Quest Designers Outline Upcoming Ashenvale Changes

September 14th, 2010 by bell

will turn Ashenvale into a warzone.

turn Ashenvale into a warzone

When changes the face of Azeroth as we know it, Ashenvale will become a warzone. A volcano will erupt in the center of the map, disrupting the Night Elves and giving the Horde the opportunity to take control of several strongholds. Intrigued? Then you should definitely check out the Q&A that Blizzard recently posted with quest designers Eric Maloof and Steve Burke that focuses on how the zone will change in the exapansion. We’ve posted the entire interview after the jump for your reading pleasure.

Ashenvale will be a major questing hub for both Horde and players from levels 20-25. According to the Q&A, “Horde players will have much more to do” in the zone, including a variety of new quests. There are no significant changes planned for Blackfathom Deeps at this time, but the changes to the storyline and terrain should be more than enough to keep players occupied. More details can be found in the Q&A below.


Q. What was the original concept for the zone?

A. The concept for Ashenvale was to show the effects of the while taking the opportunity to streamline the zone’s level design. There were areas of Ashenvale that were pretty unfriendly in terms of accessibility and quest flow. The level designers and quest designers worked together to alleviate the problem areas and highlight the big changes.

Q. Who will be using this zone (what levels/factions)?

A.Both Horde and players, roughly from levels 20–25. We anticipate that this will be a well-traveled zone in terms of general player flow.

Q. Without giving up any spoilers, what’s the general storyline for this zone? How has it changed from the original design?

A. Among other catastrophes, an enormous volcano has erupted in central Ashenvale. As the night elves struggle to deal with the chaos caused by the , the Horde is seizing what it perceives to be a golden opportunity. Garrosh Hellscream’s forces are now bearing down upon the night elves and have overtaken several key positions that once served as strongholds. There is a definite feeling that the balance of power in this region now teeters on a goblin tripwire….
These changes also mean that Horde players will have much more to do in Ashenvale.

Q. What do you think is the most exciting new feature of the zone?

A.Visually, it has to be the volcano. It’s stunning, and it provides a great landmark in a place otherwise known for its dense forest. Thematically, the tension present in the zone gives it a whole new feel. The Horde is barricaded inside the walls of Splintertree Post under a massive assault by the night elves and their allies. Meanwhile, Astranaar is desperately fighting off waves of Hellscream’s forces. Practically everywhere you go in Ashenvale, it’s impossible to escape the fact that it has become a warzone.

Q.What goes into redesigning a zone like this?

A.A bit more than meets the eye, we think. Ashenvale is deceptively large, and previously there were many issues in terms of quest flow and Horde/ content balance. Soon after we rolled up our sleeves and broke ground, we realized that our work was cut out for us. There were numerous quests we wanted to keep, but there were also a great many that no longer fit or didn’t play out efficiently. We also needed to create a variety of new quests, especially ones “For the Horde”™.

Q. What was the most challenging aspect about implementing these changes?

A. It can actually be a bit tougher to come in and “do surgery” to an existing zone than it is to completely gut it and start from scratch. Given our ambitious time constraints, trying to determine what stays, what goes, and what other changes to make is certainly a challenge.

Q. What should players do or go see first?

A.Horde players should visit the Mor’shan Rampart first. There’s a new Horde contingent there who is fighting hard to make sure that no night elves escape Hellscream’s onslaught — not that they’d make it far into the Northern Barrens! players who come down from Darkshore will want to help defend Maestra’s Post and Astranaar as both settlements struggle to keep from falling under Hellscream’s control.

Q. Who seems to have the upper hand in the zone: the Horde, the , or the elementals?

A.The Horde and the are throwing themselves at each other on many fronts; neither has a clear upper hand here. The elementals in Ashenvale are a minor nuisance in comparison to the faction struggle.

Q. Should we expect any changes within Blackfathom Deeps?

A.There are no significant changes planned for Blackfathom Deeps at this time.

Q.What has happened to Silverwind Refuge?

A.The Horde has happened!

Q. What has changed the most: the storyline or the terrain?

A.The amount of change has been pretty equal between storyline and terrain. The terrain is much less frustrating than before, and the visual results of the tell the story as much as the quests do. Story-wise, the theme hasn’t changed so much as its intensity has.

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Archaeology on Beta Servers

September 12th, 2010 by bell

Hey there, it’s your local silverly reporter with another batch of very interesting stuff – Archaeology! The brand new shiny secondary profession was added to beta build 12942 (the latest one, if you are reading this fairly recently after it is posted), and I’ve had the chance to go test it out. Let me tell you, it’s absolutely amazing! I may be a little biased, because it’s new and different from all the other professions, but I honestly thing it’s a very interesting thing in and of itself.

But I do tend to ramble – let me show you a few things about it!

First, let’s start with a blue post from He-Who-Crawls-with-the-Ghosts
Ghostcrawler said:
Archaeology just went in this build for the first time and we don’t yet have any of the support around it to teach players what to do. It has been informative to watch players learn to swim by drowning, but we thought it was time to offer a little more direction. :)

Digsites

Once you train archaeology, you can see digsites on your map (not your minimap – your map). There are always 4 digsites per continent. These will not change until you dig one out. Most of the time, you’re probably only going to be concerned with the 4 sites on your current continent, but at higher character and archaeology skill levels, there will be 16 sites active at one time (4 each in Eastern Kingdoms, Kalimdor, Outland and Northrend.)

You will only find sites in zones of your level or lower. A level 25 player will have all 4 sites per continent in level 25 zones. (This means Outland and Northrend will have no sites at this time.) A level 80 player will have all 4 sites in any zone. A low level Kalimdor player might have sites in Ashenvale and Stonetalon, while a level 82 might have Uldum, Ashenvale, Stonetalon and Silithus.

Sites are race specific. You can usually guess the race by the location. Kalimdor tends to have a lot of night elf ruins. Eastern Kingdoms tends to have a lot of dwarf ruins.

Some races are only available on some continents (such as orc and draenei on Outland). You need to have a minimum character level and a minimum archaeology level to use these. Currently you can see them if you are a certain character level but can’t gather from them until your archaeology skill is higher. For Outland, the skill is 300. While somewhat consistent with other gathering skills, we think this is confusing and we will change it so that you don’t even see the digsites until your archaeology skill is sufficiently high. Tol’vir artifacts are the most rewarding, but also require near max archaeology skill to recover.

Some players are reporting some issues with digsites not showing up correctly. We’ll look into these bugs.

Unlike other gathering skills, digsites are player-specific. Other players will be searching in different locations. There is no competition for digsites.

Fragments

Each digsite can be searched 3 times before it despawns and a new site spawns. If there is a digsite somewhere too far away from you or otherwise inconvenient, just ignore it and hit the closer ones. You won’t run out.

To search a digsite, use the Survey ability. The survey tool will spawn and point in the approximate direction of the artifact. Red means you’re far away. Yellow means you’re close. Green means you may be within 40 yards or so. When you discover your find, you’ll get fragments specific to a particular race.

There are two main strategies to surveying. You can attempt to triangulate by moving around the outer edge of a digsite. (Like quest blobs, the digsites are not necessarily circular.) Other players just keep surveying, heading in the direction the tool points until they strike paydirt.

Remember, the thing you uncover is yours. There is no competition with other players and nobody can gank your node.

Artifacts

Whenever you get a new fragment for a race, you’ll start a research project. You can only work on one artifact per race at a time. When you have enough fragments, click Solve to complete that artifact. You won’t waste excess fragments — they will just start the next project. You can be working on one project for each race at a time.

Most artifacts are common. These give you a little bit of lore or flavor text and an item you can sell for a small profit (presumably to a museum!) The profit increases as the value of the artifact increases. You can estimate this by the number of fragments needed to finish the artifact. You will only find cheaper artifacts at low level, but you can find cheap and valuable artifacts at higher level (the reason for this is we want players to be able to find all the artifacts if they want to). You won’t find a second copy of a common object until you have found all the artifacts of that race. If you get stuck at a certain skill level of archaeology or character level, you may find an artifact more than once until you reach the next tier.

Some artifacts are rare. These always make a blue or purple item. Many of these have no in-game power and are toys or for flavor. Some of them are actual weapons and armor. The latter items are all bound to account. They aren’t heirlooms in that they don’t scale, but you can pass them around. So if you are level 80 and you find a level 60 axe, you can always have another character use it when they are level 60. You will never get a rare artifact more than once.

The future

We designed archaeology to be easily expandable, so we plan to add much more content in future patches, including new races to research (though to be fair, there’s a sizable amount of content already). We also have a feature that is not available on beta yet, that allows you to use your archaeology skill for a slight (think Fish Feast-level) bonus in the dungeons.
And now my own words on all this, accompanied by screenshots.

When you first train Archaeology, you may be a little lost about what to do. I sure was. The trainer doesn’t brief you, and there is nowhere in the UI that you can find guidelines. I suspect this will be changed later on, but as of today, it took me quite some time to figure the stuff out. And here is what the stuff is all about.

You are given a spell you are going to be using a lot – Survey. You will need to look at your world map and search for the archaeology-specific digging shovel icon. Those indicate digging sites. Once you get to the digging site, you will want to start using that Survey spell you just got. Every time you cast it, you will place a surveying equipment on the ground. It consists of a telescope-like looking part, that indicates the direction of the closest set of fragments; and a light that is either red, yellow, or green – this indicates how close you are to the fragments, green being very close. You keep using those Surveys, and eventually you will be able to pinpoint the location of the fragments set. When you perform the final Survey, the one that is within only a few yards of the fragments, an object will spawn (different for each one of the races), and you will be able to loot 2-4 Fragments of that specific race. The first fragments you loot will determine which artifact you will be searching for. Once you’ve collected enough fragments to assemble an artifact, you can click the “Solve” button in your archaeology window and get your reward. “Solving” a common artifact awards the artifact itself as a gray item in your bags, that you can vendor – but it will also give you quite a few skillpoints towards your profession. You can find all of the artifacts we know of presently here

Different digsites award different fragments. Surveying around ancient bones usually gives Fossil Archaeology Fragments, night elven ruins yield Night Elven Archaeology Fragments, and so on. There are total of 10 “races” – I put that in quotation marks, because Fossils are not exactly a race. I am still discovering all this, but I suspect the Forsaken and maybe the Worgen won’t have their own fragments. Possibly neither will the gnomes and the goblins, but I am only speculating here.

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New Cataclysm Zone Q&A: Ashenvale

September 11th, 2010 by bell

New Cataclysm ZoneToday we’re covering the changes being made to Ashenvale in World of Warcraft: as the Warsong Outriders and the Silverwing Sentinels continue to vie for domination of the region. Quest designers Eric Maloof and Steve Burke sat down with us to discuss what it’s been like iterating on a familiar yet evolving Kalimdor territory.

Q. What was the original concept for the zone?

A. The concept for Ashenvale was to show the effects of the while taking the opportunity to streamline the zone’s level design. There were areas of Ashenvale that were pretty unfriendly in terms of accessibility and quest flow. The level designers and quest designers worked together to alleviate the problem areas and highlight the big changes.

Q. Who will be using this zone (what levels/factions)?

A.Both Horde and players, roughly from levels 20–25. We anticipate that this will be a well-traveled zone in terms of general player flow.

Q. Without giving up any spoilers, what’s the general storyline for this zone? How has it changed from the original design?

A. Among other catastrophes, an enormous volcano has erupted in central Ashenvale. As the night elves struggle to deal with the chaos caused by the , the Horde is seizing what it perceives to be a golden opportunity. Garrosh Hellscream’s forces are now bearing down upon the night elves and have overtaken several key positions that once served as strongholds. There is a definite feeling that the balance of power in this region now teeters on a goblin tripwire….
These changes also mean that Horde players will have much more to do in Ashenvale.

Q. What do you think is the most exciting new feature of the zone?

A.Visually, it has to be the volcano. It’s stunning, and it provides a great landmark in a place otherwise known for its dense forest. Thematically, the tension present in the zone gives it a whole new feel. The Horde is barricaded inside the walls of Splintertree Post under a massive assault by the night elves and their allies. Meanwhile, Astranaar is desperately fighting off waves of Hellscream’s forces. Practically everywhere you go in Ashenvale, it’s impossible to escape the fact that it has become a warzone.

Q.What goes into redesigning a zone like this?

A.A bit more than meets the eye, we think. Ashenvale is deceptively large, and previously there were many issues in terms of quest flow and Horde/ content balance. Soon after we rolled up our sleeves and broke ground, we realized that our work was cut out for us. There were numerous quests we wanted to keep, but there were also a great many that no longer fit or didn’t play out efficiently. We also needed to create a variety of new quests, especially ones “For the Horde”™.

Q. What was the most challenging aspect about implementing these changes?

A. It can actually be a bit tougher to come in and “do surgery” to an existing zone than it is to completely gut it and start from scratch. Given our ambitious time constraints, trying to determine what stays, what goes, and what other changes to make is certainly a challenge.

Q. What should players do or go see first?

A.Horde players should visit the Mor’shan Rampart first. There’s a new Horde contingent there who is fighting hard to make sure that no night elves escape Hellscream’s onslaught — not that they’d make it far into the Northern Barrens! players who come down from Darkshore will want to help defend Maestra’s Post and Astranaar as both settlements struggle to keep from falling under Hellscream’s control.

Q. Who seems to have the upper hand in the zone: the Horde, the , or the elementals?

A.The Horde and the are throwing themselves at each other on many fronts; neither has a clear upper hand here. The elementals in Ashenvale are a minor nuisance in comparison to the faction struggle.

Q. Should we expect any changes within Blackfathom Deeps?

A.There are no significant changes planned for Blackfathom Deeps at this time.

Q.What has happened to Silverwind Refuge?

A.The Horde has happened!

Q. What has changed the most: the storyline or the terrain?

A.The amount of change has been pretty equal between storyline and terrain. The terrain is much less frustrating than before, and the visual results of the tell the story as much as the quests do. Story-wise, the theme hasn’t changed so much as its intensity has.

Posted in World of Warcraft News | No Comments »

World of Warcraft Mannoroth

September 4th, 2007 by admin

Mannoroth (also known as “Mannoroth the Destructor”) was the leader of the Pit Lords and ’s second in command. When the Burning Legion first invaded the world of Azeroth, Mannoroth battled against the demigod Cenarius. It was he who originally corrupted the Orcs by making them drink his burning demon blood. This was called the Blood Pact. Mannoroth was killed by the Orcish Grom Hellscream. Hellscream sacrificed himself to slay Mannoroth in an effort to free the Warsong clan from the Blood Pact.

Appears in Warcraft III: Reign of Chaos
A monument to Grom Hellscream has been erected on the site where he was slain in southern Ashenvale in World of Warcraft
His shattered weapon can be found floating in southern Ashenvale in “World of Warcraft”
His skull is atop of a large thick tree inside Orgrimmar in “World of Warcraft”
Appears in Warcraft: War of the Ancients trilogy
Appears in Warcraft: Rise of the Horde

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World of Warcraft Malfurion “Furion” Stormrage

September 4th, 2007 by admin

Malfurion is a Night Elf Druid, also referred to as “Keeper of the Grove” in Warcraft III: The Frozen Throne. It is he who finally stops ’s attempt on the World Tree at Mt. Hyjal. A druid of great power, he is part of the faction which stood against Azshara and her Highborne magic practitioners and led to the destruction of the Well of Eternity. Before Tyrande Whisperwind awoke him using the Horn of Cenarius, he was fulfilling his oath to Ysera by walking the paths of the Emerald Dream. He is a disciple of the demigod Cenarius, and is the twin brother of Illidan Stormrage. He is responsible for having Illidan imprisoned after the creation of a second Well of Eternity at Mt. Hyjal and appointed Maiev Shadowsong the Warden personally to watch over Illidan. When the Burning Legion and advance on Mt. Hyjal, he and Tyrande venture into the Barrow Dens to awake the Druids of the Claw and Druids of the Talon to help defend the Well of Eternity. Tyrande splits off from him in order to free Illidan. He is the lover of Tyrande Whisperwind after winning her heart after both him and Illidan sought it. This relationship is important because Illidan along with Malfurion saved Tyrande from the burning legion. He is also known as a “Shan’do” meaning the “Honored Teacher”. After saving Tyrande with Illidan’s help and settling matters with his brother, Malfurion is believed to have returned to Ashenvale to either continue undoing the damage of the Burning Legion or to rejoin the Emerald Dream.

Appears in Warcraft III: Reign of Chaos
Appears in Warcraft III: The Frozen Throne
Appears in World of Warcraft
Appears in Warcraft: War of the Ancients trilogy

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