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Azel
18/01/2009, 11:46
<font size="3" style="line-height: 1.3em;"><b>[EU] PTR - Testing Cross-Language Battlegroups</b></font><br />Already cleared Naxxramas and don&#39;t know what to do on Sunday? Connect to the <a href="https://www.wow-europe.com/login/login?service=https%3A%2F%2Fwww.wow-europe.com%2Fptr%2F" target="_blank"><b>Test Realms</b></a> and test the new cross-language battlegrounds!<br /><div class="blizzquotewrap"><div class="blizzquoteinner"><span class="corners-top"><span></span></span><div class="blizzquoteheader"><span>Quote from: <b>Vaneras (<a href="" target="_blank" style="color: white;">Source</a>)</span></b></div><div class="blizzquote">As previously announced, we’re working on implementing Cross-Language Battlegroups (CLBG) to increase the size of most Battlegroups. You can reach the original announcement here: <a href="http://forums.wow-europe.com/thread.html?topicId=6425923570&sid=1" target="_blank"><span style="color: white;">http://forums.wow-europe.com/thread.html?topicId=6425923570&sid=1</span></a><br /><br />This new feature has completed internal testing and is active on the Public Test Realms (PTRs), allowing players from the different PTRs to meet each other in Arena and Battlegrounds.<br /><br />We would be very interested in hearing your experience with the CLBR in the following thread, and especially any issues you might have encountered, such as having players from another PTR join a Battleground on the same side as you: <a href="http://forums.wow-europe.com/thread.html?topicId=7679917949&sid=1" target="_blank"><span style="color: white;">http://forums.wow-europe.com/thread.html?topicId=7679917949&sid=1</span></a><br /><br />Please note that this feature is not tied to patch 3.0.8 which is also currently on the PTRs, and may not go live at the same time. </div><span class="corners-bottom"><span></span></span></div></div><br /><br /><font size="3" style="line-height: 1.3em;"><b>Blue posts</b></font><br /><div class="blizzquotewrap"><div class="blizzquoteinner"><span class="corners-top"><span></span></span><div class="blizzquoteheader"><span>Quote from <b>Blizzard staff</b></span></div><div class="blizzquote"><span style="color: white;"><b>Lag in Naxxramas / Patch 3.0.8 "imminent"</b></span> (See how I used quotes?) <br />Unfortunately, the optimizations we are prepared to make in order to reduce latency and disconnections in Naxxrammas cannot be added in a hotfix. A patch is required. I&#39;m unable to provide a release date for the next minor content patch including these optimizations, but I&#39;d wager it&#39;s imminent. (<a href="http://blue.mmo-champion.com/1/14318937823-naxx-lag-is-no-longer-acceptable.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><span style="color: white;"><b>Enchant Weapon - Titanguard removed from Patch 3.0.8</b></span> (<a href="http://static.mmo-champion.com/mmoc/images/news/2009/january/titanguard.jpg" target="_blank"><b><span style="color: orange;">Screenshot</span></b></a>)<br />Had this enchant gone live it would have become THE enchant for nearly all tanks. It would not have been an interesting choice. We would have had to keep introducing higher tiers of the same enchant, or else players would just keep using this version for perpetuity. We put Stamina already on many items. We don&#39;t think your weapon needs one as well. I received messages from several tanks for very prominent guilds asking us to please not go forward with this enchant. They understood why it was bad for the game.<br /><br />Death knights have access to superior enchants in part because they do not have a shield or ranged weapon slot and the stats provided by those items.<br /><br />The PTR is for testing. If you find yourself frustrated that things change between the PTR and live, I would suggest you stop paying attention to the PTR notes. Even if a change like this had already gone live, we probably would have changed it anyway. We did not like what this enchant would have done for the game. (<a href="http://blue.mmo-champion.com/26/14318707674-enchant-weapon--titanguard-removed.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><span style="color: white;"><b>Future tanking weapon enchants</b></span><br />We&#39;d like to add more interesting tanking weapon enchants, but have to be very careful not to make them fall into the same problem as Titanguard. Ideally we would like to be able to design encounters without the assumption that every tank has X on their blade. It would be nice if even putting something on your weapon to increase damage (and therefore threat) felt like a viable alternative. (<a href="http://blue.mmo-champion.com/26/14318707674-enchant-weapon--titanguard-removed.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><span style="color: white;"><b>PvE - Monsters Hit box / Attack range</b></span><br />There are some mobs, and Grobbulus is an example, where there was disagreement in the data between the attack range of the creature and the size of its hit box. This caused the creature to constantly readjust its position. This bug has been fixed in 3.0.8. It might not solve every situation where the behavior your described is occuring, but it should certainly help. (<a href="http://blue.mmo-champion.com/26/14318908582-gc--are-there-any-plans-to-fix-this.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><span style="color: white;"><b>Achievement - Collect 100 Mounts</b></span><br />>e like mounts and more will be added in the future making an achievement like mount collecting easier to obtain. (<a href="http://blue.mmo-champion.com/20/14318867196-100-mount-achievement--unreasonable.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><span style="color: white;"><b>RNG Stuns in PvP</b></span><br />Yes, we instituted those random procs on purpose. We knew what we were doing. Sand gnomes did not sneak in and make the changes for us. Upon reflection, and with more player feedback, we have come to the conclusion that it was the wrong decision. Originally we thought getting rid of the mace spec stun was sufficient. Now we think random stuns are probably not good for the game across the board. You don&#39;t need to ask about individual talents or spells. If it is a random chance to stun attached to another spell or ability, chances are we will phase it out.<br /><br />On RNG: As I have said, we are not trying to remove RNG from the game. If your chance to crit is less than 100% and something happens when you crit, then congrats, there is RNG in your Arena. But we don&#39;t want RNG to dominate skill and other factors. Randomly proc&#39;d stuns, like the recent changes to the dispel system, are something that crossed the line. (<a href="http://blue.mmo-champion.com/28/14318707167-remove-rng-stun--buff-damage.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><span style="color: white;"><b>Raid instance difficulty and scaling</b></span><br />I think the concern is because we were slow to fix some balance problems in the past so players are concerned that if we don&#39;t fix the problem now that they will be dealing with it for many tiers to come. It is a totally valid response given our history, but we are making a big effort to make changes in a more timely manner. <br /><br />BC launched with more raid content, but I think it&#39;s fair to say that it required a lot of polishing after we shipped. Balance was not great. We had to change some item stats. I think the SSC trash respawned in 45 minutes or something.<br /><br />We designed the current content to be easy and I think we were pretty up front about that before ship. While we can all laugh about Karazhan being srs bzns now, at the time a lot of players wiped on the boney horses and never went back. That&#39;s a shame because it was a cool instance and a gateway to a lot of additional raid content. Some of the best moments in WoW occur in these raids. You see unique art (and hear unique music!), scripted events and some amazing lore moments. It makes me sad to think of players who will never even step foot in Naxx. But that doesn&#39;t mean all of our raid content needs to be at the introductory level. If you&#39;re looking for a challenge, I suspect you will find it in Ulduar.<br /><br />We know some players can chew through content pretty quickly. It is one of the biggest challenges of MMO development to provide enough content. Players always want more. Always. (<a href="http://blue.mmo-champion.com/28/14318637418-why-so-much-qq-about-scaling-when.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><span style="color: white;"><b>Threat generation in WotLK</b></span><br />We wanted to make threat easier to manage, especially at earlier tiers of content. However threat generation is still the responsibility of the tank as well as the rest of the group. If your tank has trouble with threat generation, then you may run into encounters where you can&#39;t beat the timer.<br /><br />It is only my opinion, and some groups can still make it work, but often the tanks complaining that they can&#39;t hold aggro or always asking the dps to slow down are the ones who choose gear and talents solely for survivability over threat-generation and try and argue that they don&#39;t care how terrible their own dps is. (<a href="http://blue.mmo-champion.com/26/14318919433-gc-blizzards-tanking-philosophy-question.html" target="_blank"><b><span style="color: white;">Source</span></b></a>)<br /><br /><span style="color: white;"><b>Stamina enchants for tanks</b></span><br />There are already stamina enchants on many pieces of gear. Casters can go that route of stacking spellpower on as much gear as possible, but if they ignore int and mana regen, that spellpower will be for naught. With tanks, we have found that given the choice between stamina and anything else (assuming you are comparing things of equivalent level) stamina will always win. One of the few enchants where you actually have a decison would be replaced by yet another stamina enchant. I am pretty confident the same thing would happen with a stamina to cloak enchant.<br /><br />Here is the player&#39;s point of view: <i>Ah, an enchant for my weapon. That will help me survive and help out my healers, therefore making me a slightly better tank. Maybe I&#39;ll be slightly better prepared for KT or Sarth + 3 or Ulduar. Awesome.</i><br /><br />Except... here is the developer&#39;s point of view: Okay, we just buffed every tank in the game by 750 health. That means we now have to make every mob hit slightly harder to compensate. Otherwise we are just buffing tank survivability for no reason. The net effect to you would be pretty negligible in the long run, while any tank who chose not to put stamina on his or her weapon would suddenly be at a disadvantage. <br /><br /><span style="color: white;"><b>Pet balance and survavibility</b></span><br />It&#39;s nearly impossible to make an AI-controlled pet smart enough to always do the right things especially in encounters as complicated as ours. We try to work around that by letting the pet survive when it does the wrong thing (staying out during Saph deep breaths for example).<br /><br />It may be that for specs like BM (and Demonology) that th...</div><span class="corners-bottom"><span></span></span></div></div>


Fonte (http://www.mmo-champion.com/index.php?topic=34901.0)