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Mists of Pandaria: Jade Forest Preview and News Round Up
26/3/2012 em 20:15
We were lucky enough to preview the start of the Jade Forest questline in beta before the zone was later closed! Here's a peek at the cutscene for the Alliance--as covered in our
coverage, it's quite different than the cutscene for the Horde with a very angry Garrosh.
We've also got screenshots of the initial Alliance and Horde questing hubs in The Jade Forest, as well as some of the Temple of the Jade Serpent!
Be sure to check out our recent Mists of Pandaria beta coverage--this weekend alone we
updated our talent calculator
to have talents and abilities for ALL classes, including monks, as well as footage of redone
"We have swept the wreckage for days, Your Majesty. There is no sign of Admiral Taylor or his ships."
"Five hundred ships at my disposal, yet the one that holds the key to the kingdom is missing. How can this be?"
"...west of the planned rendezvous...Horde airfleet......casualties! ...Thick fog bank to provide cover...retreat...uncharted land...hostile creatures. But the White Pawn is accounted for. Repeat: the White Pawn is safe."
"Did you hear? They're safe somewhere!"
"......immediate danger! Reuqesting rescue, requesting - "
"Sir, we can have the entirety of the seventh fleet on the scene within the month--"
"No time! We'll send a small team immediately. An elite force. Rescue the survivors, AND their precious cargo! You, meet up with Commander Nightwind at the harbor, immediately. Once the White Pawn is recovered, the full might of our navy can engage the Horde. On OUR terms."
Alliance Quest Hub
Horde Quest Hub
Temple of the Jade Serpent
The Mists beta may be launched, but the blues haven't stopped posting! There are minor hotfixes from today, as well as clarifications on the European beta forums, the item squish debate, updated Scholomance, cosmetic glyphs, the lore of the Mogu and Zandalari, and Ghostcrawler addressing warlock tanking concerns. Click the cut to see the full posts.
March 26 Hotfixes
Dungeons and Raids
The Madness of Deathwing
will no longer prematurely spike up to 100 stacks if players damage the
s very quickly.
Scroll of Resurrection outfit items designated for healers no longer have Strength.
The deprecated quests
Deprecated: Keanna's Will
and The Shattered Blade are now removed from quest logs upon login.
Fixed a bug that locked some Mobile Armory users into Away status in-game.
Zandalari and the Mogu
Thousands of years ago, when the Zandalari and the Mogu boasted the most powerful empires in Azeroth, the Zandalari were actually allied with the Mogu. So when the Pandaren revolted against the Mogu, of course the Zandalari displayed their allegiance to their Mogu friends by attacking the embryonic Pandaren empire. Overcoming this threat was to be one of the Pandaren empire's first tests of strength.
After the passing of so many thousands of years, after the mists had covered Pandaria for so long — keeping ancient threats like the Zandalari at bay — Pandaren children have now come to see the mythological Zandalari somewhat like our children see bogeymen. Scary enough to ensure compliance with the instructions and requests of parents, but at the end of the day, not the kind of threat you ever really see with your own eyes and in your own backyard... right?
The place I come from is called New Zealand, and that is how it is known around the entire world. I also call myself a New Zealander, much like the Pandarens of Pandaria. However, the original inhabitants of the place I call New Zealand called (and still call) the exact same place Aotearoa. A place does not necessarily have just one name, and often the name to which a place is referred is a matter of perspective. :)
The misty shrouds that the last Pandaren Emperor used to protect Pandaria from the demonic jeopardy that threatened Azeroth have done a particularly good job, for no troll has been seen in Pandaria for over 10,000 years. No wonder the Zandalari seem like nothing more than freakish figures of fiction to many Pandaren.
Imagine the Pandaren's surprise when the mists collapse and Pandaria's lush forests and cloud-ringed mountains are once more threatened by the ancient Zandalari menace that they had come to see as nothing more than scary savages in some superstitious stories.
So why would the Pandaren accept trolls as allies, with the Horde.
When you play a Pandaren, that choice is yours to make and for your own reasons.
After the mists collapse, of course after 10,000 years the Zandalari are intensely curious about Pandaria, even more so perhaps than the Horde and Alliance are. But is there more to their interest than pure curiosity?
So, just like the Alliance and Horde, they send out their forces to Pandaria. But it would appear they have it in mind to re-connect with their ancient allies, the Mogu. It seems they want to help them retake the land away from the Pandaren and once again bring it under Mogu rule. How very kind of them!
But is their mission to re-establish Mogu rule really so altruistic as that? They seem so desperate to acquire Pandaren territory. What exactly could be their motive, if it isn't just to help out their ancient Mogu allies?
To find out more, we will need to wait a little while longer so we can head towards Kun-Lai Summit and unravel the secrets that are there to be discovered. :)
Um... after 10,000 years and hundreds of generations how do the living Zandalari even have any knowledge of Mogu or Pandaria?
Very good record keeping, perhaps? :)
And, also, if Pandaria was not shrouded before then, shouldn't some Kaldorei records include some mentions of a now missing continent?
Oh, you haven't found those records yet...? :P There's so many books in WoW that you can't interact with. Maybe it's in one of those? :P
Alright, alright, got me there... I just meant, "we" haven't heard/seen a single thing. And I guess no expeditions were sent over there in the meantime either? ;) Or maybe they have, and everything that was (or wasn't) found out about is in one of those unreadable books... *starts to get entangled in own thought threads*
Well I guess that could be explained by, if it had been relevant for characters in the "story so far" to reveal this information to us, it would have been done already. :)
Just to make our intent clear, the Glyph of Demon Hunting isn't intended to turn Demonology warlocks into a tanking spec. You won't be able to queue as a tank for Dungeon Finder for instance and won't have the survivability or tools of say a Protection paladin.
Historically, warlocks felt tankier than other casters and could even off-tank some encounters. We have made an effort in Mists to recapture some of that flavor. A warlock with this glyph should feel like they are about as effective tanking as an Arms warrior who pulls out a shield and swaps to Defensive Stance, or a Feral druid who goes into Bear form. You might be able to off-tank adds or pick up an actual boss for a short period of time if the tank goes down.
To make warlocks an actual tank would take more significant changes. For example, we want tanks to have to pick up separate tanking gear than their DPS gear (this is even true of druids) and want tanks to have to give up some of their DPS potential in exchange for their survivability. In short, it needs to be a commitment, and that's the sort of thing that needs larger gameplay changes than just a glyph.
That shouldn't stop the glyph of Demon Hunting from being fun though. As you can probably tell, we are trying to make even the major glyphs more about character customization and fun.
The way you “demand” an item squish is by testing, talking and sharing your constructive feedback with us here. We realize that there are players on both sides of the fence on this issue and we want to be able to evaluate the comfort level for moving forward with the possibility before we actually do anything more (should we feel it’s necessary.) Essentially, we want players to start expecting it rather than fearing it. While we stand 100% behind the new talent changes, we also recognize that they may be a bit controversial. We thought it would make sense to first have everyone try out the new talent model for the expansion before we tried doing any item squishes. We don’t want a returning player to not only have to relearn their class because of these big talent changes, but also to have to get used to doing lower damage. That’s a lot of change to take in at once. As we mentioned, we had the squish all in and working, but seeing those small numbers felt odd to us – and we knew exactly what to expect. For a player not knowing what to expect, it might feel downright alien and not very “ WoW like” which is not a good experience with which to welcome a player to a new expansion. We know that veterans are ready and willing to take on whatever gets thrown their way, but for others, we don’t want to completely overwhelm them if we can avoid it.
Again, we welcome constructive feedback and discussion and we’ll continue to evaluate the thoughts of the community along with evaluate our own testing to see where we end up.Just to follow-up a bit and so that you're aware we're still following this thread:
As we said in the original blog, we don’t want anyone to reject the idea of an item squish solely because they enjoy soloing old content. There are other solutions to that problem, if in fact it becomes a problem.
The primary motivation behind an item squish is to make the numbers more readable for players. It would have almost no balance implications. There are however some programming implications. It’s easy to get bogged down into technical details quickly, but many of the numbers in WoW have a cap of two billion. There are cases where we already have gotten close to that cap, with which many of you are probably already familiar. We already had to do some work in Cataclysm to increase the gold cap (because gold is stored in the game as copper). We have already had some bosses, such as Flame Leviathan, with health of over one billion. We have already had fights in the game where players could hit the threat cap. All of these problems have solutions, but they aren’t free solutions, and focusing programmer time on fixing them means less time for other features. We think we will be fine for Mists of Pandaria, but we are going to have to consider those solutions soon after.
European MoP Beta Forums
At the moment we're looking into adding a further set of Mists of Pandaria beta forums right here, as it appears it won't be quite as easy to replicate the beta forums of previous expansions. We'll provide more information as and when we can.
You could let us use the american ones.
Well, as I said, it currently appears we cannot set it up the way we had it for previous expansions (sharing with US players). It's not a case of something we don't want to "let you use," we would prefer it was a shared forum too.
Anyhow, suffice to say we are still looking into it and seeing what we can do.
I hope you understand this and find a way to resolve this tech issue so we can post on the American beta forums.
We do too.
However, if we cannot resolve it, it doesn't exclude the chance that developers might post here. They definitely read here, and a
Though we now have a range of new beta forums here, we have been unable to restrict them to be just posted in by beta testers.
During the WotLK and Cata Closed Beta, it was possible to post with the new characters you made on the beta servers..
With regret, I suspect this won't be possible.
European Bug Reports
Well, as I've mentioned elsewhere, we're looking into opening more beta forums here. One of these might be "Beta Bug Reports" which our US-based QA team would gather bugs from.
Any beta-specific forums we open here would most likely be restricted to be posted in only by beta testers. Which, of course, is going to become a lot of people as our invitation system progresses. The forums would still be readable by non-beta testers, though, like they are in North America.
So, here's the new Beta Bug Reports forum for EU:
Bug reports need to be made in English so our US-based QA team can read them.
Fun Minor Glyphs
t's been relatively straightforward to add glyphs to druids for new shape-shifting models, as basically we just change what game model the druid shape-shifts into.
Though it isn't quite this easy for other classes, we do have a number of minor glyphs that should give comparably fun options for other classes. :)
New Moonkin Form
We hope the Glyph of Stars will help you here.
Don't take the owlbears away, they're cute! <3
I think they deserve a revamp, though, same as cats and bears got.
Well, we agree. And this is why an improved moonkin model is indeed in the schedule. But alas I have no due date to announce. In the meantime, we hope the various new cool shape-shift glyphs will provide a little distraction while the moonkin model gets the loving it needs. :)
I loved old Deadmines, but after you "updated" it I almost never play it. I now fear the same could happen to Scarlet monestary which today is one of my favorite places when leveling alts. The new Shadowfang keep is however okay though, but I still miss the old version.
Aww, you didn't like the updated Deadmines? My friends and I certainly enjoyed it when Cataclysm came out.
So, what's this about Lillian Voss as a boss fight in Scholomance, eh?
A boss? From what I read about the revamp, it sounded more like she's a quest giver/companion in that dungeon :/ I hope "boss fight" doesn't mean we kill her.
In Mists of Pandaria, we finally catch up with Lillian Voss. For those who didn't play through the Forsaken starting experience, Lillian Voss was brought back to life by Sylvanas, but despite this she refused to become part of the Forsaken.
After trying to re-connect with her still living father, those players with keen eyes might have noticed her handiwork in Western Plaguelands.
As a non-aligned "free agent," Lillian has some surprising hidden talents. In Mists of Pandaria she's still confused about her situation. Still broiling with internal conflict, despising what she has become.
Now she has a new and grander mission in mind and it revolves around Scholomance and Darkmaster Gandling in particular. She wants to ensure that like herself, no others shall be raised from death and subjugated.
Green Warlock Fire
*casts curse of forum thread resurrection*
Green "fel" fire for warlocks, like they've been asking for since... forever?
It is our hope to introduce a quest which will allow warlocks to unlock the use of green fire. :)
I'm not properly documentated, could anyone be more specific and detailed... What are people complaining about now?
People are just pointing out that we've used the word "hope" and that the announcement, at this time, doesn't sound 100% definite. I hope that we can in time remove the word hope. :)
There are actually quite a lot of graphic engine improvements in Mists of Pandaria, however for the most part they are subtle. For example, improved shadowing, blending and enhancements to the fog effect.
Amongst the large list of information we hope to share with you is included a list of the new graphic engine improvements with some before and after screenshots to highlight what each one brings to the game.
Each one might be subtle but as a whole they bring an improved visual appearance to the game. :)
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