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Posts with tag reset

Watcher explains Heroic Norushen changes

This week, we saw a bit of discussion on Heroic Norushen, and the means by which guilds were defeating him. This led to the decision to make some adjustments to the fight this week. As you might expect, those guilds that had already defeated the boss using the 'brute force' strategy (basically, paring down the healers brought to the fight to a bare minimum and overwhelming the boss with DPS) weren't happy at the prospect of having to go back in next week and relearn the fight, since their approach was made vastly more difficult by the changes.

Now we have Ion "Watcher" Hazzikostas' explanation of the changes and why they were made, and it's a pretty interesting read if you're into encounter design and its implementation. Just some selected bits of information from the post:
  • Originally on the PTR Heroic Norushen had a 'draw' mechanic that would have prevented the brute-force method, but it was removed because it had bad effects once gear improved, forcing groups to throttle their DPS.
  • The intent isn't to increase encounter difficulty - the problem isn't that the fight is too easy, it's that people are just skipping the mechanics entirely.
  • Going back to reference the Encounter Design Dev Watercooler, Watcher mentions that "a major factor when it comes to deciding whether to make changes to address an unintended strategy is whether the approach actually involves interesting gameplay." - I think it's fair to say that just throwing DPS at it so you can avoid the mechanics isn't all that interesting.
  • The difference between the changes to Thok this week and Norushen in the upcoming reset are profoundly the difference between a bugfix (Thok was always intended to have Acceleration on all difficulties save Raid Finder, it was simply accidentally turned off on all other difficulties as well as Raid Finder) and a decision to change an encounter to close off an approach that was never intended. That's why Thok was hotfixed immediately, but Norushen is being changed with the server reset so it affects all guilds equally.
For more, you can read Watcher's post here on the forums, and we'll reproduce it in full behind the cut as well.

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Filed under: Analysis / Opinion, Bugs, Blizzard, News items, Raiding, Mists of Pandaria

Twice-weekly raid resets being tested in Taiwan and Korea starting this week

Here's some relatively crazy news that's just been posted on the Taiwanese Battle.net site: All patch 4.0 and 4.2 raid dungeons -- that is, every Cataclysm raid up to Firelands -- will reset twice a week, once on Thursday and once on Sunday.

This change will not apply to the Deathwing raid, which will reset once a week as usual, nor will the weekly valor point cap be changing. The change is, according to the post, meant to allow people to gear up faster by killing bosses twice as often. There is currently no word on whether this will play solely to Taiwanese servers, or to all regions. If it does come to U.S. servers, it is likely our reset will revolve around Tuesday downtime, making the ideal second-reset day Friday.

Check after the break for a quick and dirty Google translation of the post.

UPDATE: Community Manager Zarhym has posted the following:

4.0 and 4.2 Raids to reset twice a week?
The new raid lockout changes for Taiwan and Korea adjust the lockout timers for the patch 4.0 and 4.2 raids. The lockout timers for these raids will now reset twice weekly instead of once. These raid lockout changes are being made to allow players to raid more often and get more chances at epic loot drops. Players will be able to down current Cataclysm raid bosses twice a week, accelerating players' progression.

We are testing these new raid lockout changes in Taiwan and Korea first. Our goal is to expand this change to other regions in the future, but we don't have anything further to announce at this time with regard to North American implementation.

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Filed under: Blizzard, Raiding

Gold Capped: Cataclysm glyph addons

Every week, WoW Insider brings you Gold Capped, in which Basil "Euripides" Berntsen aims to show you how to make money on the auction house. Email Basil with your questions, comments, or hate mail!

The glyph market has spawned quite a few of the important modern auction house addons. It's a uniquely challenging market, as there are hundreds of different products, each with their own balance of suppliers, buyers, and materials. The challenges faced by early glyph producers were met by a hodgepodge of fairly complex addons and macros, and only recently have unified solutions began to appear. I remember that at one point, I had addons to:
  • Keep track of how many glyphs I had on the AH, in various characters' banks and in their inventories.
  • Allow me to queue a list of glyphs and build a materials list (that allowed me to buy the vendor mats with one click).
  • Automatically queue enough glyphs in the second addon to assure that I kept stock levels at my desired level.
  • Automatically post every glyph I made onto the AH.
The tasks needed for this market are not unique, and so the most important tool that can trace its origin to the glyph market is certainly TradeSkillMaster. TSM is an addon that I've covered before, and it's built from the ground up to be perfect for glyphs. It's also perfect for a lot of other markets, but mostly those you can treat like glyphs.

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Filed under: Economy, Gold Capped

WoW Rookie: The inner workings of instances


New around here? WoW Rookie points WoW's newest players to the resources they need to get acclimated. Send us a note to suggest a WoW Rookie topic.

Maraudon or Blackrock Depths, anybody? Instances are your opportunity to meet and work as a team with other players in the World of Warcraft. You'll combat pack after pack of minions and defeat unique, memorable bosses on your way to some of the most enjoyable play in the game. Instances, also often known as dungeons, offer your group (and later, your raid) your own personal copy of a dungeon. No players other than your own group members are able to enter an instance with you. Instances provide some of the most rewarding and well designed content, challenges and loot possible for your character.

The teamwork and cooperative effort required to down the elite mobs and tricky bosses within an instance require a new level of teamwork from your rookie character. We've touched on the basics of finding your niche within a group. Today, let's cover the mechanics of managing instances – becoming "saved" to an instance, resetting them, understanding respawn and more. (One note: this week, we'll discuss five-man instances designed for single groups along the path to level 80, not raid instances requiring 10 or more players to complete. We'll introduce raid instance concepts for fresh level 80 players next week.)

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Filed under: Tips, Instances, Features, WoW Rookie

Officers' Quarters: Managing your lockouts


Every Monday Scott Andrews contributes
Officers' Quarters, a column about the ins and outs of guild leadership.

Last week, our very own Michael Sacco broke the news that raid lockouts will be extendable after Patch 3.2. Reading through forum comments about this exciting new feature, I found the varied reactions quite amusing.

Hardcore raiders seem to think that Blizzard is catering to casuals with this change. They think you should have to earn your kills by reclearing bosses if you can't make it all the way through a raid zone in one week. On the other hand, casual players seem to think that Blizzard is catering to the hardcore, since it's so much easier now to work on hard modes and other achievements without the threat of a looming reset. Casuals need as much loot as possible, they say, so why would they ever want to extend a lockout?

Despite the hardcore/casual debate reaching a new all-time low, the good news is that, in a sense, they're both right. Blizzard is catering to all of us. Regardless of playstyle or progression, all guilds will benefit from having this option.

However, there are decisions and tradeoffs to be made. Let's examine this new feature in more detail.

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Filed under: Guilds, Officers' Quarters (Guild Leadership)

PTR 3.0.3 Patch Notes

Looking for the Patch Notes that are being pushed to the live servers? We've got that, too.

Blizzard has released the notes for the Patch 3.0.3 on PTR (Public Test Realm). With the PTRs going to patch 3.0.3, I wouldn't be surprised to see 3.0.3 hit the live servers next week. Also, please note that these patch notes appear to be in flux and are being updated. We'll keep you posted with any changes.

While patch 3.0.2 has a lot of great new content, there have been a fair share of bugs in the game. This patch will fix some of those, and change around a few other things. Remember, there will be an ongoing series of changes – the game itself won't seem normal until Wrath of the Lich King.

Some highlights of this patch include:
  • Druid talent points are refunded (only Druids)
  • Hunter aspects are off the global cooldown
  • Vampiric Touch has had its spell power coefficient doubled
  • Warlocks can now use an Infernal indoors
  • Bloodthirst cooldown is now 5 seconds
  • No more level requirement to train gathering skills
Read on after the break for the full PTR patch notes.

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Filed under: Patches, News items, Wrath of the Lich King

Breakfast Topic: How are you spending PvP points?

While we know that Honor is not going to be reset as we once thought it would be, we do know that all your Arena points will be reset once you reach 71. But for now, both Arena and Honor points are still available to us if we put in some effort, and some rewards are still purchasable with them. The question is, how much time should we invest in them now, and are these rewards worth the time?

You can save Honor points, of course, until you reach level 80, even though everything at that stage will be much more expensive, and you won't be able to buy as much with what you earn today. Is this inflation enough to make you just wait till later to PvP in battlegrounds? Or do you want to hit 80 with us many points stored up as possible? Do any of the current PvP rewards look attractive enough for you to purchase them now instead of waiting?

The Arena is a somewhat simpler proposition. Any points you have will be gone as you start leveling up again, so you have to spend them now. Are they still worth earning? If so, will you spend them on gear? Or will you buy the special PvP gems in order to put them in gear you get later on?

Filed under: PvP, Breakfast Topics, Wrath of the Lich King, Battlegrounds, Arena

Blizzard retracts honor point changes: honor points will not be reset

Bornakk has announced on the forums tonight that the honor points wipe they were going to do before Wrath of the Lich King will not be happening after all.

Once again for clarity: honor points and PvP tokens will not be reset when WotLK is released. According to a post by Zarhym today, Arena points and teams will still be wiped immediately prior to Wrath's release.

This is a very interesting change of policy. Blizzard announced last week that all honor points and tokens would be reset. Since that announcement, there has been significant outrage by many players that have saved up large amounts of honor and tokens. With this change players will be able to stockpile points and purchase level 80 PvP gear. However this gear will be "significantly more expensive" than current level 70 gear.

We'll bring you any updates that develop on this breaking news.

Filed under: News items, PvP, Wrath of the Lich King

Gear transition between BC and WoTLK should be smoother, says Bornakk

We've known for a while that we've been getting a gear reset in WoTLK, and just this morning, we've discussed and speculated on how it will affect people as they transition into the 70-80 game, especially alt-o-holics. Here's some news that should strike a lot of people as good: Bornakk confirmed in a thread yesterday that we really won't be seeing quite as large a gear gap in the jump from Burning Crusade to Wrath of the Lich King as we did in the past: No more doubling of stamina values this time, guys.

This should be good news for raiders who feel like their epics don't mean that much anymore (although to be honest, I was using a few of my BWL and AQ40 drops well into my late 60s, so I don't think the gear reset was that bad after all). If the gear jump isn't that bad, your shiny new epics should still work pretty well. Heck, same goes for badge runners. I've suspected for a while that the new Badge of Justice gear was meant to be a partial preliminary gear rest ahead of time, and I'd bet this more or less confirms it: If there's not going to be as much as a jump, these Tameless Breeches might last my druid longer than one might think.

I think it's definitely a good middle road to take. We'll get a gear reset so alt-o-holics and casuals can jump right into the Howling Fjord, but the gap won't be quite as great, meaning that raiders and badge gear savers won't need to feel like they're watching months of work go down the drain when that first level 71 green drops.

Filed under: Items, Analysis / Opinion, Blizzard, News items, Leveling, Wrath of the Lich King

Raid reset timers are wrong

You might be noticing some strange things in your "Raid Information" window. For many players it is showing that the timers are twice as long as they actually are. Ie: Kara is showing it resets in 13 days 8 hours, ZA is showing it resets in 5 days 10 hours, etc... You can access your raid info windows by going into the raid tab and clicking on the "Raid Info" button in the upper right hand corner of the window. The raid tab is part of the social windows, which you can access by pressing the "O" key (that's oh, not zero).

This is a known error. Drysc has posted as much in the forums. Since they know about the bug, we can assume that it's going to be fixed. Further, this is just a display issue, which means it is not actually going to affect the timers.

It doesn't appear to be showing up for every player though. In fact, I'm not seeing it on my two toons I raided with last night. However several of my friends are not as lucky. Once this bug is fixed we'll let you know.

Filed under: Bugs, News items, Raiding

Bornakk confirms WotLK gear reset

We've suspected this all along, but now Bornakk has confirmed that yes, when the next expansion comes out, we'll all be turning in our epics for green gear once more. (And via MMO Champion, here's a comic that explains just what you're feeling right now). As he says, the whole point of a subscription MMO is that you need to keep playing to be awesome, and so new, more powerful gear is exactly where Blizzard wants to go.

On the one hand, this is actually a great thing. I just finally brought my Hunter alt through Hellfire Peninsula, and it was terrific to run a few quests and all of a sudden have what used to be raid level gear. And as Bornakk says, another reset in Wrath of the Lich King will accomplish the same thing for new players then (including Death Knights, ahem, so if you're reading between the lines as much as I am, that means that Death Knights will probably start before level 70, because they too apparently will be coming through the 70-71 gear transition). It is great to do the starter quests in a new expansion, and quickly get brought up to speed with some of the best gear in the game.

However, now that this is known, does it mean the gear you earn now is worthless? I don't think so-- while the old endgame was almost all about gear, there are so many epics now and so many ways to get them that the game is much more about how you play rather than the gear you're playing for. Sure, we'll all end up stashing our epics away for a green quest reward from the Borean Tundra, but we'll always have Karazhan and Gruul's, right?

Filed under: Items, Analysis / Opinion, Blizzard, Expansions, Leveling, Death Knight, Wrath of the Lich King

Does Karazhan need a shorter reset timer?


At present, Karazhan every 7 days, but some players are complaining that this is just too long. Says Whitesteel, who started a recent thread on the subject:

A full clear of Kara now takes about 3-4 hours with a decent group and I have even been in pugs that clear the whole thing in under 5 hours yet we still have to wait an entire week to go in again... Wouldn't it make more sense to allow players to run this instance twice a week like ZG and AQ20 were done to keep them interested and get them geared more efficiently to progress onto newer content?

And with the coming release of Zul'Aman (which you'll want to have Karazhan gear going in to), I can see his point. In a response from Drysc, we get nothing definitive, but do learn that Blizzard is considering it.

Filed under: Analysis / Opinion, Instances, Raiding

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