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Posts with tag isle-of-conquest

Tom Chilton talks about 3.2 and the future of World of Warcraft

Videogamer.com has a nice long interview with World of Warcraft Producer Tom Chilton about everything from patch 3.2 and the Argent Tournament to the future of the game at large. They caught up with him at the Warcraft Regional Finals 2009 tournament in Germany this past week, and in part one, he talks about the upcoming patch and what Blizzard is expecting to get out of it. He says the Isle of Conquest battleground is their most "epic-feeling" instanced PvP setting since Alterac Valley, and that they want it to feel nuts, with players fighting each other via air and land. He also mentions Arena, and says that it was originally designed to be "a fun side PvP activity" that they went a little overboard with during Burning Crusade. Finally, he talks about twinks, and says that neither Blizzard nor twinks, apparently, want to see other players crushed by those who have the time or money to max out their low level characters. Even twinks, says Chilton, want to see competition against each other, and the option to turn XP off will let them do that. I'm not sure I agree with that last one -- many twinks seem to beef their characters up just for the chance to lay waste to "normal" players, but Chilton says Blizzard believes otherwise.

The second part of the interview is more general -- he talks a little bit about the next expansion (with the same speculation we've already heard: Gilneas, the Maelstrom, the Emerald Dream), and says that designing a race is tougher on artists, but designing a class is tougher on designers. He admits that because we had a new class in Wrath, it's unlikely we'll see another class so soon in the next expansion, but "not impossible" of course. And he does note that Blizzard tries to "pre-seed" the races before they use them as playable races, so if they are adding in races, chances are we've already seen them (which, you may note, wasn't strictly true with the Draenei in BC). Finally, he talks about the future of Blizzard's MMO in general, and says it's still wide open to them: they plan for the game to last for years, and what they do between now and then, whether that be more expansions, microtransactions, or even a free-to-play model, will have to depend on what they want to do at the time.

Very interesting interview. Chilton doesn't really reveal anything, but you do get the sense that save for a very skeleton plan of one or two years in the future, Blizzard is really playing it fast and loose with World of Warcraft. Even he admits that the game may look very different, depending on how things go, in another four years from now.

Filed under: Patches, Analysis / Opinion, Events, Odds and ends, Blizzard, News items, Instances, Expansions, Raiding, The Burning Crusade, Wrath of the Lich King, Battlegrounds

Breakfast Topic: Where will you be honor grinding in Patch 3.2?

So patch 3.2 will be bringing some pretty significant changes to PvP Battlegrounds to say the least. Not only will Wintergrasp be morphing into a weird quasi-battleground with queue, but Warsong Gulch is getting a time limit, Eye of the Storm and Arathi's resource goal is being slashed, and we're getting a whole new battleground in the Isle of Conquest. In short, we're going to have some soul searching to do while we decide where to get our non-arena organized PvP fix on.

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Filed under: Patches, Analysis / Opinion, PvP, Breakfast Topics, Battlegrounds

Patch 3.2 PTR Isle of Conquest upcoming changes


I hope everybody's been having fun on the PTR. I know Matt's been having a grand time in Patch 3.2's new Battleground, the Isle of Conquest. Thanks to all the players who have been airship-dropping, flag-capturing, glaive-thrower-riding, and general-killing, Blizzard has announced that they will be making some changes to the Isle of Conquest in the next iteration of the PTR build. The changes are as follows:
  • Increased all the gates' health from 300,000 to 600,000.
  • Increased the reinforcement count from 200 to 400.
  • Significantly increased the health and damage of the keep generals.
  • Reduced effect range of the siege damage caused by Seaforium. Both the player damage and the siege damage caused should be 10 yards now.
  • The Huge Seaforium piles will now despawn for 20 seconds once looted.
  • Glaive Thrower - Reduced the cooldown of Blade Salvo from 60 seconds to 30 seconds.
  • Glaive Thrower - Reduced movement speed.
  • Demolisher - The Hurl Boulder and Ram effects no longer share a cooldown.
  • Keep Cannons - Fixed a bug that was causing them to do much more damage than intended.
  • Keep Cannons - Can now be repaired once they are destroyed by clicking on them. This repair process takes 8 seconds and can be interrupted, similar to capturing a PvP objective.
  • Siege Engine - Significantly Increased health.
Zarhym thanks all the players for their invaluable input and encourage further testing and continued feedback on the PTR. The Battleground looks like a whole lot of fun, and the changes should lengthen the considerably short matches. See you guys on the battlefield... as soon as I get this blasted client patch to download, that is...
Patch 3.2 will bring about a new 5, 10, and 25 man instance to WoW, and usher in a new 40-man battleground called the Isle of Conquest. WoW.com will have you covered every step of the way, from extensive PTR coverage through the official live release. Check out WoW.com's Guide to Patch 3.2 for all the latest!

Filed under: Patches, Blizzard, PvP, Battlegrounds

Isle of Conquest gameplay screenshot gallery

The new Battleground coming with Patch 3.2, the Isle of Conquest, is live on the 3.2 PTR as we speak, and we've been running some games on said Isle to see how it measures up to the current BGs. We're pretty happy with it so far -- it certainly looks great, as you'll be able to tell by checking out the screenshot gallery we've compiled for you. It shows the BG and all its sundry parts in action.

We'll keep you up to date with new Isle info as we get it. If you're on the PTR too, then be sure to queue up -- who knows, it might just be one of us you're ganking!


Patch 3.2 will bring about a new 5, 10, and 25 man instance to WoW, and usher in a new 40-man battleground called the Isle of Conquest. WoW.com will have you covered every step of the way, from extensive PTR coverage through the official live release. Check out WoW.com's Guide to Patch 3.2 for all the latest!

Filed under: Screenshots, Galleries

PvP Q&A with Blizzard's Cory Stockton


Blizzard's Lead Content Designer Cory Stockton answered quite a lot of questions about the upcoming PvP changes in Patch 3.2. There are a lot, particularly the experience gains in Battlegrounds which also has deep implications in PvE as players can simply toggle experience gains off (any Level 60s up for Molten Core?). It's a pretty lengthy interview and Stockton goes into detail with the new Isle of Conquest Battleground. Some highlights from the chat:
  • Experience gain in Battlegrounds is slightly slower than questing or grinding
  • Players can toggle experience gain on and off with a mere 10 Gold
  • There are plans to include greens and "the occasional blue item" at the end of each Battleground match (!) but won't make it to Patch 3.2
  • The Isle of Conquest is in the Frozen Sea, North of Icecrown
  • Objectives in Isle of Conquest are captured exactly like flags in Arathi Basin -- I totally called this wrong when I said it would probably be a numbers and proximity thing
  • Battlemaster Achievement isn't likely to change (whew!) but Blizzard is considering what to do with the Achievements for the Isle of Conquest
  • Rated Battlegrounds are coming. Not quite soon®, but an announcement will be made during BlizzCon
  • Blizzard plans "to deliver more Battlegrounds to the players as often as we can"
Oh, man. That last bit made me want to change my underwear. Blizzard is actually paying attention to Battleground enthusiasts, realizing that while Arenas are nice and all, a lot of players love the BGs, too. New Battlegrounds "as often as we can?" Yes, please! Head on over to the official site to read Stockton's interview in full. Bombs, cannons, parachutes, angry Generals... 3.2 is shaping up to be one explosive patch, indeed.
Patch 3.2 will bring about a new 5, 10, and 25 man instance to WoW, and usher in a new 40-man battleground called the Isle of Conquest. WoW.com will have you covered every step of the way, from extensive PTR coverage through the official live release. Check out WoW.com's Guide to Patch 3.2 for all the latest!

Filed under: Blizzard, PvP, Interviews, Battlegrounds

What Patch 3.2 means for PvP


Brilliant. Just brilliant. If you've been keeping up with the many changes in Patch 3.2, you might get an inkling that PvP is going to change drastically and for the better. Adam has already gone through the whopper announcement that Blizzard hinted at some time back: players can now gain experience from the Battlegrounds. It's something I'd wished for since the days of vanilla WoW and the developers have finally gotten around to implementing it in the next major patch.

Does this mean the death of twinks? Not necessarily. Players can opt to toggle experience gains on and off by going to Behsten in Orgrimmar or Slahtz in Stormwind (best-in-slot, get it?) and ponying up 10 Gold. But wait, there's more! Players who turn off experience gains will only be placed in the same Battleground queues as other players who opt not to gain experience. That's right -- twinks will be facing off against twinks. Twinks who have always contended that it wasn't about the unfair gear advantage will finally get the opportunity to test their mettle against equally geared opponents. Enjoy.

That's just the tip of the iceberg, though. After the jump, we'll take a look at a whole bunch of changes that will impact World of Warcraft PvP from the obvious (Arena and Battleground changes) to the not-so-obvious (item and ability changes). Let's hit it.

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Filed under: Patches, Blizzard, PvP, Battlegrounds, Arena

First screenshots from Patch 3.2's Isle of Conquest released


Blizzard just released some screenshots from Patch 3.2's brand new super massive Battleground, the Isle of Conquest. For those unfamiliar with the Isle, it's a large-scale 40v40 Battleground that features siege combat, good old-fashioned melee, capturable resource points, NPC bosses like Alterac Valley, steady Honor ticks from capping certain areas, and more. It's essentially the Battleground with something for everyone. We just recently posted a Q&A with World Designer Cory Stockton, with a lot of questions about the Isle answered.

And now we've got screenshots to give us a feel for the place. They show bits and pieces of the Isle, including the Alliance Keep, part of the Refinery, what appears to be the Airship Hangar, and the Lighthouse. It's all very Northrend and very exciting. After all, in the grim, dark future past World of Warcraft, there is only war. As long as you're in a Battleground, anyway. But only if you're fighting instead of fishing or killing harpies. Regardless, there's definitely war going on somewhere.

Check out the shots in the gallery below. We'll keep you posted with all the new info we get!

Filed under: Patches, Galleries, Battlegrounds

The Art of War(craft): Examining the Isle of Conquest


Wow. Can I just say that again? Wow. When Blizzard announced that they were introducing a new Battleground with Patch 3.2, I personally thought it was going to be some mid-scale map similar to Strand of the Ancients or Arathi Basin. Being a Battlegrounds nut, I was completely stoked. When Zarhym hinted that the new map would be "Wintergrasp combined with Alterac Valley," it became clear to me that Blizzard was thinking on a much bigger scale. If we look at their development patch for Battlegrounds and world PvP, it's no stretch to say that the Isle of Conquest is their most ambitious PvP project yet. More ambitious than Wintergrasp, in fact.

How can anything be more ambitious than Wintergrasp, which proved to be so tremendously popular that it tends to break realms? Well, the only real limitation to Wintergrasp was because it had no limits with the number of participants. That was the only thing that brought servers down to their knees. The Isle of Conquest takes care of that problem by limiting participation to a (mere) eighty people. This then leaves Blizzard free to implement all sorts of cooler stuff like parachuting into enemy territory. The new Battleground brings the much anticipated aerial combat element into World of Warcraft PvP.

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Filed under: Analysis / Opinion, PvP, The Art of War(craft) (PvP), Battlegrounds

Isle of Conquest details released


Vaneras has just released the details for the Isle of Conquest, the new battleground that will be appearing in Patch 3.2, Call of the Crusade.

You can read the complete details over on the official forums or check 'em out after the break. There are some key things that everyone should be aware of:
  • IoC will be a 40-man battleground. Yes, you read that right. This is the first 40-man content released since Naxx 1.0. That is going to make some old school players very, very happy. I know I'm already giddy with excitement.
  • There will be significant use of siege and vehicle combat. This includes going on The Airship Hanger and using parachutes to drop teams onto the enemy keep from above.
  • You will need to kill a general held up in the enemy keep, much like Alterac Valley.
  • Reinforcements will be used. Capture resources to boost your strength.
This looks like an amazing new battleground, and one that I'm sure many of us cannot wait to try out on the PTR. There has been a ton of new information about Patch 3.2 released in the last few days, so it looks like PTR might be soonish. Keep your fingers crossed.

The complete statement on the new Isle of Conquest after the break!

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Filed under: Patches, News items, PvP, Battlegrounds

Zarhym talks about the Isle of Conquest battleground

So one of the things we have coming our way in patch 3.2 will be the new Isle of Conquest battleground. Unfortunately, we don't know much more about it than the name, but that has not stopped everyone from speculating on what it could bring, whether it be a combination of some of the old mechanics from previous battlegrounds (Much like Eye of the Storm was a combination of Arathi Basin and Warsong Gulch) or completely new ideas. There's been hints it's more like Alterac Valley than other old battlegrounds, but for now, we're waiting impatiently for the PTR in the hopes of getting a real look.

Zarhym chimed in on one of these threads a couple days ago, and while he mostly told people they'd have to wait and see, one reply he did give suggests a sneak peek into what the battleground could be: "If "conquest" means the ability to catapult or parachute players behind enemy lines, then yes."

Ok, so it's not much, but it's there. There will be Catapults, and we will be flinging players in them! I know one of my favorite things to do in Alterac Valley back when it lasted hours was to sneak behind enemy lines to capture objectives or gather Frostwolf Hides and the like. Of course, I could do this because I played a stealthing Druid. Non-stealthers generally did not have the ability to sneak past all the PCs and NPCs blocking their way. But the idea of sending paratrooping special forces in to complete small objectives or even just flank the enemy is just plain sort of cool, if it ends up working out like that.

Beyond that, Zarhym also hinted that the Battleground revamp is coming along, but of course, once again, he had no information to offer. Will we see it in Patch 3.2? Hopefully, the PTR will come up soon and we'll know more for sure.

Filed under: Patches, Analysis / Opinion, News items, PvP, Battlegrounds

The Art of War(craft): The future of Battlegrounds


I love the Battlegrounds. In my mind, it's the halfway point between general world PvP (no objectives), which is a free-for-all, anything goes brawl and Arenas, which is a tightly controlled deathmatch environment. The former epitomizes war in its absolute sense -- no controls or limits for balance in terms of numbers or levels or gear, there are no match start times, and there is no set ending. Think of old school Hillsbrad PvP or run-of-the-mill gankage. It's pure conflict with no constraints. The flip side is Arenas, which is as close as the game can get to a sport, as much as possible trying to pit evenly matched teams against each other.

Battlegrounds are the compromise. The format tries (admittedly sometimes unsuccessfully) to control numbers as well as limit the instances where organized teams are matched against a rabble of random players. Brackets limit level disparity and map objectives give direction to the encounters. Battleground objectives give a little flavor to the PvP, although players can treat it like a deathmatch, too, sometimes at the expense of prolonging or losing the game. Solo players -- playing any class of any spec -- can have a go at it and come away with a good experience, as Battlegrounds aren't as harsh as Arenas in terms of team composition. In Patch 3.2, Blizzard plans to introduce a new Battleground, which should be pretty exciting. The fun doesn't stop there, either, as it looks like developers are at work on even cooler things for this aspect of the game.

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Filed under: Analysis / Opinion, PvP, The Art of War(craft) (PvP), Battlegrounds

The Isle of Conquest and Season 7


The new, rapid pace of Blizzard development continues as the Under Development page let slip that the new Battleground will be called the Isle of Conquest. We'd known for a while now that the next major content patch, Patch 3.2, would have a new Battleground, there were little details beyond that. For a while, there was some speculation that the abandoned development in Azshara would be revisited, but it looks like this is an entirely new Battleground that implements more siege weapons and vehicles.

Even though vehicle combat has gotten fairly mixed reviews, we know for a fact that it works rather well in PvP implementations such as Lake Wintergrasp and Strand of the Ancients. Wintergrasp, in particular, has been so popular that it has created all sorts of problems for Blizzard, leading to the development team finding ways to actually reduce the number of people playing in it. If Wintergrasp is any indication, the Isle of Conquest should be incredibly fun, as well. The key word here is "large-scale", which hopefully indicates a return to Alterac Valley-level epic battles.

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Filed under: Analysis / Opinion, PvP, Battlegrounds, Arena

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