Sunday, November 4, 2012

Developers and talk to you for PvP: Panda Man of Mystery


"Panda mystery" launched more than a few weeks time, we would like to share where we think this PvP success, the need to improve the place and in the future some changes. The following content will be divided into three, each one speaking under the matching values, occupational balance, and to disclose some PvP plans.
    Matching value
    I think everyone knows, match the value set in the first place in order to measure the level of players. This data (matching value) is based on the defeat or beat match the value of your players to decide. Combat capacity or performance similar players match can help some players do not yet started old players every meal to beat, also let both players at any level grades can be similar and their own level of players is a must next. Matching value is not a "PvP score value" - its primary role is to match players. We know that a lot of players are asking to reset matching values, we heard the views, had also ready to proceed to do the work done (even before this announcement). Some people think that some high ranking players can not continue playing and enjoying the existing rankings, and even does not cost any effort to challenge other opponents to win the Gladiator title. We believe that this concern does have the possibility, but reset the match value is not the best solution.
    Matching value is a measure of the performance of a player and not a very logical approach to reset the match value at the end of each season or piece of information. Your level is unlikely to be significantly behind in the season between the other players, so re-measure it does not bring special benefits. The match value really is reset, and that before the adjustment is completed you will likely see a lot of old players not players out of the water. To match the value will eventually be returned to a level similar to before, a result of the change will do more harm than good. It is also important Conquest Point caps, the elite reward and Gladiator title depends on your clan level rather than matching value. The increase or decrease in the clan hierarchy are affected by the outcome, for Arena PvP clan level is the most important.
    However, when we carefully look over the existing clan level measurement system, we believe that now the formula fails to make a precise measure of the potential for progress in a season the players. Your level in a season, not by leaps and bounds, your equipment will undoubtedly get better, have a great impact on the strength of your team. We are now on the clan level to make an improvement, allowing players the game has been growth in the clan level speed gradually faster. We also do not have details available for everyone to share, but this change will make has been the hard work of the players stopped playing, waiting for the players to rest on our laurels additional incentives to achieve a higher clan level, and thus better equipped to use them in exchange.
    For example, if Marte is the stupid clan level is 2700 Gamon clan level to 2500. Marte is stupid to think that their clan level is high enough, the rest of the season you can sit back and enjoy. Gamon weekly continues, equipment and gradually improved after the game, they won a lot of games. Because new or clan level, such as 300 points to 2800 points. They are now ranked on more than Marte is stupid. Marte is stupid if you decide to return back to the Arena game, new or rules apply to them, but they still need to win the game to overtake. The design of the new system will not make you a day in order to maintain the level of play, but also prevent some people stopped in the ranking after not playing waiting to finally take the reward. In this system was introduced before the game, we will give you more details.
    We believe that the level of degradation "set formula clan level changes with you have been asking the same purpose, but more constructive. Instead of letting the players every day duplication of effort just to keep the existing ranking (to maintain original score), and we will reward players been involved in a higher level of the clan. Come late in a season, ranked upstream clan also allows more power to participate.
    In order to be able to support this change, we will support in the 5.1 version of the courage, justice points to improve the level of equipment and weapons you raid, Honor and Conquest Points will also be used to upgrade equipment. A full conquest of the equipment of the Gladiator players have bought, now also have the power to keep playing in the 5.1 patch, because he can conquer the number of points to to enhance existing conquer equipment.
    Occupational balance issues
    The game has a total of 34 kinds of professional specialization, I'm not in this for each specialization at the length of 11 enumerate. But I think that the players are most concerned about the problem for everyone to be answered. Of course, this inevitable with my subjectivity, so if I omissions, please bear with me. At the same time, if I did not mention something here does not mean that it is ignored. You will see that we have made changes to the rules in the 5.1 patch notes.
    Beast Mastery Hunter - we think it is very boring, no technical content and fair thing with many big move killed a breath. (I also want to say that we do not blame the any balance loophole players; provide us with the platform, should blame ourselves.) We are carefully considering the various skills of the Hunter cooling time to decide Do you want to reduce the damage of the outbreak. The same time, we will Hunter make changes, without having to switch between making the Hawk Spirit fox guarding. We hope that way you can see more of the survival and shooting Hunter.
Update: We just found a the error causes Qunshou Pentium pet summoned weaker effect than normal pet does not apply to the arena. This also explains why Hunter in the arena in the wild or a copy of the environment than they can make more damage.
     Warrior - we think Warrior burst damage unlike Hunter as out of control. Warrior outbreak and control skills combined but feel a little overwhelmed. We now want to make changes at the same time weaken the outbreak and control. Especially ban Glyph to too strong in PvP. We believe that if you can do it to escape from the Warrior melee attack range, at least this can cast a spell (If you think this is unacceptable, you can choose stormhammer talent. Concussion broken, the deity as a Warrior down to earth and reckless mentioned many times, we will also be considered for these.
    rogue - we still think rogue damage output in PVP point - some professional output is a bit too high, we will make other changes in priority to solve this problem. The rogue attack tools and skills we are satisfied, but at the same time we also realize that some of the old mechanism has been updated, the more energetic of the mechanism overshadowed. Mobility and we will rogue operation to make conservative improved.
    Mage - Mage outbreak injury and control, we will make the cut. We had hoped that some control skills on talent, allowing the player to make some trade-offs on crowd control. But this is not enough. We greatly improved spell lessons cost, in order to allow players to use it more tactical, rather than blindly. We also tried the deep freeze Frost bombs and Pyroblast to make adjustments to reduce the damage and control of their outbreak.
    Monk - We know that some players in the arena for riding the wind if there is enough competitive expressed misgivings. Monk is more difficult to master professional, not require a short learning curve. The riding style PvP in addition can be described as very lucrative, only players who have not seen this regard. Of course, we would very much like to see the new career high popularity, but we are also very conservative because of the occupation of PvP and PvE monopoly, a lesson has a Death Knight launch. We want to do any interference is still its development in the next few weeks, not monks, but we will also pay close attention to the trend of the development.
    Treatment - we very much agree with the non-therapeutic specialization of the treatment should not be deprived of job opportunities and specialization of the treatment. Should be able to cope with this specialization as Shadow, elements and balance the need for treatment ---- which is one of their strengths ---- they in any case is not a substitute for a true healer. The envisaged changes the PvP power bonus will depend on your specialization. At the same time, we also worry about the amount of treatment will not be too high, even if it is true healers. Especially PvP strongest recovery Shaman and Holy Paladin. After the outbreak of the Hunter, Warrior and Mage hurt down, we may also proceed to the PvP treatment debuffs changed from 15% to 30%. Of course, before the outbreak of injury problems to solve out, doing so is obviously not logical.
    Control groups - now, we are still relatively satisfied with crowd control skills. We will try not to add to any specialization any groups superimposed control skills. But because of the players too much choice in the hands of groups control, crowd control spell PvP players to master the total has increased. To this end, we rather doubt, we will pay close attention to this trend.
    The outbreak of the damage in the outbreak of the damage - in addition to the Hunter may Warrior and Mage is out of control, and others are still manageable. The other players named to: Destruction, Frost Death Knight Shadow Priest. We are on the list of close observation, but does not have any changes can be for everyone to share.
    PvP forward-looking
    Our development team is being developed and produced content, as usual, is not ultimately integrated into the design of the game, we do not want to do more to disclose. This is also because to be postponed or canceled designs tend to make players feel that we have been in a "rubber check". So, please understand I said some of the design may be the next patch after one or will not appear. These are the idea that we are, where appropriate:
    Control failure UI effect - this is the one we want to join has been, is finally nearing completion. Assuming that your role is in a state of fear, you soon realize that your role is fear, because he is running around aimlessly, skull head also having a random chatter. However, if you are dizziness, silence or disarm all of a sudden, you might not know what happened continue keystrokes, cause you do not get any reaction turned to think that the game is a problem. The control lapse UI guarantee we can always know what in the way you perform a certain act. Whether leveling alone or under a copy of the players can benefit from the most benefit of this new setting, or PvP groups.
    The Rated Battlegrounds participation award - I think any one played for some time PvP players will experience then a final score similar to the canines Battle. Meanwhile, we are able to bring players so a victory or defeat Gordian game regret for some of the players involved can not get anything in return. So we want to give that to give these players a little bit of comfort for the reward. The awards will be based on the final score is determined to prevent it people are abused and lead.
    Dungeons manual battlefield and arena map - presumably PvP veteran already familiar with all battlefield and arena map, but we feel that in the manual of the underground city if they can join the main goals and structure of these maps, still in the exploratory phase allows novice can find opportunities faster.
    Improved scoreboard - Some people might think this is a bit redundant, but we feel that little improvement can still play a good effect. The battlefield after ending too static, people feel a little old-fashioned, there is nothing new. We want to win the player sees the "You've won!" This a few characters, along with a more interesting scoreboard.
    A more integrated battlefield classification - our existing technology has been able to reduce the Item Level for players to enter the challenge mode, you also may know that we raised for the players involved in the raid test item level. We want to use this mechanism to adjust the level of high and low level range players. For example, we can let the players have increased to 19 in the 15-19 level range battlefield. If the design is ultimately successful, we can compress the low-grade range, or even reduce the queuing time.
    Match - our battlefield matching system since its inception has been amended several times, no we developed the Dungeon Finder and team finder we follow the development of advanced technology can be applied to this. The initial battleground queuing system designed to focus on speed, because the people are all the time queuing in a server. If the use of a new technology, we will be able to further ensure that each team has a certain amount of treatment or a more rational allocation of career.
    Honor and conquest Upgrade Items - we are talking about a number of players to upgrade their raid equipment courage points. And, as mentioned before, we will allow PvP players improve their honor, honor or conquest points or conquer the level of equipment.
    The Rated Battlegrounds team to reduce the number of - we still do not want to let the individual players queuing up to participate in the rating battlefield contradicts cooperative groups PvP original intention, the end of the day, rating the battlefield just reward better equip ordinary battlefield. But we also heard a group of 10 people into Rated Battlegrounds sometimes more difficult. Our vision is to allow five players to group together against another team composed of players from five. As a result, the configuration of the team is quite balanced and perfect. We have a crazy idea is that in Gilneas small battlefield open 5v5 options.
    Tol Barad and Wintergrasp - we are discussing whether or not to do these two PvP map 90 version, to let the players lining up to come in to get honor points. Like I said, these are many developers are studying ideas rather than real changes in the patch, some of which may not be actually used. Looked after, tell us what you think, whether the direction of our improved walking in a formal on, or that we're missing some very significant PvP you think. About PvP balance has been a very subjective thing, although we hope that this can be done, a lot of time alone been to strengthen or weaken the role and can not play a real effect. Even cause worse problems than the role imbalance.
    Greg Street "Ghostcrawler Lead Systems Designer for World of Warcraft. He had never in the game in order to get the trophy mounted female players.

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