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 Post subject: PvP @ Wotlk Infos
PostPosted: Sun Jun 29, 2008 4:40 pm 
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Lake Wintergrasp

* PvE elements are being added to this PvP Zone, for example the equivalent of Elemental Plateau in Outland is in Lake Wintergrasp.
* Siege Combat will be in both Lake Wintergrasp and the new Battleground (see below)
* Siege vehicles incude air combat with flying vehicles.
* You can destroy the buildings within Lake Wintergrasp and in the Battleground.
* Lake Wintergrasp will feature an attack/defend game type. Just like the Auchindoun Spirit Towers, when your faction holds a tower it will keep it for a certain amount of time and retain all the advantage for a few hours.
* Northrend "Spirit Shards" will be used to reward players. When your faction controls Lake Wintergrasp all the bosses in Northrend will start dropping them. You can then use these shards to buy rewards from a merchant, they won't be more powerful any other reward but just an alternative to other sources of equipement (like gearing up for PvP very quickly).
* "Wintergrasp Marks of Honor" will drop as well and will be redeemable for items through the honor system and other NPCs.
* Bridges will be used as "choke point" in the map, siege vehicles can't travel through water.
* The goal of Lake Wintergrasp is to capture the "Wintergrasp Keep", everything in that keep is destructable and you will have to break into the keep to capture the point.
* Players will be able to control stationnary cannons on each tower to defend the keep.
* Bridges are very large and very tall, players should be able to see them from anywhere in the map. They're also totally destructable as well.


Siege Vehicles
The Demolisher

* The Demolisher has both short and long range attacks
* It is meant to bombard players and buildings from a long distance, it's also equipped with a ram to siege buildings.
* It can hold up to 3 passengers, passengers are exposed and can be targeted individually. However, players can cast while the vehicle is moving if they're in it.


Forsaken Catapult

* The catapult is faster than the demolisher but its range is slightly lower.
* It does slightly less damage.
* It cannot hold any pessenger.


The Siege Engine

* This is the siege weapon with the longest range.
* The gunner is sitting in the turrent and has full control of the turret.
* The driver is only moving the vehicle.
* The passengers in this vehicle are fully protected but can't shoot other enemies.
* It's also got a very powerful ramming attack


Flying machine

* Flying Machines can bomb enemies, they're swift but very vulnerable to anti-air attacks.


Goblin Shredder

* The shredder is an anti-air vehicle.
* It will use anti-air rockets, they're long range homing missiles.
* This is a personal armor suit, if the vehicle is destroyed the player just jumps out and keep fighting on his own.
* You can use your sawblade as close range melee attacks.
* The shredder can jump into the air just like rocket boots for players. This can also be used to jump over walls.
* The shredder is very vulnerable to siege damage.


Arenas

* The point is to keep arenas simple, while leaving room to innovate.
* Stream lost at this point, will update later.


Dalaran Arena

* The arena is fairly small and mounts won't be allowed here.
* Arenas will introduce new "movable" objects, changing the line of sight of the battlefield every few seconds in the arena. For instance pillars might go up and down randomly, on a timer, etc ...
* There is a pipe coming from the ceilling, every once in a while a column of water will start dropping from this pipe.
* Each team will start in a pipe on one side of the map, as the match begins a column of water will "push" the teams out of their pipes to prevent camping.


Orgrimmar Arena

* There might have objects dealing damage to players, pillars moving up and down based on a timer. There will be visual signs on the battleground to warn players before something happens.
* Triggered objects will deal damage to players, for example when the pillars go down spikes will come up.
* Teams will be very close to each other at the beginning of the match. Players will start in elevators rising from the ground and will start 10 yards away from the enemy team.
* Mounts will be allowed in this arena.
* If you stay on a pillar when it rises up you go up with it.
* There will be spikes around the elevators, they will go down a few seconds after you reached the fighting area to let you the time to check what classes you're facing.


Northrend Battleground

* This battleground is located on an island south of Dragonblight
* This is also an attack/defend game type battleground.
* One team will attack and the other one defend, you will have a specific amount of time to succeed. After the end of the round teams will switch sides.
* Attackers will come from boats and defenders will start in the middle of the beach.
* There are 3 sections of walls in the Area, after each wall there are capture points and graveyards to make the attack on the next points faster.
* Attackers will get more siege vehicles depending on their progression throughout the siege.
* The battleground will be either 10vs10 or 15vs15, this isn't decided yet.


Q&A

* The battleground reporting system is being tuned to let player police themselves easier.
* A spectator mode is planned, but devs keep in mind that some players won't want to have other players spectacting them.
* Everything is done to make outdoor PvP more pleasant and prevent server crashes. All objectives in Wintergrasp are all spaced appart to prevent players from gathering at the same point, that's also why there are a lot of rivers in the zone.
* There isn't any plan to add racial abilities to each race.
* PvP rewards won't be changed, you will still be able to get some of the best item for some slots from the honor system, and the 5-part set from the Arenas.
* Battlegrounds starting without even teams is definitely a problem. Some changes will be made to the queue system to prevent the overlapping between the queues of each battleground and make sure that matches start with the same amount of players on each side.


Ogrimmar Arena klingt lustig. Säulen die auf und ab fahren :O

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 Post subject: Re: PvP @ Wotlk Infos
PostPosted: Sun Jun 29, 2008 6:05 pm 
klingt alles ganz interessant, mal sehen wie es dann wirklich wird. Die bisherigen open pvp elemente, die sie dort komischerweise als vergleichsobjekte nennen, haben mich eher nicht so überzeugt. fraglich ist auch wie das ganze angenommen wird.


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 Post subject: Re: PvP @ Wotlk Infos
PostPosted: Mon Jun 30, 2008 1:24 pm 
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abwarten und tee trinken ^^

zumindest in tf2 haben mir die defend/attack maps am besten gefallen ^^. vielleicht ist das neue bg auch so gut (:


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 Post subject: Re: PvP @ Wotlk Infos
PostPosted: Mon Jun 30, 2008 1:45 pm 
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Wenn man sich an die anfänglichen Arenen erinnert in WoW, so waren die auch ein bisschen anders designt (tolle Stürme!). Aber genau diese Elemente wurden dann rausgenommen, damit die Arena für beide Seiten exakt gleich ist und v.a. dass es außer den Spielern selbst keine Randomelemente der Arena gibt.
Ist eh schon ätzend genau wenn Spells resisten, die nicht resisten dürften etc, da braucht man nicht noch Wirbelstürme die ganz zufällig mal ein Spiel entscheiden.
Daher sind diese neuen "movable" objects sehr mit Vorsicht zu genießen, ob sie es auf die Liveserver schaffen bzw wielange sie sich darauf halten können bleibt abzuwarten.

Mir persönlich gefällt die Idee - aber nicht in der Rated Arena. Sollen sie halt einen neuen Modus machen, in dem nur solche Arenen gespielt werden mit bisschen anderen Vorraussetzungen, "Funmaps" gibt es ja in vielen Spielen.


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 Post subject: Re: PvP @ Wotlk Infos
PostPosted: Mon Jun 30, 2008 8:17 pm 
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Medicus wrote:

Mir persönlich gefällt die Idee - aber nicht in der Rated Arena. Sollen sie halt einen neuen Modus machen, in dem nur solche Arenen gespielt werden mit bisschen anderen Vorraussetzungen, "Funmaps" gibt es ja in vielen Spielen.


Warum nicht rated ? Wär doch schön, wenn so eine "Livearena" auch Randomelemente hat, die das spiel entscheiden könnten. Das gibt dem Arenafight doch eine Innovation! Innovation ist toll! :D


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 Post subject: Re: PvP @ Wotlk Infos
PostPosted: Mon Jun 30, 2008 8:36 pm 
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Randomelemente = Luck based = crap

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 Post subject: Re: PvP @ Wotlk Infos
PostPosted: Mon Jun 30, 2008 8:42 pm 
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Morglum wrote:
Randomelemente = Luck based = crap



hhahahaha dann hör auf WoW zu spielen...


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 Post subject: Re: PvP @ Wotlk Infos
PostPosted: Mon Jun 30, 2008 10:22 pm 
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Blizzard sollte die Disconnects und PC Abstürze endlich mal aus der Arena verbannen, DA müssen die mal ansetzten !!


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 Post subject: Re: PvP @ Wotlk Infos
PostPosted: Mon Jun 30, 2008 11:00 pm 
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Joined: Mon Jun 23, 2008 9:14 pm
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naja, wenn es saeulen sind, die rauf und runterfahren, und das mit immer gleichbleibender zeitspanne, dann ist das nicht "luck", sondern dynamische umgebung, die man einfach "mitberechnen" muss

sowas find ich schon gut. ein wirbelsturm der bloed rumfahrt wie er will is fehl am platz. aber eine rampe, die sich alle 10 sekunden verschiebt, das hat schon einen kleinen reiz. etwas mehr als 4 saeulen um die man rumrennt


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 Post subject: Re: PvP @ Wotlk Infos
PostPosted: Tue Jul 01, 2008 1:32 am 
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ich sehe das auch wie rab. feste timer/wege /= luck

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 Post subject: Re: PvP @ Wotlk Infos
PostPosted: Mon Sep 15, 2008 11:08 pm 
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gibts nu gildenbgs? bei release glaub nicht, soweit ich gesehen hab, sonst ankündigungen?


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 Post subject: Re: PvP @ Wotlk Infos
PostPosted: Tue Sep 16, 2008 5:14 pm 
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Hab in der Beta nichts dazu entdeckt. Das ist ziemlich lame, aber vll kommts ja noch.


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 Post subject: Re: PvP @ Wotlk Infos
PostPosted: Tue Sep 16, 2008 10:49 pm 
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ich glaub die schweigen es tot. ergo keine gilden bg's bei release befürchte ich. hoffe lake wintergrasp rockt hart.

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 Post subject: Re: PvP @ Wotlk Infos
PostPosted: Wed Sep 17, 2008 2:10 am 
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Quote:
* Northrend "Spirit Shards" will be used to reward players. When your faction controls Lake Wintergrasp all the bosses in Northrend will start dropping them. You can then use these shards to buy rewards from a merchant, they won't be more powerful any other reward but just an alternative to other sources of equipement (like gearing up for PvP very quickly).


mir gefällt die idee pvelern was in den poppes zu stecken nur dadruch dass ich allies own relativ wenig. diese ganzen pve-whiner von wegen "pvp erfordert weniger zeit" gehn mir einfach nur aufn keks.

einfach nurn statement was ich loswerden wollt...


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 Post subject: Re: PvP @ Wotlk Infos
PostPosted: Wed Sep 17, 2008 8:42 am 
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Quote:
New PvP Gear (it's probably the new name for the LK Honor 2 Gear) also named "Deadly" is available on beta realms, and it's a PvE drop from a raid boss "Archavon" (the 25-man version) inside the Vault of Archavon also known as the Wintergrasp instance. You can only access this instance after your side (Horde or Alliance) has claimed victory in Wintergrasp, you'll only have 4 hours (currently 30 min on PTR) after victory to fight Archavon.

Note: The 10-man version of Archavon drops two 10-man quality items + Season 5 Armor Sets, and the 25-man version drops four 25-man quality loot (i.e Naxxramas armor sets) and the new "Deadly" PvP gear.


Da bekomme ich wirklich das kotzen. Blizzard scheint es nie zu lernen, dass PvP Dropps in PvE Instanzen _nichts_ zu suchen haben. Mir auch unklar warum derzeit Twins & Muru PvP Items droppen (die sind grottig?!?), eh schon schlimm genug, dass manche Klassen (Paladin zZ) mit PvE Gear wesentlich besser da stehen als mit PvP Gear und besser Sunwell raiden sollten als BG Honor & Arena Punkte farmen. Da stimmt leider noch einiges nicht.


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