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Administrator
By Admin
16 Jun 2010

Press Day News

Blizzard Press Day
Over the past couple of days, the guys over at MMO-Champion have posted about the recent Press Day held at the Blizzard Offices. Here some of the important stuff, for more detailed info visit MMO-Champion, or use the links in our "Links" Dropdown Menu.

Guild Talents / Leveling
Guild Talents removal
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.

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. (Source)

Guild Talents "removal"
The only difference in the way we are handling the guild talents is it will be possible to get all of them instead of having one person in your guild pick and choose which ones you got. The feature has always focused on leveling your guild to unlock new perks. In fact, you're getting more perks this way than you would have if the decisions had been exclusive. (Source)

I understand not giving the GM all the power, but having a group customization would be fun.
But why would that be fun? Let's walk through it for a bit. Do you think it would be fun to try and recruit new members because you chose the "right" talent build? Do you think it would be fun to try and argue with your members about what the right talents were to take? Do you think it would be fun to feel like you should leave your guild because they took a lot of talents that didn't affect your play style? Those were all the problems we ran into as we started implementing things. Instead of the feature being exciting, it was causing a lot of anxiety for everyone here who was in a guild. Guilds are supposed to be about friends -- not min maxxing guild benefits. There are plenty other aspects of the game where you can min-max. (Source)

Guild Perks and Items rewards
There are two categories of rewards. The perks are things earned by the guild. If you join a high-level guild, you get those benefits immediately and you lose them if you bail on the guild. They are passive bonuses and a couple of spells, not items. Separately, there are also items you can purchase. The items are yours to keep even if you leave the guild. In order to discourage guild hopping, you have to make some kind of investment in the guild. But you can still choose to leave if in the future you just find that you'd rather be with someone else. (Source)

Guild Leveling
There are many ways to earn guild levels. We want to make sure nearly every existing guild has a shot at them all. The only question will be how fast you level. (Source)

Last Updated on Wednesday, 16 June 2010 08:28
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Administrator
By Admin
26 Mar 2010

Patch 3.3.3a Fast Patch

Bug Fixes
General

  • Corrected an issue where players could disconnect upon leveling.
  • Fixed an issue in which players could get stuck at the loading screen when utilizing a portal to Dalaran.
  • Shoulder armor will now attach correctly to Blood Elf Male characters.


Priest

  • Fixed an issue in which Spirit of Redemption was being prematurely canceled upon use of other abilities.


Mac

  • Corrected disconnection errors upon login for Power PCs and Mac users running 10.4.11 with GeForce 8600s.


User Interface

  • Enabling the command 'fixedfunction 1' will no longer cause graphical issues.


Additional Fixes

  • The Endless Healing Potion is no longer usable in arenas as intended.
  • Warlock’s using a lower rank of Life Tap will receive a reduced benefit from their shadow spell power.
  • The damage done by the cannons in the gunship encounter in Icecrown Citadel has been increased and the rate at which their heat decays has been reduced.
  • In Alterac Valley, the buffs that the Generals get from the Warmasters and Marshals now grant them negative enemy dodge. This means they will now ignore some of their target's total dodge percentage. The base health of the Generals has been increased and the buff also grants a slightly increased amount of damage and health.
  • The cheese items in Dalaran as well as the Kvaldir Berserkers in Icecrown will once again respawn at a faster rate.
  • The window that comes up when talking to an NPC should no longer close on its own.
  • Some changes to the battleground queuing system have been made to improve performance and group queuing.
  • The timer for when the next battle in Wintergrasp will occur should no long disappear.

 



New Forum  - New Discussions

You can now discuss the latest News Articals in their own forum!

For example, sorry registered users only, but by clicking this link you can goto our forum to discuss the Patch 3.3.3a Fast Patch

Last Updated on Sunday, 28 March 2010 19:13
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