Submitted By: TehSuq
Section I: Game Engine
Blizzard has one thing completely, undeniably
wrong: they simply dont know the definition of alpha.
Both Anarchy Online and WWIIOL were less polished and complete
three months after RELEASE than WoW is RIGHT NOW. In the five
hours I was there, the two demo comps ran non-stop, with new
players jumping in every 10 minutes. During that entire time,
one computer crashed-to-desktop one time and the other did
not crash at all. At no point did either computer lock up,
and the single crash was up and running thirty seconds later,
without so much as a reboot. To be honest, I wasnt looking
when it went down, so Im just ASSUMING it crashed; the
player could just as easily have accidentally exited the game.
I guess what Im saying is that over 10 hours of combined
run time, there was somewhere between 0 and 1 crashes. Perhaps
the IGN boys can say for sure which it was; they were paying
more attention to the game at the time, and might have noticed
what happened.
All the Blizzard agents were quick to report that EVERY aspect
of the game is still subject to modification, and will continue
to be modifiable until beta is well underway. In discussing
the details of the game, it seems clear to me that Blizzard
has made every effort to close NO doors in the design phase.
Often, I would ask a question and be told we could implement
that, but we havent decided yet if we want to.
In other words, it seems highly unlikely that Blizzard will
run into many structurally unalterable features in their game
(i.e., limited character slots because the engine wont
allow more, or only 10 buffs because the game cant be
made to handle more).
Right now, the game can (and often is) run in a windowed
mode. The booth systems were a power gamers wet dream:
AMD Athlon 2600+, Leadtek-designed NVidia GeForce 4 5950 Ultra
(if you havent seen this vid card, its basically
a heat sink with a little particle board attached), 1 gig
RAM. This system chowed through WoW like it was playing minesweeper.
This shouldnt be surprising, considering what I was
told by the dev: in his office, he runs WoW on two separate
machines. On the P4 1.8GHz with the GeForce 4200 Ti, the game
works PERFECTLY, with nary a hiccup. On his P3 800MHz (!)
with a GeForce 3 (!!), the game runs fine. Im thinking
we wont have a system hog on our hands, here.
The game is 100% customizable: all keys can be remapped,
and devs are working on revamping the interface right now.
There was some mention of the interface being customizable
with skins, much like the Real Player or Windows
Media Player has now, so as to change the look and feel of
your interface in the game. Whether that happens, and if so,
whether it happens before the game is released, remains to
be seen. The camera can be rotated to any position in three
dimensions, and pulled quite far back (if youve played
DAoC, the camera here is very similar). You can play in 1st
person or 3rd person modes, and the mouse scroll button adjusts
the cameras distance from your body. If the camera gets
close enough to you, 3rd person mode seamlessly transitions
into 1st person mode a very nice touch that looks quite
classy and polished. The ten slots with pictures in them at
the bottom of the screen are, as many have guessed, a hotkey
bar. Any useful traits can be dragged and dropped onto this
bar and accessed with the number buttons on the keyboard.
Also, there are multiple pages of these hotkey bars (apparently
about 10 of them), so you shouldnt have much worry about
running out of hotkey slots.
On to the game.
Section II: Skills.
World of Warcraft breaks abilities into two separate fields:
skills and talents. Skills are those items that do not directly
affect combat included here are languages, riding on
steeds, trade skills, and some miscellaneous abilities (discussed
more in other sections). Talents are combat-oriented abilities:
attribute increases, defense, regeneration, magical abilities,
holy specialization, magical resistances, slayer talents,
weaponry skills, invisibility detection, etc. As of now, there
are no racially restricted skills or talents, although the
devs expressed some hope that there might be racially restricted
skills later on. (More on talents later.)
Every level, a player earns 1 skill point. Talent points
start accruing at 10 per level, but increase at higher levels
(you actually earn MORE than 10 per level when you gain advanced
levels). Since the two channels are separated, you will never
have to gimp your character to participate in trade skills.
However, since skill points are level based, you will not
have level 1 trade mules. Currently, respecs are in
discussion, but not finalized: Blizzard doesnt ever
want a player to feel that they screwed themselves with a
particular spec. There was some discussion that a maximum-level
character might be able to acquire extra skill points through
buying them or questing for them, but this is far from decided.
With skills, there are three levels per skill. For example,
to get the first level of mining ability costs 3 skill points,
second level costs an extra 5, and third level costs 7 additional
skill points. While the dev mentioned keeping this concept
open for change in the future, there currently is no plan
to change skills to many cheap levels rather than
three increasingly expensive levels. One should
expect to spend roughly 10-15 skill points to max our a skill.
As of now, there are about 20-25 skills in the game:
- Blacksmith: this skill makes the chain and plate weapons,
as well as the metal weaponry. There is no separate skill
for armor or weapons; blacksmiths make both. In addition,
blacksmiths can make whetstones, consumable items that can
be applied to armor or weapons to imbue them with magical
abilities for a limited time period think of a whetstone
that could grant a sword +2 fire damage for 60 minutes. Blacksmiths
are important for tanks, but they need to be supplied through
mining.
- Leatherworkers: most characters will get their armor from
these folks. They make all leather-based armor. Furthermore,
they make the consumable leather patches which
imbue leather armor with special bonuses for a limited time,
e.g., a +3 AC patch that lasts 30 minutes.
- Clothiers (tailors): these people make clothing to customize
all players looks, cloth armor for pure casters, and
also the bags that hold your gear. There is no weight attached
to any items; your carrying capacity is limited only by the
size of your bags. As a result, these tailored bags will be
VERY important in the game. While the dev mentioned that magical
bags are possible, he added that there was no current plan
to implement magical bags of any kind.
- Enchanters: these people add consumable temporary enchantments
to any equipment; also, they can add permanent enchantments
to any item. As of now, there is no limit to the number of
enchantments that an object can carry, but that is obviously
subject to change for balance purposes.
- Cooks: these people make the food that we all enjoy. In
game, food increases your health regeneration while sitting
(example: I found jerky strips on some troggs I killed, and
they were labeled increases health by 98 points over
23 seconds while sitting. Think of food as portable
regeneration spells). Similarly, beverages (water, milk, etc.)
are to mana what food is to health. Right now, brewers might
be pulled out of the game until after release, with the current
plan being to roll beverage creation into the cooks
role in the game. Before you get sad, let me mention that
while brewing may be out of the game (for now), alcohol will
be IN the game. The devs mentioned that they are still hammering
out the details as to HOW alcohol will be implemented
one idea that I found hilarious and wonderful: if youre
a human male, were toying with the idea that alcohol
will make ALL humanoid PCs and NPCs look to you like a beautiful
human female for awhile. Classic Blizzard humor
huzzah!
- Alchemist: of course, these are the people who make your
friendly neighborhood potions. Just as smithing requires mining,
so alchemy will require herbology for gathering raw ingredients.
- Mining: calling all dwarves
mining is how we get metals
from the earth for making into weapons, engineered items,
and armor. Expect to find high-quality metal veins in dangerous
dungeons.
- Herbology: the same thing for gathering rare plants. Expect
to find high-quality herbs in dangerous dungeons as well.
- Fishing: I have to mention this one, because its so
nifty. You get a fishing pole and go to a stream, river, or
ocean. Cast into the water and wait. When your bobber dips,
quickly click on it if you were fast enough, youll
catch a fish; if not, you must try again! It was the only
example of twitch gaming in WoW, according to
the devs, but I saw it in action, and it looked like some
major mindless fun.
- Engineering: while engineering is quite useful to the engineer,
it wont be a very tradable skill. For instance: an engineer
can create dynamite to blow the bejeezus out of his enemy,
but to USE dynamite, you must have the engineering skill,
so it cant just be sold to other PCs like a potion could.
The one engineered item that IS marketable is that engineers
make the guns and ammo in the game. Right now, steam tanks
cannot be built OR used, although they appear in game as part
of the scenery here and there.
- Fletching: not yet in game, but coming.
Other skills include things like weapon skill (if you dont
start with the ability to use guns, spending some skill points,
not talent points, can acquire you the ability. Youll
never be as good with your gun as a native shooter, but its
a start), languages, cartography, camping (lets you make fires
useful for cooking skill) and riding steeds. For you
dedicated trade skillers, expect your craft to be valuable:
according to the dev, the best item of a particular kind might
be purchased from vendors, crafted, or dropped, and will change
as you level. (Example: maybe at level 5, the best damage-boosting
dagger is crafted, but at level 10 the best damage-boosting
dagger is dropped, and at level 25 it might be purchased from
a vendor. Also, at some levels there might be multiple identically
best items that overlap. Always, there will be
different KINDS of items, so that a defensive paladins
best 2H hammer could be significantly different from an OFFENSIVE
paladins best 2H hammer, which could differ again from
the magical paladins best 2H hammer. You get the idea.)
In order to train a skill, you must speak with the trainer
for that skill. Secret skills WILL exist: to get these skills,
you may have to journey far to find a hidden trainer who gives
you the skill you seek. Incidentally, if you dont have
a skill it does NOT show up in your skill list, so if you
havent found the Flaming Kitten Juggling trainer yet,
you will have no way of knowing that the Flaming Kitten Juggling
skill even exists. That having been said, the devs recognize
that spoiler sites WILL exist, and WILL propagate this information
widely. They have no intention of interfering with this. (Aside:
throughout my conversation, I got the distinct impression
that Blizzard has no starting opinion as to what the right
way to play the game is, and does not intend to impinge on
our own playing styles unless we are actually interfering
with the gaming experience of others. Power gamers and casual
gamers are welcome; trade skillers and adventurers, RPers
and spoiler-mongers: all have their place in WoW, and Blizzard
will not try to arbitrarily stop people from playing
the wrong way.) If you want to find stuff on your own,
you will get the reward of discovery; if you want to hit the
spoiler sites, youre welcome to do so. In fact, the
devs even mentioned that as hidden talents get
more widely discovered, the game itself could change: perhaps
an NPC in a barroom may mention the new skill to you in passing,
and even point you in the right direction, or start you on
a quest to ultimately find that trainer.
Currently there are about 20-30 recipes in game per skill.
(While recipes can be found or bought for gold, they will
never require skill points to gain.) The color of a skill
has NO IMPACT on the product made there is no quality
for items, there is no variable ingredient cost, etc. If you
are capable of making an item, you will succeed 100% of the
time, and the product you make will be identical to one made
by someone 100 skill points higher than you. Trade skills
in WoW are designed to be FUN. The are limited not by time
(trade skills are not the click-fest that they were in EQ,
and are not the timer bombs that they were in DAoC); rather,
the key slowing down trade skill advancement will be the gathering
of the ingredients. That will be time-consuming enough that
every item you make will be like a mini-quest in gathering
the ingredients. The color of the recipe (red to grey) only
affects how many points you gain in the skill when you complete
the recipe; it has nothing to do with the end product itself.
Some tradeskills will require the crafter to be in a specific
region: smiths need a forge, found only in cities and cooks
need a fire (any fire will do, and camping skill will let
you MAKE fires). Other skills (enchanting and tailoring, for
instance) can be done in the field.
Section III: Talents.
Every level, a character gains talent points (10 per level
early, MORE than that later on). These talent points can be
spent anywhere you do not need to speak with a trainer
to gain new talents. Your class will determine what talents
you have access to, and there are MANY talents to choose from.
To gain talents, you merely open your character screen (or
paper doll for you UO graduates) and click on
talents. Prices show up immediately. Unlike skills,
you can always determine ALL talents that you will EVER have
access to they will simply show up in red if you are
not yet of a high enough level to take those talents. All
talents will be combat-oriented. While skillful choice of
talents may create a stronger character, it will be IMPOSSIBLE
to gimp your character into unplayability by making really
bad choices. Examples of talents:
- Shield: warriors have access to the shield talent. If you
improve your shield talent, your character will benefit more
from equipping a shield. (Shields boost your armor and defense,
but a high-shield warrior will get a larger bonus to armor
and defense from a shield than a low-shield warrior will get
from the same shield.) Increased shield talent also gives
a player access to stronger shield-related skills, like bash
(stunning move) and wall (makes your character extremely hard
to hit, but completely prevents him from attacking).
- Weapons: melee characters can improve their talent with
a particular weapon. In doing so, they access new and deadly
weapon styles.
- Dual wield: rogues get dual wield talent at level 4ish;
Hunters also gain dual wield talent early in their career.
Other classes may be able to buy dual wield as a skill (not
talent) later in their career. Skill-based combat abilities
will generally be vastly inferior to talent-based combat abilities:
while a warrior who bought the dual-wield skill may be able
to wield a second weapon, the rogue who advanced his dual-wield
talent will be superior with two weapons due to having special
dual-wield styles and abilities (i.e., damage bonuses, etc).
- Defense: while armor increases your damage reduction (every
5 points of AC reduces the damage taken per hit by 1), the
defense talent increases your damage AVOIDANCE (makes it harder
for your enemies to land their blows on you).
- Archery: again, while most classes can buy an archery skill,
bow Hunters will have class-specific archery TALENTS, making
them superior with a bow.
- Offense: just as defensive talents can increase your defense,
so too are there offensive talents.
- Invisibility detection: stealth-haters rejoice EVERY
class has access to this talent if they want it.
- Magic ability talents for mages and warlocks.
- Holy specialization talents for paladins and priests.
- Magical resistance talents can improve your defenses against
certain classes of magic.
- Slayer talents can make you especially deadly against a
particular type of enemy.
- Regeneration talents can help those non-healers get back
on their feet more quickly, or survive fights more easily.
Sorry, folks while there will be a skill for unarmed
combat that anybody can take, there will be no unarmed talent
for any class currently scheduled for release. While you CAN
fight without a weapon, it will NEVER be the best choice for
you.
Section IV: Character development.
Every character will be completely playable that is
Blizzards commitment to the gamer. There will be no
class/race combinations that go unused because they are gimped.
The devs end goal is to have maxed-level characters
differ primarily because of spec paths, not racial characteristics.
In fact, I was told the primary differences between the races
are aesthetics and racial intrinsics (racial abilities). I
asked what all the starting racial abilities of all the races
were, but I was told that (1) they have recently changed those
around and (2) they are still in flux. The devs present did
not know off the top of their heads the racial abilities of
all races, nor did they feel confident that the ones currently
in place would be the ones in place when the game goes live:
that is an area that is currently actively being debated for
balance reasons. Blizzard has not yet decided whether they
want the racial abilities to be purely cosmetic, minor, or
major, and whether they should affect PvP or not. One thing
is for sure, though: there will be no negative racial traits.
(Again, this is in keeping with Blizzards goal of making
the game eternally fun.)
I did get a dev to tell me the mounts for EVERY race:
Orcs and Trolls both get wolves.
Dwarves and Gnomes both get battle rams. (No war bunnies!
Arrrgh
.)
Humans will ride horses.
Taurens will have the plains running ability instead
of a steed.
Night-Elves will ride giant cats, like panthers and white
tigers.
The Undead will ride dead horses (not skeletal, but expect
them to have bones and guts showing, in true undead style).
Nightmares will be in game as mounts, but they will be a
Warlock-only summonable mount (via a spell).
Due to the confusion from yesterday, I asked point-blank
about fighting on mounts; the response was that it is currently
unknown whether mounted fighting will be allowed or not.
Furthermore, races determine the taxis that each
race will take from travel nexus to travel nexus:
Humans, Gnomes, and Dwarves will ride Griffons.
Taurens, Trolls, and Orcs will ride Wyverns (although apparently
Taurens look rather silly on them).
Night-Elves will ride Hippogryphs.
The Undead will ride giant bats.
Also, most races will have their own language
that they can speak. The exceptions to this rule are the Humans
(who start out only speaking Common, the Alliance tongue),
Orcs (who start out only speaking Orcish, the Horde tongue),
and the Undead (who start out speaking Common AND Orcish,
and are therefore the only race capable of communicating across
factions without spending any skill points). While a Gnome
could choose to speak Gnomish, and therefore render himself
unfathomable to most Dwarves, he could also always choose
to speak Common, making himself understood to ALL alliance
characters.
When you create your character, you will be given the choice
of what race, class, and sex you would like to choose for
your character. Female characters are always shorter than
the male characters of the same race, by about 10-20%, depending
on the race. Taurens are the tallest race, and Gnomes are
the shortest. While I never saw the two next to each other,
judging by the other stuff around them Id have to say
that a Gnome female would probably stand roughly as tall as
a Tauren males kneecap.
The only thing in the game uglier than a Tauren female is
a Troll female. Please dont ask me to elaborate
Im already anticipating nightmares about them tonight.
Suffice it to say I dont expect to see many female Troll
characters running around in-game.
The most surprising sex difference was for the dwarves: while
dwarven males look like hung-over, half-dead coke-fiends (BURNING
red eyes and fierce scowls), dwarven females are actually
quite cute. And while I didnt cycle through all the
options, they didnt seem to have facial hair (thank
goodness). Oh, and the Gnome girlies are cute as a bugs
ear.
After you pick your race, sex, and class, you can then customize
features like your face, hair color, hair style, and skin
color. There are about 4-5 choices per feature for customization,
although I fully expect that number to rise markedly before
release. (Another nice feature: rather than having the
starting setup from which you can customize, Blizzard
automatically randomizes all these characteristics every time
you create a character. As a result, dont expect to
see a zillion default dwarves running around.)
At this point, you select your name, hit the create button,
and a cutaway scene starts: every race has its own cutaway
scene (or will; as of now, only the Undead have theirs in
game). The Undead cut scene lasted about 2ish minutes, and
gives useful back story information about the race. Right
now, you do not commit your account to just one faction when
you create your first character (i.e., you can have Horde
and Alliance characters on the same server and on the same
account); whether that will remain true at release I do not
know (although I doubt it for PvP balance reasons). The cut
scene uses the game engine, and the camera moves, eventually
stopping focused on your brand new character it is
a seamless transition into the game, and very snazzy. (Side
note: these are not the only cut scenes in the game; there
are already several others. As of now, most cut scenes revolve
around either epic quests or epic dungeons; i.e., when you
finish a stage of your epic quest, you could get a cut scene
advancing the story. Similarly, when you first enter a particularly
spectacular and important dungeon, you could get a cut scene
telling some of the story of that dungeon. This would happen
during the zone-in to the instanced area, so as not to affect
gameplay for you or those around you.)
Did you notice that I did not mention your stat selection?
Theres a reason for that: upon character creation, you
cannot alter your stats. Thats right: EVERY character
of a particular race/class combination will start out with
IDENTICAL stats. I asked a dev about this and I was told (QUITE
accurately, I might add): there was a common problem in a
previous MMORPG (*cough*EQ*cough*); a true novice, creating
their first character, could accidentally render that character
forever gimped by putting points into the wrong stats. Given
that at creation a player is LEAST likely to know what is
best for their character, Blizzard prefers to save stat adjustment
until later in the game, when the player has a better feel
for how the characters development should be handled.
Personally, I couldnt agree more, and I think Blizzard
made an unusual but brilliant choice here.
Upon creation, my character started with literally two quest-giving
NPCs IN SIGHT of me, their yellow exclamation points subtly
beckoning me closer. Quests are a major part of WoW: one dev
told me that his character has rarely been in a situation
where he didnt have at least two active quests on his
books, and that only because he hadnt ventured far enough
beyond his current zone. Oh, and when I say active quests,
I mean ACTIVE quests; the quests on his books were ones that
he could advance and even complete at that moment, rather
than 5 (or 20) levels from now. The quest structure is easy
and convenient. A player can (and at times WILL) get 100%
of their exp from completing quests. Another nice feature:
you can select a quest to be your active quest
at the moment; by doing so, you will get information onscreen
about what you still need to do in order to complete that
quest. Also, your mini-map will provide you with guidance
for finishing your quest; if you are close to a necessary
mob or an important NPC, a small arrow will appear on the
mini-map pointing you in the right direction to go in order
to help advance (or complete) your quest.
A characters combat damage rating will be determined
by their primary skill, whatever that may be for the class.
In other words, a stronger Warrior will hit harder, but a
more AGILE Rogue will hit harder. Your accuracy in combat
(to-hit rating) will be determined by your level, not your
stats (although stats may modify this; I was unclear on this
point).
Character advancement is expected to be quite smooth, with
the leveling curve getting more severe at a fairly steady
rate (no more hell levels or plateaus in your
leveling ability; 31 will be somewhat harder than 30, and
32 will be somewhat harder than 31, etc). The details are
still being tweaked, though, as is the maximum level. (Yes,
I asked point-blank; as of right now, the maximum level in
game is not yet determined.) Hear ye, hear ye: ALL classes
will be able to successfully SOLO all the way to MAX LEVEL
if they so choose. However, not every creature will be killable
by a solo character, and the best loot cannot be gotten by
a soloing player. On that point, I was told that you should
NOT need zerg mobs (hey, its their word,
they can use it if they want) to take ANYTHING down. Specifically,
I was told that while you might need 40 characters to drop
a truly epic baddy, you will NOT need 80. Ever. The speed
of leveling will be determined by the characters play
style (of course again, Blizzard is not going to tell
us how to play the game, and will make all paths viable and
enjoyable), but they are looking to probably have the average
gamer take at least a few months to reach max level, with
power gamers doing so (significantly) faster and casual gamers
doing so slower. Of course, even at max level Blizzard is
hoping to have lots for the player to do, be it trade skills,
PvP, exploration, loot gathering, guild diplomacy, etc.
Also, ALL classes will be useful in PvP, although their method
of balancing PvP is yet to be determined (i.e., will they
take a rock-paper-scissors approach of archer beats caster,
caster beats tank, tank beats archer, or will they try to
balance all classes against all others).
Section V: PvE and PvP.
I wish I had enough information about PvP to justify giving
it its own section; unfortunately, the devs are just now turning
to PvP issues and as a result much about PvP is either unknown
or unrevealed to the public at this time.
Enemies in WoW will NOT be cookie-cutter versions of one
another. Already, there are in-game tank mobs,
archer mobs, caster mobs, priest
mobs, and rogue mobs, each with different
abilities related to their category. For example, expect a
tank mob to have huge hit points, incredible defensive skills,
no ranged attack, and light damage-dishing capabilities. Expect
casters to be nuclear bombs at range, but soft and squishy
up close, with minimal melee ability, next to no armor, and
very low hit points. Rogue mobs will be DANGEROUS: flimsy
little wood-chippers capable of withstanding little in the
way of attacks but capable of producing AMAZING damage. Archer
mobs and priest mobs follow suit. Furthermore, the tactics
that a particular mob will choose will depend on their foes,
and will likely fight with strong AI. (Example: in game, there
is a mob called a Night Saber. These are the big albino cats
that the Night Elves favor. Well, if a Night Saber gets low
on hit points, it will cast shadow meld on itself and go invisible!)
Grouping will be dynamic and useful. As of right now, a players
buffs are limited only by stackability; e.g., a player can
have any number of buffs on at a time, but only if those buffs
can stack with one another. Two of the same buff, for instance,
will not stack. One character can only cast one buff on each
PC, so there will be no such thing as a useless
class to a group. (No longer will groups shun the second buffer
from their ranks.)
On to the individual classes:
- Rogue: the attack styles of a rogue fall into one of two
categories ones that build points (opening moves)
and ones that use points (closing moves). As we
have seen, when a rogue starts combat with an enemy, five
small white circles form in a semi-circle along the right-hand
side of the enemys image at the top of the screen. At
first, they are all white; as a rogue uses openers, more of
those white bubbles fill in with red. When all five bubbles
have turned red, the rogue gains nothing more from opening
moves. Every closing move will use ALL the red bubbles, and
without any red bubbles, closing moves cannot be used. The
more red bubbles consumed, the more effective the closing
move will be (either it will do more damage, be more effective,
or last longer). Every style a rogue uses, whether it is an
opener or closer, will consume some endurance; without endurance,
the rogues styles are unavailable. Early on, rogues
gain the ability to dual wield. While 1H weapons do roughly
have the damage of a 2H weapon, there are times when two 1H
weapons will be preferred and times when a single 2H weapon
would outperform. Specifically, the rogue, by buying dual-wield
related talents, can increase the effectiveness of his dual
wield fighting, such as adding damage to every hit (doubled,
since he attacks twice per round). This means that against
a thinly-armored enemy like a pure caster, hunter, or fellow
rogue, the rogue will dish out massive and steady damage.
However, since tanks get damage reduction as a fixed number
(NOT a percentage every 5 points of AC decreases damage
from EVERY hit by 1 point), a dual-wielding rogue will have
a hard time dropping a well-armored tank. Rogues will also
be able to create poisons, and will even be able to poison
weapons for use by other characters or other classes. Once
an item is poisoned, you do not need any poisoning ability
to use the item effectively. Oh, and dont worry
Rogues CANNOT steal from other players. While they CAN steal
from mobs, they do so from a separate pool, so you never have
to worry about a rogue stealing that fantastic item from the
ubermob you are fighting.
- Hunter: There are two separate categories of hunters
gun hunters and bow hunters. For instance, Night Elf Hunters
will be bow hunters but Tauren Hunters will be gun hunters.
The differences are just what their ranged weapon is; a Tauren
Hunter will become as skillful with a gun as a Night Elf Hunter
will become with a bow. However, since Tauren Hunters have
guns as a talent but bows as a skill, they will never be as
good with a bow as they are with a gun; the opposite is true
of Night Elf Hunters. The Focus bar is the Hunters meter
for ranged-weapon styles. While a Hunter is standing
still, Focus gradually increases. The moment a Hunter moves,
Focus drops to zero to prevent kiting. (Blizzard seems to
be very anti-kiting; several other features to minimize kiting
are in place as well.) With a full Focus bar, a Hunter will
be capable of doing MONDO damage as I was told, if
you blow an entire Focus bar, you just did a TON of styles.
Therefore, the lack of kiting shouldnt be a major worry.
Also, if all else fails, the Hunter can fall back on his pet
and his weapons (dual wielded; I realize there are mixed messages
about this, but a reliable dev game me information suggesting
Hunters get dual wield early on in the game and automatically,
and as a Talent, not a Skill). As to pets, a Hunter can tame
any beast of a low enough level. Beasts are a special flag
that some but not all non-humanoid mobs have (sorry
no Dragon pets, you Hunters out there). Beast Tracking will
be a Hunter talent that helps them find these beasts (they
will show up on your mini-map). Also, Hunters have a Beastmaster
mode they can enter that will render them neutral to all beasts,
although they will therefore be unable to attack beasts while
in this mode.
- Warriors: Rogues get their bubbles and Hunters get their
Focus, but Warriors get a Rage bar. Rage builds while the
Warrior is in battle, depending on his stance. A defensive
stance means the Warrior builds Rage for every point of damage
he takes; an offensive stance means the Warrior builds Rage
by DEALING damage; a berserker stance means the Warrior builds
Rage by both dealing AND taking damage. The higher a Warriors
Rage, the more styles he can do. The dev I spoke to exclusively
plays Warriors, and so gave me much information about them
(but much less info about casters sorry, folks). Warriors
have a special ability called Kick which does what it sounds
like, but the effect is simply to interrupt casting (very
nice for the Warrior).
- Druids: shapeshifting gives a druid access to the abilities
of the form they acquire. Examples include Panthers (a stealthy
form with access to abilities called rend and
tear I didnt see them, but they sure
sound nasty) and bears (heavy-hitting damage dealers). The
purpose of shapeshifting is to enhance the melee ability of
the druid.
- Priests will have access to the healing spells AND crowd
control spells in the game; as such, I expect them to be extremely
group-friendly folks. Dominate is a higher-level Priest spell
that gives them total control over another humanoid creature
(as of now NOT over a PC, but that may change) so long as
they do not move. The domination lasts until the Priest dies,
the mob dies, or the Priest breaks the spell.
- Paladins sound like something of a Priest/Warrior hybrid
with a commensurate decrease in overall mastery to provide
balance (as per usual). Expect to see Paladins wielding 2H
hammers, since that is their primary Talent area they
dont seem to have much shield access, and while they
can get sword skills, they have no sword talents.
- I heard very little about Warlocks sorry, folks.
I did find out that Warlocks can summon Nightmares as their
own personal steeds.
- Same for Mages, although I did find out that high-level
Mages will be able to teleport to and between towns pretty
much at will.
After a fight, a player will regenerate both mana and health
faster by sitting down or lying down (as of now, there is
no difference between the two, although that may change later).
Action is pretty fast and furious. All characters will be
able to play the entire game and achieve max level without
ever setting foot in a dungeon if they so choose, but in doing
so they will never face the toughest monsters, nor will they
ever find the best loot.
While dying should be avoided, the final consequences of
death have yet to be determined. As of now, there is just
a death sickness that wears off after awhile,
but that WILL change, although we do not yet know how. It
is still being actively discussed.
Youve seen those item levels on gear, right? Such-and-such
a sword is level 21 (min 18). What does it mean? I asked
it turns out that for a sword with that description, the target
level is 21; that means that the average 21st level character
should be wielding an item of about level 21. However, an
18th level character who is lucky enough, rich enough, or
twinked enough to get this weapon will be able to use it TO
FULL EFFECT. Thats right: in the hands of an 18th level
character, this weapon will function just as well as it would
in the hands of a 21st level character. Of course, you could
use it long past level 21, but to do so would gradually hamper
your characters abilities. Tank characters will be quite
equipment-oriented (as per usual in MMORPGs); casters less
so. Speaking of equipment, each character has 1 helm slot,
2 ring slots, 1 necklace slot, 1 bracer slot (they come as
a pair), 1 boot slot, 1 glove slot, 1 belt slot, 1 cloak slot,
1 tabbard slot (not likely to be magical just for guild
symbol and decoration), and 2 trinket slots, in
addition to a primary hand, off hand, and ranged weapon slot
(all distinct, so no more switching out gear to change from
bow to weaponry). Incidentally, guns are all ranged
gear, so there cannot be 1H guns (similarly for bows, but
you knew that already).
Of course, your character name will be unique, server-wide
(one per server, not per faction). Last names are not yet
implemented in game, so we do not yet know how that will be
handled, although there WILL be last names available.
Equipment will be randomizable, much like it was in Diablo
2, where a specific drop could have random magical abilities.
This allows for some INCREDIBLY rare items. These rare items
might drop once out of every 10,000 kills of a particular
level of mob, or even once out of every 100,000! While they
are technically able to be replicated, the odds of doing so
might be as low as one in a billion, so dont hold your
breath
.
Oh, and dont worry about flavor of the month
classes. Blizzard is committed to keeping this game aimed
at making classes FUN. They dont want to have nerf-centric
balancing, or buff-centric balancing; rather, if a class isnt
being played much, Blizzard will increase the fun
factor of playing that class instead of buffing them up or
gimping everybody else.
As I said, PvP information was of depressingly short supply,
despite the fact that every 15 minutes someone would ask a
poor dev about PvP. What I did glean from my time there was
this:
- There will be no collision for players. As a result, Im
quite curious to see how they plan to let meat shields do
their job, although the devs said they have some good
ideas about this.
- Siege gear will be in the game for PvP, although it will
not be a trade skill. It was unclear to me how, exactly, siege
gear will be implemented.
- Blizzard is banking heavily on their RTS experience, and
hoping to bring that experience to PvP (as well as every other
aspect of this game).
- Uberguild dominance of PvP is not likely. The devs have
some ideas about this, too, including such things as limiting
entry to PvP areas by level and skill (as determined by previous
performance). Other ideas were not yet ready for discussion.
- Nothing in-game prevents one faction from invading the cities
of another faction; whether this would lead to any lasting
benefit for the faction remains to be seen.
Section VI: Economy
First, let me set the record straight: 100 coppers = 1 silver,
and 100 silver = 1 gold. There is no currency beyond gold,
nor are there plans to have any. Apparently, we wont
need it; Blizzard plans to keep money tight.
Blizzard is always discussing the economy, but setting up
a perfect economy is HARD. As one dev put it, our real
world economy is screwed up; how can you expect a game economy
to be perfect? The devs basically felt that money sinks
of some kind were a necessary evil to the proper functioning
of the economy and to prevent the massive twinking and inflation
that often destroys economies in games. Some money sinks in-game
include taxi pads and trade skills, particularly consumables
(which EVERY trade skill has). One of the ways they plan to
control the economy is by always having something fun
and cool that players can save up for. This is
particularly true for guilds, although nothing specific was
mentioned (the dev was purposefully vague on this point, admitting
that this area is still under discussion).
As of now, there is an auction channel in the game. This
will probably change from its current implementation, although
what it will eventually evolve into will be decided during
beta. If a channel is bothering you, though, you can always
turn an entire channel off to avoid the spam.
Cooperation will be very important for trade skills, and
since those trade skills will be very important for adventurers,
we can expect to see a vibrant economy resulting from this.
For you loot hounds: yes, Virginia, there is a random number
generator available to players for loot rolls.
As long as were talking about the economy, lets
talk storage. Every player starts the game with five bag slots.
Since there is no encumbrance in the game, your carrying capacity
is limited only by the size of your bags. You can find or
buy new and larger bags to fill those slots of yours, and
yes, there are some very rare and VERY massive bags in the
game. Similarly, your bank starts with a limited number of
bag slots (somewhere between 3 and 5; people were hazy on
the specifics). You can upgrade these with new and bigger
bags just as you can your inventory bags. To access your bank
account, you must travel to a MAJOR city; the small towns
will not have banks. However, whichever major city you find
yourself in, you will have access to all the equipment you
have stored in your bank (this is the same as all the other
MMORPGs that Ive played). One new and delightful feature:
while your character can never have more than 5 bags, your
bank CAN. Specifically, by paying a one-time fee (no maintenance
cost) you can upgrade the size of your bank vault to provide
more bag slots. The maximum is fairly large (something like
20), but the more bag slots your bank vault has, the more
expensive the next slot becomes. Thus, buying your 6th bag
slot for your bank might be relatively affordable, but buying
your 20th may very well be crushingly expensive.
For those of you who are worried about the fact that you
can only bank in major cities, fret not: according to Blizzard,
you will be spending a great deal of time in the major cities.
Trips to the city will be frequent for things like new equipment,
replenishing supplies, training, trading, etc. Also, unlike
other MMORPGs, returning to the city will be EASY and FAST,
especially at higher levels. Plus, since there wont
be any camping needed, or any seven-hour dungeon-breaks
to worry about, pausing the action to head to town wont
be traumatic for the team. Expect a trip to the bank to take
a high level character about 2 minutes or so yeah,
its that easy.
Expanding on the subject of bags, there will be some stackable
items; specifically, consumables. As of now, potions stack
(depending on the type; some stack to 5, others to 10, and
some even to 20), food stacks (up to groups of 20), and beverages
stack (also up to 20). I saw some loots stacking, but those
might have been in one of the aforementioned categories.
Section VII: Guilds
As of now, guild information is a bit sparse. However, heres
what Ive got so far. As of now, they have not yet implemented
the guild interface. However, eventually you will approach
an NPC who will give you some sort of sign-up sheet. You then
circulate that like a petition to the potential members of
your guild. They take the sheet, click an accept
button, and give it back. After you get the requisite number
of guildmates (expect this number to be about 10), you return
it to the NPC and voila: your guild is formed. (Nice feature:
no longer do you all have to gather together at once just
to form your guild.)
The guild structure will be similar to guilds in EQ, with
a loose hierarchy of control, often determined internally.
Inter-guild alliances have been discussed but are not yet
finalized. I was surprised to discover that Blizzard has considered
having a MAXIMUM number of members for a guild! While this
is far from certain, Blizzard wants to avoid the superguilds
that can devour entire servers. Of course, the definition
of too large has yet to be determined.
Customizing your guilds look is done through tabards
(basically, these are loincloths). The tabard has your guild
symbol on it. While symbols are not uploadable (due to the
crushing burden that places on the customer representatives
in verifying that the images are acceptable), they are heavily
customizable: as of now, there are two colors per tabard (with
20 choices per color, with a different set of 20 for foreground
color and background color), one symbol per tabard (from 40
choices), and one border per tabard (from 20 choices), giving
a dizzying array of choices for the guilds. I did not determine
whether tabard choices would be unique or not, but I assume
they will be, since they are meant to distinguish the guilds
members from the assorted hoi polloi.
There will, of course, be a guild chat channel as
one dev put it, thats one of the main reasons
to form a guild in the first place. Gathering together
your guildmates should not be difficult, especially if they
arent TOO scattered or if they are of a reasonably high
level.
Worries about guild dominance of a server are unfounded.
The best mobs are in instanced areas of a dungeon; if an uberguild
is raiding the ubermobs, your group can do it, too, with no
interference. The same is true of major quest mobs
they all appear in instanced areas of the world.
Section VIII: Appearance.
The details in this game are already unbelievable. Just breath-taking.
Examples:
- Characters blink.
- Facial expressions adjust during emotes.
- When a character moves, he leaves footprints that linger
for a noticeable amount of time. (No footprints when you are
invisible, though.)
- In cold country, you can see your characters breath
little puffs of white came from my Gnomes lips
every few seconds.
- Movements are absolutely fluid and natural-looking, from
fighting to running to emoting to standing still (and fidgeting).
- Natural and artificial fires will burn a character, causing
damage.
- Music was developed in-house with areas in mind. The designers
led the composers through the game, saying OK, here
it should sound ominous. Here, make it sound tense. Here,
things get safer. Danger over here. Etc. The music is
wonderfully mood-enhancing, but subtle enough not to even
be noticed most of the time. Of course, there is situational
music (i.e., battle songs) as well as regional music. (Side
note: as of now, there is no in-game MP3 player, but that
is being discussed, and may be implemented after the game
goes live. Even without it, you can always run one in the
background, since the game can be played in a window.)
The entire world was created by HAND: there was no automation
whatsoever in the process. As a result, every tree is slightly
different, every hill nuanced, every road and mountain and
shrub subtly changed from the others around it. Of course,
everything FEELS like the Warcraft world, with its cartoonishness
and artistic beauty.
As to lighting, the game is well lit, and you will never
need artificial lighting. However, if you WANT it, you can
always buy a (permanent) torch and wear it (unfortunately,
it goes in your primary hand slot, so you can either wield
a torch or a weapon). Torchlight flickers realistically and
casts shadows.
Section IX: Travel and Communication.
The world is big really big. According to one dev,
it takes one hour and forty-five minutes to travel from one
extreme tip of a continent to the far other tip, using roads
and going by foot. Your first trip to ANY destination will
be by foot until you visit a travel nexus (a.k.a. taxi
port), you will not have access to traveling there via
the faster methods, so you will NEED to explore the old-fashioned
way to begin. Later on, travel will get MARKEDLY faster for
a character, what with steeds, magic, taxis, boats, and other
travel options. (Interesting example: there is a train that
runs from Ironforge to Stormwind.) At maximum level, that
hour-and-forty-five-minute trip will be MUCH faster
even instantaneous for some classes (mages, for example, can
teleport to cities and then between them). Early on, you will
find yourself limited in your travel range, mostly by the
dangers of long-distance travel and how unsafe the world is.
This wont be disastrous, though; starting areas are
RIPE with content, not to mention well-populated. Also, some
races start quite close to one another (e.g., Dwarves and
Gnomes, or Taurens and Orcs), so youll even have interracial
grouping possibilities right from the get-go. According to
one dev, after about the 10th level it should be fairly easy
to move around the world and gather with your friends.
Getting lost will be well-nigh impossible. The mini map can
will always have pointers indicating interesting destinations,
like local dungeons or cities. Furthermore, there is a built-in
world map that shows you where you are relative to the globe,
and the world map can be zoomed for more detail on a zone-by-zone
basis. (As of now, there is talk of enhancing this feature
with the Cartography skill, but how that would work has yet
to be determined. For now, there is no fog of war
or unlocking to be done on the global map, though
that may change in the future.) Also, all of your current
group members show up on your mini-map, so there wont
be any more 20-minute sessions of trying to find the guy who
went LD while you were running from hither to thither. Basically,
unless you are VERY deep in a dungeon, you shouldnt
have to worry about getting lost, and even THERE, Blizzard
is working to make it easier to find your way.
When your friends log in, you will instantly be alerted to
their presence; similarly when they log out. Both the Friends
list and the Ignore list are long enough to be non-binding.
(I asked one dev which of his was more full and he didnt
even hesitate when he said Ignore. I thought he
was kidding, but he insisted he was being serious; apparently,
Blizzards in-house crew has quite a few Chatty Cathys
in the mix whose mouths runneth over.)
Section X: Beta.
Unfortunately, I have little to say about this, since information
is (understandably) hard to come by. I DID find out one thing:
they WILL miss their Q4 goal. The dev who told me this seemed
surprised to find out that this was not common knowledge,
and other devs told me that there was still no word as to
whether or not they would make Q4, but we have all pretty
much come to the conclusion that Q4 isnt realistic anymore,
and the dev who said they would miss the deadline was quite
reliable. Besides, it sounds like they wont miss it
by MUCH.
When the beta goes live, here are some things to expect:
1. Hefty community interaction. Blizzard sees no reason to
start a beta and NOT rely on tester feedback. Expect some
sort of team leader style channeling of information,
although how exactly they gather info from testers is still
open for discussion. Ultimately, though, Blizzard IS interested
in finding out what its testers think.
2. Right from the start, Blizzard wants the beta server to
be populated. There was discussion of throwing
in 500 testers (ARBITRARY number) right off the bat to stress-test
the n00b zones, so expect the initial invite to be sizeable,
though not infinite.
3. When the server can handle 500, well throw
1000 at it. When that works, well move to 5000. No timeline.
In other words, beta will grow as fast as possible, but not
at any artificial pace. How quickly new players are added
will be determined organically, based on what works and what
doesnt. (Again, all numbers in the beta section are
arbitrary.)
Section XI: Miscellany.
Well, Ive included almost everything from the thirteen
pages of notes I took at Gen Con, but there were a few miscellaneous
tidbits that didnt fit anywhere else. Here they are,
in absolutely no order:
- As of now, there is no falling damage in game. However,
that will change mountains are obstacles, and should
be treated as such. What the falling penalty will be is not
yet determined, though; the devs are unsure whether they want
falls to be potentially lethal or not.
- Scrolls come in two types: casting scrolls and learning
scrolls. Both are one-shot deals, but whereas a learning scroll
permanently adds a new spell to a casters spellbook,
casting scrolls can be read by many (for some scrolls, ALL)
classes for a one-time effect.
- Scrolls grant new spells and are acquired either as loot
drops or from trainers (at a price).
- As of now, there are no mini-games implemented, though the
devs want to include them, even if they dont make release.
Two Orcs may very well unwind from a long days bloodletting
over a relaxing game of Mah Jongg
.
- Ammunition, arrows, guns, and bows all have quality markers.
You can use outstanding ammunition in a shoddy gun, or shoddy
ammunition in an outstanding gun. Same for bows and arrows.
- Rituals require more than one character; the largest ritual
is yet to be determined, but the devs are bantering around
the number 20 as of now. These rituals will be
cast in sequence, with the first character casting the first
part, the second casting the second part, and so on until
the ritual is done. Some rituals may need all characters to
be of a single class, while others may not. As of now, only
warlocks have rituals, but that could easily change in the
future potentially, there might be some wartime ritual
that requires 20 Warriors to perform.
- While some attacks are positional (i.e., backstab),
there is no positional bonus; i.e., you gain no extra to-hit
bonus or damage bonus just by standing behind a mob, as opposed
to in front of it.
Whew! Thats all. I started this project 14 hours ago,
and this post is the culmination of my time. I certainly hope
you found it useful. Lots of things are not yet determined.
When a fan presses for info, the rep might make a "best
guess" that the fan then twists into a certainty. If
two reps have different opinions as to what the future will
bring, that could lead to two reporters giving opposite information
to the community.
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