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11-06-05, 08:00 PM   #28
Cairenn
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Expansion Playable Demo

I did not get a chance to play the demo yet… the line was huge and I only had 30 minutes before the next panel. I did get to ask some questions, and watched some blood elves play. First off… the blood elves are close to night elves in model and movement, but there are a lot of subtle differences that make them two races. First off… they don’t flip when they jump. Occasionally when you jump… you spin in a circle. The starting area and the races are very bright. The playable classes for the blood elves are Warrior, Warlock, Mage, and Priest.


Dungeon Panel

(THIS IS NOT FOR RAIDS, but mainly the 5 man instances)

With the dungeons, the level range is the first choice of the developer. The first time they expect the players to begin venturing into dungeons is level 15. The best loot and experience is supposed to come from dungeons. For the gear, they mostly got that right, but for the experience, they messed up slightly. Mathematically it is supposed to be better, experience wise, to grind dungeon 5 mans… but they failed to take into account the chaos of dealing with 4 other people, the amount of time to travel to the dungeons, and the time to form the groups. Dungeons are supposed to have an epic sense to them. Elite mobs were originally added for dungeons, giving the designers a way to boost the combat potential of the mobs up, with out messing with the balance of levels and resistances.


Players want a sense of progression in a dungeon. They want to feel that they have a large goal, and easily understandable “mini goals”, or bosses on the way.


Designers want to vary the points of interest through a dungeon. The dungeon should have a unified theme or style, but the background should not feel cookie cutter.

They like to mix up the pulls. Not every pull should be exactly identical. They want the strategy to have to adjust to the moment, and for the players to have to adapt… not go /afk or /pizza.

They want to make groups move through the dungeon. “Pulling” is a very valid and smart tactic, according to the dungeon designer. What he did not want was things from other games… where the healers and main part setup camp at the beginning of the dungeon, and the pullers basically feed all the mobs in the dungeon back to the original safe point. He wanted the full party to explore through the dungeon with the pullers.

Every class needs places to shine. Warlocks shine in Dire Maul and Marudon, being able to banish one demon and enslave another, for example.

Boss pacing is important. There should be bosses spaced evenly through the progression of the dungeon. Red side strath was an example of how they failed at this.

They want to let skilled players shine, by adding short cuts and hidden buffs. This is important! They know about the shortcut in lower black rock spire, and approve of smart players using it. They know about getting buffs from mind controlled mobs, and put those there specifically as hidden treats and bonuses for smart players. They specifically mentioned the mind controlled mobs in more details, saying how it was one of his favorite ways to reward creative players was to put great buffs on various mind controllable mobs, they were not accidental. The fire buff in black rock spire was put there intentionally, and is not an exploit, but instead a valid and encouraged strategy. Apparently, one GM, way back when, did not have the right info, and it has been corrected.

Stealthing through a dungeon is a completely valid tactic. They are aware of the rogues and druids ability to stealth, and the designer gave the example of three rogues and two druids stealthing through a dungeon and killing each boss as a smart and valid thing to do. The 5 instance cap per hour was added to “balance” stealth runs, but they are still allowed and encouraged.

Instancing was heavily implemented for a couple of reasons
  • Player collision (players don’t grief bosses)
  • The boss is always up
  • Being able to script encounters (this was a big one)
  • Best elements of a traditional RPG can be integrated
The public areas provide a freely movable area… to make sure the players never feel trapped in pockets. There is content added to these public area to reinforce that the players have a choice, and are not forced into the instances.

Micro dungeons are scattered through out the lands. These are basically the non instanced caves, towers, and other places, normally used in quests. They typically have a single named boss, and are not meant to force the player to party, but to encourage it. The instanced dungeons are meant to force partying

Dungeon caps were added, mainly due to the path of least resistance. Dungeons are tuned and seeded based on the amount of players envisioned for each, and the ability to zerg a dungeon makes the experience easier, less of a challenge. When the design cap is exceeded, the perception of the dungeon goes down. With a smaller group, each player feels more important. This was a tough choice, but one that was overall good for the game.

What is interesting… Oobers is considered a 10 man instance as far as tuning is concerned. A story was told about how when the designer is playing on the public realms anonymously, he was in a UBRS group… that would not move until they filled all 15 slots. He kept trying to hint that the 11 people they had at the time would be fine… but could not outright say it with out blowing his cover.
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