What makes even less sense is that we already have to remember PVE vs PVP setups as it currently stands due to having separate specs for each. Some classes/specs remain pretty similar in both situations (ret pallies, et al) but some are completely different all together (say a combat rogue who PVPs as assassination). Some abilities behave differently, some abilities are exchanged for others. I don't see what the big deal is.
I love GC! His posts are clear, well-written, rational, and intelligent.Regarding professions: One of my greatest disappointments about WotLK was that there were no new patterns for master axesmiths. I worked my butt off leveling up that BS skill, only to find the axes I had worked so hard to make were not replaceable by anything else I could craft, and were essentially junk in short order. Good weapons for enhancement shamans are hard to come by.
Great interview, Malgayne. Thanks for posting it.
I have a question about the battlegrounds in world of warcraft.Becouse we cant get marks or warsong gulch or watever why do we still have those in are bags
I have a question about the battlegrounds in world of warcraft.Becouse we cant get marks or warsong gulch or watever why do we still have those in are bagsYou can hand them all in at your local Battlemaster for Commendation of Service on a one-for-one basis.
lol wtf? have you ever heard of admiring and looking up to someone? i'm sure if obama, or 10 naked playboy bunnies entered your room right now, you'd be entirely cool and collected :P
all i know is nothing new was developed for ICC patch for jewelcrafting, mining, enchanting, cooking or fishing(minus kaluak fishing derby). and that really irritates me. even if only one recipe per profession, something should be thrown in. i dont mind spending a primordial saronite on a recipe.also, one thing i thought would be cool for progression raiding was a super fish feast with a cooldown or something. maybe some ppl dont care, but when i know the raid will be falling apart shortly, i dont mind throwing some serious gold, feasts and scrolls at the situation if it helps.
I kinda like the article about cross account achievements,to have one achievement u done to be done on all your characters.What I would like to see in WoW are some combat cinematics or cut scenes of finishing moves in PVP and PVE.Like warrior does and it suddenly zooms on warriors weapon,warrior shouts "wraghhhhh" and then stabs the player or mob.Something like "Dragon Age:Origins" finishing moves if u ever played a game.Thats only one of thousand things I would like to see
I'm now thoroughly convinced that the people who write the code for this game are just bad, unimaginative, and terrible at this job.And we just think the idea of seeing Rend with a tooltip that says "In PvE, does this. In PvP, also...slows you, or does totally different things", it gets to be really hard to remember.Thank you so much for your awesome reply. I got so #$%^ed when I read this interview but you made my day I can say with confidence that I can sleep peacefully tonight.What $%^&ed me off about this interview:1.They didn't write another version for those who enjoy reading JUST the questions and the answers without all the side talk, laughs, and giggles.2.Ghostcrawler almost sounds proud of his mistakes along with his team that resulted in frostfire bolt the most recent spell they introduced to mages in wlk being discontinued 6 months into the expansion pack or less. Another example: They tried to buff frost desperately by glyphing icelance and they clearly intended for it to be part of the pve rotation but thanks to people who did enough theorycrafting they showed the rest of us that we're better off spamming frostbolt and ignoring icelance and in the end frost was still behind fire and frost on dps. I'm sure the rest of the classes have similar situations.3. Ghostcrawler came up with some great ideas from a gamer's perspective and I'm sure there are more ideas that he didn't mention but as a developer he says it won't happen. I think it contradicts with "We'll take the nightmare"I think you guys at wowhead are awesome and I love warcraft universe with everything it has to offer and I have high expectations for both wow and wowhead but sometimes they're met with disappointments and fans don't take them well including me.#$%^ you so much for your !@#$ed up reply. I totally enjoyed this interview but you just &*!@ed it up and remind me of all those stupid people out there.1.This is an INTERVIEW you are reading, about and towards ghostcrawler A PERSON, and mainly about his and the dev team's OPPINIONS rather than about content, it's about what they THINK is right and WHY. And you seem to be weighting hard on the fact that there is no mini-version with just information (which would seem pretty awkward when pulled out of context), yet I'm pretty sure you ever came up with the idea of making one yourself.2. I don't get why you're pulling forstfire bolt into this, instead of complaining about rogues' level 70 ultimate spell which is asmuch as useless in pve rightnow. Frostfire bolt spec was evne the best entry levle spec for mages and still serves nice during leveling. Ice Lance glyph was released very early, and while frost is not yet competetive for endgame raiding, I believe the main goal was more to let casual players who enjoy being frost also perform in raids when specced pve, but not at a rate where they deal only 50% of the damage of a *correctly* specced mage (though I must admit, I didn't recently look at what dps frost is currently at). Ok, they're not there yet, but they're trying without making frost retardedly OP in pvp all of a sudden. Frost is still mainly a pvp spec which is fine in pvp at the moment.3. You really think coders aren't doing good? You think they say, cross server raiding? too hard to code dude. No, it's also alot (and this isn't to the coders really, the coders aren't the people who come up with ideas, most of the time) of "how can we put this into the game so that it lasts, how do we handle ninja looting? (or simply needing on an item that one doesn't need) should the amount of loot one can win per be limitted per boss/wing/instancelock/week? These are things they need to consider and find good solutions for.I think you guys at wowhead are awesome and I love warcraft universe with everything it has to offer and I have no demands from wowhead and so they nearly never disappoint like most reasonable fans. Unlike the high demand of some retard-fans which accordingly get disappointed rather easily.
Okay, and here we go with my personal request, it's been done in other FREE to PLAY MMO's, so therefore, with the MILLIONS that WoW makes it should be easy. PLAYER AND GUILD HOUSING DAMMIT! *grins* And let the flames commence.Overall though, interesting interview. Nice job!Valic (Valistra, head of the Dark Edge of Light, MoonGuard Alliance side)
You were polite to EvilChookie, but while doing so insulted the average WOW player by saying most of us aren't smart enough to play Guild Wars. I know, can't win either way - somebody's feelings will get tweaked on this one. Besides, the point wasn't that Blizzard couldn't figure out how to code it - they just didn't want that level of complexity.
I'm now thoroughly convinced that the people who write the code for this game are just bad, unimaginative, and terrible at this job.And we just think the idea of seeing Rend with a tooltip that says "In PvE, does this. In PvP, also...slows you, or does totally different things", it gets to be really hard to remember.There's this little known MMO, called Guild Wars - and they managed this dastardly feat.Your point is 100% valid. But if you compare the sales performance of Guild Wars vs. WoW, I think the numbers come out in their favor on this one. I don't mean to say that WoW is necessarily better than Guild Wars, but I CAN say that WoW seems to appeal to more people.Now you could make the that WoW is for slope-browed neanderthals who have no taste, and Guild Wars is for the discerning MMO gamer—but by doing so, you'd kind of be proving GC's point. That level of complexity IS too much for the average WoW player. It's not too much for YOU, you're a smart guy—but WoW didn't become the biggest MMO phenomenon in the world by catering exclusively to smart people. They did it by being a game that even idiots could appreciate.I'm now thoroughly convinced that the people who write the code for this game are just bad, unimaginative, and terrible at this job.You're right. It's the most popular MMO by a mile because it sucks.There's this little known MMO, called Guild WarsIf Guild Wars was at all popular, your point may be valid. However given that it isn't, your example could very well be one of the reasons why people play WoW instead. Perhaps they like how it's done in WoW more than GW.Now for my 2 cents. I have played Guild Wars extensively, and played it for several years before I ever played WoW. I have now also played WoW since just before the release of burning crusade. My belief is that is that the reason why GW has fallen by the wayside compared to WoW is that its replay value was very limited. Once you completed the campeigns that was game over, except for PvP, hence the evolution of the PvE/PvP balance implemented in GW recently. They needed this to have the game balance out when you finnished the campeign. GW is a very well done game, and has semi-recently been reworked to add end-game PvE playability with achievement systems and hardmode zones and whatnot. World of Warcraft, on the other hand, is all about the end game. It has PvP elements, but the overall scheme of the game is progression raiding. I think there are some problems with progression and how it has become a secondary point in WoW, but that's another can of beans altogether. I like to believe that the people who work for Blizzard are trying to cater to the demands of the WoW player population, but when you have as many people playing as they do, it becomes very hard. (How many is it now, over 12 million? wikipedia said 11.5 mil in 2008 soooo....) They have been able to balance PvP to PvE, for the most part, in a huge and widely marketed game. They probably could rework the way skills work, to have both PvE and PvP effects, but it would require a massive rebalance of EVERYTHING currently existing, as right now the game is (mostly) balanced to not have the PvP/PvE applications of spells. I personally would like to see the implication of PvE/PvP balanced spells, so that people who like to raid don't have to worry about nerfs to balanced PvE spells because they are unbalanced in PvP. This would be a great addition (maybe in cataclysm, since they are rebalancing much of the game already) to WoW, but it would also be a very difficult addition. However it is also my personal oppinion that WoW will never really balance well unless a system of PvP/PvE spells is implemented. Right now I personally think that PvP is pretty unbalanced, with PvE. Many skills that work well in PvE arn't as useful in PvP, or in some cases, become extremely overpowered. Also I don't think that resiliance is a good system to balance PvE/PvP combat. Personally playing a Ret pally is extremely hard in battlegrounds and arenas. We can't kill a well PvP geared healer. I can't really speak for other classes, as I only have 3 80's and my pally is my most extensively played, but I think that the skills and abilities paladins have are kind of broken. Example: I can kick the crap out of any number of mele classes (war, rogue, feral druid, etc) with some difficulty with blood DK's and MM hunters, but a healer will never have any problem staying alive while I beat on it for 20 minutes at a time, and not even loose any mana. This is just an example, there are probably similar stories from other classes/specs saying similar things "oh I beastmode x class but y spec always gives me trouble/kicks my @$$" etc. That is why I think a PvE/PvP setup for a skill would be useful in balancing the game. It would help to stop the rock, paper, scissors style of PvP balancing that hinders the true promise of the game. Ok, wall of text is done now.
I'm now thoroughly convinced that the people who write the code for this game are just bad, unimaginative, and terrible at this job.Quick, what's the maximum talentable range in the game for any class?How many talents affect fireball, in any of the mage trees?How much rage will an untalented execute consume at maximum?How much energy does Swipe (Cat) use?*roll* Keeping track of one ability is easy. Keeping track of all abilities and talents, and then adding a second layer of those, not so much.Here's the problem with your comment. You are assuming that any given individual HAS to know all those things. They don't. What's your main character? Don't you know your class inside and out? If you don't then you have no reason to be commenting on things like this. If you played from level 1 on your character and play for maybe an hour or 2 a day you will know what everything your class does, so the addition of a special PvP/PvE effect to a couple spells here and there won't be a big issue. There are already spells and talents in place that are more "PvP" or "PvE" oriented. You don't see warlocks fear spamming a raid boss do you? (yes there are a couple bosses like Rawr fromt he Karazahn Wizard of Oz event and some adds in BC bosses, etc.) And you don't see tanks taunting other players in battlegrounds either. (except in chat, which doesn't count.)
Re: Playing with real life friends across realmsWith the introduction of the Real ID system, why couldn't blizzard implement random dungeon Qs with people on your Real IDs? Or not even randoms. It would work like creating a game (in this case instance) and having players join. Similar to SC. I could be way off base but just my 2 centsDiablo II had a system where one person could create a world, and other people could join it. Making it a private or a public world was the host's choice. Couldn't blizzard do something similar for real ID instences?
Great interview! Thanks for sharing your thoughts with us, GC.The only part I'm really not so sure about is the notion that allowing more cross-server play would destroy the local server communities. Um, guys, that boat sailed already. Random dungeons and battlegrounds already opened the floodgates. Now we're stuck with the mess -- a system that's half-in, half-out of the "cloud". We're already dealing with the anti-social behavior this cross-server anonymity creates. It brings out the worst behavior in players. Having more cross-server play might actually help to solve some of these problems. People would be a little less prone to taking advantage of each other if they knew there might be social repercussions. The wronged player might actually show up on your server, might actually be able to email your guild master, etc.
I really do not like making skills work differently in PvE than in PvP. Part of the fun of the game is finding new uses for PvE skills in PvP and viceversa. Making every skill usable in both environments with different effects in each one seems to me like a rather boring solution to balance issues.But it IS a solution, and a good one that really will ensure that the game becomes balanced.
I love how they completely DIDN'T answer any questions about their screwed up emblem system.You should see some of my posts on the imblance in the progression of raiding in LK. It all went to hell in a handbasket when they messed with the emblem progression in random heroics and "older" raids.
Great interview! Thanks for sharing your thoughts with us, GC.The only part I'm really not so sure about is the notion that allowing more cross-server play would destroy the local server communities. Um, guys, that boat sailed already. Random dungeons and battlegrounds already opened the floodgates. Now we're stuck with the mess -- a system that's half-in, half-out of the "cloud". We're already dealing with the anti-social behavior this cross-server anonymity creates. It brings out the worst behavior in players. Having more cross-server play might actually help to solve some of these problems. People would be a little less prone to taking advantage of each other if they knew there might be social repercussions. The wronged player might actually show up on your server, might actually be able to email your guild master, etc.Yeah, with Battlegrounds and Random Dungeons, the community of servers is overall dissipating as-is. And it's not really a bad thing, because for example I hate the community of my server and would love nothing more than to hang out with other people who, well, aren't the racist Brazilians that populate the remains of my dying server. And I think Random Raiding and RealID will help the flow of Cross-server interaction that I believe will start the cross-server community. Currently, cross-server play only exists in my world as a way to get honor and emblems, but I'm stuck with my server's terrible raiding and overall cruel people for everything else.The other thing I think needs to happen is a reworking of the Battlegroup, which not many people care to notice. The Battlegroup, while it allows you to do Battlegrounds and Dungeons with other servers, restricts you to only other servers that are in that battlegroup, while all other servers are off floating in ignorance to anything concerning you. And I personally am in a situation where I have one friend on Gurubashi (my original server), one friend on Executus (the server we're going to), another friend on Dentarg, and another friend on Anub'Arak. And aside from Dentarg and Executus, they are all in different Battlegroups, so there is zero interaction there.I support some sort of cross-server grouping system, where you can actually run around on a friend's server, quest with them, do raids and such, with just a few restricted features, like restricting trading between players and preventing use of your friend's realm's auction house (those are so each server can keep their separate economies), and preventing them from joining a guild on another realm (because that would just be a pain to implement and has many drawbacks). I totally would support cross-realm arena teams, as much as I object to the arena itself, as long as it stays I don't see why not.Just my two cents. Object to whatever, because I'm not a WoW Developer and don't entirely know the things that would need to be done to make it happen, but if you are and you do, just say so.
My overall opinion of this interview is that it is lacking. It is pretty cool that you actually got to talk to someone on the Blizzard team, but you really missed a chance to ask some questions here. I mean really, a MOOSE? That's the best you've got? Who cares about the moose? What about CAtaclysm progression raiding? What raids will be group to what tiers? Will there still be tiers? They are continueing badges right? Will progression be as messed up in Cata as it is in WotLK? Will they consider bringing back old raids like they did with Onyxia? I know that the older raids are a lot of fun, but it's hard to get people to do them at lv 60/70, and a well geared 80 can solo them, so it removes the challenge from them that made them fun. How about in PvP, will they work on balancing the rock<paper<scissors aspect of the game? It blows when you are a warrior and you bump into a boomkin and it ends up being an almost garunteed loss for you. I respect that these are hard questions and maybe not fully answerable, but come on... a MOOSE?I do appreciate the fact that the people on the WoWhead staff, and Ghostcrawler, if not the rest of Blizzard Entertainment, do make at least a slight attempt to share information with the consumers, but if all they are going to share is whether or not there MAY be a moose in the upcoming expak, why bother getting us all excited with "exclusive interviewz omgz!"Nothing personal about it, just dissapointing to not have any really new information in the exclusive interview; the new information is posted in a largely unadvertized thread paralleling this one, that I didn't even really know existed except for one of the other user's post on this thread. Hopefully next time harder questions will be asked by the WoWhead staff and jucier information dispensed by the Blizzard rep, whether it be Malgayne, Ghostcrawler, or anyone else. Thank you for sharing with us your interview though, it was a good read, and the posts relating to it are rather interesting and get me thinking about a bazillion ways I wish that WoW could be improved.
I'b be happier if they introduced a beaver into wow rather than a moose. It's our national animal.And they are ferocious.