WoW Classic: A new Challenger has arrived



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WoW Classic: A new Challenger has arrived

It remains now less than 23 hours before World of Warcraft: Classic is live around the world for anyone who has a subscription, and I must admit that I'm a little excited. I'm not one of the people who asked for Blizzard to bring back the old game, but it will be fun to go back to some of the old places to do some of the destroyed quests in Cataclysm. In the last few hours before launch, I want to take a look at the recent AMA Blizzard regarding classical. They answered a few essential questions to understand the players' experience when opening servers later in the day.

After the problems experienced by some players during the name reservation process, it is worth mentioning that Blizzard confirmed that they had increased the queue size before players were disconnected when trying to connect. queue to play; However, it also means that waiting times will be longer. A wait time of 2 to 3 hours can hurt, but it's better than being forced to log in permanently just to have the chance to enter the queue. Of course, disconnections will probably occur, especially in the most popular realms, but at least getting in the queue will be easier. In addition, they have updated the disconnect message, so that players will know if they have been disconnected due to too many people in the queue or when they are waiting. there is another problem.

By acting waiting lines, they also announced that they would add as many kingdoms as needed to spread everyone and minimize waiting times, but also the need to superimpose layers. In fact, new realms are coming online today for this reason. At WADA, they also indicated that they would consider offering free domain transfers to entice players to switch players. Do not forget that free transfers only concern the switch from a high population server to a low population server. I'm curious if people will switch to smaller servers. Since virtually all MMOs experience player abandonment months after launch, the fear of being stuck on a dead server could prevent people from moving.

They also took time to dispel some misconceptions about how the overlay works. Overlay is primarily intended to reduce server load. For example, "the same number of players is causing more server problems in Northshire than problems in the entire Elwynn Forest." It's an interesting concept to consider, but that makes sense. In addition, instead of a layer being only one local area, each layer will encompass the entire server. The reasoning behind this is to provide a fluid experience to the players. For example, if the diapers were small, it would be possible to race Mentheil Harbor at Ironfoge with a group of players and to arrive with another (or person). Assuming, of course, that you are not participating in a party or raid with these players. Smaller layers can also cause problems for quests that travel long distances.

One of the problems I encountered during the stress tests was the random transfer between the layers. It was strange because NPCs and other players were disappearing / suddenly appearing in front of me. This behavior was the result of some bugs and when Classic launches the player, the only reason a player must transfer layers is if he accepts the invitation of a player located in another layer. Which should make everything smooth. In addition, the person who sends the invitation is the layer that everyone will join. Therefore, if you are questing and someone is starting to gank you, you invite your friends to a party so that they can defend you.

There are of course some factors that can delay the layer transfer. Transferring during the fight, although it can sometimes be useful, would not usually be a good thing. For example, imagine that you are making your way through all the other players in an area and that you are about to kill the last Grell you need and that BAM is transferred to a new layer where all Grell are dead. It would be extremely frustrating. Moreover, transferring correctly at the end of the fight, but before looting, would also be frustrating, as the postmaster did not send you the booty left behind in Vanilla. As such, the delay has been set so that players have enough time to loot at the end of the fight before the transfer. Also keep in mind that if you try to put yourself on a layer with your friends, pulling chains will delay you. It will also be tricky to use party invitations to escape PvP, as the delay is much longer after the PvP combat is released.

They also took care of the feat where logging in and reconnecting would transfer the player to a new layer and thus cultivate a mineral or grass knot. Now, the transfer delay of the layers at disconnection is set to the same duration as it would take the node to reappear anyway. This may seem like a misguided solution, but the server savings were very different from what they are today. Extraction and grass knots were rare, especially if we considered that everyone was arguing the same. This type of operation could have had a big impact on the server's economy, not for the better.

For those of us interested in PvP and the honor win, there was an exciting update that I did not expect from WADA. Back in Vanilla Honor, the weekly totals and the calculation of who got the highest ranking were done while the realms were on maintenance each week. However, they rewrote the code of honor for classicalthe kingdoms do not need time to be honored. It also indicates that we can not see the weekly shutdown time that we have done for most of WoW l & # 39; history. Although this change does not correspond to the recreation, the classical I think it's a good choice. Not being able to play when you want is not in anyone's interest. I mean, if they wanted to recreate the experience, they also had to have random servers down for days, here and there. I'm sure nobody wants that.

My favorite response from AMA concerns the corpses of players. Back in the day, one player left a skeleton behind each death. This allowed players to do fun things to go to the cities. Unfortunately, it also allowed people to do things like creating commercials, hate speech, and various other things. As a result, they decided to bring the code, which allows a player who dies to lose his previous corpse. Although the pleasure of creating various things is fun, it is probably for the better, and not having this ability really does not matter for most people.

These are just WADA's strengths, but you should probably give them a full reading before the realms come online. Also, I highly recommend the "Not a Bug" list because so much has changed since Vanilla and some of the old methods look like bugs. Is everyone ready to queue for hours yet ?! WOOOOOOOOOOO !!!!!!

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