The new method of storytelling in MoP seems
Interesting commentary on the concept of legendaries and their place in the game. It's nice to see it striking up a nice balancebetween grinding and luck. I like the re-implantation of the rarity factor, so that they can stay true to their name of LEGENDARY.Definitely a good idea that I got to see come to fruition here. The entire concept of rolling being reworked is going to be very interesting to see, I like the idea they have and they are doing mea pretty big favour by losing the mandatory grind and instead giving me a personal bonus that affects no one else. Hopefully this new take on loot helps eliminate the 'he stole my weapon' mentality and the frustration of rolling on loot. Auto-attacking: Enough said there, thank goodness they decided to X that idea. I figured it would feel wrong, the auto-attack is somethingso ingrained in World of Warcraft to take it out would definitely be detrimental to the experience. Also extremely happy about the glyph changes! Finally something interesting involving them. Overall I see they are really trying to eliminate that alienating grind and replacing it with fun things that not only further our gear, but also further our immersion into the experience as a whole. Smart move, because in the end the entire concept of WoW is immersion, is satisfaction,is being able to see your character, your investment, grow along with you as you game. I think these new features (a la farms, mounts, and achievements)are really going to take WoW to the next level and bring back the true enjoyment of the game. Hopefully with Mists we will want to log on every day and go and explore the new world, do new things, and keep doing them. That's what I'm hoping for.Brilliant interviews by the way!Cheers.
Thanks for this :)
Nice and informative Q & A!
Charm of Good Fortune, seems like the WoW version of a Ring of wealth.Something a lot of players talked about in RS was you have an innate vaule attached to you depending on what could drop. Now what that was depending on how much loot you risked in PvP you would get some of that back. The same was said for the PvE as well. If you lost enough loot to other players, whether it be from getting killed in PvP or another person won the item over you it didn't seem to matter, your chance at getting better loot increased. And when you finally get a good item, your chance would reset. Now that may seem like what GS was saying for the new looting in LFR. Everyone starts off at 0% chance. As they go on, those that get loot will get a lower chance, but everyone that doesn't get loot goes up some. Meaning if you haven't gotten loot you stand a better chance at getting it later on. Now with how RNG works and how it hates some of us, you can be at 99% chance to get loot and still not get anything. Also depending on the item that percent may change. Getting something like a bracer or boots may lower your percent by a little, but getting something like a weapon, trinket or even a tier item may lower it a lot.
The background music in the interviews is super irritating, especially since the audio quality of some of them is so bad.
It all sounds cool and fair: I'm just sad they're likely not going on anymore with the item squish :(
11 char slots LOL so fail been playing almost 8 years now but really thinking of stopping to play eventho i have annual pass and all11 slots rofl cmon give us just 50 slots and lets up pick where we put what
See, I wouldn't mind the J. Allen Brack one to have such a low volume, if they music didn't stay at the same absolute volume >_<
Can someone give me more explanations on the LFR part?
Good interviews. I'm definitely looking forward to it. It sounds like to folks at Blizz have been hard at work making some good changes.
Thank you very much wowhead, i was checking everywebsite with info, and you are the best! Congratulations!
I must say, I liked the interviews, but I switched to reading because the video editing where the questions are printed as text only doesn't work for me. They're sometimes not on screen long enough, and it means I have to actually watch at the video, rather than being able to just listen to them.
I disagree with the interviewer's opinion on the Pandaren female. She looks like reskinned dwarf and that's all I see when I look at her.Legendaries need to be redone. Put in two different quest lines for a "new" Sulfuron Hammer or Thunderfury and so forth that cuts steps if you have the old one. Legendaries should be rare and have a rare drop as part of the quest as well as steps you need to grind resources, gold, etc... for. So it's part RNG, part effort. You only get it if you're lucky, but if you can't get it if you're not also hard-working and do all the background work as well. But the end result should 1) be rare and 2) Grow with you as a character, like the Heirlooms do as people level up. This should be based on item level though, not the character's level. Then you don't need them to be transmoggable because people will be wearing them always because they are relevant items. I still think transmog is still a less common-sense idea than just armor dyes -- honestly I thought this was the direction Blizz was heading when they put in Inscription, but that's the direction Blizz wanted to go.I do like that they referenced Southshore and Tarren Mill. Those were oldskool PvP encounters and proof that you don't have to put in huge rewards to get people to spontaneously PvP. That crap went down on my Normal (RP) server regularly even though we didn't have to flag in Hillsbrad, we still did it just because it was fun. When they put in Resilience I knew that was the death of real-world PvP because people don't wear Resil gear around to PvE except maybe on PvP servers where there's a lot of random PK'ing in specific areas. You sac PvE stats for PvP stats and that's not fun.