Notes from Blizzcon, as observed by Quutar
Interesting quote from the line to get in:
WTB Murloc pet
$30!
Opening ceremonies
The opening started with the president of blizzard doing a future talk
talking about how good things will be. This was the first Blizzcon, and got 8k attendance. He loves the fans, blah blah blah. The Zerg are playable in the Ghost multi player, and other Ghost things that I did not pay much attention to.
The name of the expansion is the Burning Crusade. The producer for WoW came on, and talked about community. The community of WoW is what makes it strong; In the future
for the free patches they will be adding
Noxtramus (sp?) (The place above Stratholme)
Linked Auction Houses in all major cities (HUGE cheer)
AhnQiraj (sp?)
Weather effects
real effects, not just pretty fluff
And the highlights from the expansion was
Burning Crusade
Blood Elves for Horde
Primarily in outland, through the dark portal
Medhiva(sp?) Tower
Caverns of Time
The Black Temple where you will fight and kill Illdian
Flying mounts in the outlands
Gem Crafting/socketed Items
new profession
They then showed an into movie for the new expansion. It was a lot of concept sketches that looked awesome
some in game scenes from Medhevas(sp?) tower, and from the Blood Eleve starting area
The burning legion is exacting revenge on the people beyond the dark portal. They are punishing the outland. The concept art
looks awesome.
The caverns of time will deal with the lore of WoW. Three instances listed were:
The raising of thrall, before he became war chief
something about hillsbrand
The opening of the dark portal for the very first time
The defense of the world tree
final battle in War3
And
the level cap is raised to level 70. Talking to a blizzard employee afterwards (they had a B on their badge)
they will be giving us ten more talent points
and increasing the tree to a 41 point talent. No details were giving on the filling in from 31 to 41
but the idea is one of balance
if someone gets the 41
they cant have a 21 from another tree
Raid Panel
Definition of a raid: Entrance into another territory for phat l00t.
They focus on the end game for raids. Heat only rises which means
I think
that they have to keep things going up and harder, since the challenges have to remain. Raid targets provide something to aspire to
something that makes the world feel bigger, even if you dont do the raids, you hear about them.
Low level raids is not really their focus. It is possible to ten man the dead mines at level 15
but they dont focus on balancing it for that.
The 1% myth. They talked about how on the forums they are flamed for making content that only 1% of their player base is playing. According to blizzard, during the week
during peek hours
at any one time there is
500 Molten Core instances
1500 Onyxia instances
250 BWL instances
700 ZulGurub instances
All going at the same time. If you consider that this is all week long (for instance 800 MC on weeknights) that is far more than 1% of their gaming population.
Onyxia was born August 13 2004. She was the first end game raid targeted instance/mob for WoW. She was designed to break the mold for previous games raid encounters. She borrowed stages from other RPG games and brought them into WoW. Her stages, as described by blizzard were:
Introduction
She can fly!
All hell breaks lose
Onyxia became a template for the mindset of later raids. They ask them selves for each raid
what should each class be doing
Mix things up, try not to keep it static
Have a duration in mind
Pacing is important
Keep Challenging the player
Raise the bar
There was some discussion about smart mobs. Nefarion, in Oobers, says to go after the one in the skirt, but when you finally fight him, he gets tanked like normal. Where are the smart mobs that go after healers first? That use smart tactics? Simple answer:
We can kill you any time we want!
A smart raid boss is not fun. Killing the player is easy, challenging the player is hard.
They had some interesting stats up. In a one week period
the most deadly raid bosses were
Vaelstraz(sp?) 24,182
Bloodlord 11,242
Firemaw 10,363
Then the most deadly mobs in the game outside of raid bosses
Gadjetstan Bruiser 19,254
Defias Pillager 17,162
Tauren Mill Death Guard 8,298
Testing the raids is very hard. A guild that works together will do better than a pickup raid almost always. Previously, internal testing was basically done via pickups. They would get some internal testers, CMs, and other blizzard employees
all of which are very good raiders on their own, and have them test things out. The problem was that all of these people were not used to raiding together
to they are working on a Strike Raid Team of dedicated raiders. Employees who test raid content
and work together
mimicking a guild.
Blackwing Lair was not put on the public test realm at the request of the player base. They wanted to be surprised
and well
it was a mistake. ZulGurub was in the PTR, and the difference showed
all future raid instances will be on the PTR.
WoW was in Alpha/Beta for over a year. The average turn round now for content is 3-8 weeks. That is why the older stuff is far more polished than the new stuff.
The CDC (Center for Disease Control) in Atlanta contacted blizzard about the ZG plague in the game. The CDC had read that Blizzard had simulated a plague spreading through the world, and was interested in how they simulated it. They were disappointed when they found out it was a bug.
They also previewed some of the raid content. AhnQiraj was the focus of the preview. There is going to be a massive war with the Qiraj, and it will involve the entire server. Previous raid locations were bereft of quests, that is going to change with AQ. There will be a large amount off quests interwoven with the raid instances. Story is highly important with all new raid instances coming out, AQ being the first with this it seams.
AQ will require a world event to open. Both sides, alliance and horde have to complete stuff to open the gates. Once they are opened, then they are forever opened, its a permanent server change. All level ranges will be involved, as there will be supply gather and processing quests for the lower levels, and stuff ranging the spectrum. One side and/or the other will have to gather the four parts to a scepter to open the gates. It will take the average server 3 weeks to open it. If nobody does stuff, eventually the gate will open on its own.
The 20 man instance of AQ is an outdoor instance at the difficulty level of ZG. It is an exterior instance, like ZQ, and will be non linear, like ZG.
The 40 man instance of AQ is HUGE. They showed a scale map of the 40 man, and showed the cathedral section of the scarlet monastery. The cathedral section fit inside of one of the boss rooms. They also showed some play scenes (one of the devs hopped on the computer and explored with an invulnerable dwarve)
and it looks beautiful
and creepy. It sets the mood, and just makes you feel like the miniscule invaders.
They showed the map of the Naxxram(sp?) which is the instance above stratholme. It will have multiple floors. I think I saw they had multiple wings, and that is something that blizzard wants to move to for future dungeons.
They are really pleased with the wing experience with dungeons. A group can do a single wing, and feel accomplishment.
Kazzazhan (sp?) medhivas tower is going to be a 10 man raid instance. It is massive, larger than all of blackrock spire (upper and lower) combined. The opera house inside of it was very cool.
The caverns of time will have 4A group can do a single wing, and feel accomplishment.
Kazzazhan (sp?) medhivas tower is going to be a 10 man raid instance. It is massive, larger than all of blackrock spire (upper and lower) combined. The opera house inside of it was very cool.
The caverns of time will have 4 instances. Two normal instances, one battle ground, and one battle of mount hijal.
Tempest keep was talked about. It is the home of KaelThas (sp?) and will have 4 wings. There will be three 5 man wings, and one raid wing at the level of Molten Core.
Hellfire Citadel is the home of Magtheredon (sp?). It will be modeled like Onyxia
a few trash mobs, then right to the boss.
Illidan will be the final boss of the black temple in the outlands. He is the big bad boss that is planned for the expansion
expect him to require 40 level 70 players.
The ultimate goal of the raid team is to keep hard core raiders busy all week. They want to provide a menu raids available, making the raid lockout a background issue, since there are so many to choose from that by the time you get back to raid XXX, its timer is up anyway.
Linear progression is no longer desired in raids. One example of this was Onyxia->BWL where her cape is needed
I think they listed another
but I dont know
Smaller raids sizes is planned in the future
they want to make more 10 and 20 man instances. They will still add 40
but the focus will be on 10 and 20 man instances for the raid team.
The dire Maul tribute idea they like a lot. It provides at least two ways to approach and experience the same raid. Expect them to do similar things in the future with multiple ways to play a dungeon besides just killing all that walks.
Q:How will level 70 effect current spic gear?
A:You will have a head start on the new stuff
Itemization was addressed. Items for specific builds is lacking, and they plan on adding more. They will be, eventually, adding stuff for specific builds
like more fire mage gear, more shadow preist gear
things like that.
The big raid change
The biggest, to me, change they said they are doing
probably in the 1.9 patch, is how they handle the raid lockout timer. Currently, the timer expires XX amount of hours/days after the first boss kill. They are going to be moving that to a calendar system. For instance, molten core would reset on Tuesday during server maintenance for everybody
even if you entered it for the first time on Monday. It means that all the instances will reset at certain times
not a set time after you first kill a boss. I am not sure if this is a good or bad thing. This also was not something they were thinking of but something that they are doing soon.
The idea of loot tokens, like with ZG was brought up in a question. Blizzard really likes the tokens more than the pure random drop like BWL/MC. Expect them to move to things like that for all future set pieces. They would have implemented something like that before, except that the quest department was to busy. Its time vs effort.
The random seed for loot is random. It is not seeded from the raid leader, or who ever enters the raid first. There is no mystic voodoo on what loot drops when. They did a two week study on what loot actually did drop, and found it to be random and approximately average
they way it was supposed to be.
They will be adding more scripted encounters in raids
they really like them a lot.
Any thoughts on cross faction cooperation should be squashed. More horde vs alliance in the future
the two sides will hate each other more and more
What is the role of druids in a raid? It was said that each class is tasked and thought about when they design encounters
how is druids considered. They added more crowd control into encounters to compliment druids, and are going to add in the future times where a feral druid is needed. But for now, we are healers with unique crowd control for encounters.
Mods where discussed. Blizzard looks at the top mods found on curse gaming, and evaluates each one. Does this mod provide functionality that is sorely lacking from the base UI, and should it be implemented. Does this mod do something we dont want it to, and should we remove that functionality from the API. Is the mod great, but purely 3rd party and should stay as such. They basically adjust things based on the players needs.
A quick aside
thunder clap was mentioned in a way that made it sound like it works on bosses
can anybody test this?
Rogues in instances was brought up. They acknowledge that there is not much for a rogue to do in earlier instances, which is why they added traps to BWL. In the future they will do more for the special abilities of the various classes. As far as rogues being vulnerable to AE attacks, they are doing more directional AE attacks
cores and such, as not to decimated rogues as often.
They want skill to be more important than gear and level.
Items/Professions Panel
20 million items are crafted each day. Number one is the copper bar, number two is the heavy rune cloth bandage. They want professions to be simultaneous, be done while questing, and be for everybody.
They listed some barriers to professions that they avoided.
Complex invention (you just make the stuff, no complication)
Repetitive behavior. (to make one item should not be a grind
)
Scary interface (click and make)
Focus on item creation
Creation failure (it does not fail and you lose your materials)
Item quality (if you can make it, you make it at full quality)
Items need to be fun to make
Not quiet sure the explanation on all of them, since I dont like the crafting interface all that much. But overall it was an explanation on why the current crafting system is the way it is, something to be simple, accessible, and intuitive.
They are going to be adding more gear with a random enchant
like wild leather and green lens.
They are adding more consumable items
They allow tradesmen to differentiate them selves through world drops, specialization, and other methods. Specialization is obvious, but the world drops was surprising. Basically the patterns that have rare drops are there to set apart one crafter who has it, from another.
They want to let the hardcore players shine, to reward the hard core players. Enchanting is considered the hardest core of the hard core professions. They have no plans on making enchanting crystals allowing enchanters to sell their enchants on the AH. Having to spam the trade channel in the cities is a conscious choice, and intentional. They will be adding something to the enchanter for the auction house.
Wizzard oil. There is at least two types of wizard oil, which acts on weapons just like sharpening stones. One of the adds +24 to spell damage and healing to a weapon for 30 minutes
another adds to mana regen. There are consuables, and applied to the spell casters weapon.
Each profession is supposed to cover different needs, no duplication. An example was the scribe profession people ask for. The ability to make the scrolls of agility and the like. The problem is that is what alchemy does, so the scribe wont be made.
The future of fishing looks interesting. Macro/bot fishing was a big upheaval early in the game, and caused many of the current adjustments. The biggest change for fishing is the targeted fishing, like in the tournaments. They will be doing that for all fishing in the future. There will be schools of oily blackmouth, schools of stonescale eels, shipwrecked items
that you target and fish for. They want to make fishing use nodes, just like herbalism and mining.
Dis enchanting items are cool according to the items person. It allows a useless item to become useful. In the future, when you dis enchant an epic (level 60 epic or any epic was not said)
you will get a nexus crystal instead of a shard. There will be new very powerful enchants that use these crystals.
The expansion will add specializations to tailoring and alchemy. Transmutation was one specialty in alchemy. Jewel crafting will be added also. It will allow people to make rings and necklaces, crowns and gems for inserting into socket able items.
When ever a item is made, four questions are asked
Who is it for
What else is available
What makes it compelling
How difficult is it to obtain
There is a math formula on how items are made, when balancing the various stats and abilities. It is item level and quality which is put together to find what stats it can have. The slot also matters, with some slots getting more than others. Special abilities also cost stat points. 1% crit cost 14, while 1% dodge costs 12 stat points. Spreading stats allows for a higher overall value. But even with this hidden formula
the item creators are allowed to fudge things.
Design flows into art. When something is designed, then the concept art is made for that item
In 1.9 there will be a lot of new procs for casters. Spell casters are getting a massive itemization boost in 1.9. There was one proc on a weapon that when ever a successful spell cast, there is a chance to lower the targets resistances to the spell. There is a lot of caster itemizations coming.
Socketable items are a concession to the player. They will allow the players to pick and choose the abilities that they find important, fitting the gear they have to their playing style. Gems will be available through various ways. Crafted, quest, and drops.
The tier two art is very very nice. The paladin art is incredible
make up for all the banana jokes ever. The tier two items will undergo a review stat wise
but mainly for the set bonuses
the stats for the items will not likely change.
There will not be a caster legendary any time soon. If they make a caster legendary item, they will have to make one that all casters (except hunters!!!! Specifically) would want and could use.
Do not expect any epic quest items for other classes individually any time soon. The current epic quest items for hunters and preists where a mistake. There are items in AQ that are better than both of the epic quest items for those classes. If they do make new epic weapon quests
they will release all 9 at the same time.
Warlock shard bags are a long way off.
Expansion Playable Demo
I did not get a chance to play the demo yet
the line was huge and I only had 30 minutes before the next panel. I did get to ask some questions, and watched some blood elves play. First off
the blood elves are close to night elves in model and movement, but there are a lot of subtle differences that make them two races. First off
they dont flip when they jump. Occasionally when you jump
you spin in a circle. The starting area and the races are very bright. The playable classes for the blood elves are Warrior, Warlock, Mage, and Priest.
Dungeon Panel
Tired
I will write it tomorrow.