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Old 06/11/09, 5:26 AM   #101
Camaris
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As a WoW veteran, I'm sure I'm supposed to be upset about those mount changes, but actually.. it looks like a rather nice change. Walking across low-level zones isn't particularly cool, and compared to current zone design, you need to move a lot (constant running between Raven Hill and Darkshire, now doable with a level 20 mount!).

I suppose this could mean that in the next expansion cycle, the artificial Cold Weather Flying barrier would probably get ditched as well.

So what could this possibly say about Swimming Mounts? The current Sea Turtle is 0% land/60% water, and requires Apprentice Riding (75). We might not need new skill levels if they add better swimming mounts to the three higher Riding levels. Journeyman could be 100%, Expert 150% and Artisan 280% swimming. Of course, this assumes that the Sea Turtle is more than just a quirky rare drop.

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Old 06/11/09, 6:38 AM   #102
klüger
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Originally Posted by Camaris View Post
I suppose this could mean that in the next expansion cycle, the artificial Cold Weather Flying barrier would probably get ditched as well. .
For northrend, I'm sure that will happen, but there will be something similar in place for the new expansion. They specifically said that it was there to let people experience the content at something resembling the designed pace, and not just zoom by everything.

grutak: I believe it is. Not only accessible at lvl 60 but also at 150 or 160% speed.

Last edited by klüger : 06/11/09 at 10:26 AM.

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Old 06/11/09, 10:22 AM   #103
grutak
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Is expert riding skill(basic flying) speed percent being buffed? Isn't it 60% flying live now?

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Old 06/11/09, 10:27 AM   #104
Jebraltar
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Blood Elf Paladin
 
Staghelm
Yes, it is being buffed. This is going to make Hellfire Peninsula a lot faster.

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Old 06/11/09, 11:38 AM   #105
barrettj
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Regarding the mount changes - has it been mentioned if this means druids will get flight form at 60, too? Or maybe even 58 (though I highly doubt it).

Also, I've seen no comments on it, so I'm going to highlight one of the changes as I missed it the first time reading through: cast times for summoning all mounts will be reduced to 1.5 seconds, down from 3 seconds - I can't wait for this!

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Old 06/11/09, 1:36 PM   #106
Calixtus
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Originally Posted by barrettj View Post
Regarding the mount changes - has it been mentioned if this means druids will get flight form at 60, too? Or maybe even 58 (though I highly doubt it).

Also, I've seen no comments on it, so I'm going to highlight one of the changes as I missed it the first time reading through: cast times for summoning all mounts will be reduced to 1.5 seconds, down from 3 seconds - I can't wait for this!
I'm not entirely comfortable with the PvP implications of that change. As it is now, if you need to run (fly is a different matter) somewhere that's less than 6 seconds away, you should not mount. If you're in town, you can pretty much stay mounted, or you'll cover short distances. If you're out killing mobs or questing, the mobs are either close enough for the next pull, or you're crossing a larger distance. If you're raiding, you're crossing large distances, or not mounting at all.

Disregarding PvP, there are very few cases where you the time spent mounting isn't just plain negligble. In the whole scale of the transit time, the "loss" of 3 seconds cast just isn't worth mentioning. But in PvP... Whether it's WSG or an arena, a single GCD out of combat to mount has a fair chance to make a difference. Call me afraid of changes, but I don't quite see a gain in any other area of the game that makes it worth the risk of introducing "mounted combat" in a, ah, somewhat backward manner.

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Old 06/11/09, 1:45 PM   #107
Lunkhedd
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Originally Posted by Calixtus View Post
Call me afraid of changes, but I don't quite see a gain in any other area of the game that makes it worth the risk of introducing "mounted combat" in a, ah, somewhat backward manner.
Well, it reduces the advantage druids have with gathering professions.

The change does make me wonder if they're planning to make shaman ghost wolf form instant cast without talents, since there will be absolutely no reason to use it at all outside of combat with lower level mounts and shorter mount cast times.

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Old 06/11/09, 2:21 PM   #108
Galanna
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Sounds great.
Another change I hope they will do is to remove all mounts from the global cooldown. At the moment, it is the case for some mounts but not all, I don't know why.

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Old 06/11/09, 2:53 PM   #109
Montegomery
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The changes to Basic Flying make a lot of sense. In BC flying was a convenience; there were very few places where flying was required. What flying was mostly good for was traveling across the huge gaps between Netherstorm, Hellfire and Shadowmoon. In Wrath, both Storm Peaks and Icecrown are effectively impossible without a flying mount, and both also feature significant vertical transitions. 60% speed was excruciating enough when everything was fairly flat, but constantly having to go up and down makes it undeniably tortuous. The extra speed boost will help significantly.

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Old 06/11/09, 3:35 PM   #110
zoombini
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Originally Posted by Zarhym
In the next major content patch we will be adding a few methods of improved transportation to areas of interest while leveling.

It is time for the denizens of Azeroth to witness the full might of the Horde as they do what they do best: employ goblins to construct zeppelin towers and float players across vast seas using sky boats. That's right, a new zeppelin route is being added in Thunder Bluff and will transport players to Orgrimmar. Isn't technology magnificent?

Also, brought to you by Azeroth's greatest users of magic, are all new portals coming to Stormwind and Orgrimmar. These portals will transport players directly to the Stair of Destiny at the Dark Portal. Travel is just so much more convenient when it's instantaneous! Players will then find that a new connecting flight path exists at the Stair of Destiny allowing players new to Outland easy and direct access to the city of Shattrath.
So my new DK doesn't even need to fly down to Stonard now . . .

I wonder if that portal will still have the level 58 restriction.

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Old 06/11/09, 4:10 PM   #111
Mideci
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Originally Posted by Calixtus View Post
I'm not entirely comfortable with the PvP implications of that change. As it is now, if you need to run (fly is a different matter) somewhere that's less than 6 seconds away, you should not mount. If you're in town, you can pretty much stay mounted, or you'll cover short distances. If you're out killing mobs or questing, the mobs are either close enough for the next pull, or you're crossing a larger distance. If you're raiding, you're crossing large distances, or not mounting at all.

Disregarding PvP, there are very few cases where you the time spent mounting isn't just plain negligble. In the whole scale of the transit time, the "loss" of 3 seconds cast just isn't worth mentioning. But in PvP... Whether it's WSG or an arena, a single GCD out of combat to mount has a fair chance to make a difference. Call me afraid of changes, but I don't quite see a gain in any other area of the game that makes it worth the risk of introducing "mounted combat" in a, ah, somewhat backward manner.
Well, by contrast, I've farmed/quested/whatever on my rogue and probably decided "to spend the time mounting or not" at least 5,000x over the past 4 years. Perhaps your experience is different and that's fine, but I think the gaps between a lot of things are just far enough the consideration is real. Halving that time is nothing more than a giant convenience, in my mind.

I'm sure high-end PVPers will adjust almost immediately to the changes, as they do to new abilities, buffs, nerfs, etc.

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Old 06/11/09, 5:15 PM   #112
barrettj
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Troll Priest
 
Perenolde
Just some basic math regarding the mount casting speed change:

One hour = 3600 seconds; we're saving 1.5 seconds per mount, 3600 / 1.5 = 2400 mount casts for one hour of saved time.

If you only logged in to do your 25 dailies, and it took one mount per daily, after 96 days you'd have saved an hour of staring at a cast bar.

If all I was mounting for was herbing: assuming 3 herbs per node, I would get roughly 7200 herbs from those 2400 mounts or 360 stacks. Assuming it takes 60 seconds to locate and pick a node (I'd be surprised if it takes you that long, but who knows, maybe my server has a lack of herbalists), that extra hour is 60 more picks x 3 herbs per = 180 = an extra 9 stacks of herbs.

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Old 06/11/09, 6:39 PM   #113
Bodhidharma
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Draenei Shaman
 
Whisperwind
Here's information regarding the question above about Druids.
The original Blizzard post was modified with the following reason:
"Update 6/11: For a list of changes to class abilities that result in movement speed increases, as well as a list of the factions offering flight skill discounts, see below."
World of Warcraft - English (NA) Forums -> Upcoming Mount Changes - Updated 6/11
Movement Speed Training By Class


* Druid

o Travel Form: Requires level 16
o Flight Form: Requires level 60 (150% flight speed)
o Swift Flight Form: Requires level 70

* Hunter

o Aspect of the Cheetah: Requires level 16

* Shaman

o Ghost Wolf: Requires level 16

* Paladin

o Warhorse: Requires level 20
o Charger: Requires level 40

* Warlock

o Felsteed: Requires level 20
o Dreadsteed: Requires level 40

Last edited by Bodhidharma : 06/11/09 at 6:43 PM. Reason: Adding Blizzard edit message

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Old 06/11/09, 7:01 PM   #114
Camaris
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I've never really been a fan of portals (or portal cities like Shat and Dala) from an immersion POV, but if NPCs can travel to the Stair of Destiny to fight the demons, we should (and will) be able to do that as well.

On a side note, wasn't it great how they added a proper "boat transition" world map loading screen to Northrend? I know it's just a loading screen made to look like a boat travelling over the world map, but it instantly makes Northrend feel like part of the world. Would it really be so wrong for the next Neutral city to not have portals, but things like zeppelins and boats to just tie the world together (Undermine would be ideally suited)? It's unlikely they will be going back to making things 'difficult', but I think not everything about old world travelling was bad.

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Old 06/11/09, 7:19 PM   #115
Montegomery
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Little touches like that help, but ultimately I think portals are used in the new major cities for a very simple reason, time.

Vanilla WoW had all points of interest spread and disconnected such that travel reminded you how big the world really was. This certainly contributed to what made the game interesting but it also contributed to what made the game difficult for players with limited available time. If it could take 15 minutes to get to where you needed to go, and you only had a hour or two, that's a very significant chunk of your time being eaten up.

Portals do shrink the world significantly. While we still fly from place to place in Northrend, the rest of the "world" now mostly consists of <insert city of choice here> and the Caverns of Time. There's no need to go anywhere else, save during World Events. As much as I enjoyed the 'big' feel of Vanilla, I don't think I'd trade 5 minutes a trip for that.

What I lack in intelligence I make up for in verbosity.

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Old 06/11/09, 8:02 PM   #116
adamb10
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Illidan
Alternatively I think the long travel times are fine for new players who haven't yet explored the world. I remember when I first started playing flying over zones I never been to, it looked pretty amazing. However for the veteran player who just wants to get to where they have to go, they dont need or want to see the world they flew over 100 times already.

I dont think WoW should have instant teleportation to anywhere you want to go but I feel this is a step in the right direction without making the world feel small. I imagine that if Blizzard nerfs transportation/leveling again, they'll do so by having every character know all the FP's from the start.

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Old 06/12/09, 4:07 AM   #117
Calixtus
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Originally Posted by Mideci View Post
Well, by contrast, I've farmed/quested/whatever on my rogue and probably decided "to spend the time mounting or not" at least 5,000x over the past 4 years. Perhaps your experience is different and that's fine, but I think the gaps between a lot of things are just far enough the consideration is real. Halving that time is nothing more than a giant convenience, in my mind.

I'm sure high-end PVPers will adjust almost immediately to the changes, as they do to new abilities, buffs, nerfs, etc.
My concern is that the adjustment will almost certainly be more frequent mounting-dismounting to move around the arena/BG. It'll be clunky, it'll make battles look and feel significantly less smooth with sudden jumps in speed, and it's going to affect the way distances are used. The gameplay impact here is going to be much larger than anywhere else.

And the consideration is, well, math. If you're in an area with a 100% only mounts, there's a 6 seconds running radius around you in which you should not mount. If you're going further, you should mount. This 6 second radius is approximately somewhere right above 40y - a fairly large distance compared to the distance between most mobs. The equalent distance for a 280% mount is (and apologies if the math is off, I woke up just now and not quite firing on all cylinders yet) 4,67 seconds, which on foot is, meh, somewhere above 31y.

The Ring of Trials is a circle with a 50-60y radius. Halving the cast time means that if you're going further than 20y, mounting is worth it. BEM and Lordaeron have terrain that makes for larger travel times still. It's altering gameplay by shrinking the distances of all arenas - making it harder to properly game those distances to score a kill - for a convinience elsewhere that is largely negligble. Obviously it's not an issue that'll make the Sky Fall Down And People Quit Playing, but then again, neither is the current mount cast times.

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Old 06/12/09, 6:25 AM   #118
Mideci
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Gnome Rogue
 
Stormrage
So I totally appreciate what you're saying and I'm sure it'll affect arena. But purely PVE, I am quite sure this change is one of those "not game-breaking but unbelievably welcome" things. It's going to make so much of the grind less unpleasant. And believe me, if you've done something like get exalted with Wintersaber Trainers for that alone, it's a godsend.

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Old 06/12/09, 8:29 AM   #119
 Falk
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Falk
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Remember when you could only select Flight Paths directly connected to the one you were at? No one complained when the ability to chain paths was added to the game.

While portals make the actual travel shorter and chaining flight paths don't, the issue is the same - QoL improvements to the game and reducing time spent on things which are no longer meaningful to the game.

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Old 06/12/09, 10:48 AM   #120
Ufthak
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Orc Hunter
 
Dragonblight (EU)
My 2 cents on the travel time issue, I would have tied it to the world explorer acheivements. Explore Kalimdor and Eastern Kingdoms get a land speed increase. Explore Outland and Northrend and get a flying mount speed increase.

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Old 06/12/09, 2:37 PM   #121
Leviathon
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Worgen Druid
 
Blade's Edge
The Isle of Conquest preview is up. Definitely sounds like it could end up being a fun improved version of AV.

World of Warcraft (en) Forums -> 12/06 The Isle of Conquest Preview

An island somewhere off the shores of Northrend. A rock, hardly worth a second look. But as insignificant as it may seem, this is no ordinary place. A sound of thunder as waves crash endlessly against rocky cliffs; a sound of fury as swords clash on the blood-stained fields of this island on the edge of forever.

Welcome to the Isle of Conquest.

The ongoing struggle between Horde and Alliance has turned many once peaceful (and some not-so peaceful) places into theaters of constant war. The Isle of Conquest is the latest such place, set to be the location of a battle of epic proportions over the island's precious resources.

An Alliance and a Horde general are fighting for dominance, overseeing the action from the safety of their keeps. Whichever side manages to eliminate the enemy general first will triumph on the island; failure to protect your leader will bring shame, dishonor, and defeat. There is no peace accord here, and it’s an all-out war between the factions.


Once More into the breach...

Isle of Conquest, a new battleground scheduled to make its debut in the upcoming content patch, Call of the Crusade, will pitch teams of up to 40 players against each other in a massive battle over this small island off Northrend's northern coast. To win, your team will need to make use of the island's unique strategic locations including an oil derrick, a siege workshop, and a fully equipped airship hangar. You will deploy devastating siege weaponry on the field; Light have mercy on anyone caught between you and your ultimate target, the general holed up in the enemy keep.

There are five points of interest on the Isle of Conquest for the factions to battle over. Each one offers its own benefits and strategic value. Which one will you claim for your side, and will it be enough to ensure victory?


Capture Locations

Consider your options before storming out of your keep to confront the enemy head-on. Spread throughout the Isle of Conquest are several capturable locations (as seen on the map), each granting a unique strategic advantage to your team.

The Oil Derrick: Located on the northwestern end of the island, this smudge in the Frozen Sea produces enough black gold to run a thousand siege engines. Taking this resource garners precious reinforcements and a continuous flow of honor to the side that controls it.

The Cobalt Mine: This snow-covered assembly, located on the southeastern end of the island, hides untapped supplies that must be harvested. Taking this resource grants reinforcements and a continuous flow of honor to the side that controls it.

The Docks: The western shore's docks will further expand your selection of siege weapons with the devastating new Glaive Thrower and the Catapult. Unleash the destruction of the Glaive Thrower upon the walls of the keep, or launch your invading party over the walls to assault the keep from within.

The Airship Hangar: This sturdy steel structure stands on the peak of Mt. Conquest overlooking the eastern side of the island, allowing players to board the airship docked there. This devastating weapon of war is capable of raining death upon the heads of your enemies and destroying enemy defenses. Once onboard the airship, players will find it comes equipped with parachutes enabling a strike team to drop into the enemy keep from above.

The Siege Workshop: Situated right between the Alliance base and the Horde base, this siege workshop occupies a strategic hot spot. Seizing it grants the controlling party the ability to utilize an arsenal of siege vehicles perfectly suited to reducing the enemy keep’s walls to dust and ashes.

Graveyards: There are five graveyards in the Isle of Conquest that are attached to different points of interest on the map: the Horde base, the Alliance base, an oil spill island in the center of the map (attached to the siege workshop), the northeast corner (attached to the airship hangar), and the southwest corner (attached to the docks).


Main Objectives

The Keeps: The Horde and Alliance keeps sit at opposite ends of the island. These citadels host four easily accessible defensive cannons set on the ramparts, capable of unleashing hot fury onto oncoming attackers. Additional explosives sit safely stowed in the base of the keep along the back wall. At least, they’re safe as long as they don’t fall into enemy hands. If they do, though, they can be employed to bring the stone walls down from within.

The General: Holed up behind the keeps' massive walls, the generals command their forces from a position of relative safety. Should the keep fall and the general be slain, the Isle of Conquest will fall to the victor.

Reinforcements: Isle of Conquest uses a reinforcements system similar to that of Alterac Valley. The clock is ticking and every individual counts. If too many of your comrades fall to the enemy the battle will end in defeat. Killing enemy players will reduce their reinforcements by one for each kill, Once your faction’s reinforcements reach their limit, so too does your bid for control of the island and the wealth of resources you’ve fought so hard over.

An island somewhere off the shores of Northrend. A rock, hardly worth a second look. A test of strength. A chance to prove your might, to crush your enemies, to make a difference, a chance for endless glory and conquest.

Will you seize it?

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Old 06/12/09, 2:37 PM   #122
Putts
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Shadowmoon
beaten to the punch...please delete.

Last edited by Putts : 06/12/09 at 2:39 PM. Reason: Poster above me beat me to it

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Old 06/12/09, 4:28 PM   #123
Kaejin
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Mal'Ganis
Here's to hoping that the objectives outside of killing the General offer enough of an advantage, or that killing the general is too hard to do without them, that this won't becomes another PvE battleground where players ignore each other.

I'm glad they're taking another shot at large-scale BGs, though.

Uulwi ifis halahs gag erh'ongg w'ssh.

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Old 06/12/09, 5:20 PM   #124
Aezoc
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Scilla
I am hoping that the PvE aspects of it are limited to just killing the general. Meaning no NPC guards, but also that the map is built to funnel the two teams into each other instead of past each other like AV. I admit that I'm a little underwhelmed with that description though; it sounds just like they've just mashed together AV, Strand, and AB and called it a new BG. I guess I was hoping for something a little farther from what we already have.

Although to be fair, a strike team parachuting into the enemy keep off an airship sounds pretty damn cool.

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Old 06/12/09, 8:40 PM   #125
Nemantopia
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I agree with the above two posts, the biggest problem with Alterac Valley [in my not-precisely humble opinion] is that killing the General is an instant win, and you don't need all four towers down to do it. There just wasn't enough incentive to hold strategic objectives, and even radically different Alterac Valley games usually turned out the same way. Both sides rush, first and second tower are taken and defended from reclamation, third and fourth tower are defended by anyone stuck at their faction's base, and once the main graveyards are taken it comes down to who was faster without strictly being better. PC interaction is limited to the occasional person trying to sneak a tower defend, forced Gazelle fights, and the path choke-points. Turning in secondary objectives, while fun and profitable, almost never comes up even when you have the faction recall talisman.

Isle of Conquest gives me a bit of hope that while I will still need to spend some crazy time in Alterac [mounts, oh boy!], the feel of Isle will replace that aching hole. Fights won't just depend on 'get in first' because there won't be any more freedom of passage into the main keeps unless you create it. Parachute or drop the walls, or you don't get in. Fights can easily become attrition wars [ever affectionately known as honor farms] where the oil and cobalt become the most important. If attention isn't paid to the airship, you can air-dropped and have your own explosive open a defensive gap. If attention isn't paid to the siege workshop, you don't get engines and have engines coming at you. If you don't take the shipyard, your siege is relatively weak. All in all, it sounds well designed, the AB/EotS like capture mechanics will keep things interesting, and (hopefully) fun. I'm really hoping there won't be anything ridiculous like 'Airship becomes only thing that matters', cause then it's just AV all over again, rush wins, no matter what.

As for mounting, I'm torn. Personally, the time saving for daily grinds and resource gathering, as well as leveling alts, is a huge boon since I don't want to run through the same content I've already obsessively gone through; and even if I did, I could do it much faster. The PvPer in me can't decide to cry fair or foul. On the one hand, this will reduce the advantage druids [and shamans] have because of travel forms in BGs and arenas, especially when flag capturing is involved (meaning catching them isn't impossible). On the other hand, I didn't want EVERYONE to get the advantage, which seems like a crap-fix, I'd rather the forms simply be restricted to base speed, or +20% tops, in arenas and any battleground; and of course, druids can still do it in combat which is another can of worms [unlikely to change, so I may as well quit griping].

Last edited by Nemantopia : 06/14/09 at 10:37 AM. Reason: blahblah ellipses, essay writing comma, semi-colon, period, freewriting bad. or something like that

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