Thursday, August 14, 2014

Warlords Releases November 13 - Cinematic Up Now


As usual, the cinematic team at Blizzard does a fantastic job here. This was largely what I suspected would be the setting of the cinematic, but it's done in a clever way. Everything seems to be going exactly as it did in our timeline, until it doesn't. And we thought Mannoroth was going to be a figure in Warlords, well... watch the cinematic.

Of course, the funny thing is that the cinematic really makes you root for Grommash. Everything he does is just flat-out heroic. He says "we will never be slaves," which is a pretty solid ambition for anybody, but then follows that up with "but we will be conquerers," and suddenly it doesn't sound so nice.

Loving the voice acting, incidentally, especially Gul'dan, who seems to be a little Jeremy Irons-like.

Now, regarding the release date. November 13 is within the range I predicted, though it's at the tail end of it. Still, I'm glad we're getting it before December, and by about two weeks, too.

We also got details on the pre-expansion event. As far as I can tell, it will be somewhat limited - not on the scale that BC, Wrath, or Cataclysm got, which is a shame. Instead, we're going to get a quest chain in Blasted Lands and a level 90 version of Upper Blackrock Spire, though I believe we're going to only get to do about half the dungeon in that version.

Anyway, the date is set, and I think this provides plenty of time for the Beta to finish up all of its testing. It does mean that 5.4 will go on for quite a long time indeed, but that was inevitable at this point.

Wednesday, August 13, 2014

State of the Beta

Tomorrow, we will learn when Warlords of Draenor is released, finally ending the huge stretch of 5.4. I'm not going to make a prediction for the release date here, but clearly, what they will need before they can release is a Beta that's complete and mostly bug-free.

I'll break the expansion down by features, and talk about how far each feature has come.

Quests/Draenor:

The quests while leveling up are pretty much all there, and largely functional. We're missing a handful of cutscenes (some of them will clearly be pre-rendered,) but a lot of others have been implemented. There are some bugs that still remain, and unfortunately these often crop up in very important quests. I imagine part of this is due to the way that Scenarios are being used for questing.

Quest rewards might get tweaked a little, but they largely seem to be in place. XP could also do with a little adjustment, as one can run out of quests in the early levels - though there are bonus objectives and such that they might be encouraging us to try out, not to mention the usual non-quest XP sources like dungeons.

Dungeons:

All eight of the Draenor dungeons have been implemented, with Iron Docks having come in the latest patch. I have not personally run these, but they look to be mostly complete, with perhaps a few mechanical tweaks on the way. Dungeon gear, however, has not been assigned to the bosses yet.

Raids:

Raid testing is continuing, and it appears they are now testing Blackhand, who is the capstone boss of Tier 17. So while I'm sure this will continue for a bit, it's looking good.

Garrisons:

Garrisons have come a long way, with a lot of buildings getting their mechanics figured out. I don't know if the garrison invasions are totally working as intended yet, but the overall system looks mostly there, with just some things to fill in.

Followers:

So far, the one thing about Followers that still remains unclear to me is how they get equipment. It appears that you won't worry about follower gear until they hit 100.

Character Models:

Everyone we're expecting for 6.0 is implemented except for Female Tauren, Male Humans, or any Trolls. The models still need a few adjustments, but they are mostly in-game at this point. Also, the Draenei shoulder pads are fixed!

Ashran:

I have not explored this all that much, but it appears to be making solid progress. Aside from each base, there are several areas with their own NPCs to attack, which appears to be the way that one gains Artifact Fragments, which can be looted off of you if someone kills you.

Reputations:

Still no rewards for the various reputations. It also appears that there are only a small number of reputations to work on. Horde has the Frostwolves and Warspear, Alliance has the Council of Exarchs and Stormshield, and both have the Arrakoa Outcasts.

Outdoor Endgame:

There are weekly story quests that I have only scratched the surface of. Additionally, there is a daily quest that sends you to a level 100 region of any given zone, where there will be an area to attack. This seems to be a source for Apexis Shards, which will allow players to purchase gear, creating a kind of unstructured endgame if you're not into hardcore PvP or PvE.

Perks and Class Balance:

Most class mechanics are nearly finalized (still holding out hope for Arms Warriors,) and most of the upcoming work will be tuning.

In Conclusion:

The expansion is taking shape, and we're definitely a lot farther along than we were when the beta began. There's still work to be done, and there could very well be a lot of behind-the-scenes stuff that will take some time. But at this point, it really seems as if all the relevant systems and features are in place - they just need to fill them out and make adjustments.

Especially given that they're giving out Beta keys at tomorrow's event, it's clear that the expansion will still be at least another month. But I'm somewhat confident that we can see it before December, and possibly as early as October.

Tuesday, August 12, 2014

Both Troll Models Revealed!

In the latest Artcraft, Blizzard has unveiled the new models for the Trolls - both male and female. Maybe I'm less studied in the appearance of the trolls (though I've had a troll mage since vanilla,) but this, probably more than any other revamp, really looks like an update of the existing models. I think that anyone who has a troll will still recognize their old buddy, but they'll just look sharper and more detailed. Obviously, the biggest thing will be animations, but why don't we take a look at the pictures?


As you can see, he looks pretty much the same. The standard face paint and hair styles remain, but the hair looks more three-dimensional.


Likewise, there's more muscle-tone here, and more expressive faces.

Basically, it looks good!

So where does that put us?

Well! It looks like we've now seen the new models for every vanilla race, and the Draenei. The Blood Elves are coming in a later patch, but the 6.0 set is complete. Right now we're only missing the female tauren, male human, and these troll guys on the Beta. Hopefully those will be implemented soon, and one of the major hurdles to cross before the expansion goes live will be completed.

Projecting the Timeline of Warlords

Thinking about Mists of Pandaria, it's clear that there were some errors in pacing. We all kind of marveled at how quickly the patch updates were coming at us, but we're now paying the price for it with an incredibly long stretch of content that hasn't been updated in nearly a year. I know we'd all love to see an expansion a year, but I no longer believe that's ever going to happen. Two years is fine for an expansion cycle, but only if you plan accordingly.

So I've got my own little projection of how Warlords could work out. This is not a prediction, mind you - I expect there to be at least a few twists and turns here and there. But I think the Mists model of little-big-little-big is a good possibility, as regardless of timing, it worked pretty well.

I'm only guessing at raid content and zones here, so bear with me.

We learn the launch date in two days (so I'm prepared to look foolish.) But here's a guess:

Late September-October 2014: Pre-launch event. Iron Horde invades. There will be a quest line that hopefully evolves over the course of the two weeks leading up to launch. This is the big invasion that threatens our homes. Players fend of the Iron Horde, pushing them back into the Blasted Lands. Part of these quests might be what's already up on the beta (though hopefully there will be more.)

October-November 2014: Warlords launches. We have all of Draenor, plus the eight new dungeons and the two new raids. Basically, everything we're testing on the Beta.

January-Feburary 2015: 6.1. First major content patch. No new raid, but we head down to the Ogre continent south of Nagrand, where there is a timeless-isle-style exploration zone. Possibly new dungeons, though I think it's more likely it'll just be the zone. (And some big story quests, possibly involving Cho'gall.) We'll also get new Blood Elf models, and flying will be enabled in all the 6.0 zones, but not the Ogre continent.

June-July 2015: 6.2. Farahlon (aka Netherstorm) zone opens. More exploration zone (or possibly dailies, if they decide to bring them back by then.) Tier 18 raid opens, possibly demon/shadow council themed with Gul'dan as final boss. (Plus Teron'gor, who I think survives Auchindoun, as well as Socrethar.) New dungeons associated with Shadow Council raid open (probably two or three.)

September-October 2015: 6.3 Tanaan Jungle opens, with quests, story, and exploration areas. Initial hints about the next expansion begin to be seeded. Blizzcon 2015 will be some time around this, and we'll either already know or dissect what we can figure out from 6.3 to find clues. Hellfire Citadel (or the Iron Citadel, or whatever they call it in this universe) sits in center of the zone, but is locked down like ICC was before 3.3.

January-February 2016: 6.4: Final raid tier, Hellfire Citadel. We kill Grommash and end the Iron Horde. We get three dungeons that lead up to this final raid, Frozen Halls/Hour of Twilight style. Some grand new feature gets introduced (like Dungeon Finder, Raid Finder, and Flex Raids were in the last three expansions.)

September-October 2016: Launch of following expansion.

Obviously, this is going to be wrong in more ways than it's correct (though wouldn't it be awesome if I got it all right? Just, like, impressive?) Essentially, this takes the patch structure of Mists of Pandaria (though with the dungeon releases of Wrath and Cataclysm) but just stretches it out a little more to fill in the big, second year gap. You always want your final patch to last the longest, but a year is a hell of a lot of time for people to keep raiding the same place (especially in this era of LFR, which is how most people experience the raids.)

The way this is set up, tier 17 lasts 6-8 months, tier 18 lasts 6-8 months, and tier 19 lasts 7-9 months. Obviously, none of these dates can be rigid. If Blizzard were to declare now that tier 19 is going to come in January of 2016, they're either going to hit a snag and find themselves rushing to get it out, or they're going to be sitting, twiddling their thumbs, wonder what else they can add to the patch without breaking anything.

And this also assumes that things are going to take about the same amount of time as they usually do.

Fundamentally, the reason I suspect we tend to get these huge spans of nothing new for the back half of each expansion is just the simple nature of putting an entire expansion together. The last raid tier is never going to take as much effort as creating an entirely new continent with thousands of quests (many of which need gear rewards,) along with new classes or new race models or totally new features like garrisons. Yes, they do start to work on the expansion before the final patch is out, but it's always going to take them a little longer to get the whole team up to speed to pump out that last patch.

And it's mostly ok, because players should have that final patch for a long time. The final patch is when you know that there's a ceiling, and you can take your time if you're catching up. Letting that patch be there, and current, for a while, reduces the sense of a rush. It's not like 5.3, when you had a very brief window if you wanted to, say, level your Troll so that he could have the Darkspear Revolutionary title (actually, that might be going account-wide. Oh well.)

But you still don't want to go for an entire year without anything new. There's a kind of ethical need for Blizzard to produce content. We pay our subscription fees, and while a lot of that is just to cover the server maintenance and such, there's also an expectation that the subscriptions pay for patch content. You give them an extra bit of cash for each expansion because of how big that effort is, but you expect the subscription to mean new content on a regular basis. And this ain't regular!

So I think Blizzard needs to assess more reasonably what they can accomplish in a given amount of time, and plan accordingly. I'm sure they do this, but the pacing of Mists was a big error in their calculations.

Monday, August 11, 2014

Rounding out the Dragonflights

Wrath of the Lich King introduced a whole bunch of drake mounts. In fact, it might be surprising to those who haven't been playing as long as I have that the number of flying mounts (and to an extent, all mounts) used to be far, far more limited.

Part of the issue was that mounts used to exist as an item within your inventory. One of the big advantages to being a Paladin or Warlock, or once BC came out, a Druid, was that your class mount (or flight form) did not take up any inventory space, but was instead a spell that you cast (it would cost mana, but it was a pretty cheap cost.) In vanilla, you basically just had the racial mounts (and the "swift" models for the epic mounts came later) plus a handful of alternate models, like those out of Zul'Gurub or Stratholme, and then the class mounts. In BC, you had the gryphons and wyverns, and then the super-long rep grinds for the Nether Rays and the Nether Dragons, though they started to expand the system, adding rare drops or rewards like the Ashes of Alar and the Amani War Bear (which sadly became unattainable after BC, as there were a lot more "you had to be there" cosmetic rewards back then.)

Anyway, Wrath exploded the number of mounts  you could find, largely thanks to the new interface in which a mount or a companion pet would be "learned." One of the most obvious things to do was to introduce drake mounts. Dragons have always had a pretty big presence in WoW, and so they made it possible for you to get drake mounts from each of the dragon flights. The Blue one dropped off of 10-person Malygos (or, later as a bribe to keep people running Oculus, from the special reward bag at the end of that dungeon,) the Black one was a reward for the 10-person version of Sartharion 3D (with all three of the drake mini-bosses up.) The Bronze drake dropped off of a timed boss in Heroic Culling of Stratholme (that became very easy to get later in the expansion.) The Red drake was simply purchased from the Wyrmrest Accord once you hit exalted.

What was missing? The Green drake, of course. Well, finally, six long years after Wrath of the Lich King launched (jeez...) you'll be able to get your green drake mount. And it's simple as pie! Just get 250 mounts... Yep! 250 mounts! Wow. There are a lot of mounts in the game.

Now, on the other vanity-collection side of things, there's another dragon flight that's long been neglected. There have been a variety of green, blue, red, and black dragon whelp pets, but for some reason, never a bronze one. You can catch Infinite whelps around the caverns of time, which theoretically are (or were... will have been?) bronze dragons, but you can't get any whelps who call Nozdormu, rather than Murozond, their dad (or grandfather... or however it works with dragons.)

How one gets one's bronze whelp is as yet unknown, though it appears you'll be able to find a "time-locked" whelp (Dr. Who reference?) somewhere, somehow, in Draenor.

Anyway, the dragon flights might not be as relevant in the post-Cataclysm world, but it's still pretty exciting to finally be able to complete the set with these guys.

Biggest request after this one: I want an Infinite Drake mount.

Warlords Professions So Far

Fairly overlooked in a lot of the news about Warlords of Draenor is the new way that professions are being approached. It's actually the most radical change to the system since vanilla, though in most ways, professions as a game mechanic will still be recognizable.

When you get to Draenor and you start questing (and this might not happen until you've done the Tanaan Jungle intro and established your garrison,) you'll start finding scrolls off random enemies that will allow you to train your "Draenor Master" level in a given gathering profession or secondary skill, but not production professions.

These scrolls can be used with a skill level of 1. They do not instantly level you to the maximum skill, but they do effectively give you the "Draenor Master" level, meaning that your skill cap will go straight to 700. And yes, this is the first expansion where professions are going up by 100 points, rather than 75.

I don't think these are all complete (the mining one doesn't teach you to smelt True Iron or Blackrock ore, though for all I know they might be getting rid of the whole "smelting" thing... or it's just not complete,) but I got the First Aid one, and this instantly gave me four recipes. My Paladin (the toon I was playing on when I found this) has never had much First Aid, as I've always relied on my healing spells instead of bandages (before Prot/Ret mana regeneration was kicked up to insane levels, it might have been good to do First Aid, but oh well, it's moot now.) Upon using the scroll, you get recipes for a new bandage, plus what looks like a health potion (are alchemists going to be angry about that?) as well as two new items that cleanse diseases and poisons.

These all provide 5 skill points per production, which is good, but it'll still take you a long time to level your professions from scratch this way, so I'd still recommend working on those profs if you want to use them.

Meanwhile, the headliner production professions (Alchemy, Enchanting, Tailoring, Inscription, Leatherworking, Engineering, Blacksmithing, and Jewelcrafting,) are a little more involved. After completing an early quest chain (basically the first thing you do after establishing your garrison,) you'll get a cache from the Frostwolves or the Draenei (depending on faction, of course) that will contain an item that begins a quest. There is then a quest for each production profession that you'll be sent to complete somewhere in the zone. Completing that quest will give you the profession scroll for your given profession as well as the blueprint for your profession's garrison building.

Now here's where the Not Yet Implemented part makes my job a little hard. For instance, I did not get any new recipes for Engineering when I used the scroll, though I got 600/700. You'll get a quest when you return to your garrison that asks you to build your profession building.

Your profession building will then have a couple of NPCs, for example, an Engineer and an Engineer's assistant. The Engineer will give you a quest that explains how to do work orders, which will then allow you to produce materials for that given profession. And if I understand correctly, the Engineer will serve a different function depending on what professions you have. If you are an engineer yourself, they will basically function as a trainer - though rather than training you in the traditional way, they'll just sell you recipes/schematics, etc. If you don't have the profession, though, you can talk to them and, if you have the right materials (I believe that this will always take at least one of the reagents created via the corresponding building's work orders,) you can have them craft things for you from a limited selection of that profession.

Essentially, you'll want to have your profession's buildings in your small plots. You can have a maximum of three, though, which gives you some flexibility. You should be able to create those rare reagents that are produced through the work orders on your own if you have the corresponding profession, though, so if you've made everything you need, you should be able to switch the building over without any horrible consequences.

Also, Miners and Herbalists don't have to worry, because the Mine and Herb Garden are guaranteed buildings - they don't take up a plot and are available to everyone (after completing a quick and simple quest.) This also applies to Fishing and a Pet Battle menagerie. Skinners I'm not entirely sure about. You can put the Barn up as one of your medium-sized buildings (you get two such plots at the max level,) but I am not entirely sure what you get out of that yet.

The major question that I have about this is what non-questers will do. I know some people just like to chain-run dungeons to level up, and at least so far, it looks like the only method for getting these profession scrolls is by doing those quests. Then again, there do appear to be profession trainers in the Ashran hubs, so perhaps you only need to go there. And for the questing-averse, I should also point out that you get your special profession quests pretty early in each of the starting zones.

Saturday, August 9, 2014

What New Races Would We Want to Play?

Warlords of Draenor is the first expansion to have neither a new playable class nor a new playable race. In fairness, Blizzard earned this little reprieve after Mists of Pandaria gave us one of each (the unfortunate result being that about 95% of Monks are Pandaren, and vice versa, though even now I'm starting to see that trend smoothing out, much as Draenei Shaman and Blood Elf Paladins did over time.) We also can't complain too much because all the vanilla and BC races are getting total revamps with new character models (sadly, Blood Elves are going to have to wait until a later patch - though I'm confident it will be on or before 6.1.)

But we know that WoW is planned for another two expansions, and they're going to keep making them for as long as people are willing to play them (if Everquest can still be online, you can be damn sure that WoW is going to be here for years to come.)

And races are a lot easier to implement than classes. Classes will fundamentally shift the game's balance, requiring more specs to be balanced against other specs and the need to create new abilities and talents with each expansion. Creating a new race does require a lot of work from the creative team, and they need new models, and a new starting zone, new mounts, and depending on their class choices, they might need their own totem, animal form, or Paladin mount.

But races are largely a kind of "fire and forget" addition to the game. Once they're in, they're in, and other than the occasional tweak to racial abilities, they will remain balanced. And from there, they just give you additional options for building new zones and quests (some options I wish Blizzard would use more, like Worgen. Though I'm happy to see the Draenei getting an expansion in the spotlight.)

So I think that over the course of the game, we'll see more expansions that give us new races than classes. There are some who think we already have more classes than we need, to which I say HEATHEN! But it's clear that, mechanically, the game could have twice as many races and still function the same way. The trend has borne out pretty well, with three expansions giving us new races and two giving us new classes. I certainly hope that there will be a new class in whatever expansion follows Warlords (Demon Hunters, c'mon, you know you want them,) but I do think races are a more likely eventuality.

However, restricting both of these additions is the problem of lore. Generally, it's best for these things not to come out of the total blue. Every new race and class had at least some precedent in-game before they were introduced. Blood Elves were well-established in Warcraft II and III (though they were High Elves for most of that time.) The Draenei did, in fact, show up in Warcraft III's Frozen Throne expansion, though we only interacted with Akama and his Broken (who used Lost One models in TFT.) The Draenei did require a retcon, which changed it so that the Eredar demons were not originally demonic, but had been corrupted. Still, despite that hiccup (that Chris Metzen apparently still feels embarrassed about,) the Draenei fit pretty nicely into the world, and also fleshed out the early history of the Horde.

The Goblins had been a presence in Warcraft since WCII (easy guide here: if it isn't a human or an orc, it was introduced no earlier than WCII.) Perhaps the only lore acrobatics required for the goblins was to establish them as Horde-only, as the goblins found in WoW up to that point were decidedly neutral. Still, simply by establishing the Bilgewater Cartel as separate from the Steamwheedle Cartel, it was pretty easy to make them fit.

The Worgen were introduced in Vanilla WoW, with presences in Silverpine Forest, Duskwood, and Ashenvale. Given the locked-off nature of Gilneas and the huge prevalence of Worgen in Silverpine (it was by far the zone they had the greatest presence in,) it was always strongly suspected that the humans of Gilneas had been turned into Worgen. Cataclysm basically just confirmed this rumor, but it also confirmed what had been hinted at in Vanilla, which was that the Worgen curse was related to the Night Elves and Druidism.

The Pandaren probably caused the biggest uproar, as they had, for a long time, been considered by many to be a non-canon joke - the product of an April Fool's joke on Blizzard's part. Still, while that may have been their origin, Chen Stormstout was a real presence in the Frozen Throne's "Founding of Durotar" campaign, and hints of his presence remained, such as the quest "Chen's Empty Keg" in the Barrens.

So what does this all mean for future race choices? Well, it seems to mean that one cannot simply pull a playable race from thin air - there must be some background in-game to allow them. What this does imply, though, is that whatever new races we get, we've probably already heard of them.

So who are the prime candidates?

Ogres:

Ogres have been around since WCII, and have traditionally been allies of the Horde. The Ogres are from Draenor, like the Orcs. Right now, there are only a few obstacles to making them playable. First, we've never seen a female ogre. But that didn't stop us with the Worgen, so cross that off the list. Second, they're absurdly large. Do we really want a race bigger than the Tauren? I could see them maybe revising their size downward, but that might feel like a cheat. Third, most Ogres are dumb as a sack of bricks, and the smart ones need to have multiple heads. Granted, maybe you could have fun with that. Or you could make the faction of playable Ogres a more enlightened one (albeit not too much, or you'd lose the personality of the Ogres.) The two-head thing could actually be interesting - perhaps Mages and Warlocks would get two heads while other classes would get only one. And helmets could be duplicated the same way that you give everyone two matching gloves.

Naga:

Another long-runner, the Naga have been round since The Frozen Throne. They have a rich history, but even more than the ogres, they have anatomical issues. As serpent-people, they don't really have legs. While gear I think could be handled by making pants into a kind of tail-cover and boots into a kind of cap on the end, it also does lead to some problems with, say, mounts. It's not insurmountable, though, and I'd like to see what they come up with to solve those problems, because the Naga are pretty cool. The Naga do have one big advantage, which is that there are already models for both male and female Naga, though one wonders how one is to deal with the whole "female Naga have lots of arms" thing.

Ethereals:

The Ethereals were actually not even that big of a presence in Burning Crusade, which was their debut. But there something about them that's wildly appealing. They are ruthless capitalists, but they are not crass like goblins. Again, there are anatomical obstacles here, but I think as long as one treats the bandages that hold their form together like skin (with patterns in their face-bandages being used to portray eyes and mouths and such,) you could have a very cool-looking race.

Arrakoa:

If you had suggested Arrakoa to me before I played the Warlords of Draenor Beta, I would have said "meh, they're kind of boring." But now there's a really cool backstory to their society. I suppose the question would be whether to give us playable healthy Arrakoa, or the twisted, cursed ones (which were the only ones we saw in BC.)

Vrykul:

The Vrykul were a big presence in Northrend, and their connection to humanity is pretty intriguing. We only interacted with a handful of friendly Vrykul, but with King Ymiron gone, one wonders if the Vrykul might chill out enough to consider joining up with the little guys who came to Northrend in 2008. Again, though, like the Ogres, there is the issue of size here. The Vrykul are half-giants, and much larger than humans kind of by definition. Still, unlike most of the races we come across, there are both male and female models for the Vrykul, so... that's a starting point.

Tol'vir:

Haha, just kidding. Who gives a crap about the Tol'vir? Maybe the least personality of any introduced race.

Just About Any of the Many Pandarian Races:

One of the things I loved about Pandaria was the wide variety of interesting people beyond the Pandaren. The Jinyu, Hozen, Grummles, Mogu, Mantid, Yaungol - they all had their own distinct personalities. Right now, we're all a bit burnt out on Pandaria (and Orcs, but tough luck about that!) and it's a good possibility that we won't really be revisiting that setting ever again. Still, if you could work it out, there's a lot of potential in there for playable races. Hell, the Jinyu and Hozen already kinda sorta joined the Alliance and Horde, respectively.

There are a lot of other races out there that, with a bit of tweaking, could make for interesting additions to the playable options. It'll be a long time before we hear anything about the next expansion (probably not until Blizzcon 2015) but it'll be interesting to see what kind of characters we'll see pop up next.