Thread: BlizzCon
View Single Post
11-06-05, 07:57 PM   #27
Cairenn
Credendo Vides
 
Cairenn's Avatar
Premium Member
WoWInterface Admin
Join Date: Mar 2004
Posts: 7,134
Items/Professions Panel

20 million items are crafted each day. Number one is the copper bar, number two is the heavy rune cloth bandage. They want professions to be simultaneous, be done while questing, and be for everybody.


They listed some barriers to professions that they avoided.
  • Complex invention (you just make the stuff, no complication)
  • Repetitive behavior. (to make one item should not be a grind…)
  • Scary interface (click and make)
  • Focus on item creation
  • Creation failure (it does not fail and you lose your materials)
  • Item quality (if you can make it, you make it at full quality)
  • Items need to be fun to make
Not quiet sure the explanation on all of them, since I don’t like the crafting interface all that much. But overall it was an explanation on why the current crafting system is the way it is, something to be simple, accessible, and intuitive.


They are going to be adding more gear with a random enchant… like wild leather and green lens.


They are adding more consumable items

They allow tradesmen to differentiate themselves through world drops, specialization, and other methods. Specialization is obvious, but the world drops was surprising. Basically the patterns that have rare drops are there to set apart one crafter who has it, from another.

They want to let the hardcore players shine, to reward the hard core players. Enchanting is considered the hardest core of the hard core professions. They have no plans on making “enchanting crystals” allowing enchanters to sell their enchants on the AH. Having to spam the trade channel in the cities is a conscious choice, and intentional. They will be adding something to the enchanter for the auction house.

Wizzard oil. There is at least two types of wizard oil, which acts on weapons just like sharpening stones. One of the adds +24 to spell damage and healing to a weapon for 30 minutes… another adds to mana regen. There are consumables, and applied to the spell casters weapon.

Each profession is supposed to cover different needs, no duplication. An example was the “scribe” profession people ask for. The ability to make the scrolls of agility and the like. The problem is that is what alchemy does, so the scribe won’t be made.

The future of fishing looks interesting. Macro/bot fishing was a big upheaval early in the game, and caused many of the current adjustments. The biggest change for fishing is the targeted fishing, like in the tournaments. They will be doing that for all fishing in the future. There will be schools of oily blackmouth, schools of stonescale eels, shipwrecked items… that you target and fish for. They want to make fishing use nodes, just like herbalism and mining.

Dis enchanting items are “cool” according to the items person. It allows a useless item to become useful. In the future, when you dis enchant an epic (level 60 epic or any epic was not said)… you will get a nexus crystal instead of a shard. There will be new very powerful enchants that use these crystals.

The expansion will add specializations to tailoring and alchemy. Transmutation was one specialty in alchemy. Jewel crafting will be added also. It will allow people to make rings and necklaces, crowns and “gems” for inserting into socket able items.

When ever a item is made, four questions are asked
  • Who is it for
  • What else is available
  • What makes it compelling
  • How difficult is it to obtain
There is a math formula on how items are made, when balancing the various stats and abilities. It is item level and quality which is put together to find what stats it can have. The slot also matters, with some slots getting more than others. Special abilities also cost stat points. 1% crit cost 14, while 1% dodge costs 12 stat points. Spreading stats allows for a higher overall value. But even with this hidden formula… the item creators are allowed to fudge things.

Design flows into art. When something is designed, then the concept art is made for
that item


In 1.9 there will be a lot of new procs for casters. Spell casters are getting a massive itemization boost in 1.9. There was one proc on a weapon that when ever a successful spell cast, there is a chance to lower the targets resistances to the spell. There is a lot of caster itemizations coming.

Socketable items are a concession to the player. They will allow the players to pick and choose the abilities that they find important, fitting the gear they have to their playing style. Gems will be available through various ways. Crafted, quest, and drops.

The tier two art is very very nice. The paladin art is incredible… make up for all the banana jokes ever. The tier two items will undergo a review stat wise… but mainly for the set bonuses… the stats for the items will not likely change.

There will not be a caster legendary any time soon. If they make a caster legendary item, they will have to make one that all casters (except hunters!!!! Specifically) would want and could use.

Do not expect any epic quest items for other classes individually any time soon. The current epic quest items for hunters and priests where a mistake. There are items in AQ that are better than both of the epic quest items for those classes. If they do make new epic weapon quests… they will release all 9 at the same time.

Warlock shard bags are a long way off.
__________________
“Do what you feel in your heart to be right — for you’ll be criticized anyway.” ~ Eleanor Roosevelt
~~~~~~~~~~~~~~~~~~~
Co-Founder & Admin: MMOUI
FaceBook Profile, Page, Group
Avatar Image by RaffaeleMarinetti
  Reply With Quote