The designers then changed their focus

The designers then changed their focus to discuss the improvements to the talent system that will be introduced in the new expansion. They pointed the fact that Cataclysm’s strategy for altering talent removed certain „junk” talent, but left plenty of unneeded skills and, in general, didn’t provide enough choices, leading to players locating a few optimised „cookie-cutter” set of talents and then utilizing only the ones they liked. Mists of Pandaria’s Talent System 2.0 will allow players to start their specialization at the age of 10 but it will offer you a variety of talents every 15 levels of experience until the new level limit of 90. Furthermore, certain abilities which the WoTLK Classic Gold team considered to be essential for certain classes will no longer be included in the standard pool of talents–instead players will acquire these vital abilities automatically. In addition, every 15 levels of experience you’ll be able to choose from three talents, each of which has an equivalent purpose (for example, a warrior may choose a different talent from a selection of three distinct talents that will all improve his chances of surviving battle, however differently) in order to ensure that players will not have to deal to the present game’s talents tree cost, which can, in certain instances can reward those who are specialized in one or two tree types without ever getting the full potential of another tree. In addition, players are able to switch abilities, not in the heat of combat, but through an approach that is similar to changing as the glyphs.

The designers then focused their attention on PVE scenarios in the game. PVE scenarios, which „give players activities that aren’t appropriate for the dark dungeon” and will reuse elements of the outdoors in different ways. The scenarios will consist of „short moments for a small number of players”–that means multi-stage quests with several objectives that need to be completed in a sequential order. An example of this is turning the basic Goldshire quest line that aims to hunt down the Kobold Goldtooth into a multi-stage quest that would begin with the killing of a specific number of koboldsbefore saving a specific amount of kids from the mine nearby (which will trigger the appearance of Goldtooth) before finally killing the giant kobold. The designers suggested that such scenarios could also be larger events that function as „PVE battlegrounds” like a possible scenario that transforms Grizzly Gulch into a Defense of the Ancients style adventure that requires you to kill 50 soldiers, and later take down six towers and the enemy barracks. This will result in General Drake to appear as a boss. Although the specifics regarding PVE battlegrounds are yet to be decided, the developers intend to create scenarios that award points for valor and remove collisions between players from the game with WOW WoTLK Classic Gold. PVE scenarios could even feature queue systems like the tool to find dungeons, with the exception of any requirement for class roles (that is, whereas it won’t place parties into dungeons until it has the required number of warriors and healers and a tool to find scenarios could put together a group that has just enough people regardless of class).

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