Blaumänner: Forums-Beiträge der Woche14. Mai 2010 | Gepostet von Torsten Mastnak in News
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WoW should be free?
A game of this size and scope requires a sustainable income in order to finance the maintenance and upkeep of all of our realms, maintain a very large staff of employees to support the game, develop the tools necessary to support our players and keep things running smoothly, and afford all of the work that goes into evolving and improving upon the game with each patch.
A subscription model is ideal for MMORPGs due to the fact that the scale at which they’re run requires a lot of work and investment. Yes, the game has been out over five years now, but that doesn’t mean we no longer need money to afford the substantial, ongoing operation and development costs. It seems that such logistics were not fully considered in the argument made within the original post. The amount of money it costs just to keep the realms running and pay all of the staff working directly on World of Warcraft each day is probably a number you wouldn’t imagine.
Your continued support in the form of playing World of Warcraft ultimately helps to secure the longevity of our company. It allows us to find and retain some of the best talent in the gaming industry and continue to develop fun, engaging content for the future, which we hope you’ll enjoy as well.
DKs, downtime and Cataclysm
The point is not that we want a DK to hit a yellow attack then sit around waiting until they can do something fun again.
The point is that we have no room to add anything to the DK rotation. If we wanted to add “clearcasting” style procs or cooldowns finishing sooner or runes regenerating sooner, we can’t really do that because the DK doesn’t have room in a very tight rotation to use those abilities. If you try and use your GCD on anything else, then the whole rotation collapses because then your runes aren’t coming back at the right time or your diseases are expiring or whatever.
Imagine 1-4 are rotational abilities like Icy Touch and Blood Strike and F = “fun thing”.
DK rotation today: 1233331233334123333123333
DK rotation in Cataclysm: 123333-F-12-F-33334123333-F-
Recent in-game fixes
Byran Landers in Dalaran is no longer continuously repeating his greeting emote.
The Blizzard feedback tool
In the Public Test Realm builds for major content patches we have a tool for reporting player feedback in the form of bug reports, suggestions and player surveys.
You can find this new tool via the blue “B” button to the right of your mini-map, clicking on it will bring up the Feedback UI. You can also access the tool by typing “/bug” or “/suggest” in the chat bar.
Please use this tool whenever you encounter a bug in the game, this tool gathers character and location information that QA uses to identify and document issues. Even if you intend to post about an issue here in this forum (which is still being monitored) please also submit an in game report at the time the issue occurs.
Some tips when using the tool:
- Submit any issue you encounter immediately, not only will the details be fresh in your mind but the information the tool gathers will be most relevant.
- Write in English.
- There is a limited amount of space to describe your issue, refrain from including information not directly related to the issue.
- Make sure to accurately answer the initial questions this helps us classify issues and see trends.
- Be sure to submit bug reports and suggestions appropriately so they will reach the correct people.
Mob positioning bug
It was pretty bad in 3.3, but then we fixed some things in 3.3.3 to get it back to how it felt earlier. In general, if you don’t move at all, then a mob targeting you shouldn’t move either. The only exceptions would be if they were trying to coordinate with their own allies in some specialized cases. But if you move, even if you rotate or shift just a little, then the mob is going to try to get back into position as well.
There’s some interesting speculation above for reasons I am perceived to have given for why the situation exists. The actual reason it exists is that if mobs did not quickly reposition, you could get them into a mode where they couldn’t hit you because they would always moving back into position to hit you. They would be doing too much adjusting and not enough hitting. (I’m simplifying a lot, so suggestions like “Why can’t they just move and swing at the same time?” aren’t super helpful.) We don’t want tanks to feel like what they’re supposed to do is shift around constantly to minimize taking damage. It’s a fine line between mob movement feeling correct and minimizing potential exploits.
Recent in-game fixes
Listed below are recent fixes we have applied to the game. Keep in mind that some of these changes may not be active until after the realm has been restarted.
* The amount of health on demolishers has been increased in the Strand of the Ancients battleground.
Not every pull is going to require crowd control, but there will be pulls that require crowd control, which isn’t really the case today. Once you overgear content you overgear it, and you can take shortcuts.
We’re going to make sure warriors have reasonable crowd control. Redesigning Intimidating Shout is a likely candidate. Death knights may need something more reliable depending on how they shake out with the resource changes. We’re making some other adjustments here and there, but for the most part every other class has something they can do.
Is this statement meant to imply that tanks will be the ones that have to CC?
There are exceptions of course and it depends a lot on your group composition and the skill of your players, but generally we assume that CC is something for which the dps players in the group are responsible.
Under that model, Mind Control works fine for priest crowd control since the healers have plenty to do already. Mind Control won’t work on every type of target, but many types of crowd control have a target type limitation. We think having to approach a pull differently depending on your comp is one of those things that makes classes feel distinct from each other. It’s hard to put together a 5-player dungeon group or a 10-player raid in Cataclysm that is totally helpless with regard to crowd control. If you don’t like approaching encounters as puzzles to be solved, and / or really aren’t interested in dungeons being challenging, then stick with normal dungeons or wait until you outgear the heroics.
Rate of Changes in Cataclysm Alpha/Beta, Death Knights
First, be realistic that the community is never going to rally around a single vision for a class, or really any design change we’re considering. For every player who liked the fast pace of having to hit a button every GCD, there were plenty of others who found it tedious, repetitive and exhausting. I’m just asking you to be realistic about the accuracy of posts you read that say “Nobody was asking for this” or “This is not what we want.”
The main goal of the resource change is to buy DKs some free GCDs. Currently some abilities just can’t compete, even if free, because you don’t have the GCD to use that button. However, it’s also not the goal that DKs stand around doing nothing for long stretches because all their runes are used up and everything else is on cooldown. Being GCD locked isn’t a fun place to be, for any class. You can’t vary your actions at all — in fact you are often such a slave to those actions that you have tunnel vision for your UI (even if modded) and can’t react to the dynamic nature of most encounters these days. If anything messes up your rotation, say you have to move or are temporarily CC’d, then everything just falls apart.
We don’t get every change in place before making an alpha or beta build. It’s much like the way large patches roll out but to an even greater degree — you’ll see some changes, then some more, until the rate of change ultimately slows down right before ship. There are very few Cataclysm mechanics, and no classes, that we think are “done” yet.