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Posts with tag solo-scenarios

Warlords of Draenor: Solo scenario and quest improvements

Leveling content and design has been an ongoing process since day one of WoW. In vanilla, quest chains would literally send you from one end of Azeroth to the other and back again in search of some relic or document or other item that was vitally important to the NPC who happened to be on the wrong continent to retrieve it. As time went on, quest flow was re-designed again and again, with more of an eye for keeping things bite-size and compact, less lengthy and drawn out. In Cataclysm, that envelope was arguably pushed too far, featuring story-heavy leveling zones that felt like they were on rails, leading players from one hub to the next with little exploration encouraged. Thankfully, Mists relaxed the rigid structure and went a little more free-form with quest flow.

It's hard to describe the differences in quest progression and flow on the beta for Warlords. Although the test servers are currently riddled with players, which means they are also riddled with extreme amounts of lag here and there, it's still possible to get an overall idea of how the quest design and flow has changed from Mists ... and there are some major changes afoot.

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Filed under: Warlords of Draenor

How will we take our content?

How will we take our content
I do a podcast from time to time about World of Warcraft, and as a result I tend to talk about the game, instead of just play it or even writing about it. One of the conversations I've had about the game that I've never really sat down and explored is this - Mists of Pandaria has seemed like a gigantic experiment in terms of how we receive our content. From the original Golden Lotus daily questing hub, which in turn unlocked the Shado-Pan and August Celestials, to patch 5.1's daily quests that unlocked regular, one-off quests that further advanced the story, to patch 5.2's progression on the Throne of Thunder unlocked unique solo scenarios. Patch 5.3 brought us no dailies at all, but a short series of quests that led to an unlockable weekly quest that was, frankly, one of my favorite ways to get the Lesser Charm of Good Fortune in the numbers needed for my weekly raiding.

Now in patch 5.4 we've lost dailies (the Golden Lotus have been pared back to a few in the west of the Vale of Eternal Blossoms, now the Vale of Eternal Sorrows) and we've gained a content hub which is mostly about exploration and good old fashioned grinding in the Timeless Isle. Over the course of this expansion we've seen all sorts of delivery systems for content - scenarios, heroic scenarios, flex raiding - and we've even seen some complaints from players about older, tried and true systems like five man dungeons not getting the emphasis people might want. And this leads me to wonder what we've got in store for us down the road. How will the next expansion present itself to us? I expect there will be the usual leveling quests, they work pretty well overall and there's room for flexibility in their design, but what will the max level content look like?

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Filed under: Analysis / Opinion, Raiding, Wrath of the Lich King, Cataclysm, Mists of Pandaria

Should free-for-all PvP be applied to battlegrounds?

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Yesterday, I finished gathering valor points for Wrathion, and moved on to the next step of the legendary chain. Unfortunately, this included winning two battlegrounds. I say unfortunately because while I enjoyed PvP back in the days of vanilla and Burning Crusade, I really haven't focused on PvP all that much since then. In fact, other than some excursions into Wintergrasp and Tol Barad, I tend to avoid it altogether.

It's not that I don't enjoy PvP, honestly -- it's that I know, deep down in my heart, that I'm not terribly good at it. So I stay out of the battlegrounds and let those that know what they are doing excel at it. But last night's excursion into the Temple of Kotmogu and the Silvershard Mines were eye-opening, to say the least. Temple of Kotmogu was an incredibly fun frenzy of grabbing orbs and killing players, and escorting carts in the Silvershard Mines was pretty entertaining, too.

Still, sometimes I miss the days where PvP was all about killing other players. It turns out, I'm not alone.

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Filed under: Analysis / Opinion, PvP

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