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He hackz!
MMO's and other PC games are a particular interest of mine. One I spend all too much time doing. Iggep's Blog is where I'll be expressing my thoughts on the various games I play and the industry as a whole.
PvP
- The amount of Honor awarded for an Honorable Kill has been increased by 100% for characters of all levels. This change will effectively double the amount of Honor received from Honorable Kills, or for completing Battleground and Wintergrasp objectives; however, the amount of experience gained from completing Battleground objectives and the amount of Honor rewarded for completing each Wintergrasp quest remain unchanged.
- Battlegrounds
- The Random Battleground system has been added! Similar to the Random Dungeon system in the Dungeon Finder, players can now queue for a random Battleground.
- The Random Battleground option can be found in the Battleground tab of the PvP frame and is only available for level 80 characters at this time.
- If this option is selected, players may not queue for specific Battlegrounds and a random Battleground simultaneously.
- Similar to the Random Dungeon system, players will not know for which Battleground they are chosen when selected from the queue until they zone into the Battleground.
- The Random Battleground option will only allow a group size of 5 players to queue together.
- Bonus rewards will be offered for choosing the Random Battleground option.
- Winning a Battleground using the Random Battleground option for the first time in a day will award players with 30 Honorable Kills worth of additional Honor currency and 25 Arena points.
- Winning additional Battlegrounds using the Random Battleground option after the first random win will award players with 15 Honorable Kills worth of additional Honor currency.
- Losing a Battleground using the Random Battleground option will award players with 5 Honorable Kills worth of additional Honor currency.
- Daily Battleground quests have been removed in place of the Random Battleground option.
- Battlegrounds will no longer award Marks of Honor.
- Players with existing Marks of Honor can still turn them in to their respective faction's quest givers, including individual marks for those who may have more marks for one Battleground than another.
- Items which previously required Marks of Honor will have their costs adjusted to remove these requirements.
- Whenever a Battleground has the holiday bonus active, it will now be referred to as "Call to Arms" in the Battleground tab and Calendar. In addition, Call to Arms Battleground Honor rewards have been changed.
- Choosing a specific Battleground with the Call to Arms bonus active will yield the exact same rewards as when choosing the Random Battleground option.
- Winning a Call to Arms Battleground for the first time in a day will award players with 30 Honorable Kills worth of additional Honor currency and 25 Arena points.
- Additional Call to Arms Battleground victories after the first win for a player that day will award them with 15 Honorable Kills worth of additional Honor currency.
- Losing a Call to Arms Battleground will award players with 5 Honorable Kills worth of additional Honor currency.
- When using the Random Battleground option, players will not receive additional rewards if the Battleground chosen under the Call to Arms bonuses. In addition, the rewards for the first victory of the day cannot be earned more than once, regardless of whether or not it is obtained from the Random Battleground system or the Call to Arms Battleground.
- Wintergrasp
- The internal balance system now only changes when a faction achieves 2 consecutive defenses after an initial capture of Wintergrasp, up from 1. More details can be found on our PvP Discussion forum.
Like the Inquisitor demo, it's a strictly single-player experience. We all play offline in separate instances of the same mission. As RPG gameplay goes, it's slick, accessible, pacey and enjoyable - but in common with everything LucasArts, EA and BioWare have shown of The Old Republic so far, there's nothing massively-multiplayer about it. They've shown an appealing and obviously high-quality game, but they simply haven't shown us an MMO yet.They made the decision to intentionally differentiate themselves in the market by focusing on "story" rather than using tried-and-true developmental strategies and letting the IP differentiate. When I read stuff like this it makes me want to pull hair out. It's the sort of thing Lum talks about in his blog from time to time, as he regales us with what passes for judgment in the gaming industry.I quiz Neri about it. What does LucasArts - which has already had its fingers burned in this genre with the under-performing, U-turning Star Wars Galaxies - want from an MMO using its most precious intellectual property?
"I think what we wanted to do was create an amazing story-driven experience," he answers. "We believe, as a company, in story. We had great success with BioWare in the past with KOTOR [Knights of the Old Republic] and we wanted to continue that. We wanted to deliver a smash in the space, for sure.
"I think, first off, in order to enter the space in any sort of serious manner I think you need to be different than what everyone else has done. I think that's probably the reason why we believe so much in story."
"We haven't talked a ton of details on in-between activities," Neri says, truthfully. "We've just said that we do understand that in this type of game you do need to have that type of secondary behaviour, things like crafting, harvesting systems, things like that: mechanics that players can draw themselves into when they're not fighting. So, not too much detail on that right now, but we understand the expectation and we're going to make sure that the game supports that type of behaviour as well."Get that.. the things that make an MMO, an MMO -- like:
a structure for player-versus-player combat, a broad spread of challenging content for groups, social areas, trading, crafting and the wide spread of relaxing ancillary activities best described as "downtime"are secondary activities. Trivial even. Unbelievable.
That was very welcome, but you need to pay attention during the cinematics.I wish I could find the quote now, but a few months back (or perhaps it was many months, I simply don't recall) one of the Blizzard developers spoke candidly about what they've learned over time about quest development. Essentially he said it took them a while to figure out people didn't want to read a lot of crap. That what people really wanted was to get their quest and then go about completing it. I couldn't agree more.
Let me remind you, this is not on one or two quests, this is every quest. The voice acting I experienced by a half-dozen voices was done very well. There was never a point where I felt it was done cheaply or felt awkward, as I regularly encounter in other games with voice work.That sort of thing is fine in an RPG, but in an MMO I can see it getting old very quickly. In an RPG you will spend about 30-40 hours or so. In an MMO you can log thousands of hours over a few years. You really think that I'm not going to become annoyed after having to pause and work through a conversation with various NPCs after a couple weeks in the game? I'm all for story. I'm not all for inconvenience or annoyance.
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Dude..... |
Yeah it just takes one person to press Need after everyone's pressed Greed on the Frozen Orbs and you miss out. But the good news is that in patch 3.3.3 this won't be the case anymore -- the roll for Frozen Orbs will be an automatic Greed roll. Rejoice!It's a sad day when "government" has to cater to the lowest common denominator as a matter of case.
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I'm very happy that weapon skill is being done away with as it was incredibly painful to level. In fact it was so painful that anyone trying to level it would look for any way possible to cheat the system. Many of those have been "fixed", but the underlying point is that the players hated it and Blizzard finally saw the light. Thank you!
- Stamina -- Non-plate wearers will have a lot more.
- Spirit -- Only found on healing gear.
- Intellect -- Grants spell power.
- MP5 -- Gone completely.
- Spell power -- Only on weapons, and just to make them clearly a caster item.
- Attack power -- Gone on most items.
- Parrry -- No longer provides 100% avoidance and no longer speeds up attack.
- Resilience -- Only affects player damage and player crit damage, no impact on crit chance, mana drains, etc...
- Block Value -- Gone, 30% passive block value now when wearing a shield.
- Weapon Skill -- Gone completely.
- Gem Color -- Few stats changing. Hit will likely become a blue gem (it's yellow now).
- Defense -- Gone, becomes dodge, parry, or block rating.
- Reforging -- You'll be able to reforge gear to customize your stats -- 50% of stat X can become stat Y. Restrictions apply (no Stamina->Strength, for instance).