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Saturday, September 6, 2008

i love her

yes i love her

Wednesday, August 27, 2008

Public Test Realm Patch Notes

General

  • Dispel effects will no longer attempt to remove effects that have 100% dispel resistance.
  • Parry Rating, Defense Rating, and Block Rating: Low-level players will now convert these ratings into their corresponding defensive stats at the same rate as level 34 players.
  • Haris Pilton has launched a new line of bags and jewelry. Check her out in the World's End Tavern!
  • Mounts at 30?! Yes, it's true: Apprentice Riding and mounts are now available at level 30. Training costs 35 gold.
  • Blood Elf flightmasters outside of Silvermoon City and Tranquillien have traded in their bats for glorious fire-breathing dragonhawks.
  • Alcohol cooldowns have been rolled into Drinks: All 10-second cooldowns have been removed and replaced with the 1-second Drink cooldown.
  • Numerous flying non-combat pets have had their flight height modified to no longer skim along the ground: captured firefly, dragonhawk hatchlings, moths, owls, parrots, phoenix hatchling, spirit of summer, sprite darter, and tiny sporebat.
  • Nether Ray Fry (a non-combat pet) is now available from the Skyguard Quartermaster. This requires an Exalted reputation with Sha'tari Skyguard.
  • Equipping an item will now cancel any spell cast currently in progress.
  • Placing an item in your bank will now cancel any spell cast currently in progress if the spell was cast by that item.
  • You can no longer move backwards to stop racing rams.
  • When a stun wears off, the creature that was stunned will prefer the last target with the highest threat, versus the current target.

Druids

  • Barkskin: The cost of this spell is now reduced by Tree of Life Form.

Hunters

  • Growl: Pets will no longer generate additional threat from this ability based on attack power buffs cast on them. Attack power buffs on their master will still indirectly increase the threat generated by the pet's Growl.
  • Pet Aggro: Pets will no longer generate threat immediately from being summoned.
  • Scare Beast: This spell will now be limited correctly to one target.

Mages

  • Frost Armor, Ice Armor, Mage Armor, and Molten Armor are no longer Magic effects and cannot be dispelled.

Paladins

  • Greater Blessing of Light Rank 1: This spell will no longer overwrite Greater Blessing of Light Rank 2.
  • Summon Warhorse is now available at level 30.

Priests

  • Mind Vision: This effect will now be cancelled immediately on targets who use an Invisibility Potion or Gnomish Cloaking Device.
  • Spiritual Healing: Ranks 2-5 of this talent will no longer prevent refreshing Prayer of Mending.

Rogues

  • Cheat Death: This talent has been rebalanced significantly. Killing blows are no longer 100% absorbed. If the Rogue is below 10% health, the killing blow is still completely absorbed; if the Rogue is over 10% health, enough damage will be absorbed to reduce the Rogue's health down to 10%. For the following 3 seconds, damage is not always reduced by 90%; it is now reduced by a maximum of 90%, depending on how much resilience the Rogue has. The damage reduction will be four times the damage reduction resilience causes against critical strikes.

Shaman

  • Earth Elemental: This pet will now leash back to its totem when pulled beyond 50 yards away.
  • Lightning Overload: This talent will no longer do excessive damage when used with Lightning Bolt Ranks 2-10.

Warlocks

  • Curse of Shadows: This spell has been removed.
  • Curse of Elements: This spell now applies to Arcane and Shadow damage, as well as Frost and Fire.
  • Demonic Sacrifice: This ability will now interact correctly with the Spirit Guide resurrection system in battlegrounds. A sacrificed pet will not be resummoned on death, and will not prevent keeping a record of the most recently created pet.
  • Health Funnel: This ability will now cancel channeling when the target pet is Banished.
  • Ritual of Summoning: The mana cost of this spell will now be properly deducted when cast.
  • Summon Felsteed is now available at level 30.
  • Demon Skin, Demon Armor, and Fel Armor are no longer Magic effects and cannot be dispelled.

Warrior

  • Revenge: Ranks 1-5 of this ability now have damage ranges instead of fixed damage values (like ranks 6-8.)

PvP

  • The Warsong Gulch flag can no longer be picked up at the same time as a flag is capped.
Professions
  • Alchemy
    • Philosopher's Stone now requires 200 Alchemy.
  • Cooking
    • Juicy Bear Burgers now correctly increase healing as well as spell damage.
  • Jewelcrafting
    • Activated beneficial effects from jewelcrafting trinkets can no longer be dispelled.
  • Mining
    • Green quality gems can be found in mining nodes again. The drop rate of blue gems from mining nodes remains unchanged.
  • Tailoring
    • Removed the cooldown from regular Mooncloth.
    • Herb bags can now hold Un'goro Soil and Evergreen Pouches.
    • Mycah of Sporeggar has discovered how to create 28 slot herb bags.
    • New Tailoring patterns are available from Haughty Modiste in Steamwheedle Port, Tanaris: Haliscan Jacket and Haliscan Pantaloons.

Quests

  • Bhag'thera now spawns at a normal quest spawn rate.
  • For the quests, Intercepting the Mana Cells and Maintaining the Sunwell Portal, phased characters will not be able to see non-phased character AoE effects and vice-versa.
  • For the quests, Intercepting the Mana Cells and Maintaining the Sunwell Portal, pets gaining/losing phase status will now properly break off combat from unphased/phased opponents.

Dungeons and Raids

  • Players can now be summoned to raid instances from heroic dungeons.
  • Magister's Terrace
    • The Stun component to the Sunblade Mage Guard Glaive Throw has been removed and the Bounce range reduced.
    • Vexallus and Kael'thas are now tauntable in Heroic mode.
    • Vexallus' damage caused by Pure Energy has been decreased.
    • Kael'thas' Arcane Sphere has had its visual size increased. His Arcane Sphere attack has had its range decreased and the damage/second of Phase two on Normal mode has been decreased. (Heroic mode remains unchanged.)
    • Sunblade Warlocks have had their damage reduced slightly.
    • Fel Crystals in the Selin Fireheart encounter have had their health reduced slightly.
    • Warlord Salaris and Kagani Nightstrike have had their damage output reduced slightly.
  • Sunwell Plateau
    • Creatures in the area around Grand Warlock Alythess and Lady Sacrolash will no longer spawn while the twins are in combat.
    • Nether Protection will now correctly trigger from Kil'jaeden's Shield Orb Shadow Bolts.
    • Vanish now correctly wipes threat on Kil'jaeden.

Items

  • Bow of the Verdant Keeper's Aim: This item's triggered effect no longer breaks the effect of Scatter Shot.
  • Brutal Gladiator's Pummeler has had its Stamina value increased to the appropriate value.
  • Clockwork Robot Bots fight amongst themselves again...without attacking people in the arena. Well... they'll blow up other Bots in the arena, but you know what we mean.
  • The Eredar Twins will now award the same items regardless of which order they are killed in.
  • Invisibility Potions: These potions now are on the same cooldown as other combat consumable potions (such as mana potions.)
  • Pendant of the Violet Eye: This item will again work correctly with Holy Light and Flash of Light.
  • Shattered Sun Pendant of Acumen: The triggered effect from this Item can now occur on periodic damage ticks.
  • Thori'dal, the Star's Fury is now Unique as intended.
  • Vengeful Gladiator's Baton of Light: This item now appears in the correct position on the vendor list.

User Interface

  • The help interface has been simplified dramatically. Players will no longer be required to select a category when opening a GM ticket. In addition, players can use the “Talk to a GM” button to fill out a ticket that requires a GM response or the “Report Issue” button to fill out a ticket that does not require a GM response.
  • Target buff/debuff timers that appear when you cast a spell are now more visible.
  • Time Management features have been implemented! These features include an alarm clock, stopwatch, and viewing your computer's local time.
  • The new stopwatch feature can be accessed via the /stopwatch, /sw, or /timer slash commands. Inputting a time into the slash command will make the stopwatch count down. For example, /stopwatch 1:0:0 will make the stopwatch count down from an hour, /stopwatch 1:30 will make it count down from 1 minute, 30 seconds, and /stopwatch 30 will make it count down from 30 seconds.
  • Added the following macro commands: /targetenemyplayer, /targetfriendplayer.
  • Added key bindings for tab targeting players.
  • Ctrl-Tab and other target nearest friend functions will no longer target you.
  • Targeting using /target will prefer live targets over dead ones.
  • You can no longer click the minimap to cast ground targeted spells.
  • Invisible players with Hunter's Mark can see the hunter that put the mark on them.
  • Vendor items now show their Duration in Inventory.
  • For additional notes on Lua and XML changes please visit the UI & Macros Forum.

World Environment

  • Winterspring Ice Thistle Matriarchs and Patriarchs may now drop Thick Yeti Fur.
  • Skinning any Winterspring Ice Thistle yetis may now result in Thick Yeti Fur.
  • Increased the drop rate of Pristine Yeti Horns from Winterspring Ice Thistle Matriarchs and Patriarchs.
  • Goblin Weather Machine- Prototype 01-B weather changes will no longer force the affected character to stand.
  • Collector's Edition Pet Redemption NPCs/items/quests have been relocated/modified to/for towns with mailboxes (Goldshire, Razor Hill, etc.).
  • Young Sporebats and Greater Sporebats in Zangarmarsh now drop Sporebat Eyes for the quest Gathering the Reagents.
  • Blacksmithing Supplies vendor and repairer, Blazzle, in Area 52 is now next to the forge and anvil outside the inn.
  • Banker Meeda, in Area 52 is now in the...well...the bank, along with a guild vault and guards. The other three Area 52 bankers are still located in the auction-house-turned-bank.
  • Wastewander Bandits and Rogues should be more plentiful in the northern parts of Tanaris.

Bug Fixes

  • The mage spell, Counterspell now shows in the combat log.
  • Gan'arg Analyzers will no longer occasionally become friendly to players.
  • Talented abilities that cost a percentage of base mana will no longer display an incorrect mana cost when inspected by a player of a different class or level.
  • Guild leaders should now be able to properly promote a new guild leader regardless of their range.
  • Druids: Mangle will no longer incorrectly indicate a 100-yard range on the tooltip.
  • Hunters: Using an instant ability after Steady Shot will no longer lock out auto shot.
  • Hunter Snake Trap will no longer break players out of stealth if the snakes pass near the stealthed character.
  • Hunters: Concussive shot will now properly have a chance to proc Bow of Searing Arrows.
  • Rogues: The talent Heightened Senses, Rank 1 and Rank 2 will now affect attacks from wands.
  • Using Jewelcrafting figurines will no longer cause scrolling combat text to appear twice.
  • Fixed an issue in which shadows were not appearing properly for users with GF4 video chipsets in Open GL mode.
  • Corrected an issue in which users with Creative X-FI sound cards would sometimes hear a slight popping noise when running.
  • Players will now correctly receive a Battleground Mark message for the marks that are received at the end of a battle.
  • Corrected an issue where the initial trigger or activation sounds for Immolation Trap and Explosive Trap could not be heard by some players.
  • Smelt Hardened Khorium will now properly require a forge instead of an anvil and hammer.
  • Corrected a typo in the tooltip for the Druid spell Rip (Rank 4).
  • Looting a Nightmare Vine will now properly no longer apply poison when the node is looted.
  • The Figurine- Seaspray Albatross ability will now properly restore the correct amount of mana.
  • First Aid bandages can no longer be applied to a player with the Recently Bandaged debuff. An error message of, "Could not activate more than one bandage" will be displayed.
  • Corrected the tooltips to read properly for the flight paths from The Stormspire, Toshley's Station, Blade's Edge, and Area 52.
  • Greater Elementals summoned by a shaman will now properly have a combat log entry.
  • Players will no longer become stuck on the Nimboya's Laden Pike when driving it into the ground.
  • The quest, "Going Going, Guano!" will now have a more consistent level requirement for the dungeon.
  • The quest, "Into The Scarlet Monastery" is now available to players of the appropriate level for the instance.
  • Blueleaf Tubers can now be properly looted.
  • The quest turn-ins for the Ahn'Qiraj war effort now give the appropriate amount of credit for each successful quest turn-in.
  • Cloak of Shadows will now properly remove Shrink.
  • Nightbane will no longer become unresponsive and unkillable during his air phase.
  • Several items sold by the Consortium reputation vendor Paulsta'ats are now bind on pick-up: Formula: Enchant Weapon- Major Striking, Design: Delicate Blood Garnet, Design: Shifting Shadow Draenite, Design: Lustrous Azure Moonstone, Design:Thick Golden Draenite.
  • It is no longer possible to delete a character that is an arena team captain without first promoting another player to captain.
  • Taunts will now properly stick when a target is stunned while being taunted.

Gaining Honor

he Honor System rewards players for participating in player vs. player combat. By defeating other players and achieving PvP objectives, players earn Honor Points which they can use to purchase a wide array of rewards. There are four sources of Honor:
  • Honorable Kills
  • Killing racial leaders
  • Achieving Battlegrounds objectives
  • Achieving World PvP objectives
Honorable Kills
You receive Honorable Kills for defeating enemy players in battle, provided they are within an acceptable level range of your character's level. Each Honorable Kill will net you a reward of Honor Points. The amount of Honor you receive scales similarly to receiving experience from a monster. There are several factors influencing the Honor value of such a kill:
  • Your victim's level: To receive honor, you must not significantly outlevel your opponent. The name of your opponent will display in colored text showing their level relative to yours, with the same grey to red scheme that applies to monsters. Killing a "grey" player gives no Honor, while a "red" player is substantially higher level that yours. To receive honor you should focus on players around your own level (green, yellow, and orange).
  • Your own level: The higher level you are, the more honor you receive for honorable kills of same-level opponents. A level 70 character killing another level 70 character gains more Honor than a level 40 character killing another level 40 character.
  • Solo or group: Members of a group or raid will share Honor gains from kills in the same way as XP. However, the raid penalty on XP does not apply to Honor. Lower level members will get a smaller portion of the Honor. The diminishing returns for honor kills on the same enemy still apply while in a group or raid. In addition, group members who are too far away from the site of the kill will not receive a cut of the honor, much like the similar rule for earning XP.
  • Contribution: You must contribute to the honorable kill to receive honor. Contribution includes damaging the enemy, but also includes crowd control, and healing those in battle with that enemy.
  • Being present: You need to be alive and in the proximity of the kill at the time of the kill to get your share of the Honor.

Racial Leaders
Killing one of the powerful NPCs considered leaders of their race nets a high amount of honor. These racial leaders are all on a two hour spawn timer, and the bonus for their defeat is divided between participating solo characters, groups, and raids based on contribution. The racial leaders are:

  • Thrall
  • Cairne Bloodhoof
  • Lady Sylvanas Windrunner
  • Lor'themar Theron
  • Highlord Bolvar Fordragon
  • King Magni Bronzebeard
  • Archdruid Fandral Staghelm
  • Prophet Velen

Achieving Battlegrounds Objectives
Each battleground has special objectives which will grant bonus Honor for their completion. Every member of the faction that completes an objective will gain this bonus Honor. For every battleground, the objective that grants the most bonus Honor is simply winning the match. Other objectives will center around the features of the individual battlegrounds themselves. For example, in Warsong Gulch, capturing the enemy flag will grant bonus honor to the capturing side. Completing bonus objectives is a significant source of Honor, and completing them will provide faster Honor gain than simply killing enemy players in a battleground.

World PvP
Azeroth and Outland provide ample opportunities for fighting other players in the great outdoors. World PvP objectives placed in strategic locations encourage such conflict, especially on PvE servers where the threat of PvP combat is not as pervasive as it is on PvP servers. These special objectives grant bonus honor much in the same way as Battlegrounds objectives.

about pvp

Player vs. Player combat is one of the fundamental aspects of World of Warcraft. The element of human intelligence, skill, and unpredictability when facing other players instead of computer-controlled enemies is one of the main draws of participating in PvP.

Players of all ability and gear level as well as time commitment can find an outlet in World of Warcraft's PvP system - whether it's in the fierce struggle between the Alliance and Horde in Battlegrounds, the competitive, fast-paced world of Arena combat, or the potentially massive conflicts of World PvP.

In addition to the thrill of battle itself which is its own reward, players can earn powerful material rewards from participating in PvP. An assortment of powerful weapons, armor, and other items, including the epic armor and weapons purchased with Arena points and from the Honor system, are available to the victorious.

This page consolidates content on World of Warcraft's PvP combat in one convenient location. Click on a link below to see more about that topic.

Alterac Valley Rewards

lot long after Prospector Stormpike and his expedition arrived in the Alterac Mountains, they began tracking the movements of these massive rams, hoping to tame them for use as beasts of burden. This proved to be no easy task, as the rams possessed the most cantankerous demeanor of any beasts the adventurers had ever come across. Even after the prospectors managed to wrangle the animals into pens, only one out of every fifty responded to training. It is said that the Stormpike Rams reserve their loyalty for riders of the most exceptional character. It is also believed, however, that once this trust has been established the rams will maintain fierce devotion to their masters up until the very moment of their death. ong ago, before the First War, the warlock Gul'dan exiled a clan of orcs called the Frostwolves to a hidden valley deep in the heart of the Alterac Mountains. These orcs befriended much of the indigenous wildlife, including the massive Frostwolf Worgs. These wolves proved to be not only swift, but deadly as well, helping the orcs turn the tide of countless battles throughout the years.

In recent times, after Thrall's successful uniting of the clans, the Frostwolf orcs have consented to share their beloved mounts with Horde members everywhere as a sign of solidarity. The worgs themselves have answered the call, and many Horde riders now count the wolves as their most trustworthy companions.



Flying Mounts

less than twenty years ago, the orcs' former homeworld, Draenor, was ripped apart by the violent energies of several dimensional portals that tore the very fabric of the planet to pieces. This catastrophic event left Draenor a broken, shattered world that the survivors came to call Outland. To this day, some parts of Outland are still unreachable by foot or boat, floating eerily on the horizon as silent reminders of the terrible fate that befell Draenor. Yet the denizens of Outland have adapted and learned to harness some of the indigenous species as flying mounts, allowing adventurers to reach even the most remote and dangerous regions of this wild, untamed world.

Tuesday, August 26, 2008

The Real Point Of World Of Warcraft

GameSetWatch, 'The Game Anthropologist' column tackles gaming communities -- most recently, Michael Walbridge undertakes the daunting task of summarizing World of Warcraft's social environment in its entirety.]
"Oh no, not another article about World of Warcraft. Tired of hearing about it." If you've ever thought that, stop reading. You won't find this interesting.
Some of you still are reading, though, and we both know why that is: because the topic is humongous.
World of Warcraft has spawned at least two books of published essays. One of them has an entire chapter on the most mundane of the most mundane -- fishing. World of Warcraft also generates entire blogs and sites dedicated to its many, many corners, doubtless due to its ability to be an entirely different experience from person to person.
The beginning gamer who plays WoW as one of his first games learns this quickly, and the opportunity for intelligent observation equals insight into an entire country. Take a comment from a non-official WoW forum: "At 70, you can choose from one of three factions: Raider, PVP, and Casual. You then blame the other two factions for 'ruining the game.'"
Only an MMO that is as large as WoW can present such a diversity of players -- people -- and in so doing, make it apparent that video games can be a setting for social interaction, larger than life. You can meet another player and that player can feel, unlike the ones you regularly play with, like someone from another country, another world, another clique.

Even the division of the players into over 100 servers still leaves your own cities populated with people who make themselves authority figures, public artists, savants, professionals, entrepreneurs, professors, thieves, beggars, preachers, and thugs. All who play it, know it.

Welcome To The Real World....(Of Warcraft)

And that is the curious thing about WoW -- it doesn't quite feel like a game, and not just because of the grinding. It's very easy to forget that what you're doing is playing a video game.

This is what makes WoW so different in the video game world in every way imaginable, including its business model, finance and profits, aesthetics, social environment and culture. To some, there are video games and there is World of Warcraft -- and that can be either an insult or a compliment.

As I've been hinting, however, there is more to WoW than its hugeness. There is a common theme, one that testifies both to its greatness and its shallowness, its "just-a-game-ness."

Even though there is a maximum level, there is still a lot of work to be done, ways to become better and more powerful.

Ways to become powerful? Isn't it just one way to become powerful? Powerful gear? Glowing weapons? Purple armor? Epic lewtz?

Well, yeah, you got me there. Multiple routes, but one destination. And that's what makes World of Warcraft the same for everyone: anyone who wants to play it seriously and long-term must subscribe to a standardized measure of success and play by such rules. The result is that unlike other multiplayer games, there is no fun in losing.

It's funny to watch other people lose, but it's not funny to actually lose. In player-versus-player, you are usually frustrated due to teammates; in a raid, you are frustrated due to the mistakes of others leading to a lack of your progress in the game (or, conversely, you causing everyone else's lack of progress).

If you accidentally overspend, that's literally weekend time you can't get back. If the materials you need from the auction house have experienced a spike, you have to wait for the market to send prices downward, or you overspend. And no matter where you die, it always costs money, honor, and time waiting to be resurrected, whether you walk or not.

He Who Dies With The Best Loot - Wins

And that's the point: the world of WoW is inherently, if unintentionally, materialistic. It's the rat-race, it's climbing the ladder, it's who has the best clothes in the world of fashion, who has the most money in the world of business, the most honor and acclaim amongst professors, authors, scientists, and other creators, all simplified into stats in the form of armor and weapons.

And in the real world, the only glory, respect, or honor that is guaranteed to gain universal recognition is also just as simple.

You may accuse me of being unfair to Blizzard, or of being too critical of the way the real world is. I'm not here to describe Blizzard or what they've intended. I'm here to examine the people who play one of their games, and what that game's rules proscribe for its society. And those rules are:

1. Success is your only option.
2. If your lack of success is harmful to others' success, admit your fault(s) and work to improve.

Some might say the materialism and shallow behavior one often sees in WoW is due to the volume of high-school and college students and adolescents. But it goes further than that.

Workplace coworkers are usually a type of family with its own rules; family members at the home are often like workplaces, with power struggles and competing ambitions. Guild drama involving married couples and people over the age of 30 occur, too.

Of course, there are still parts of WoW's world that we have to figure out for ourselves -- what's meaningful? How do we choose to relate to others? Do we want to break the rules? When, how?

Society itself can't, shouldn't, and won't decide those things for us unless we let it. Neither will World of Warcraft.

You mean just like real life, just like work, just like dealing with people in open, public society? Yes. But here, the successes are easier and more common, and the failures have weaker consequences. If there's anything about World of Warcraft you don't get, just remember--it's a beta for real life.