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Author Topic: 1.11 Patch Notes  (Read 16662 times)
Phred
Terracotta Army
Posts: 2025


on: May 20, 2006, 02:53:27 AM

--------------------------------------------------------------------------------
- World of Warcraft Client Patch 1.11.0
--------------------------------------------------------------------------------

Shadow of the Necropolis
  Floating above the Plaguelands, the necropolis known as Naxxramas
  serves as the seat of one of the Lich King's most powerful officers,
  the dreaded lich Kel'Thuzad. Horrors of the past and new terrors yet
  to be unleashed are gathering inside the necropolis as the Lich
  King's servants prepare their assault. The Scourge marches again...
  Naxxramas is the new 40-man raid dungeon that will present even the
  most experienced and powerful players with an epic challenge.

General
- The cost to unlearn talents will now decay over time.  This cost will
  be reduced by a rate of 5 gold per month to a minimum of 10 gold.
- After a disconnect from the server, it is now possible to log back
  in immediately, instead of receiving the message, "A character with
  that name already exists."
- Chain targeted spells and abilities (e.g. Multi-shot, Cleave, Chain
  Lightning) will no longer hit stealthed or invisible units unless
  visible to the caster.
- Fear: The calculations to determine if Fear effects should break due
  to receiving damage have been changed. The old calculation used the
  base damage of the ability. The new calculation uses the final amount
  of damage dealt, after all modifiers. In addition, the chance for a
  damage over time spell to break Fear is now significantly lower. Note
  that Fear continues to be roughly three times as likely to break on
  player targets as on non-player targets. In addition, Intimidating
  Shout now follows that player versus non-player distinction, while
  previously it did not.
- Periodic Healing: Spells which do periodic healing will now have
  their strength determined at the moment they are cast. Changing the
  amount of bonus healing you have during the duration of the periodic
  spell will have no impact on how much it heals for.
- Reflection: Effects which cause reflection will no longer reflect
  triggered effects separately from their base effects (eg. Impact,
  Improved Shadow Bolt, Aftermath, etc.)
- Optimization code known as "M2Faster" is now enabled by default.
  M2Faster can improve performance in crowded scenes when "Vertex
  Animation Shaders" is turned on.

Battlegrounds
- Alterac Valley
   Most of the NPC guard units have been removed.
   Players now drop more quest items.
   Creatures that remain in Alterac Valley have had their hit points
   reduced.
   The buff that is periodically cast by each faction's Captain has
   been changed to a flat 20% hit point buff.
   Upgrading troops through armor scrap turn-ins will also now result
   in your team's General enabling a periodic buff to your melee and
   spell damage.
   This buff scales from 10% at the Seasoned unit level, 20% at the
   Veteran unit level, and 30% at the Champion unit level.

Druids
- Innervate: This spell is now a base ability for all Druids, trainable
  at level 40. Any Druid who formerly had the Innervate talent now has
  the Swiftmend talent instead.
- Nature's Grace: You will no longer consume this effect when casting a
  spell which was made instant by Nature's Swiftness.
- Swiftmend: This new talent has been added to the Druid Restoration
  tree, replacing Innervate as the 31 point ultimate talent. It
  consumes a Rejuvenation or Regrowth aura to produce an instant heal.
- Enrage: Tooltip edited to clarify functionality.

Hunters
- Counterattack (Survival Talent) - All ranks of this talent will now
  share the same cooldown.
- Scorpid Poison: Duration slightly lengthened.
- Changed the way hunter pet family armor bonuses and penalties are
  applied to allow the exact value from the Natural Armor talent to be
  applied correctly. This may result in a very slight loss of armor to
  some pets (less than a third of a percent).
- Improved Scorpid Sting: The aura from this Sting will now be removed
  (as intended) when a different Sting aura is placed on the victim.

Mages
- Due to significant talent changes, mages will have all talent points
  refunded and can be respent. Training costs for all talent spell
  replacements have been significantly reduced.
- Arcane Explosion is now instant cast and will no longer remove the
  Presence of Mind effect when used.
- Evocation - Is now available to all mages (via trainer), starting at
  level 20.
- Conjure Food now has a new rank (Rank 7) available in Stratholme.
- Frost Ward now has a new rank (Rank 5) available as item loot in
  dungeons.
- Mana Shield - Damage taken will now be absorbed by other absorb
  spells (e.g. Ice Barrier, Power Word: Shield) before being absorbed
  by Mana Shield.
- Dampen Magic - Damage and healing reduction increased on ranks 3
  through 5.
- Amplify Magic - Damage and healing bonus increased on ranks 2
  through 4.
- Counterspell - Fixed a bug that made Counterspell unresistable.
- Winter's Chill - Changed to increase crit chance by 1% per stack, but
  stacks up to 10 times (previously 2% max 5 times).
- Improved Scorch - Duration of Fire Vulnerability increased to 30
  seconds (previously 15 secs).
- Blast Wave: The bonus this spell receives from effects that increase
  spell damage has been increased.
- Cold Snap: This talent will now always clear the cooldown for Frost
  Ward, even if the cooldown was triggered by casting Fire Ward.
- Cone of Cold: The bonus this spell receives from effects that
  increase spell damage has been increased.
- Fire Ward: The amount of damage absorbed by this ward was increased
  substantially on all ranks.
- Frost Ward: The amount of damage absorbed by this ward was increased
  substantially on all ranks.
- Arcane Power: This ability will no longer stack with Power Infusion.
  If you gain both at the same time, Arcane Power will take precedence.
- Added a new level 60 quest available from Archmage Xylem in Azshara
  for mages.
- Fire Ruby now has a sell value and can be disenchanted.

Paladins
- Benediction: This talent will no longer incorrectly provide a double
  discount to Seal of Justice.
- Blessing of Light: It is no longer possible for a target to appear to
  have multiple ranks of Blessing of Light. These multiple auras had no
  beneficial effect, merely causing confusion. Problems with targeting
  the spell when the caster has Blessing of Light effect on them have
  also been fixed.
- Divine Favor: It is no longer possible to cast this immediately after
  a healing spell and "retroactively" make it a critical hit.
- Illumination: When several critical effect healing spells are cast
  very quickly, you will now receive the correct mana refund for each
  one.
- Judgement of Command: Now consumes a charge of the Zandalarian Hero
  Charm. In addition, when this spell is resisted it will no longer
  erroneously still do damage.
- Judgement of Righteousness: Now consumes a charge of the Zandalarian
  Hero Charm.
- Seal of Command: Clarified tooltip.
- Vengeance: Seal of Command critical hits can now trigger this
  ability.
- Vindication: This effect will no longer be absorbed by Grounding
  Totem.

Priests
- Lightwell - Casting time reduced. Lightwell object increased in
  size to make it easier to click; relative click radius decreased
  slightly.
- Mind Control: If you cast Power Word: Shield while Mind Controlling
  a target, the Recently Shielded aura will now appear on the correct
  target instead of yourself.
- Shadowguard: This Troll Priest racial spell now works with Vampiric
  Embrace, Blackout, and Shadow Weaving. In addition, the damage from
  Shadowguard will now consume charges of the Zandalarian Hero Charm's
  Unstable Power aura.
- Spirit of Redemption: This spell has a number of fixes: Priests
  prematurely leaving battlegrounds with this aura on will now receive
  the Deserter debuff (as intended); Priests in Spirit of Redemption
  form at the completion of a battleground will have the aura removed
  without dying; It will now work correctly with the Darkmoon Card
  Twisting Nether item, resurrecting you after Spirit of Redemption has
  run its course; If you should die underwater the Spirit of Redemption
  will no longer have a breath bar appear; the Warlock Drain Soul spell
  will terminate producing 1 shard when the Priest switches to Spirit
  of Redemption form; You will no longer have to wait 30 seconds for
  graveyard resurrection upon your first death while using Spirit of
  Redemption.
- Vampiric Embrace: This ability will no longer heal for damage caused
  when the target had no life remaining.

Rogues
- Detect Traps is now a passive skill.
- Pick Pocket: This ability will no longer trigger effects on your
  target.
- Slice and Dice: This ability will no longer play its sound effect
  twice.
- Vanish: Cancelling your Stealth aura while Vanish is running will
  now cause Vanish to be canceled as well.

Warlocks
- Shadow Ward now has a new rank (Rank 5) available as item loot in
  dungeons. The amount of damage absorbed by this ward was
  increased substantially on all ranks.
- Curse of Agony: The damage from this spell will now continue even
  if the caster dies or leaves the area.
- Emberstorm: This talent will now correctly increase the damage the
  Warlock takes from Hellfire.
- Hellfire: Aftermath can now be triggered by this spell.
- Improved Shadowbolt: Periodic damage spells and
  non-damaging spells will no longer consume charges of Shadow
  Vulnerability.
- Shadowburn: If you cast Drain Soul while this aura is on the victim,
  you will no longer receive two soul shards upon the victim's death.
- Soul Link: If your pet is banished, it will now break the Soul Link.
  In addition, Soul Link's tooltip has been clarified to indicate it
  only works with your imp, voidwalker, succubus, or felhunter.

Shaman
- Due to significant talent changes, Shaman will have all talent points
  refunded and can be respent. Training costs for all talent spell
  replacements have been significantly reduced.
- Searing Totem - Mana cost reduced.
- Disease Cleansing Totem - Duration increased.
- Fire Resistance Totem - Duration increased.
- Flametongue Totem - Duration increased.
- Frost Resistance Totem - Duration increased.
- Grace of Air Totem - Duration of ranks 1 and 2 increased.
- Nature Resistance Totem - Duration increased.
- Poison Cleansing Totem - Duration increased.
- Stoneskin Totem - Duration increased.
- Strength of Earth Totem - Duration of ranks 1 through 4 increased.
- Tremor Totem - Duration increased.
- Windfury Totem - Duration increased.
- Windwall Totem - Duration increased.
- Mana Spring Totem - Mana cost reduced.
- Healing Stream Totem - Mana cost reduced.
- Two-Handed Axes/Maces (Enhancement Talent) - Skill levels gained with
  these two weapons will now be retained if you decide to unspend this
  talent point and return to it later.
- Flame Shock - Damage over time portion of all ranks slightly
  increased. Mana cost of ranks 3 through 5 decreased. In addition, a
  new rank is available (rank 6) from Upper Blackrock Spire.
- Improved Reincarnation (Restoration Talent) - Fixed a bug where rank
  1 of this talent was not decreasing the cooldown properly.
- Rockbiter, Frostbrand, Flametongue and Windfury Weapon mana costs
  reduced.
- Elemental Fury: Tooltip now indicates it increases the critical
  damage for Searing Totem, Magma Totem, and Fire Nova Totem.
- Fire Nova Totem: This totem now receives increased damage from
  effects that increase the Shaman's spell damage.
- Grounding Totem: This totem will no longer reflect the Mage talent
  Combustion back onto the Mage.
- Healing Wave Totem: This totem now receives increased damage from
  effects that increase the Shaman's healing.
- Lightning Bolt: Mana cost reduced approximately 17%.
- Magma Totem: This totem now receives increased damage from effects
  that increase the Shaman's spell damage.
- Searing Totem: This totem now receives increased damage from effects
  that increase the Shaman's spell damage.

Warriors
- Improved Revenge - Chance to stun at each rank changed to 15/30/45%.
- Bloodrage - Fixed a bug that caused Bloodrage to cost twice the
  intended health
- Sweeping Strikes: This spell has a number of fixes: When used in
  conjunction with Execute and the second victim is below 20% health,
  they will be hit with the full Execute amount. If the second victim
  is not below 20% health, they will be hit with normal melee swing
  damage; If the ability you are using does not deal damage, it will
  not use a charge of Sweeping Strikes; The extra attack it generates
  when used with Whirlwind now has the correct damage range; The
  additional attacks generated by this ability will now properly take
  into account the armor of the second target.
- Whirlwind - When this ability is used with Sweeping Strikes, it will
  burn only one charge of Sweeping Strikes and will generate only one
  additional attack.
- Retaliation - This ability will now function correctly at full melee
  range.
- Intimidating Shout - The cowering in fear effect will no longer be
  applied when the target resists this shout.
- Shield Slam: This ability now costs 20
  rage to use and the damage it does is modified by attack power
  (normalized to 2.2 speed). However, the base damage has been reduced.
  It generates more threat per rage and more damage per rage than it
  did previously.
- Flurry - The tooltip for this talent has been adjusted to indicate it
  only works on normal melee swings. And ranks 1 through 4 of this
  talent will now activate correctly again. Your haste will now last
  only the intended next 3 swings.

Items
- Key rings have been added to the game.
   Level 1-39 = 4 slots
   Level 40-49 = 8 slots
   Level 50-60 = 12 slots
- Stack sizes have been updated:
   Stacks of 20
   Leather (Light, Medium, etc.)
   Cured Hides (Light, Medium, etc.)
   Shards (Small Brilliant, etc.)
   Enchanting Dusts (Strange, Illusion, etc.)
   Flash Powder
   Rogue Poisons (Instant, Crippling, etc.)
   Rogue Poison Reagents (Essence of Pain, Deathweed, etc.)
   Stacks of 10
   Hides (Light, Medium, etc.)
- We have re-evaluated the mechanics of consumable items in the game
  and concluded that these should work in a more intuitive manner. As
  such, most items that can not be equipped with right click abilities
  have been streamlined into one of three categories. Using an item of
  a particular category will trigger a shared cooldown among all other
  items in the same category. The categories break down as follows with
  category cooldowns as listed.
   Potions 2 minutes: This includes items such as Health Potion, Mana
   Potion, Invisibility Potion and Mighty Rage Potion.
   Aggressive 1 minute: This includes items such as explosives, Really
   Sticky Glue and Discombobulator Ray.
   Non-Aggresive 2 minutes: This includes items such as Healthstone,
   Night Dragon's Breath, Whipper Root Tuber and Target Dummy.
- Many items that can be equipped have had their cooldown category
  removed and will be controlled exclusively by the item's self
  cooldown. For example, the Gnomish Mind Control Cap should no longer
  trigger the cooldown of the Talisman of Arathor.
- We have re-evauluated the class specific quest rewards for both
  Zul'Gurub and Ahn'Qiraj Ruins. To bring them more in line with the
  effort required to attain them we have upgraded the superior items
  to epic quality.
- All food/drink can be eaten while silenced. Previously some
  food/drink could not be consumed when under the effect of a silence.
- The Gnomish Mind Control Cap may now only be used on targets that are
  not in combat.
- An updated set of armor rewards have been added to vendors for Honor
  ranks 7, 8, and 10.
- The armor rewards for Honor ranks 12 and 13 have been increased in
  level and stat point allocation.

Professions
- Four new nature resist cloth armor recipes have been added to the
  merchants at Cenarion Hold for those with high Cenarion circle
  reputation.
- Three new nature resist leather armor recipes have been added to the
  ghost leatherworker of Silithus for those with high Cenarion Circle
  reputation.
- Three new nature resist plate recipes have been added to the
  merchants at Cenarion Hold for those with high Cenarion Circle
  reputation.
- The two-handed agility Enchanting recipe now provides a green glow
  on those weapons.
- When a paladin is replaced by their Evil Twin due to transporter
  malfunction, they can no longer revert to their normal self using
  Divine Shield.
- Tranquil Mechanical Yetis are no longer unique.

Quests
- Light's Hope Chapel has been revamped and is now a fully functional
  quest hub.
   A new mailbox has been added.
   The chapel is now flagged as an inn.
   A guard system is in place.
   New vendors have been added.
- Dozens of new quests have been added to Light's Hope.
- New quests available in Zul'Gurub and Light's Hope Chapel for head
  and leg resistance enchantments.
- Several new tradeskill quests have been added to assist players in
  obtaining frost resistance armor and items.
- A new LEGENDARY item quest has been added! Casters rejoice (and
  druids too)!

Raids and Dungeons
- Zul'Gurub
   Class specific armor quests given by the Zandalarian trolls of
   Yojamba Isle no longer require Bijous or Coins for completion.
   Armor quests now only require a Primal Hakkari piece and appropriate
   faction with Zandalar.
   Class specific enchantments given by Zanza the Restless no longer
   require Arcanum (Librams) from Dire Maul. The requirements have been
   changed to items found within Zul'Gurub. Speak with Zanza the
   Restless for more information.
   The various clan speakers (Bloodscalp Speaker, Sandfury Speaker,
   etc) have had their hit points reduced considerably.
   Zandalarian Armor Replacement - Because of the changes made to the
   armor rewards from the Paragons of Power quests, the trolls of
   Yojamba Isle will now offer to replace pieces of armor that have
   been lost or deleted.
   After careful consideration we have decided to add an additional
   loot table to the High Priests of Zul'Gurub. Players should now see
   two items in addition to the tokens when slaying these bosses.
- Ruins of Ahn'Qiraj
   Ossirian the Unscarred - There is a new crystal that will be visible
   before the encounter begins. Players can use this crystal just like
   any other crystal in the encounter, but it cannot come back up
   during the encounter.
   Ruins of Ahn'Qiraj Class Set Reward Replacement - Because of the
   changes made to the rewards from the Ruins of Ahn'Qiraj class set
   quests, players can obtain replacements for lost or deleted quest
   rewards from Warden Haro, Keyl Swiftclaw, and Windcaller Yessendra
   in Cenarion Hold.

User Interface
- Text that a raid leader sends to chat will now be displayed in a
  different color and will have the [Raid Leader] label.
- There is now a new raid warning chat channel available to raid
  leaders and assistants. Text that is sent to this channel will appear
  in the center of the screen for all players in the raid. The channel
  is called raid warning and text can be sent to it with "/rw"
- Raid leaders now have a Ready Check button on their raid interface. 
  This can also be sent with /readycheck  from the chat line. A ready
  check sends an "Are you ready?" Yes/No dialogue to all players in the
  raid. The raid leader will get feedback in 30 seconds on all the
  players who were not ready or who did not respond.
- Players now have a Raid Info button on their raid interface that
  functions the same way /raidinfo  worked before. This function will
  display a pane showing all of the raid instances that a player is
  saved to, rather than displaying it to the chat window.
- Players in a party may  now select an option that allows them to
  reset an instance.
   You only get the reset instance option if you are a party leader.
   The UI option appears if you are a party leader, you have one or
   more instances open, and you are not currently in an instance.
   The UI option is a right-click option off of your own portrait (like
   party loot options).
   You get a warning dialogue when you select this option asking if you
   really want to reset all instances.
   If you select reset all instances, all non-raid instances will be
   reset to their starting condition.

World Environment

- New flight paths can be found at Ratchet and Marshall's Refuge,
  Un'Goro Crater.
- Flight paths added between:
   Morgan's Vigil - Lakeshire
   Revantusk Village - Light's Hope Chapel
   Aerie Peak - Chillwind Point
   Stonetalon Peak - Nijel's Point
   Cenarion Hold - Feathermoon Stronghold
   Cenarion Hold - Camp Mojache
   Cenarion Hold - Un'Goro Crater
   Gadgetzan - Un'Goro Crater
   Crossroads - Ratchet
   Theramore - Ratchet
   Ratchet - Talendris Point
   Moonglade - Talonbranch
   Splintertree - Valormok
   Hammerfall - Revantusk Village
   Camp Mojache - Freewind Post

Macs
- "Maximized Windowed Mode" on a multiple display setup now leaves
  extra displays available for desktop use.
- In windowed mode, the window position and size is now saved on exit.
- Command-clicking the zoom button in windowed mode will now toggle
  amongst a few standard sizes.
- The desktop is no longer displayed when switching between
  full-screen resolutions.
- Cinematic support on 10.4.x systems has been revised to use CoreVideo
  for playback.
- Fixed a bug that could disrupt window sizes of other apps and desktop
  icons when switching in and out of fullscreen mode.
- Keyboard event processing has been improved and is less likely to
  drop keystrokes.
- The config.wtf variable "screenshotFormat" allows the user to choose
  "png", "jpeg", or "tga" (Targa) format for screen shots.
- Fixed an issue in WoW where pasting in multi-line text from the
  clipboard would result in one long line of text in the text view.
- Fixed an issue where international characters were not being copied
  and pasted correctly in some situations.
- Conditional support for future OpenGL performance enhancements in OS X.

Jayce
Terracotta Army
Posts: 2647

Diluted Fool


Reply #1 on: May 20, 2006, 08:59:15 AM

I don't know where to start.  Pretty awesome changes.

UI:  copy CTRaid much?  But hey, that's part of the reason for allowing mods.
Light's Hope:  changes were needed.
Screenshot format:  excellent.  It's hard to find a good free targa->jpg converter.
Instance reset button:  awesome.  They could have nerfed this but instead decided to UI-ize it.  For those who didn't know, previously you had to do some weird stuff like reform the group, switch leaders, etc.

Witty banter not included.
Strazos
Greetings from the Slave Coast
Posts: 15542

The World's Worst Game: Curry or Covid


Reply #2 on: May 20, 2006, 09:10:01 AM

The Gnomish Mind Control Cap may now only be used on targets that are
  not in combat.


LAME. No reason for this damn nerf. This makes it Extremely difficult to use in PvP now, in addition to the chance it has to outright malfunction.

I'm guessing it is still going to trigger the cooldown if I use it on someone who is in combat, which is retarded.

Fear the Backstab!
"Plato said the virtuous man is at all times ready for a grammar snake attack." - we are lesion
"Hell is other people." -Sartre
Fabricated
Moderator
Posts: 8978

~Living the Dream~


WWW
Reply #3 on: May 20, 2006, 09:55:30 AM

The warrior fixes confuse me since I could've sworn those were done the last 3 patches. How many times does Sweeping Strikes need fixed?

Everything else is pretty cool. Looks like the Chinese Farmers in the plaguelands are gonna have some company.

"The world is populated in the main by people who should not exist." - George Bernard Shaw
Strazos
Greetings from the Slave Coast
Posts: 15542

The World's Worst Game: Curry or Covid


Reply #4 on: May 20, 2006, 10:06:55 AM

Those are the same warrior changes from the previous 2 patches or so, besides fixing their intimidating shout.

Also, Revenge Nerf? Why?

Fear the Backstab!
"Plato said the virtuous man is at all times ready for a grammar snake attack." - we are lesion
"Hell is other people." -Sartre
Ironwood
Terracotta Army
Posts: 28240


Reply #5 on: May 20, 2006, 03:55:42 PM

Um, that's not a revenge nerf.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Strazos
Greetings from the Slave Coast
Posts: 15542

The World's Worst Game: Curry or Covid


Reply #6 on: May 20, 2006, 04:35:00 PM

Yeah, on second look.... I hardly ever look at the protection tree. They moved that 5% around.

Fear the Backstab!
"Plato said the virtuous man is at all times ready for a grammar snake attack." - we are lesion
"Hell is other people." -Sartre
Lantyssa
Terracotta Army
Posts: 20848


Reply #7 on: May 21, 2006, 09:27:33 AM

Screenshot format:  excellent.  It's hard to find a good free targa->jpg converter.
Irfan View.  It's a great little program.

Hahahaha!  I'm really good at this!
Rodent
Terracotta Army
Posts: 699


Reply #8 on: May 21, 2006, 03:44:03 PM

Screenshot format:  excellent.  It's hard to find a good free targa->jpg converter.
Irfan View.  It's a great little program.

People keep telling me this, but the one time I tried it I hated it with a passion. Something about it's layout that rubbed me the wrong way.

Wiiiiii!
Phred
Terracotta Army
Posts: 2025


Reply #9 on: May 21, 2006, 03:56:12 PM

Screenshot format:  excellent.  It's hard to find a good free targa->jpg converter.
Irfan View.  It's a great little program.

People keep telling me this, but the one time I tried it I hated it with a passion. Something about it's layout that rubbed me the wrong way.

You sure you looked at Ifranview? It has the simplest layout of any picture viewer I've ever seen.
fatboy
Terracotta Army
Posts: 76


Reply #10 on: May 22, 2006, 11:23:14 AM


- New flight paths can be found at Ratchet and Marshall's Refuge,
  Un'Goro Crater.
- Flight paths added between:
   Crossroads - Ratchet
   Theramore - Ratchet
   Ratchet - Talendris Point


These in particular are a great and much needed addition. 

I'm sure the rest of the new flight paths are well needed, too.

If you don't want to hear the answer -- don't ask the question.
Dren
Terracotta Army
Posts: 2419


Reply #11 on: May 22, 2006, 01:04:29 PM

I like most of this.  I especially like the decay on redoing talent costs.  I'm a habitual talent changer and altaholic.  This fits my playstyle.

I especially like the Necropolis stuff.  I love added content that I'll never experience.  It will draw more people away from the content I enjoy.  I'm not experiencing the pleasure of the mage class (lvl 20 now.)  Ice Ice Baby.
SurfD
Terracotta Army
Posts: 4035


Reply #12 on: May 22, 2006, 01:48:48 PM

I just have to wonder, flightpath from Crossroads - Ratchet......WHY, i mean could people get any fuckign lazier?  Its a fucking 1 minute run.  Why not flightpath from Brill to Undercity, or Razor Hill to Orgrimmar while we are at it?

Darwinism is the Gateway Science.
Merusk
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Badge Whore


Reply #13 on: May 22, 2006, 03:42:45 PM

I just have to wonder, flightpath from Crossroads - Ratchet......WHY, i mean could people get any fuckign lazier?  Its a fucking 1 minute run.  Why not flightpath from Brill to Undercity, or Razor Hill to Orgrimmar while we are at it?

They only logic I can see for it is they're adding the Theramore-Ratchet FP (Yay!) and wanted to avoid the flurry of Horde bitching that would have happened if Alliance got a FP to Ratchet, but they didn't.   Of course, it also makes life easier with the linked FPs, so you don't have to hit CR then run to Ratchet.

The past cannot be changed. The future is yet within your power.
Morfiend
Terracotta Army
Posts: 6009

wants a greif tittle


Reply #14 on: May 22, 2006, 03:45:37 PM

I think its awesome they are adding a horde FP in ratchet. Yeah its only like a 3 minute run in each direction, but I recently leveled up a new horde toon in the Barrens, and I had to run to ratchet so many time. I was praying for a flightpath.
pxib
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Posts: 4701


Reply #15 on: May 22, 2006, 05:10:42 PM

I don't even play this game anymore, but having had a rather disagreeable connection, this one makes me smile:

Quote
- After a disconnect from the server, it is now possible to log back
  in immediately, instead of receiving the message, "A character with
  that name already exists."

Thanks Blizzard. You could have done that, I don't know, before release.

if at last you do succeed, never try again
Cheddar
I like pink
Posts: 4987

Noob Sauce


Reply #16 on: May 22, 2006, 09:15:20 PM

Fuckers.  Its the difference of a level or two.  Anyone still on Emerald Dream who wants free shit?  I am closing my account soon anyhow (solo play does not make a happy Cheddar).

No Nerf, but I put a link to this very thread and I said that you all can guarantee for my purity. I even mentioned your case, and see if they can take a look at your lawn from a Michigan perspective.
Strazos
Greetings from the Slave Coast
Posts: 15542

The World's Worst Game: Curry or Covid


Reply #17 on: May 22, 2006, 10:01:08 PM

I wish I coul dget a Fp from UC to Brill; I hate running up through the intestines of UC to that damn Zepplin tower.

Fear the Backstab!
"Plato said the virtuous man is at all times ready for a grammar snake attack." - we are lesion
"Hell is other people." -Sartre
Teleku
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https://i.imgur.com/mcj5kz7.png


Reply #18 on: May 22, 2006, 11:52:22 PM

Quote
- The cost to unlearn talents will now decay over time.  This cost will
  be reduced by a rate of 5 gold per month to a minimum of 10 gold.
- After a disconnect from the server, it is now possible to log back
  in immediately, instead of receiving the message, "A character with
  that name already exists."
YES!
Quote
- Key rings have been added to the game.
   Level 1-39 = 4 slots
   Level 40-49 = 8 slots
   Level 50-60 = 12 slots
- Stack sizes have been updated:
   Stacks of 20
   Leather (Light, Medium, etc.)
   Cured Hides (Light, Medium, etc.)
   Shards (Small Brilliant, etc.)
   Enchanting Dusts (Strange, Illusion, etc.)
   Flash Powder
   Rogue Poisons (Instant, Crippling, etc.)
   Rogue Poison Reagents (Essence of Pain, Deathweed, etc.)
   Stacks of 10
   Hides (Light, Medium, etc.)
YES!
Quote
- Light's Hope Chapel has been revamped and is now a fully functional
  quest hub.
   A new mailbox has been added.
   The chapel is now flagged as an inn.
   A guard system is in place.
   New vendors have been added.
YES!

"My great-grandfather did not travel across four thousand miles of the Atlantic Ocean to see this nation overrun by immigrants.  He did it because he killed a man back in Ireland. That's the rumor."
-Stephen Colbert
WindupAtheist
Army of One
Posts: 7028

Badicalthon


Reply #19 on: May 23, 2006, 12:25:11 AM

Quote
When a paladin is replaced by their Evil Twin due to transporter malfunction, they can no longer revert to their normal self using Divine Shield.

WTF?

"You're just a dick who quotes himself in his sig."  --  Schild
"Yeah, it's pretty awesome."  --  Me
Ironwood
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Posts: 28240


Reply #20 on: May 23, 2006, 01:46:34 AM

You've quite clearly never played an Engineer.

This is cool Star Trek reference when you teleport.  If they could only figure out a way to actually give you a goatee beard, it would be golden.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
SurfD
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Posts: 4035


Reply #21 on: May 23, 2006, 04:02:46 AM

Ahhh, so THATS what the evil Twin debuff is.  I was always hoping it would do cool stuff (you know, make you hostile to your own allegiance or something).

I think they should make it so that it changes your character's avatar (something similar to the Orb of Deception trinket.)

Darwinism is the Gateway Science.
Ironwood
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Reply #22 on: May 23, 2006, 04:10:29 AM

Apparently it stops you from being summoned.  Tho I'm not sure if that was a bug they fixed.


"Mr Soft Owl has Seen Some Shit." - Sun Tzu
SurfD
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Reply #23 on: May 23, 2006, 04:14:58 AM

reminds me, when i get around to leveling a warrior alt, i must remember to never finish the quest that lets you get the Mark of Shame Debuff :P   Nothing like a horde character overthrowing Thrall (with assistance from a dozen or so healers) for some good ole fashion fun.

Darwinism is the Gateway Science.
Ironwood
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Posts: 28240


Reply #24 on: May 23, 2006, 04:19:36 AM

?

What's that one ?

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Oban
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Posts: 4662


Reply #25 on: May 23, 2006, 06:33:35 AM

?

What's that one ?

The quest chain starts here http://www.thottbot.com/?qu=1149 , which leads to http://www.thottbot.com/?qu=6628 and then results in the http://www.thottbot.com/?sp=6767 being applied if you answer the question incorrectly.

Apparently it is a great way for Warriors to kill auctioneers... rolleyes

Palin 2012 : Let's go out with a bang!
ClydeJr
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Posts: 474


Reply #26 on: May 23, 2006, 07:34:56 AM

We had a Horde guild on my server that would have a bunch of level 60s go get the Mark of Shame and then they'd go kill most of the NPCs in the Crossroads. One day it seemed like they were doing it to specifically piss me off. I went there to set my hometown as the Crossroads only to find the Innkeeper dead on the floor. I turned to go find the butcher NPC to turn a quest only to see them kill him off. I went to the trade NPC and started to buy stuff only to have them run over and kill him before I could finish buying stuff. I leave the Crossroads to quest in the Barrens and all I keep seeing was:
The Crossroads is under attack!
The Crossroads is under attack!
The Crossroads is under attack!
The Crossroads is under attack!
The Crossroads is under attack!

I decided it was a good time to log out.
Phred
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Posts: 2025


Reply #27 on: May 23, 2006, 04:34:22 PM

We had a Horde guild on my server that would have a bunch of level 60s go get the Mark of Shame and then they'd go kill most of the NPCs in the Crossroads. One day it seemed like they were doing it to specifically piss me off. I went there to set my hometown as the Crossroads only to find the Innkeeper dead on the floor. I turned to go find the butcher NPC to turn a quest only to see them kill him off. I went to the trade NPC and started to buy stuff only to have them run over and kill him before I could finish buying stuff. I leave the Crossroads to quest in the Barrens and all I keep seeing was:
The Crossroads is under attack!
The Crossroads is under attack!
The Crossroads is under attack!
The Crossroads is under attack!
The Crossroads is under attack!

I decided it was a good time to log out.

And people wonder why they put in dishonorable kills.

kaid
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Posts: 3113


Reply #28 on: May 23, 2006, 04:52:39 PM

No we still wonder why they added dishonor kills. They have the capability to make mobs unattackable they do it with child npc's as well as some others. How hard would it be to make key mobs non agro/non attackable so that people could not grief newbies by ganking their quest givers/innkeeper/bankers and let people have their fun with open world pvp.


kaid
SurfD
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Posts: 4035


Reply #29 on: May 23, 2006, 11:31:54 PM

yeah, DHK's totally killed any viable form of coordinated raid on an enemy city, due to the simple fact that there are plenty of civilians out there who WILL aggro and attack you and whom you are somehow supposed to fight off without killing, cause if you kill them, you just fucked multiple hours of PvP grind.  I mean, god help you if you get one noob in your ironforge or undercity raid.  racking up 10 or 15 DHK's in a few secojnds due to some idiots itchy AOE finger can totally ruin a lot of work for people.

Darwinism is the Gateway Science.
Calantus
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Posts: 2389


Reply #30 on: May 25, 2006, 05:20:40 AM

Before DKs were put in the alliance on my old server used to raid Orgrimmar a few times. Each one was marked by lag so bad I could hardly move for as long as the raid went on. One even crashed Kalimdor. This was a medium pop server. Griefing through killing quest/vendor NPCs is not the only reason to want to kill raids on cities.
Dren
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Posts: 2419


Reply #31 on: May 25, 2006, 05:52:54 AM

Before DKs were put in the alliance on my old server used to raid Orgrimmar a few times. Each one was marked by lag so bad I could hardly move for as long as the raid went on. One even crashed Kalimdor. This was a medium pop server. Griefing through killing quest/vendor NPCs is not the only reason to want to kill raids on cities.

That's why the idea that somebody around here had of instancing towns for this would be nice.  How hard would it be to just instance the cities we already have and fight over them BG style?  Would that be popular?

I like the other idea of making the actual persistent world replica of the cities change depending on the outcomes of the BG battles.  Make the shops look more run down and smoking.  Make the sidewalks all cracked and shooting steam (in IF anyway,) etc.  Don't disrupt any actual functions in the city, but just make it start looking like you are on the losing side.

If you wanted to go further, copy FFXI and make vendor prices go up for the losers and have more items available in the winning cities.  That was a pretty interesting dynamic in that game.
SurfD
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Posts: 4035


Reply #32 on: May 25, 2006, 06:04:51 AM

Well, not sure how it is going to work, but in Burning Crusade, one of the cities actually IS a battleground (though non instanced).

The way it has been described, is that the city exists, but as its own pair of factions.  Depending on which side you decide to ally yourself with, you will gain quests from one group, and be hostile to the other.

Best way i can visualize it at present is something like imagine Gadgetzan, but the size of stormwind.  Now imagine it seperated into Goblin districts and Gnome districts.  If you choose to rep up with the goblins, you become hostile / kill on sight to the gnomes, and vice versa.

As to the "massive city lag" eveyrone experiences due to raids, that is due to retarded "summon the guards codeing".  From what i have seen, every time a "civilian" npc detects a hostile, they call for guards. If the civilian de-aggros and then detects another hostile, they again call for guards.  But if the guards nearby are occupied, they simply spawn in more guards.  This often ends up with stupid things like a 40 man raid on X city spawning in hundreds upon hundreds of guards and bogging the whole place down.  If you dont believe me, try a test with some opposite faction friends.  Go count the number of static guards around somewhere like Martial's Refuge, in Arathi.  Then frighten a few civies and run away a few times.  Watch the guards magically multiply.

Darwinism is the Gateway Science.
Calantus
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Posts: 2389


Reply #33 on: May 25, 2006, 06:27:45 AM

The civilians spawn a number of guards equal to the number of hostile targets in range... each civilian. rolleyes
SurfD
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Posts: 4035


Reply #34 on: May 25, 2006, 02:26:12 PM

The civilians spawn a number of guards equal to the number of hostile targets in range... each civilian. rolleyes
Ok, i knew it was something rediculous, but i didnt think it was THAT rediculous.

Darwinism is the Gateway Science.
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