Novidades do Cataclysm

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Novidades do Cataclysm

Post by digital on Mon 27 Sep 2010, 5:33 pm

A Blizzard tem lançado várias novidades sobre o Cataclysm através dos seus fan sites. Entre as novidades a mais importante será com certeza a remoção do Path of the Titans do Cataclysm. Depois de recentemente ter publicado um preview das árvores de talentos de algumas classes, mais novidades surgem levantando um pouco o véu sobre o que nos espera no Cataclysm.
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Re: Novidades do Cataclysm

Post by digital on Mon 27 Sep 2010, 5:36 pm

Path of the Titans e o Sistema de Glyphs
Path of the Titans removido

O remover do Path of the Titans é quanto a maior novidade desilusão. Penso que por esta altura a Blizzard já deveria saber gerir o que deve ou não anunciar, correndo o risco de mais casos semelhantes ocorrerem. Quem não se lembra das inúmeras features cortadas na beta do WOTLK? Heroic Leap, Camouflage, entre muitos outros, a grande maioria deles aparece agora para o Cataclysm (até agora, pelo menos). Resta saber se vamos ver um Path of the Titans na próxima expansão do WoW.

Path of the Titans



O Tom Chilton explicou que a Blizzard decidiu remover o Path of the Titans porque balancear o mesmo estava-se a tornar demasiado complicado para ser minimamente interessante. Já tinham removido grande parte do que tornar o sistema único e como tal decidiram riscar o mesmo de todo. Em vez do Path of the Titans a Blizzard tenciona re-trabalhar o sistema de Glyphs.


Code:
Blizzard · Path of the Titans

A big part of game design is triage — knowing when something is good enough, knowing when something can be good with just a little more work, and knowing when something is a lost cause… at least for now. There are very few WoW features that we kill outright. Most go into a design parking lot, and we get together every few months to review those features and consider what to work on next.

[...] Fortunately, one of the benefits of being Blizzard is we don’t have to ship a product until we think it’s ready. Our marketing department works with us on the game, but they understand that when the game is ready is ultimately up to the team. We didn’t cut it because we ran out of time. We cut it because we didn’t think the design we had was fun. At the high level we still like the idea, and if we can solve some of the problems we might bring it back in the future.


e still think it would be cool to add some kind of post-game progression to allow for player customization, but we would have to be very careful and do it right. Nobody wanted to see a feature that felt like it delivered on half its potential. Nobody wanted to be thinking about how we were going to “fix the flawed Paths system” in 5.0. If we can come up with a design we like, then we’ll try again in the future.
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Re: Novidades do Cataclysm

Post by digital on Mon 27 Sep 2010, 5:40 pm

  • Novo sistema de Glyphs




Clique para ampliar

Na opinião da Blizzard o sistema de Glyphs não trouxe ao jogo o que eles pretendiam. Originalmente os glyphs tinham como propósito trazer mais customização e diversificação entre chars, o que como todos sabemos falhou redondamente. Os glyphs tornaram num sistema simplificado de talents onde toda a gente escolhia os mesmos podias existem sempre “os melhores”. Os minor glyphs que pretendia ter um factor mais de diversão (fun factor) em relação aos major glyphs foram igualmente um desilusão. Para a maioria das classes os minor glyphs eram no máximo marginalmente úteis em alguns dos spells menos utilizados do jogo.

Ao remover o Path of the Titans a Blizzard pretende remodelar o sistema de Glyphs introduzindo um novo tipo de glyph, Medium Glyph. O objectivo é ter um sistema mais flexível onde os major glyphs continuam a ser os mais críticos e onde os medium e minor glyphs trazem mais liberdade de escolha por não terem tanto impacto no output (tanto em damage como healing).

Resta saber até que ponto a remodelação do sistema de glyphs vai tornar o mesmo interessante ao ponto de parecer e funcionar como algo distinto do que temos hoje em dia no jogo, isto é, algo digno do que prometeram com o Path of the Titans.
Progressão de Guild

Mais mudanças ao já anunciado sistema de progressão de guilds onde a ideia de Guild Currency foi riscada. Originalmente pensado como um sistema de “dinheiro” dentro da guild que permitiria comprar mounts e tabards para a guild foi agora inserido no sistema de Guild Achievments e Guild Reputation. Os rewards (prémios) poderão ser adquiridos usando gold em vez do agora defunto guild currency. A reputação da guild pode ser melhorada através de variadas tarefas, como completando quests, fazendo rated battlegrounds, progredindo nas raids e obter guild achievments. A ideia é premiar as guilds pelo progresso em end game atribuindo no fundo um nível à guild. Um char irá ter para além dos achievments individuais os guild achievments, muito possivelmente os mesmos serão apagados ao sair de uma guild para outra.
Guild Leveling

O conceito inicial de Guild Talents foi removido. O facto de uma pessoa, o Guild Master, decidir por toda a gente na guild quais os talentos que a guild deveria ter, levou a Blizzard o guild leveling para um sistema por níveis em que não há escolha do tipo de prémio (perks) para a guild, simplesmente quanto mais alto for o nível da guild mais benefícios terá. Não foi ainda explicado como funcionará exactamente o sistema de guild leveling, mas pode-se concluir que deverá estar ligado a vários factores como nível geral dos jogadores, guild achievments, end-game raiding, etc.



Code:
Blizzard · Guild Leveling

Guilds are, for the most part, groups of friends. We don’t want features to drive wedges between them. We don’t want you to guild hop looking for the talents that suit you best; we want you to play (or in many cases keep playing) with your friends. With a talent tree, guilds would naturally have different talent trees, which creates a reason to bail or guild hop that doesn’t exist today. If you didn’t like the direction the guild was taking (for example, you were a PvP guy with a GM focused on raid-progression) you might feel like you should leave. That can happen today of course, but you can also stay in a PvE guild just because you like the members even if you don’t participate in the same content because you’re not losing out on inherent guild benefits.

Furthermore, we felt like the decision-making, for many guilds, would be up to a relatively few people, possibly as few as the guild master. Talent trees work for classes because the decision is up to you. We didn’t want to create the risk of drama over choosing those talents or even not being consulted in choosing them.

Another advantage of the perks system is that it’s easily expandable. If we want to add new levels and / or perks in later patches or expansions, we can, without having to rejuggle a talent tree.


Guilds aren’t a new feature for WoW, and we are really sensitive about imposing any kind of structure on them that might make you feel like you aren’t supposed to stay with your current guildies any longer. To that end, there were flaws with guild talents that we didn’t like.


Raids

Para além da já anunciada decisão de tornar os formatos de 10 e 25 jogadores mais semelhantes, tanto a nível de dificuldade como de prémios (drops), foi revelado agora a possibilidade do raid leader dividir um grupo de 25 em 3 grupos, dois de 10 e um de 5. Esses 2 grupos de 10 podem continuar a raid a partir do ponto em que o grupo foi dividido, os 5 restantes podem-se juntar a outros 5 e continuar igualmente a partir daí.
Raid Lockout

O raid lockout foi tornado igualmente mais flexível. No Cataclysm um jogador não fica preso a um Raid ID, este pode-se juntar a qualquer raid desde que essa mesma raid não tenha bosses que o jogador já tenha morto. Isto é uma excelente novidade para quem gosta especialmente de fazer pugs. Juntaram-se a uma pug, mataram o primeiro boss e saiu toda a gente? Não há problema. Encontrem outra raid qualquer que já tenha morto esse mesmo boss e podem continuar sem problema.

Code:
Blizzard · Glyphs in Cataclysm

Medium glyphs are the kind of glyph you’d take if you had more choices. For example, a Fury warrior these days in PvE probably takes Execution, Whirlwind and Heroic Strike. Why wouldn’t you? You hit all of those buttons a lot. The glyph of Cleave isn’t bad, but you just don’t find yourself in situations where you would use it as much as Heroic Strike, so it just never competes. If it wasn’t competing with Heroic Strike though, say it was in a different category, then it might be worth considering. Bloodthirst would be an excellent medium glyph, because it is useful but doesn’t contribute to dps. Medium glyphs are good for situational abilities, cooldowns, defense and utility.

Now having said that, we are also taking a hard look at the major glyphs. Glyph of Sprint (movement speed) is a pretty interesting one. It is probably a dps increase given that it helps your time on target, but it’s hard to put a number on that. It’s very easy to put a number on Glyph of Eviscerate (crit chance). It’s a math problem. That glyph is either going to be demonstrably better or worse than the other majors, leading to the cookie-cutter mentality. We already have plenty parts of the game where there really isn’t a wrong choice to be made — with enchants and meta-gems for example, there is typically a right or wrong answer given that we don’t make several per spec. We do make several glyphs per spec, so we think they can be cooler. Customization was our original design for glyphs, and frankly we just didn’t deliver on it. They feel like talents, and pretty simple talents at that.

The challenge for us is that ALL glyphs have to follow this model. If they don’t for some classes, as happened in LK, then eventually the whole thing unravels. We have a much better feel for what makes an interesting gylph now. I’m not going to promise we’re going to deliver on it this time around, because we weren’t able to the first time. But it is a goal and we’re going to spend a lot of time on it. (Source)

Non-Consumable/Learnable Glyphs in Cataclysm
Making glyphs more interesting to every player is more important than making consumable glyphs a reliable money-maker for Inscription, given that there are plenty of other ways to handle the latter.

Minor glyphs are fine in our opinion. They weren’t intended to offer power and they are certainly much more flexible than major glyphs. Some classes need some better minor glyphs though (e.g. warlock).
E vocês, o que pensam destas alterações?
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Re: Novidades do Cataclysm

Post by Desiredpiss on Mon 27 Sep 2010, 5:41 pm

ahh, I think they are trying to fix everything "went wrong" in WOTLK, give even roll these stresses, as with any change. but I think that the cataclysm will be the best of the expansions, I'm anxious. = D
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Re: Novidades do Cataclysm

Post by Felix on Sun 17 Oct 2010, 5:12 pm

Cataclysm Preview: District mission werewolf novice



Since long ago, almost every World of Warcraft players are asking, silver 松森林格雷 mayn behind the walls of what had happened, residents Gilneas what exactly happened upon the story? And now, with the third expansion the "big disaster" to unveil the mystery, we finally have the opportunity to glimpse its what - in the "Blizzard Carnival" show, Blizzard gives some novice area mission werewolf trial, the story was finally revealed Gilneas.

Werewolves do not cry

In fact the player is not an easy deformation of a werewolf, the first player in the game are just ordinary civilians Gilneas, but with the level raised to six, you will, unfortunately, of people suffering from animal diseases, and since then, remaining in your soul the point that humanity will start with the wild never-ending thirst for battle, you have to find a cure for disease in animals of the recipe - and more frightening is the element of rage has been threatening to Gilneas Kingdom, in a dramatic After the earthquake, major disaster will be dragged into the sea ... the Kingdom of Gilneas ...




Set the map Gilneas

Blizzard provided in the demo, players will have the opportunity to use a pre-werewolf character, the starting level is level 6.

After entering the game, players will find that the inhabitants of Gilneas have been the beast of erosion loss of mental illness bloodthirsty, in the first task, you must try to heal itself through drug cursed beast of the disease, it can only be successful if you can not and say goodbye to the world of Azeroth. But the doctor for your injection did not count the first injection can be effective, he concluded that you do not have enough willpower to get rid of the bloodthirsty werewolf craze and ready for you to be a break - lucky 吉恩格雷迈 arrived en and to convince doctors try to save you once again - Praise the Light, the second last play of the efficacy of total injections, you have temporarily changed back to human form again ... ...

It must be pointed out that the werewolf is a very interesting race, he can switch between the two forms, for example, players can battle in the case of non-werewolf and ordinary people are free to switch the two forms, of course, Blizzard designed for the morphological changes of a very cool visual effects.

Darkness is a very interesting race flying talent, similar to the thieves sprint, you can use this ability at any time, both of rapid evacuation in combat, but also rapidly close to your goal.

Peeling werewolf who is tailored for the ethnic talent, not only can reduce the cast time of peeling, skinning skill cap increase, and werewolves who will never get rid of peeling peeling knife trouble - although it sounds not so cool, but the game itself, this is a good attempt.

As for penance and the evil of these two talents, purely from the literal meaning is not difficult to understand them.


Werewolf original painting

Go! Go around!

Received the first two tasks werewolf City of aggression against the forgotten army, killing the forgotten soldiers, and threw Zhayao Tong to hate all to hell. Of Warcraft players, these two tasks can be said to be easy to use. There are three tasks in this follow-up after the mission, were forgotten in the direction of the farm block's offensive, killing more of the forgotten soldiers; three refugees in a war zone looking for orphans, to bring them to the cellar to hide; and finally, you want to use the Forsaken enemy catapults to send warships to their handlebars, and kill the Forsaken Captain!
:?*№):
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Re: Novidades do Cataclysm

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