Showing posts with label 3.3.2; ICC Raid Weekly; raiding; guild. Show all posts
Showing posts with label 3.3.2; ICC Raid Weekly; raiding; guild. Show all posts

Sunday, June 6, 2010

AVR / AVRE Broken in 3.3.5



According to a blue post

This is a notice that we're making changes in 3.3.5 in attempts to break the ability for the AVR (Augmented Virtual Reality) mod to continue functioning. For those unaware, this mod allows players to draw in the 3D space of the game world, which can then be shared with others who are also using the mod. In some cases this manifests itself through drawing/tagging/defacing the game world, but more popularly is used to give visual guides for dungeon and raid encounters.

We're making this change for two reasons. The invasive nature of a mod altering and/or interacting with the game world (virtually or directly) is not intended and not something we will allow. World of Warcraft UI addons are never intended to interact with the game world itself. This is mirrored in our stance and restriction of model and texture alterations. The second reason is that it removes too much player reaction and decision-making while facing dungeon and raid encounters. While some other mods also work to this end, we find that AVR and the act of visualizing strategy within the game world simply goes beyond what we're willing to allow.

The change we're making in attempts to break the functionality is light in its touch and approach. When blocking any functionality we run the risk of affecting other mods, but we've targeted the changes as carefully as possible. If we find that the AVR mod (or any mod attempting to replicate its functions) are usable after 3.3.5 we will take further, more drastic steps.

This is coming from the same people that put sparkles on plants and quest items, updated the maps include giant yellow question marks for quest turn ins, and much more. On the whole the impact isn't that great for skilled players – but it may make the game more of a challenge for some folks that aren't so situationally aware. The nice aspect of this mod was the ability to mark and for it to stay consist throughout the encounter (whereas you have access to smoke flares still) so the issue isn't a large one.

I don't know Bliz.. my stance is that if there is a desire to use functionality to this effect – someone will figure out a way to code around it. Until then, there's already a tentative type replacement for those folks that do rely on the visual cues of AVRE. Enter Hudmap – it's much smaller scale but the effect is similar. This doesn't even go into the aspect of audible cues – what about that twist on things Blizz? Are you sure it's not taking away some reaction time on the part of the player?




Sunday, February 14, 2010

Icecrown Citadel Raid Weeklies


Patch 3.3.2 not only brought the release of the final bosses in Icecrown Citadel. It brought the inhabitants of Azeroth the seasonal holiday as well as some other changes- such as the Icecrown Citadel Raid Weeklies. These quests are only available in Icecrown Citadel raid instance. There are five different random weekly quests. The most rewarding part is that these quests are available in 10 and 25 man content – so you are able to complete both each week. The rewards can vary. In addition to gold, there are bind on equipment items as well as epic gems and varying amounts of gold in the "Sack of Frosty Treasures".

On 25 man content, we, as a guild, have seen Securing the Ramparts as well as Residue Rendezvous. The first quest had us slaying the Rotting Frost Giant. Honestly, he was a bit more intricate for us than a few of the bosses- but that is the element of unknown. It's actually pretty awesome to adjust on the fly to a "boss" that you have no experience on. Residue Rendezvous had me slightly nervous as Rotface had given us a few hiccups. However, we did a one shot of both Rotface and his brother Festergut, allowing us to complete the quest quickly. Another note was that as long as one person completes it, it becomes available as completed for everyone. This makes me think a DI could be used in the event of a wipe occurring on one of these bosses.

On 10 man content, we saw the Blood Quickening, but we didn't get that far. All in all, it's a nice additional quest on the weekly ideas that are raid oriented. It seems that Blizzard is indeed pushing and making content available to all members, and also throwing emblems around as well. I know our own raid decisions this week were impacted by the raid weekly. For example, we did not continue in Icecrown Citadel on Wednesday because we didn't want to risk losing the raid weekly rewards.

Thursday, February 4, 2010

The Lich King is back.. 3.3.2

He's back…. Back again… so yea.. 3.3.2 landed on Tuesday, complete with the next Arena season and Toravon the Ice Watcher. Honestly, I would expect a bit more from a guy that drops the next tier. The fight was pretty much what you could have read about on WoWWiki.com months ago. Ranged completely needed to handle the Orbs spawns, and as long as you have solid tanks and healers, it's not hard. In a matter of 15 minutes.. Vault of Archavon was cleared again, even after being out of rotation for months. Will we keep doing it? Absolutely, because it's free tier gear. But damn Blizz, what the hell? You landed this patch and implement this boss, which is pretty much a pushover. You screw up Deathbringer Saurfang… to the point that half the mechanics do not function properly. Killable? Absolutely; we have to heal now.


Enter the many other changes.. such as the raid weekly in ICC. That was a fun experience. Our first go at it was the Securing the Ramparts quest. You get a "frosty sack of treasures". Not only do you get 5 badges, but you also stand a random money amount, and possibly an epic gem or BoE item, not to mention reputation with Ashen Verdict, provided you are still seeking it. You have to admit, at first look, most of the raid is "WooHoo" , to "Where is he?" to the "Look at your mini map, Blizz dumbed down the game!". All in all, it's somewhat nice going into the event/quest blind. As any progression guild, going in blind is not always advisable. As a person that plans and tries to help with our personal strategies, I look ahead constantly for what information I can find, be it from the PTR and what not. This was something that slipped under my radar. It was a great change. I love being able to think on our feet. Our tanks did great. Knowing we could run back in during the encounter will prove valuable on later raid weeklies in ICC. The mechanics we figured out on the fly, and the weekly was completed on Tuesday for the bulk of core raiders. It's also comforting knowing that it can be completed in 10 man versions.

This brings us to completely normal farm content- just to find out Blizz jacked with Deathbringer's abilities. From the guilds (not that we used this on 25s) that blew mobs on the ledge, to the DI/discipline priest bubbles, that absorbs weren't being honored. Talk about feeling like a jackass, after saying "Folks, make sure you are watching your range finder" "We're getting marks way too early" only to find Blizz yet screwed something else up during the many changes. Going back in on our second night, after completing the raid weekly, the ICC weekly, and VoA, and the other three bosses, it took an attempt to figure out positioning, and walla, one Deathbringer's head on a platter served with a side of Rotface and Festergut for Wednesday's raid.

Thursday's raid left us continuing to get our positioning down for Blood Prince Council. Doable again, with a bare raid roster; we were using pirates, but they are pirates for a reason. We made some adjustments to this fight and dealt with the lag that we encountered. The boss fell close to the end of the night and we got our first glimpse and impressions on the Dreamwalker encounter. Yes, the Blazing Skeletons really hurt. We'll see how Sunday's raid goes, complete with it being Superbowl Sunday (TiVo anyone?) but I have high expectations and hopes for the raid core.