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Legion Holy Priest Spell Animations, Duncan Jones Movie Interview, Minimap Level Improvements
geposted
12.04.2016 um 09:45
von
perculia
For today's Legion news, we have Holy Priest spell animations and minimap level improvements. TradeChat also conducted an interview with
Warcraft
movie director Duncan Jones. Finally, there are blue posts on raid testing, Mythic+ dungeons, accidental transmog items part of the mail to plate conversion, and 4/11 hotfixes.
Holy Priest Spell Animations
Today we're looking at another healing spec--Holy Priests. This is our 23rd Legion spell animation video; we have a
playlist
if you want to catch up on the other specs.
Here's a look at
T'uures Segen
,
Licht von T'uure
,
Apotheose
,
Symbol der Hoffnung
, and
Strahlende Kraft
:
Duncan Jones Interview
TradeChat
toured the
Warcraft
movie set and conducted interviews with many cast and crew members! First up in her interview series is director Duncan Jones.
Below are some highlights from the interview:
Duncan Jones: Way back when, the script that I was shown was obviously a pre-existing project that was worked on for a while, was very human eccentric, and my take was that the beauty of the game is that there are heroes on both sides.
Duncan Jones: The story is about, that in a conflict like this, there are reasons that go beyond good versus evil, a lot of it is about a situation that just doesn't seem to have any peaceful resolution.
Duncan Jones: Everyone wants to make the same kind of movie again, and I didn't want to do that. Some of you may know that i'm a gamer from a long time and the opportunity to take a true world building project, on this kind of scale and start it from scratch, not do a sequel, and actually be there from the beginning, I just wanted to do it.
Duncan Jones: I wanted that build up, we have seen an awful lot of films that they spend, you know, fifteen, twenty, twenty five minutes, watching epic battles, and not actually being invested in any of the individual participants, and I wanted to have something where you really cared about an individual and how it builds up for them personally.
Duncan Jones: For me personally it was always about making a film which stood in its own right. The biggest challenge for us, isn't about getting Warcraft fans to come and see this film, it's opening the minds of people who haven't played Warcraft before and make them feel comfortable, that this is a movie that they're really going to enjoy even if they know nothing of the Warcraft world.
Legion Minimap Improvements
Several weeks ago, we shared some Legion minimap improvements; nodes underground (or in a building) were greyed out. This system has further been refined. There are now arrow indicators showing which direction the node is in - up or down.
Blue Posts
Transmog
Zugsworth
Stahlfelsstulpen
- a quest reward that I had to grind Timbermaw rep to get (the only gloves in that style/color in the game).
Thank you for the report. As a result of this post we uncovered a bug in our data conversion that had been a little too aggressive. These items, and other level 40+ Mail items that were erroneously changed to Plate, will be reverted in a future build.
Hotfixes
Blizzard
Raids and Dungeons
Legacy
Terrace of Endless Spring
Fixed an issue where defeating Protectors of the Endless may cause players to not receive loot if Protector Kaolan is defeated last.
Legion Raid Testing
Watcher
Obviously we've been experiencing significant technical issues. We've been trying to diagnose them, but they're beyond the scope of anything that can be addressed in the short-term (infrastructure/back-end issues, as opposed to just a simple code bug that can be fixed). As such, we're canceling today's tests. They'll be rescheduled.
I realize it's frustrating to carve time out of your schedule and then be unable to actually play. If there were anything we could do to prevent this, we would, but an alpha/beta environment is inherently less stable and polished because of how things are changing constantly, both in obvious player-facing ways but also in terms of behind-the-scenes tech. I apologize, but I honestly can't say that it won't happen again - it might. The disclaimers that accompany each raid testing announcement aren't just empty words.
A wave of alpha bans went out for users who took to the forums to spam/troll about server instability:
Mythic+ Dungeon Feedback
Watcher
Thanks for the great feedback so far, and lots of useful data. I haven't heard much about the Volcanic affix - any thoughts on how that one played out when it was active?
In the next build, Necrotic should stack a bit more slowly, but now also reduces absorbs taken as well as heals. Decay seems like it's probably more of a nuisance than an engaging challenge right now, yes? We're still thinking through possible changes with that one. Otherwise, the other affixes seem to have played out largely as envisioned, in terms of modifying gameplay.
We're keeping an eye on melee-unfriendliness concerns. We specifically avoided making any affixes that felt particularly punitive to melee players; it may be an issue with some specific Halls of Valor mechanics. It's fine if some bosses, or even some dungeons, are less favorable for certain specs or classes; it's not acceptable if the same specs are at a disadvantage in most or all of them, though.
Not much is likely to change in the next alpha build, but the next steps after that will be porting this system to the other 8 dungeons (Violet Hold will not be part of the keystone system - wave events and timers don't really play well together in a satisfying way).
Bolster in its current state where it effects boss encounter adds is a little bit more situational but leads to the same problem in fights where there is no way to avoid killing the adds to progress/survive the encounter. The most obvious examples of this are Helya and Cordana.
The fact that it affected things like Flames of Woe and Stormforged Obliterators was actually a bug. They should be considered part of the boss encounter and be exempt. While it was possible to handle Bolster on them, as you note, there are other encounters where it would be entirely broken.
Insight on Order Hall Missions
Some additional thoughts on the concerns that have been raised in this and other threads, loosely paraphrased:
Don't you understand that no one likes missions? Why are you keeping any piece of the system?
We understand that many players are unhappy with garrisons, and in particular with the prominence of follower missions in Warlords of Draenor. We're certainly not sitting around, saying to ourselves, "Wow, everyone loves managing followers and doing missions; let's just copy/paste this feature into our next expansion for an easy win!"
We agree that, especially in the long run, the balance of content and rewards between garrison missions and core world content was a big problem in Draenor. Players too often found themselves without much reason to bother with dungeons or outdoor content, possibly logging on to raid or PvP, and otherwise just checking in to collect mission rewards and send followers out on new ones. And after a little while of that, it's awfully easy for it to stop feeling like a proper MMO experience.
We've tried to tackle this problem throughout our design of Legion. We've focused on replayable and varied outdoor world content and dungeon content as the heart and soul of the Legion endgame, and on reward systems that will support the continued relevance of those systems.
But at the same time, there are people who do enjoy the mission minigame, and there are some positive elements, such as a bit of offline progression, and the fun of looking forward to a reward waiting for you when you get home and log in. Not all aspects of the game are intended to appeal to all players - that's part of the challenge of creating a single game that is played by such a diverse audience with different preferences and playstyles. But while garrison followers and missions were a substantial portion of the content in Warlords, Order Hall missions are probably more like 3% of Legion.
I understand that there is a fair amount of cynicism, and there are some who are probably reading this right now and thinking that it's just a bunch of nice-sounding words trying to cover up our sinister plan of mission-table supremacy. But even if we wanted to, we know that we can’t hide anything here. Well before Legion is in anyone's hands, people will be experiencing the system in its entirety in beta, and we'll be judged on that basis.
But there's key player power at the bottom of my Order Hall tech tree, so isn't that gated behind missions?
Actually, no. As I mentioned in my post in the Alpha forums, what players are seeing in Alpha right now lacks context, admittedly because we haven't provided much. The research you can initiate in your Order Hall to unlock various perks, culminating in a strong player-power reward, requires Order Resources. Order Resources are not in any way gained through missions. You gain Order Resources from quest content: from the one-time Order Campaign quest arc, from treasures around the world, and at max level from outdoor world quests. If anything, missions are more likely to serve as an outlet for excess Resources once you have your research needs covered.
The Order Hall campaign immediately has you do missions that take a day to complete. That sounds terrible.
That's good feedback, and definitely the sort of thing we may adjust. Let me try to explain the intent here: The core of the class Order campaigns is epic quest content that is custom to your class. If you're a Death Knight, you might be working to raise a new set of Four Horsemen who are powerful enough to stand against the Legion; as a Mage, you may be investigating a plot that threatens to undo Dalaran from within; and so forth. That's what the Order campaigns are. We start you on these chains during the level-up experience, but they're intended to be a story that unfolds over time, complementing the game's level-up and endgame progression.
In Warlords, when we had the Garrison campaign quests, we presented a new one each week, but there was no real indication where the next step would come from, or how long you would have to wait in order to continue. This time around, we want to avoid having gaps where there's no quest in your log. Having occasional steps where we ask you to run a few missions with long completion times seemed like a more elegant way to do that, allowing us to weave in a bit of storytelling, as opposed to just "hey, come back next week for the next step."
I understand that most of the discussion is based on bits of information that emerge from the Alpha, and I know that it's difficult to truly reassure you when you haven't yet seen the things I'm talking about firsthand. But hopefully trying to share our goals and philosophies, as well as acknowledging past missteps (we hear you - really!), can provide some guidance about where this system is going to end up when it's complete.
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