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Inlägg: 979

Snuffsis skrev:
Jag tycker att bagsen är bra som de är nu

Snuffsis skrev:
brukade köra med all-in-one bag addons och sådant men det blev krångligare.

Mycket enklare med en enda stor bag. Man ljuger bara för sig själv om man påstår annat. :p

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Den där jävla headless horseman alltså. Får hur många DC som helst när man ska aktivera bossen. :tired:

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Inlägg: 241

Reyqune skrev:
Mycket enklare med en enda stor bag. Man ljuger bara för sig själv om man påstår annat.

:tired: Verkligen inte, med de vanliga bagsen så kan man sortera som man vill och fortfarande kunna spela på andra ställen (nattgibb på lokalt internetcafé t.ex.) utan att helt tappa bort sig.

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Inlägg: 822

Fan Snuffsis, du kan ju inte bara lämna oss sådär.

Vem ska man nu roleplaya med? 0:)

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Inlägg: 241

Strafer skrev:
Vem ska man nu roleplaya med?

Vi kan fortfarande sajbra genom b.net. 0:)

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Inlägg: 822

Cataclysm Beta - Build 13202 (Codename Pumpkin)

Achievements Changes, Spell Changes, Cataclysm Raid Loot Update

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Inlägg: 979

Snuffsis skrev:
Verkligen inte, med de vanliga bagsen så kan man sortera som man vill

För det är ju helt omöjligt att fixa när man har en enda stor bag. Nej, det är det inte, snarare tvärtom, det är MYCKET enklare att sortera om man har en enda stor bag. Sen ifall man vill så finns det flera addons där man enkelt kan se vilka rutor som tillhör vilken bag osv, ifall man skulle vilja ha det.

Snuffsis skrev:
spela på andra ställen

Lägg bara till de addons du behöver då. Du har internets om du kan spela wow, så kan ha backup på din WTF map på exempelvis Dropbox, så har du addonsettings.

Snuffsis skrev:
(nattgibb på lokalt internetcafé t.ex.)

Cool Story Bro. Vem spelar WoW på ett internetcafé? :tard: Fixa ett lan istället och spela på din egen dator.

Snuffsis skrev:
utan att helt tappa bort sig.

Lack of Skill.

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Tempoär fix för att inte disconnecta vid headless horseman striden:

Disable Hardware Cursor in Video Options
Create Macro to disable Tooltips when in the instance
-Turn Off Tooltips
/script GameTooltip.Temphide = function() GameTooltip:Hide() end; GameTooltip:SetScript("OnShow", GameTooltip.Temphide);

-Turn On Tooltips
/script GameTooltip:SetScript("OnShow", GameTooltip.Show);

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Inlägg: 1257

Jag blir bara disconnectad när jag loggar in på min main, för han har fastnat i loading-screenen till headless horseman. :(

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Inlägg: 1771

Alexander skrev:
Jag blir bara disconnectad när jag loggar in på min main, för han har fastnat i loading-screenen till headless horseman. :(

Jag har två karaktärer fast där också. Hela instansservern verkar ha brunnit upp eller åtminstone fått ordentlig hicka sedan maintanence. Börjar bli lite tröttsamt med alla dessa buggar faktiskt, hade hoppats på lite färre när servrarna kom upp idag men det har ju snarare bara blivit värre. Och med Blizzcon i helgen lär ju halva Blizzard vara upptagna på annat håll också :(

| Samarbetar i CoOp-cirkeln - http://skillpoint.se/coop | Podradiopratar i Skillpod - http://www.skillpoint.se/podradio/skillpod |

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Inlägg: 822

Blizzard ni kommer förlora en trogen prenumerant om ni inte fixar problemen snart, har inte kunnat logga in sedan igår.

Jag har stått ut med problem sedan betan i vanilla, men detta tar nog fan priset, i vanilla då var allting nytt, det kan jag acceptera, men efter sex år och alla billjoner ni får in så borde ni skaffa bättre grejer, servrar och dylikt.

Sigh.

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Inlägg: 1257

Kom in sisådär 5 timmar efter att jag "fastnade". Hittade grupp för Headless Horseman igen men när jag skulle ladda instancen så stod den bara jättelänge (utan att progress baren rörde sig något alls) för att sedan bara åter vara kvar i Dalaran. Vissa i gruppen kom dit, så jag fick efter ett tag min "daily bag" även fast jag inte ens kommit in i instancen. :tard: Tyvärr var det bara en tråkig kvast däri, som jag redan fått tidigare. :(

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Inlägg: 1257

Server shutdown in 2:30 möttes jag av nu när jag loggade in efter en promenix. :O

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Inlägg: 979

Alexander skrev:
Tyvärr var det bara en tråkig kvast däri, som jag redan fått tidigare.

Bättre än enbart 24 Justice Points två dagar i rad....

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Inlägg: 822
  • The Moonkin Hatchling will be a new Charity Pet just like the Pandaren Monk, it will go on sale in November.
  • Cataclysm will go live at Midnight on December 7th, PST Time. Digital pre-orders will be able to download everything before it goes live to make sure they can play instantly on release day.
  • Information on Patch 4.1 will be revealed during the Raid & Dungeons Panel today.
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Inlägg: 4777

Strafer skrev:
Digital pre-orders will be able to download everything before it goes live to make sure they can play instantly on release day.

HAHAHAHA!

Ursäkta, men har Blizzard aldrig prövat att logga in på WoW dagen efter en expansion släppts? :D

Definitionen av glädje är försvinnande plattformar.

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Inlägg: 822

Classic Heroics (Heroic SFK / Deadmines)

  • New quests and encounters are now available in the dungeons.
  • All dungeons in Cataclysm now have their quests inside the dungeon right at the front. They no longer are part of huge quest chains outside of the instance.
  • The instances have been updated and completely revamped, they are not like Naxxramas in WotLK and you can expect a brand new instance. Normal difficulty is also updated.

Classic Dungeons

  • Classic dungeons have been revamped to be made shorter and less confusing. Dungeons such as Maraudon or Uldaman were really really long to get through.
  • For example dungeons can be split into multiple wings. Uldaman will be broken up into 2 wings. Ironaya will be the final boss of the first wing for the Dungeon Finder.
  • Maraudon will also be broken up into 2 wings as well. The dungeon now has a "living" section, and a lower section where Princess Theradras is.
  • Other dungeons will be trimmed. The top portion of the Sunken Temple has been removed and only the bottom floor remains.
  • Wailing Caverns's maze has been removed and bosses have been moved around to just make the instance smaller. Moving bosses wasn't hard because bosses didn't really have their own rooms.

Senast ändrad av Strafer, 22 oktober, 2010 - 22:51.
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Enhanced Maps

The 2D maps for each dungeon was the first step.
Detailed boss info will be added to the map, including loot, lore, and abilities! (Yep, in-game AtlasLoot)

You won't have to pull a boss and die anymore to find out what he does.

"We're not going to tell you how the boss works, but we want you to have an idea of what you're getting into."

3D Portrait of the bosses will be available.

It will work in both Dungeons and Raids.

Patch 4.1.0 Preview - Firelands Raid

The Firelands are on the Elemental Plane of Fire. Lava is all over the place.

Ragnaros encounter will be completely different. They want to give you an idea of his true power.

The instance will have 7 bosses

Plane of Fire is an outdoor area similar to the Hyjal Raid (the layout, not the terrible waves upon waves)
T
o the north is Sulfuron Keep, you'll go indoors here to fight Ragnaros. Sulfuron Keep looks very similar to the area in Cataclysm's Hyjal levelup zone.

Patch 4.1 - Abyssal Maw 5-Man Dungeon

Blizzard wants to release a 5-man Dungeon with each content patch to make sure
that nobody feels left out.

It will be a continuation of the story players are going through in Vashj'ir and Throne of the Tides.

Abyssal Maw is the Elemental Plane of Water.

"Nothing like The Oculus"

The dungeon has 4 bosses.

"Risen areas" where you fight and then travel to the next

Senast ändrad av Strafer, 22 oktober, 2010 - 23:36.
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Inlägg: 822

Raids & Dungeons Q&A

Q: Will there be a better system to prevent "ninja" looting on the LFG system?
There are a couple of improvements in Cataclysm. The loot system is more strict and people aren't able to roll on something they cannot wear.

Now that 10 and 25-man raids have the same difficulty, how do you balance them and make them the same difficulty?
Balancing is very hard but it's also a very high priority, encounters should be roughly the same difficulty. It might take some time but developers will get them to the same difficulty.

With the flexible raid lock system, is there anything to prevent people from leaving the group as soon as something bad happens?
It will get better over time, as player gets better and get used to the new system you will most likely end up getting a much better PuG experience.

Legendary weapons, with 10 and 25 man lockouts being combined in cataclysm are there any plans to go back to Ulduar and Icecrown citadel in regards of Shadowmourne and Val'anyr?
Are we going to go back and change the way fragments drop? That's a good point, will bring that up in the office on monday. It's a great suggestion.

Are you changing BRD as well in Cataclysm?
I've done a pass on most of the old dungeons, trimming a lot of the suck. Things like 20 seconds sleep and 10 seconds disarms and things really really obnoxious. Unfortunately breaking up BRD is very tricky, so what we did do is put up some teleporters, there's a teleport past the bar, in the city, etc ... There are also teleports in Cataclysm dungeons such as Shadowfang Keep, Deadmines. Graveyards are also super close now, all dungeon graveyards are right outside the portal now. Developers want you to do the encounters, not run so much.

As a raid leader, a lot of times people wanna join raids for instance but they're full, have you guys ever considered a raid observation/queue system?
We don't have that planned but it sounds like a cool idea. People want to see a LFD system for raids, it's just that it's a very difficult thing to do because of the raid encounters difficulty. It's definitely something they've talked about but they don't have a great way to do it yet. Observation mode would be a very cool feature and they will talk about it more and see if they can do something like that.

I'm concered about encounter mechanics like more hard stuff, my main concern is that the binary sort of thing that certain mechanics are big and flashy or something really subtle or obvious but it wont kill you immediately. Is there any middle ground there?
We talk about that quite a lot, and it's actually a pretty nasty design problem. Tanks and healers have a lot of things on their hands, if you are taking a little bit of damage you're probably going to blame the healer. We're trying to make things more visual and hopefully you won't have to look at a buff stacking for an encounter, one of the new things we have in Cataclysm are meters that the dungeon guys can script to make some of the mechanics more visual and make sure players know why they die. The blind dragon (Atramedes) for example needs you to be quiet, that's visually indicated with a sound bar.

Is there any plan to make a legendary weapon guild bound due to achievements?
It's not something we're looking into, there's an achievement for it but we have no plans to make a guild wide legendary. It's an idea that came up but there are a lots of design problems with that, it was more complicated than what it was worth. For the time being, in the future legendaries will be for one person.

Senast ändrad av Strafer, 22 oktober, 2010 - 23:32.
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Originally Posted by Zarhym

This year's Dungeons & Raids panel with Lead Content Designer Cory Stockton and Lead Encounter Designer Scott Mercer focused on the developers’ design goals for Cataclysm -- starting with a look at what’s in store for two classic dungeons, Deadmines and Shadowfang Keep.

A New Feel for Classic Dungeons

In World of Warcraft: Cataclysm, many classic dungeons will be updated to reflect our ever-evolving design philosophy, and the reworked Deadmines and Shadowfang Keep should serve as two good examples of how classic dungeons can be greatly improved without losing their “classic”; feel. Even after players have long memorized every last corner of a dungeon, classic dungeons can be made to feel fresh again by adding new quests, new encounters, and interesting lore lead-ins from their respective zones (in this case, Westfall and Silverpine Forest). This subtle approach helps revitalize classic dungeons for low-level characters and provides meaningful content for level-85 characters through Heroic versions, while still retaining the spirit of what made the dungeon popular in the first place.

One exciting new change that Stockton announced was that all key dungeon quest givers will now be located just inside the dungeon entrance. You will no longer have to beg your party to share their quests with you, or make your way to a dungeon only to find you haven’t completed a mandatory quest chain.

The primary goal for touching up any classic dungeon is to make them less confusing, shorter (in the case of the most sprawling crawls), and -- overall -- more fun. One way to accomplish this is to tweak the layouts and divide larger dungeons into separate wings. Come Cataclysm, players will see this philosophy in action in places like Uldaman and Maraudon, now separated into wings that are easier to navigate. Other dungeons are better served by trimming away the excess, as in certain sections of Sunken Temple and the maze-like portion of Wailing Caverns.

Raid Philosophy

One of the first things level-85 raiders will notice in Cataclysm is that more raid dungeons will be accessible right off the bat, in the form of multiple, smaller-scale raid dungeons. Our goal is to provide a dynamic and wide range of raid content that offers a little something for everyone.

Ever since Ulduar, our philosophies for Heroic raid dungeons and lockout systems have been steadily evolving. Ulduar presented players with the first-ever opportunity to toggle the difficulty of a raid boss for a greater challenge and access to better loot -- but the system was somewhat confusing, requiring players to know how to trigger Heroic difficulties through specific gameplay mechanics that varied by encounter. In Trial of the Crusader, players were granted the ability to toggle Heroic difficulty directly through UI, but could only change it for the entire dungeon at once. In Icecrown Citadel, we melded the mechanics of Ulduar and Trial of the Crusader to give players the flexibility to choose between normal and Heroic difficulties via the UI on a boss-by-boss basis… and we’re still making tweaks to give players even more options.

Patch 4.0.1 introduced the flexible raid lock system, which will be used in Cataclysm raids. While the Heroic raid lockouts will function the same as they did in Wrath of the Lich King, normal raids will lock players to specific boss kills each week, rather than to entire dungeons. This system is designed to give players with fluctuating schedules more flexibility to progress through content, to help keep players from being locked out of raiding for a week if an emergency comes up, and to give raid leaders more options when scheduling raids and maintaining a raid roster.

Patch 4.1

The panel closed with a first look at the Firelands, an all-new raid coming in patch 4.1. Continuing the quest to save Hyjal from an elemental invasion, players will be called upon to enter the Elemental Plane of fire and extinguish seven unique bosses… including Ragnaros himself. Too soon?

Also coming in patch 4.1 is the five-player Abyssal Maw dungeon, which takes players into the Elemental Plane of water to challenge four new bosses…and while it’s technically an underwater dungeon, the designers promise that the layout and mechanics are nothing like those in the Oculus.

Another major feature of patch 4.1 will be enhanced dungeon and raid maps. While dungeon maps currently show the dungeon layout and locations of bosses, 4.1 will allow players to find a host of new information for each boss, including 3D boss portraits, the lore behind the encounter, a full loot list, and a breakdown of boss abilities (by phase, if applicable).

At this point the audience was shown video footage of two new raid zones being introduced in Cataclysm, Bastion of Twlight and Throne of the Four Winds. That's all from the World of Warcraft Dungeons & Raid panel. Thanks for reading!

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World of Warcraft: Quest & Lore Q&A

Are we going to see another caster legendary weapon that isn't a mace?
- What do you want? What would make you happy?
- A big stick.
- Staff, it's coming!

We are almost 2 expansions past outland, are we ever gonna find out what happened to High General Whatshistname?
We have every intention to deal with that character in a very important and epic way. no plan yet. you're gonna love it though." /sarcasm

Is there going to be anything in Cataclysm about CoT or the Bronze Dragonflight?
You can count on it. AND IT'S SO BADASS!

I'm a big fan of the Saurfangs but I never knew what kind of clan they're from.
- Blackrock
- You sure?
- 80%

Did the philosophy behind the Burning Legion change, and did Kil'jaeden shape it for his own personal gain?
The philosophy hasn't shifted. (Really long and complicated question/answer, might go back to this one)

After the battle of Andorhal when our favorite Death Knight gets Chain Hooked back to us for Reeudcation is there going to be any revisiting to that?
The forsaken storyline is a complex one, you will definitely see that somewhere.

What happened to Kul'tiras?
We have to save something for the future patches, that time isn't now. We will deal with that in the future.

We were looking forward to a Windrunner family reunion between Sylvanas, etc... but didnt really happen during WotLK, any plans?
We'll have that wrapped up along with the Turalyon storyline.... in Stromgarde... with Atiesh. (sarcasm)

Will we see more lore about the Eredar and the Draenei in the future?
You know, we haven't really explained it all that well. We had it in the War3 book where Sargeras came across the Eredar and they were this bad race. Then I wanted to revamp it with TBC and the Draenei to where the Eredar corrupted him. That went over as well as a fart in church. But I still stand by the new story.

How are Trolls related to Moonkin at all?
We've developed a lot of the Troll Druid lore in-house. I'm not sure if we're going to release all of that with Cataclysm, but it will be explained.

When we first met Garrosh Hellscream he was kind of an annoying kid? Now he's the leader of the Horde. Are we going to get a Warchief out of this guy?
We know that the whole Garrosh thing is "contentious" and it's part of a much larger storyline involving Thrall. Thrall is the most important person on Azeroth, the Garrosh storyline has a lot to do with Thrall. Thrall is a Clark Kent type character who doesn't really know his true strength, he was pushed into leadership very young and Garrosh is used as a counterpoint to Thrall. He's a hothead against someone who thinks a lot. Ultimately the story isn't about Garrosh, it's going to be some of the best storytelling that WoW has ever done.

What are you guys doing with Kalecgos and the blue dragons?
- Something amazing.
- Do it.
- Kalecgos will be the new blue aspect. And just in time. :O

Senast ändrad av Strafer, 23 oktober, 2010 - 01:05.
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Inlägg: 128

Sebastian Magnusson skrev:
Ursäkta, men har Blizzard aldrig prövat att logga in på WoW dagen efter en expansion släppts?

Det har jag aldrig haft problem med. :p

all producing nothing intelligent to cause disease

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Sebastian Magnusson skrev:
Ursäkta, men har Blizzard aldrig prövat att logga in på WoW dagen efter en expansion släppts? :D

Jag spelade Wrath klockan 00:20 på releasen, satt och spelade hela natten utan några som helst problem. Nu var det på den tiden då Bladefist var känd som Deadfist dock, tidigare i år var det stor migration dock som gjort server betydligt mer befolkad. Kanske kan orsaka problem det :(

| Samarbetar i CoOp-cirkeln - http://skillpoint.se/coop | Podradiopratar i Skillpod - http://www.skillpoint.se/podradio/skillpod |

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Jag lirade BC och wrath på release kvällen på stora servers (deathwing och stormscale) utan problem jag med, så förstår inte vad folk pratar om när de inte kan lira. Faktiskt bara Vanilla releaae jag haft problem med.

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Hade inte problem vid "Vanillas" release heller. :O

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Alexander skrev:

Zomg lottobarn, för alla jag pratade med på msn med (4 olika servers) så kraschade de konstant, jag var tvungen att vänta en vecka typ, dör de nya servers att sättas.upp. :p
Annars var det inga problem. 0:)

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Förresten, om det är någon som mot förmodan vill spela betan och inte har den så hojta till. Ganska säker på att jag har någon Cata-nyckel över.

Definitionen av glädje är försvinnande plattformar.

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Inlägg: 1257

Sebastian Magnusson skrev:
Förresten, om det är någon som mot förmodan vill spela betan och inte har den så hojta till. Ganska säker på att jag har någon Cata-nyckel över.


Jag vill prova! :O

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Alexander skrev:
Jag vill prova!

Sorry, Strafer högg den precis. Skyll på honom ;)

Jag hojtar till om jag hittar några fler.

Definitionen av glädje är försvinnande plattformar.

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:8)

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Strafer skrev:


|(
:cry:

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