raids.
            PvP gear will be lower in item level than PvE gear of an equivalent tier, however the Power and Defense stats will make sure that PvP gear is more powerful in PvP (both offensively and defensively) than PvE gear. In our budgeting system, the PvP stats will be free rather than causing other stats, such as Strength or haste, to be smaller as a result of including Power or Defense.
            The goal of this change is to make it easier for a PvP player to participate in PvE, or for a PvE player to get started in PvP. Currently, we feel it is too large a barrier to go from one to the other, and the result has been that we see more and more players choosing to focus exclusively on only PvP or PvE. In earlier expansions, it was more feasible to use PvE gear in Arenas or Battlegrounds until you acquired the more useful PvP gear. The same was true of being able to use your PvP gear in a dungeon or raid until you acquired something better. In Cataclysm, stepping into PvP with no PvP gear would result in a player being so ineffective that it was difficult to even make progress towards acquiring PvP gear.
            For the higher-end of PvP or PvE (say Gladiators or heroic raiders), we believe those players will still gravitate towards the dedicated PvP or PvE gear. It is the players who are working towards those two end games that will benefit more from some cross over.


            That’s a lot of information, and it probably sounds more set-in-stone than it really is. We’ll continue to iterate as players poke holes in our ideas, tell us what is working out and what isn’t, and finally get to experience it first hand in beta.
            I'm Rebur, Tadia, or Judianna most games.
            Twitter @Chaos5061.
            Translations are done with Google Translate.

            Comment


              From Blizzard:
              As a part of our post mortem series on Cataclysm, we sat down with World of Warcraft Lead Encounter Designer Scott “Daelo” Mercer to hear his thoughts on Cataclysm dungeons and raids.

              Q. What were your main goals going into Cataclysm?
              We really wanted to make sure we were creating new challenges, strong mechanics, and cool creatures while staying true to the expansion and the themes we wanted to carry out. The three raid dungeons came out well and we had a lot of fun bringing the story of Nefarian and the Twilight’s Hammer to life. We were also able to add some dynamic mechanics in Throne of the Four Winds, which featured players moving across multiple platforms.


              Q. How did this evolve over the various content patches?
              Zul’Gurub and Zul’Aman were entertaining raids with diverse mechanics, and they translated well when we converted them into Heroic dungeons for patch 4.1. Interesting mechanics and features that once were restricted to raids are now finding their way into our five-player dungeons.

              Adding the Dungeon Journal in patch 4.2 was also a major step forward. We wanted to be able to share more information in the game so that players wouldn’t feel the need to go look everything up on external websites. While those sites are great at what they do, we felt like we needed to try to alleviate the need to go out of the game to find the information players wanted to see.

              The addition of Raid Finder in patch 4.3 also opened up more opportunities for players to be able to experience our raid content. The feature has proven to be extremely popular, and not just with people who had given up on raiding. Many players use Raid Finder to gear up their secondary characters, gain Valor for the week, or just because it’s fun.

              Q. What do you think worked best?
              We’ve been reasonably successful with our tuning across all four raid difficulty modes. There were a few warts here and there, but we delivered on the idea that 10-player and 25-player raids could exist at a similar difficulty. We also had some memorable dungeons and cinematic moments in Cataclysm. I’m particularly fond of the interactive bombing run in Grim Batol involving the red drakes. Players really got a sense of the epic scale of Grim Batol, and how well they performed in the event could make clearing the rest of the dungeon much easier.


              With our improved tools and the experience we’ve gained over the years, we’ve become better at finding ways to explain the mechanics of our encounters. Our bosses do a better job of warning players of incoming threats. In Dragon Soul we also began to better inform players of mechanics that caused them to die. Providing a better understanding of the encounters to players is an important goal. We feel that losing to a boss and not understanding why is frustrating, just as beating a boss and not understanding why you won is not as satisfying.

              Q. What didn’t work out as planned or expected?
              Initially, we started off the Heroic dungeons at too high of a difficulty. The difficulty level rather abruptly changed when compared to the Heroics players experienced at the end of Wrath of the Lich King. This major change caught many players off guard, and frustrated some of them. The difficulty also increased the effective amount of time required to complete a dungeon to a longer experience than we wanted. With the release of patch 4.3 we’re now in a much better place. We’ve always talked about being able to complete a dungeon over lunch, and the Hour of Twilight dungeons get us back to that goal. End Time, Well of Eternity, and Hour of Twilight all provide epic play experiences to our players, but at the real sweet spot of difficulty, complexity, and time commitment.

              Q. Was there anything that surprised you about how players reacted to a particular encounter?
              Not particularly. Something we’ve learned over the years is to expect the unexpected. The community is very creative and intelligent. The most important thing for us is that players are having fun. They often find interesting ways of approaching things that maybe we didn’t expect, but as long the creative solution is still fun for everyone, we usually don’t have a problem with it.

              Q. What have you learned from Cataclysm and what are some of your top goals for Mists of Pandaria?
              We learned we could create a crazy encounter like the Spine of Deathwing. It took a lot of hard work from the whole team and it was a difficult design challenge to tackle. How do you orchestrate a fight on the back of a gigantic flying dragon without inducing nausea? How do we make sure you feel like you’re on Deathwing? Delivering that experience was really important and everyone wanted the opportunity to work on it. What was really great was that we launched the story of Cataclysm with the cinematic that showed Deathwing having his elementium plates being put on, then we end the expansion with those very same plates being torn off. It gives some real closure to storyline.


              For Mists of Pandaria, we will continue to provide new dungeons and raids while also presenting interesting new types of content in the form of challenge modes and scenarios. Players will also be introduced to new enemies in the Sha, Mogu, and Mantids. Making those creatures come to life will be a lot of fun.

              Q. Do you have a favorite dungeon or encounter from Cataclysm?
              There are so many. The Conclave of Wind was a great one. Working out interesting mechanics that allowed players to go from platform to platform was a lot of fun and the environment felt really epic. A fight like that was a goal of the encounter team for a very long time.

              Blackwing Descent was another favorite and working out the mechanics for the Atramedes fight gave us a lot to think about. How do you create an encounter with a blind dragon that fights? So we gave him sonar and showed the interaction with a sound meter on the player’s UI.


              In Bastion of Twilight, we really got to sell the corruption angle on Cho’gall which made for another really interesting fight.

              Q. Is there a certain mechanic that you always wanted to do but couldn’t do prior to Cataclysm?
              Not really. There are so many cool ideas to work with that I never feel held back. It’s easy to be creatively inspired by the people around you and their energy. It’s never a problem of coming up with ideas. It’s usually deciding which ones we want to go with next, but the possibilities are endless.

              Q. Do you have a “dream” dungeon or encounter that you’d like to create if you had the opportunity?
              I’ve never felt that I haven’t been able to do the things I want to do. Everyone on the team is completely dedicated to giving us unlimited opportunities to make epic and awesome experiences. But, if I have to mention something, it would be huge giant death robots. We had Mimiron in Ulduar, but you just can’t have too many death robots.

              Thank you for your time, Scott.
              You’re welcome.
              I'm Rebur, Tadia, or Judianna most games.
              Twitter @Chaos5061.
              Translations are done with Google Translate.

              Comment


                From Blizzard:
                The Scroll of Resurrection is currently on cooldown, but will be resurrected soon. Once it’s available, you will be able to earn a free faction mount when you use a Scroll of Resurrection to bring a friend or former guildmate back to World of Warcraft, but this offer will only be available for a limited time. Any active World of Warcraft non-trial player can send a Scroll of Resurrection. To be eligible to receive a Scroll of Resurrection, your friend must have previously purchased at least one month of game time at any point in the past, and your friend’s account must have been inactive since March 4, 2012 or earlier.

                Once your friend accepts your scroll and pays for at least 30 days of game, you unlock your choice of the following rewards:

                A Free Spectral Gryphon for an Alliance character
                Or a Free Spectral Wind Rider for a Horde character


                And, to enable you and your friend to play together in Cataclysm’s newest content, any friend who accepts your Scroll will also receive the following epic benefits:

                A single character immediately boosted all the way to level 80 -- DING!
                A FREE upgrade to Cataclysm -- regardless of your friend’s original box level
                An optional FREE character move -- to your realm and faction so you can play together
                7 FREE days of game time -- available immediately

                A few other prerequisites apply -- such as a free upgrade to a Battle.net account for players who haven’t played since 2009 or earlier -- so be sure to check out the FAQ below for full eligibility details.

                We’ll provide an update once the Scroll of Resurrection is ready to be cast on your friends. Keep an eye on the World of Warcraft official Community site for more information.
                I'm Rebur, Tadia, or Judianna most games.
                Twitter @Chaos5061.
                Translations are done with Google Translate.

                Comment


                  Scroll of Resurrection FAQ

                  Basics

                  How do I send a Scroll of Resurrection to my friend?

                  There are two options for sending Scrolls of Resurrection:

                  While in-game, open your Real ID friends list or guild roster; any characters or accounts that are eligible to receive a Scroll of Resurrection will have a special button next to them. Click that Scroll of Resurrection button to generate the email invitation. You’ll also have the option to include a personal message to your friend inviting them back to the game.
                  From your Battle.net Account Management page, click on the World of Warcraft account that you would like to send the invitation from and select Referrals Rewards- Scroll of Resurrection will be an option in that menu. Once clicked, you can enter the name and e-mail address of the friend you’d like to resurrect and include a personal message along with your invitation.


                  Eligibility & Limitations

                  Who can be sent a Scroll of Resurrection?
                  To be eligible to receive a Scroll of Resurrection, your friend must have previously subscribed to World of Warcraft for at least 30 days and their account must have become inactive on or before March 4th,2012.

                  If your friend’s World of Warcraft account has been inactive since December 2009 (or longer), your friend must first associate their World of Warcraft account with a free Battle.net account before they can receive a Scroll of Resurrection. Tell your friend to see our Battle.net Account FAQ for information on creating a Battle.net account and merging their WoW account. After your friend has set up their account, you should be able to send them a Scroll of Resurrection normally.

                  Can I resurrect one of my own World of Warcraft accounts?
                  If you have at least one active World of Warcraft account, you can send your inactive accounts Scroll of Resurrection invitations.

                  How long is the Scroll of Resurrection invitation good for once I send it out?
                  Your friend has 30 days to accept the invitation. The offer will expire if not used within that time.

                  Is there a limit on the number of Scroll of Resurrection invitations that I can send out?
                  There is a limit of one Scroll of Resurrection invitation per day per World of Warcraft Account on both the web and in-game. This makes an effective limit of 2 Scroll of Resurrection invitations per day per account if you use both sending options. There is no limit on the number of lifetime Scroll of Resurrection invitations that an account can send.

                  Can I invite someone who has never played before with a Scroll of Resurrection?
                  Scroll of Resurrection can only be used on players who once had active World of Warcraft subscriptions. For a similar offer for friends who have never subscribed to World of Warcraft, please see the Recruit-A-Friend FAQ.

                  Sending the Scroll of Resurrection

                  What benefits are there to sending a Scroll of Resurrection?
                  You will receive an exclusive mount when your friend who accepted the Scroll first renews their subscription and pays for 30 days of game time – the Spectral Gryphon for Alliance characters or the Spectral Wind Rider for Horde characters.

                  How do I redeem my mount once my friend subscribes?
                  Visit your Account Management page and click on the Scroll of Resurrection option. Under the History/Status tab, you will see Claim Mount button when you are able to redeem the mount. Choose the realm and character on which you want to receive the mount and it will arrive in your character’s mailbox.

                  Note: The mount can only be redeemed on one character per Scroll.

                  When do I receive my mount for resurrecting a friend?
                  Your friend must accept your Scroll of Resurrection invitation and renew their subscription for you to qualify for the mount. In order to qualify for the mount, your friend must renew their subscription after accepting the Scroll, and pay for at least 30 days of game time.

                  Can I earn multiple mounts on my account?
                  Yes! This reward will be given to you for each friend who accepts your invitation and meets the re-subscription criteria.

                  Can I track the invitations I send out?
                  After your friend accepts, you will be able to view the status of the invitation on the History page in the Referrals & Rewards section of your Battle.net Account Management page.
                  Who will receive the sender reward when several people send the same person Scrolls of Resurrection?

                  Who will receive the sender reward when several people send the same person Scrolls of Resurrection?
                  Only the player whose invitation is accepted will receive the sender’s reward. If the recipient gets several invitations, it will be up to them to choose which to accept. A recipient can accept a maximum of one Scroll of Resurrection per eligible World of Warcraft account.

                  Accepting the Scroll of Resurrection

                  What benefits are there for accepting a Scroll of Resurrection invitation?
                  The Scroll’s recipient immediately receives a FREE digital upgrade all the way to World of Warcraft: Cataclysm. Additionally, the Scroll’s receiver can permanently boost one character to level 80 so that they can jump straight into the adventure for their 7 days of FREE game time!

                  Note: The digital upgrade and level boost will only be available for scrolls sent during the 90-day promotion period. Players who accept a Scroll of Resurrection that was sent after the promotion period ends will still receive 7 days of FREE game time, but will not be eligible for the digital upgrade or level boost.

                  I just accepted a Scroll of Resurrection. How do I level boost my character?
                  Log in to your Battle.net Account and click on the resurrected license. Once you’re on the Game Management page, click Claim Rewards and select the character to level along with their spec. The next time you log in, they’ll be ready to adventure in a sundered Azeroth!

                  How does the boost to level 80 work for the Scroll’s recipient?
                  After accepting the Scroll, the recipient can choose one character to boost to level 80. The character’s spec will be chosen by the recipient prior to completing the level boost and the character will also be given appropriate talents under the chosen spec. The character will be placed in his or her faction’s capital city and will be ready to adventure immediately. This means that the character will be granted all class skills and spells up to level 80, a flying mount and riding skill, and a green quality set of level- and spec-appropriate gear for leveling.

                  Any gear that was on the character prior to the level boost will be mailed back to the character via in game mail.

                  Hunter pets will not be given a spec, so level boosted Hunters will need to spec out their pets normally after logging in for the first time.

                  Note: Active quests may be abandoned when a level boost is performed. If a quest is abandoned in this way, you will be able to pick it up normally from the NPC who originally gave you the quest.

                  Can I only level boost one character? What happens if my main character is on a different realm or faction than the friend who invited me?
                  If the character that was level boosted is on a different realm or faction than the character who sent the invitation, you will be eligible for a free Character Transfer and/or a free Faction Change to bring you to your friend’s realm and faction.

                  Note: Existing limitations apply for Faction Changes and Realm Transfers under the Scroll of Resurrection system. Please see the Faction Change and Realm Transfer FAQs for details. In addition, players on an RU server will not receive a free Realm Transfer if the friend who invited them is from an EU server.

                  How many times can one person accept a Scroll of Resurrection?
                  After March 5th, 2012, accounts are only able to accept one Scroll of Resurrection per eligible World of Warcraft account– if your friend has already accepted an invitation after March 5th, they will not be able to accept another for the same World of Warcraft account, but may accept invitations for other eligible World of Warcraft accounts.

                  Is there a way for me to boost a character to 80 without a Scroll of Resurrection?
                  The ability to boost a character to 80 only comes when you accept a Scroll of Resurrection invitation.
                  I'm Rebur, Tadia, or Judianna most games.
                  Twitter @Chaos5061.
                  Translations are done with Google Translate.

                  Comment


                    Cataclysm Post Mortem Greg "Ghostcrawler" Street Pt.1

                    From Blizzard:
                    As part of our World of Warcraft: Cataclysm post mortem series, we sat down with World of Warcraft Lead Systems Designer Greg “Ghostcrawler” Street to talk about his thoughts on World of Warcraft: Cataclysm.

                    Q. What were your main goals going into Cataclysm?

                    A: Westfall was a seven-year-old zone with seven-year-old trees and seven-year-old quests. It naturally felt old. It felt tired for players going back to level up an alt, and it wasn’t inspiring for new players coming to the game. We just felt like it was time to give all of those old 1-60 zones some attention again. Beyond that though, we wanted to update the classes at low level as well. The spell flow, by which we mean the level you get certain spells, just hadn’t aged well. You would get some very group-focused buffs at low level and some powerful leveling tools at high level, which would have made more sense reversed. There were some specs that just weren’t functional at low level before because they lacked the damage abilities or tools to effectively solo. Similarly, we took a look at all of the quest rewards at 1-60 because some specs just didn’t have adequate itemization to support them.

                    A second goal, from the systems design point of view, was to improve the class talent trees. We thought the trees had become bloated with filler instead of legitimately interesting talents. We also embraced the notion of class specialization to a much greater degree, by letting you choose your spec formally at level 10.

                    We also knew we needed to provide more content to players focused on maximum level, which meant we couldn’t just re-do 1-60, but we had to provide questing zones, class mechanics, and new PvP and PvE content for players who would be at level 85 too.



                    Finally, we wanted to deliver all of this content more aggressively. We know players can only wait so long for something new to do before they start to get bored. This has been a goal for some time, but it has been a challenging one for us. When you compare the graphic fidelity of a raid like Firelands to an older raid like Molten Core, you can imagine how it takes both more time and more people to make a raid these days. That’s exactly the opposite of what we want to be doing though, which is providing players content at faster rates.

                    Q. What do you think worked best in Cataclysm?

                    A. We’re really happy with the 1-60 revamp. Each zone looks amazing, we improved their quest flow, and they all have a story that has a (hopefully) meaningful climax, often with a blue item reward. Zones that didn’t have much going on before have an actual plot now, many of which are related to Deathwing’s return. We also did a better job of integrating the dungeons in a zone into the questing experience for that zone, so you feel like you have a good reason to explore them.

                    We really like how having players choose a spec at level 10 worked out. I’d say nearly every single design decision we make ends up being at least somewhat controversial in that some players agree with them and some players disagree with them -- that’s just the reality of having such a large and diverse player base. But choosing a spec at level 10 was as close to universally acclaimed by players as anything we’ve ever done. It just works. You get a meaningful choice early on, and powerful, useful, and fun abilities to go along with it. It leads to each spec having a stronger sense of identity, even at higher level.

                    We’re pretty happy with the level 80-85 content that we offered. The zones looked great and the stories were good. We offered several new dungeons, raids, and Battlegrounds. Late in the cycle of Cataclysm, we introduced Raid Finder, which provided a new type of content to players who historically weren’t raiders. We’re at the part of the lifespan of the game where some original features no longer have the cachet they used to -- you can only roll up so many alts, and by this point you might very well be done with achievements or convinced yourself that that type of gameplay isn’t for you. When we can offer a whole new way to play the game -- in this case provide raids to non-raiders -- it’s a big win.



                    Transmogrification is another one of those features -- it opened up an entirely new avenue of gameplay. One of the great things it’s done, aside from giving players more tools to personalize their characters of course, is make a lot of old content relevant again. Now players are doing old raids and dungeons looking for Transmogrification pieces, and that’s really cool.

                    I could name a few smaller features we thought worked out as well. The Justice / Honor badge system in Cataclysm cleaned up the crazy system from Lich King. All things considered, we’re happy with the healing model. We encountered issues with mana being in short supply at lower gear levels and conversely too abundant at the higher levels, eliminating much of the challenge for healers when the content is supposed to be the most difficult, but overall the model did what we wanted, and we’ll be refining it in Mists.
                    I'm Rebur, Tadia, or Judianna most games.
                    Twitter @Chaos5061.
                    Translations are done with Google Translate.

                    Comment


                      Cataclysm Post Mortem Greg “Ghostcrawler” Street Pt.2

                      From Blizzard:
                      Q. What didn’t work out as planned?

                      Everything else! Seriously though, we tend to be our own harshest critics, so it’s actually easy for us to point out things that didn’t work out as expected.

                      While zones like Uldum and Deepholm look fantastic, they didn’t fit together as well as we’d have liked. In the planning phases, we didn’t think that having scattered end game zones would be a big deal. It turned out to feel a lot weirder than expected. Players ended up teleporting to nearly every destination, and it gave Cataclysm a disjointed feeling, detracting from that feeling of exploration and discovery. We learned that giving players a land to explore, a sense of place, is valuable. Ultimately, the scattered zones and the portals both served to kind of shrink the world, when we want to make the world a place you want to go out and be in. We’re definitely looking forward to getting back to a continent in Mists. We underestimated how important that was.

                      In addition, while we liked that each zone has a story, questing ended up being too linear. It didn’t feel like you could fly into a zone, find some quest givers, and explore. Instead, you kind of had to start at the beginning and follow all the quests to the end, and if you didn’t like a quest, well, you had to stick with it to get to the next one. We want zones to have an identity, flavor and a story, but we don’t want to railroad players through a zone either.

                      The difficulty at which we pegged our heroic dungeons and raids was controversial. They were designed to be about as tough as the dungeons were back in Burning Crusade, but the game has changed since then. Coming out of Lich King, we’d gotten the message loud and clear from players that they wanted tougher challenges. They liked the convenience of Dungeon Finder, but they missed using their crowd control and survival abilities and having to strategize about how to beat a given encounter. We designed the Cataclysm heroics with that in mind, and the players who wanted challenging content were thrilled.

                      The problem was that we had this whole group of players who felt like they couldn’t make any progress on their characters. Even if they wanted to end up raiding with their friends, they couldn’t earn the gear they needed to get into those raids (especially in the absence of Raid Finder). I don’t believe that the instances were too hard; it’s obvious there are players who enjoy that content. I believe the problem was that there were no alternatives. With such a diverse community, the goal is to have experiences that players from all over the spectrum can enjoy. We don’t want to shut anyone out. So, we’re addressing that with Challenge Modes in Mists. You’ll have normal and heroic mode dungeons, and then Challenge Modes, for players who are looking to prove their mettle. Likewise, you’ll have normal and heroic raids, and Raid Finder for players who don’t enjoy wiping on a boss week after week until they can master it.


                      While choosing a spec at level 10 felt great, we weren’t very happy with the rest of the talent tree overhaul. We definitely pruned some dead wood from the trees and got rid of some talents that weren’t a lot of fun, but players felt like they weren’t getting anything out of the bargain. Having simpler trees is a good goal, but it would have felt better if players felt like they got something cool in return for losing some boring fluff. Unfortunately, as is the case with many compromises, this one didn’t fully solve the original problems it was intended to solve, while it created new ones.

                      Fundamentally, taking into account what we’ve learned about talent trees over the years, we’ve come to the conclusion that the talent tree model where you pick up tiny performance increases here and there (and where there’s, mathematically, nearly always a ‘right’ answer and a ‘wrong’ answer) is not a great model. The Mists talent design is a major revamp that should fix this problem once and for all. Talents should be meaningful game-changers. At absolute worst a given talent may be the right one only situationally, and at best, players will have a lot more customization to make their play-style stand out. Furthermore, the fact that you’ll have more flexibility to change your talents should help keep gameplay fresh, even with that character that you play most often.


                      I feel like I should mention Abyssal Maw again. As with many cancelled features, it somehow took on a life of its own in the minds of players. Believe me, though -- you just don’t cancel things that you think are going to be awesome. It was three bosses inside Nespirah, with no unique art. The reason it was originally appealing to us was because we had so many Vashj’ir assets that we could use. But by the time it was time to do the work, we felt like we (and many players) had Vashj’ir fatigue. Now don’t get me wrong -- I loved Vashj’ir. I was an oceanographer, remember? Vashj’ir delivered on the promise of an underwater zone, but we feel like most players were ready to be done with it by the time they had quested through that. (Individuals will feel differently -- it’s that diverse player base thing again.) Firelands received a lot of new art, from bosses to environments, and we just didn’t feel like Abyssal Maw was going to compete. Who knows, though! We haven’t totally given up on the idea of cool underwater experiences, so maybe there’s potential we’d visit it again someday. (For my money, the zone I am personally saddest about cancelling is not Abyssal Maw; it was the Azjol-Nerub quest zone in Wrath of the Lich King.)

                      Speaking of raids, we also weren’t particularly happy with how accessible legendary items became in Cataclysm. Multiple characters in a single raiding guild were getting, and worse, expecting a legendary weapon. Legendaries are supposed to be rare and exciting, not a bar you fill up like some reputation grind, and certainly not something you feel entitled to get because it’s “your turn.” Dragonwrath in particular was usable by a large variety of class specs, which coupled with the guarantee to completion, just made them too ubiquitous. In the future, legendaries will be more legendary, perhaps so much so that not every raiding guild will have one. In that model, there might be those who almost, but not quite, complete one, but there will also be those who finish one and feel truly honored.

                      I have mixed feelings about Archaeology. I feel like it’s a good addition to professions and offers more, and more varied, gameplay than our existing professions. Still, it’s clear that some players wanted more. We wanted Archaeology to be hard to complete. We didn’t want it to be one of those professions you can max out by buying up mats at the Auction House. But random reward systems whose long-term goals are more interesting than the short term ones can feel grindy. Archaeology had too much travel time. It could be punishingly random, especially for players who imagined that it would be a guaranteed delivery mechanism for Zin’rokh (which was never the intention). Players missed a lot of the lore, which was delivered in the Archaeology journal and not as part of the survey or digging experience. We think the Mists of Pandaria expansion will be really good for Archaeology. Players will be focused on a couple of new races on a single continent, so travel and randomness will be reduced automatically, and leveling Archaeology should be a bit more convenient since there will be more opportunities to dig at a single site. We have other tricks up our sleeve too.


                      Q. What lessons have you learned and what are some of your top goals for Mists of Pandaria?

                      There are four big goals for Mists:

                      Get players out into the world. We don’t want to totally eliminate convenience, so it’s fine to queue for some features from capital cities, but we also want players to see other players out in the world, questing, trying world bosses, engaging in PvP, and just travelling from place to place.
                      I'm Rebur, Tadia, or Judianna most games.
                      Twitter @Chaos5061.
                      Translations are done with Google Translate.

                      Comment


                        Cataclysm Post Mortem Greg “Ghostcrawler” Street Pt.3

                        Give players plenty to do. It’s a sad feeling, and a real failure on our part, whenever someone says “I want to play WoW this evening, but I just don’t have anything to do.” Like I said above, achievements and alts were great in their time, and we’ll continue to support them, but we understand the need for new ways to play as well. The new expansion will have entirely new systems, like scenarios and challenge modes. We are designing the initial zones to have features similar to the Molten Front daily area, so you don’t feel like questing is something you finish at level 90 (and so you don’t feel like daily quests are synonymous with ‘boring’ or ‘grind’). We want to make the Pandaria factions interesting. We want Exalted to be something you earn for bragging rights, not something every player has. We are adding a lot of mounts that will be hard to get, and awesome-looking armor that you’ll want just for transmogrification. We’re considering ways to let you increase the number of Conquest points you can earn per week or a way to translate questing into bonus loot from instances. We want to hide lots of cool little things all over Pandaria. Some will offer your character more power and some won’t. And if you really like achievements and alts, well hopefully we’ve got you covered there too, with account-level achievements and a new race and class.
                        Appeal to a broad audience. I’m always surprised by the number of players who want the game to be easier and the equal number who want the game to be harder (and can’t understand why anyone would disagree with them!) We approach the issue in a different way -- we think that what all of those players are really saying is that they want content for them. Message received. We’ll be offering Raid Finder versions of all of our raids going forward. We’ll be offering brutally difficult challenge modes of dungeons for players who thought the Cataclysm heroics were too easy. We’re experimenting with some tricky boss encounters for players who loved the hard-mode Ulduar achievements. We want to provide more cross-over between PvE and PvP, for those who are interested, so that it doesn’t feel like you have to play two different games to progress your character. We want to continually add new Battlegrounds, so those players have fresh experiences to look forward to. We’ll provide players with ways to upgrade their gear incrementally, while reserving tier sets for actual boss kills.
                        Get great content out faster. Enough said.


                        ************

                        We hope you’ve enjoyed this entry in the Cataclysm post mortem series and that this has proven to be an enlightening opportunity to take in our perspective on what worked, what didn’t, and some of what’s coming. If you missed the chance, you can join us in looking back at Cataclysm by checking out the other entries in the post mortem series with Lead Encounter Designer Scott Mercer and Lead Quest Designer Dave Kosak.

                        Now it’s time to look forward, since we have more to share about World of Warcraft: Mists of Pandaria coming on March 19. Stay tuned!
                        I'm Rebur, Tadia, or Judianna most games.
                        Twitter @Chaos5061.
                        Translations are done with Google Translate.

                        Comment


                          MoP Buff and Debuff Design

                          From Blizzard:
                          We recently released an update to the Mists of Pandaria talent tree. Since the expansion is still in development, these updates represent a snapshot of where we are at any given moment and not a final design where we step back and say “Ladies and gentlemen, we have achieved perfection. Let us not change a thing.” If you’ve been playing the game for a while, you’ve probably realized by now that we never think we’ll hit perfection, and we probably never will.

                          One design that we haven’t focused on much yet is the plan for various group buffs and debuffs. Some specs have their buffs in place and some do not. Rather than trying to describe each omission, we thought we’d just dump the whole design on you here. As with the rest of the expansion’s systems, we’re not even in beta yet, so there’s plenty of time for things to change.

                          First, some underlying design goals, so you might understand where we’re coming from. Our main goals for group buffs are:

                          Make you feel more powerful when grouped with other players.
                          Give you lots of freedom to invite whom you want. This gets to be a problem when there are too many mandatory buffs spread out among too many specs. . .
                          …But not offer too many incentives to class stack. If you can achieve every buff with, say, only three players, then there might be a tendency to fill all of the other slots with whoever is best for a particular situation. Some class stacking is inevitable at the cutting-edge level, but to some extent, the players on the cutting edge of raiding enjoy extreme min-maxing. For the rest of us, we try to make sure you can finish all of the encounters without feeling like you need a huge roster of folks waiting in the wings for their one fight.
                          We tend to be more generous to DPS specs, since groups -- especially raids -- already have ample reasons to bring tanks and healers.
                          We generally don’t want a DPS spec to have to switch to a different spec in the same role just to bring a different buff. An example would be a Combat rogue who has to go Assassination just for a buff. In our experience, players are less likely to switch from a ranged to a melee DPS spec just for a buff, so DPS shaman and DPS druids might bring different buffs.


                          And finally some notes on the categories below:

                          The list only includes what we consider “traditional” buffs, such as Prayer of Fortitude. It doesn’t include utility like being great at snaring, battle rez, knock backs, high DPS while moving, and other mechanics. Those ultimately all factor into a raid or Battleground comp as well.
                          The matrix is a little more complex than it appears. A paladin, for example, can only offer one Blessing at a time, while a warrior can only do one shout at a time. You can’t assume one character can cover every buff or debuff listed below at the same time.
                          Some of these are active (you must cast them, like Prayer of Fortitude) while others are passive. Note that totems no longer bring passive buffs as a rule.
                          You’ll see several categories consolidated or gone. Bleeds no longer made sense, since everyone who cared about bleeds already buffed themselves. Magical resistance we just removed from the game, though there are some abilities that provide magical damage reduction.
                          We are still likely to use the design that hunters, especially Beastmaster hunters, can fill in for missing buffs or debuffs by using certain pets.


                          As always, we’d love to get your feedback on this design.

                          Buffs

                          Stats
                          Effect: +5% Strength, Agility, and Intellect
                          Example: Blessing of Kings
                          Brought by: Any druid, any monk, any paladin

                          Stamina
                          Effect: +10% Stamina
                          Example: Power Word: Fortitude
                          Brought by: Any priest, any warlock, any warrior

                          Attack Power
                          Effect: +10% melee and ranged attack power (which will be the same value again)
                          Example: Battle Shout
                          Brought by: Any death knight, any hunter, any warrior

                          Spell Power
                          Effect: +10% spell power (there will no longer be a 6% version)
                          Example: Arcane Brilliance
                          Brought by: Any mage, any shaman, any warlock

                          Haste
                          Effect: +10% melee and ranged haste
                          Example: Improved Icy Talons
                          Brought by: Frost and Unholy death knights, any rogue, Enhancement shaman

                          Spell Haste
                          Effect: +5% spell haste
                          Example: Moonkin Aura
                          Brought by: Balance druids, Shadow priests, Elemental shaman

                          Critical Strike
                          Effect: +5% ranged, melee, and spell critical chance
                          Example: Leader of the Pack
                          Brought by: Guardian and Feral druids, any hunter, any mage

                          Mastery
                          Effect: +5 mastery
                          Example: This is a new category
                          Brought by: Windwalker monks, any paladin, any shaman

                          Debuffs

                          Weakened Armor
                          Effect: -12% armor
                          Example: Sunder Armor
                          Brought by: Any druid, any rogue, any warrior

                          Physical Vulnerability
                          Effect: +4% physical damage taken
                          Example: Brittle Bones
                          Brought by: Frost and Unholy death knights, Retribution paladins, Arms and Fury warriors

                          Magic Vulnerability
                          Effect: +8% spell damage taken
                          Example: Curse of the Elements
                          Brought by: Any rogue, any warlock

                          Weakened Blows
                          Effect: -10% physical damage done
                          Example: Previously Demoralizing Shout; now Thunder Clap
                          Brought by: Blood death knight, Feral and Guardian druid, Brewmaster monk, Protection or Retribution paladin, any warrior (any tank)

                          Slow Casting
                          Effect: -30% casting speed
                          Example: Mind-numbing Poison
                          Brought by: Any death knight, any rogue, any warlock

                          Mortal Wounds
                          Effect: -25% healing received
                          Example: Mortal Strike
                          Brought by: Arms or Fury warrior, any rogue, any hunter
                          I'm Rebur, Tadia, or Judianna most games.
                          Twitter @Chaos5061.
                          Translations are done with Google Translate.

                          Comment


                            Female Pandaren

                            From Blizzard:
                            Coming March 19...



                            Most people expect her to be based on a Red Panda. Google Red Panda to get a idea.
                            I'm Rebur, Tadia, or Judianna most games.
                            Twitter @Chaos5061.
                            Translations are done with Google Translate.

                            Comment


                              From Chris Metzen:
                              Don't worry, Alliance! I love ya dearly. There's some epic things yer about to do that will have you smiling and fist-pumping for years.
                              I'm Rebur, Tadia, or Judianna most games.
                              Twitter @Chaos5061.
                              Translations are done with Google Translate.

                              Comment


                                Okay check this link: http://www.timeanddate.com/worldcloc...0319T00&p1=137
                                for your timezone when the MoP Info from the press event will be released. Due to that I'm in CDT timezone which means 2am I will be unable to post the info until I get up in the morning for work. I would recommend checking WoWInsider, MMO Champion, WoWHead or whatever your choice of site is to get the info if you want it earlier. It will take me sometime to get all the info up. Most likely not until after work around 5:30pm CDT will I have it all up. There will be a little bit posted in the morning then again some around the afternoon and then again the rest in the evening.
                                I'm Rebur, Tadia, or Judianna most games.
                                Twitter @Chaos5061.
                                Translations are done with Google Translate.

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