3.1 Patchnote

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3.1 Patchnote

Beitragvon sepu » So 08 Feb, 2009 21:29

Zuerst mal eins der besten features überhaupt:

A new Dual Specialization system has been added to the game, allowing players to maintain more than one talent spec, glyph set, and action bar layout at a time. (Source 1, Source 2)

rest hier

http://www.worldofraids.com/
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Re: 3.1 Patchnote

Beitragvon Dokk » So 08 Feb, 2009 21:38

Naja...

There's a very good chance 3.1 will be hitting the PTR soon, so I wanted to recap everything we've learned so far in a "patch notes" style layout. These are not the 3.1 patch notes, it's a compilation of information we've been told or found, formatted in patch note style.


Dual Spec in 3.1 ist noch nicht 100% sicher. Wirklich glauben tue ich es auch erst, wenn es am PTR ist :)
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Re: 3.1 Patchnote

Beitragvon sepu » Do 12 Feb, 2009 22:27

naja sie scheinen doch ernst mit zu machen

Talent Dual Spec Q&A with Ghostcrawler
With the next content patch, we will be introducing a number of additions and changes to the game. One new feature in the works is the ability to set up two separate sets of talents, or "dual spec". While the complete feature may not be immediately available in the Public Test Realms (PTR) and specifics are still liable to change, we wanted to go over some questions with Senior Game Designer Greg "Ghostcrawler" Street to find out more.

Nethaera: What is dual speccing?
Ghostcrawler: Dual speccing is the ability to save two separate talent specs, glyphs, and action bars.

Nethaera: Why are we allowing players to dual spec after all this time?
Ghostcrawler: We really felt like this was a great way to increase the flexibility available to players and encourage them to take part in more aspects of the game. To use just one example, some players like to participate in both raids and Arenas, which is awesome behavior that we want to promote. But, there are some talents which are more useful in one part of the game than another. Currently, players have to pay respec costs and go through the process of setting up the desired talent spec and action bars whenever they switch.

The new system makes this a much more logical process, saving on time and cost and allowing players to easily move from one aspect of the game to another.

Nethaera: Who will be able to use it?
Ghostcrawler: Players who have reached the maximum level will be able to set up dual specs.

Nethaera: Why do players need to be max level in order to do this?
Ghostcrawler: We didn’t want to burden lower-level players with extra complexity as they’re working to level up and learn their class. But if the feature proves popular we might consider expanding it.

Nethaera: How will you be able to set up a dual spec?
Ghostcrawler: Players will be able to visit their trainer and pay a one-time fee to be able to use it.

Nethaera: How do you switch between specs?
Ghostcrawler: Players will be able to switch between their talent specs by visiting any Lexicon of Power provided they’ve paid for the ability to have a secondary spec. Lexicons of Power will be available in major cities, and inscribers will also be able to create a new item that summons one. Anyone can purchase this item, but it requires a ritual of several players to summon it for use by the party. It’s similar to a repair bot in that it will exist in the world for a short duration. It’s important to keep in mind that you will not be able to switch specs while in combat or Arenas. While you won’t be able to switch your spec without the Lexicon, you will still be able to look at your secondary spec whenever you want to.

Nethaera: Will solo players have the ability to switch their specs outside of the cities or will they still need to visit a Lexicon of Power?
Ghostcrawler: Solo players will still need to go into the city to visit the Lexicon of Power to switch their talent spec or will need to get together with other players to summon one in.

Nethaera: Is the item that allows you to summon a Lexicon of Power reusable, or is it used up?
Ghostcrawler: We haven’t made a final decision on that yet, and will be evaluating how it works on the PTR.

Nethaera: Can I respec only one of my talent sets, or will I need to respec them both if I reset one?
Ghostcrawler: When you reset your talents, it will look at the spec you currently have in use as the talent set you want to change.

Nethaera: Will you be able to switch gear easily to match your spec?
Ghostcrawler: At the same time we implement dual specs, we will also be setting up a gear system. The feature is called “Gear Manager.” It can also be used to just swap weapons or trinkets or put on that tuxedo to strut around town. It will not automatically switch your gear when you change your talent spec, but it will allow for an easy gear change between them. The feature may not be fully functional immediately in the PTR, but we’ll have more information to share about it before too much longer.

Nethaera: What about hunters? Often their pet talents are set up to match the talents of the hunter. Will they be able to switch their pet specs as well?
Ghostcrawler: We will wipe the pet talents. However we are going to remove the respec cost for pet talents so that players won’t feel like they need to jump through an additional hoop to respec their pet. In addition, we are going to provide hunters a new core ability to let them remotely access their stable on a long cooldown. This way if their exotic pet heads off to the stable, they will be able to get a different pet. We hope to be able to discuss this new spell in more detail when we get a little further along.

Nethaera: Will you be able to change your Glyphs as well?
Ghostcrawler: Glyphs will be tied to each talent spec so that if you switch between them, so too will the Glyphs. You’ll notice the UI will have changed a little bit so that the Glyph panes show up alongside the Talent panes now that they are associated.

Nethaera: What about hotbars? Will players be able to save them for the talent spec they’re running?
Ghostcrawler: Yes, you will be able to save hotbars and use them with your talent specs. It just saves your bars at the same time as it saves the glyphs and talents. If you want to switch to your other action bar, you will need to change specs.

Nethaera: Is there a way for players to choose their talents without them being saved? Currently, once you spend your talent point, it’s spent unless you pay the respec cost again.
Ghostcrawler: With the dual spec feature, we are going to allow players who respec to configure all their talents before they get saved. They will be able to allocate the points, then choose if they want to use that as their spec, rather than needing to carefully diagram out their talents ahead of time. This will allow players a little more freedom when deciding on the talents they want to pick and avoid costly mistakes.

Nethaera: Will players be confined to only setting up two specs?
Ghostcrawler: We will be launching the feature with just two specs, but depending on how we feel it works out, we might consider additional specs in the future.

Nethaera: When can players expect to try out dual specs?
Ghostcrawler: Players will be able to try out the dual spec system on the Public Test Realms when they are made available. This has been a pretty big project with a lot of people working toward making it a reality in the game. We’ll definitely be watching the feedback and looking for ways of making sure the system works the way we all envisioned it to.
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Re: 3.1 Patchnote

Beitragvon ic_ » Do 12 Feb, 2009 22:33

Ich finds klasse und warte nur darauf!^^ Endlich von pve zu pvp switchen ohne immer 50g zahlen zu müssen *g*
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Re: 3.1 Patchnote

Beitragvon sepu » Do 12 Feb, 2009 22:45

vor allem ohne wieder nachdenken zu müssen auf welchen spells die hotkeys sortiert waren :)
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Re: 3.1 Patchnote

Beitragvon ic_ » Do 12 Feb, 2009 23:11

das eh )
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Re: 3.1 Patchnote

Beitragvon madtom » Fr 13 Feb, 2009 07:41

Also für Heiler und Tankklassen wird das ein wirklicher Segen, und auch durchaus für raids, da man dann endlich auch Tanks die grad net gebraucht werden sinnvoll nutzen kann.
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Re: 3.1 Patchnote

Beitragvon Knuff » Fr 13 Feb, 2009 08:41

Das mit den automatischen Symbolleisten gefällt mir wirklich gut. Denn das umbelegen von Hand hat schon genervt. Klingt nach einer feinen Sache.
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Ulduar Preview

Beitragvon Mallfin » Di 17 Feb, 2009 23:04

Ulduar Sneek-Peek -> http://www.wow-europe.com/de/info/under ... ulduar.xml
original -> http://www.wow-europe.com/en/info/under ... ulduar.xml

Eine Mischung aus Motorrädern, Verwüstern und Belagerungsmaschinen wird Euch zur Verfügung stehen, wobei jedes Gefährt dem Piloten und den Passagieren einzigartige Fähigkeiten verleiht.

Dennoch wird das Gear der Spieler eine Auswirkung auf die Stärke der Vehikel-Fähigkeiten beim 1. Boss haben ->
Actually, the effectiveness of the vehicles in the Flame Leviathan fight changes depending on the quality of the gear. So someone in full Naxxramas epics (or Ulduar epics!) will have an easier time than someone in greens.
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Re: 3.1 Patchnote

Beitragvon ic_ » Mi 18 Feb, 2009 10:14

You and your friends will have to use these vehicles wisely to break through Ulduar's defenses. A mix of motorcycles, demolishers, and siege engines will be at your disposal, each granting unique abilities to the pilot and the passenger. Motorcycle drivers, for example, can create pools of liquid tar that snare opponents and can be set on fire by area effect attacks, while demolisher passengers can load themselves into the vehicle's catapult so that the pilot can launch them into the distance. If used judiciously, these and other abilities will help decimate the Iron Army and any other threats lying in wait between you and Ulduar.


na klasse....dabei war doch Maly schon schlimm genug....Das machen die sicher mit absicht nur um uns zu nerven!^^ -.--
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Re: 3.1 Patchnote

Beitragvon sepu » Mi 18 Feb, 2009 10:29

seid doch mal froh dass wieder bisl was innovatives und anderes in die encounter kommt. auf der einen seite beschwert sich immer jeder, dass das spiel öde wird alle bossencounter sich ähneln bzw schon mal da waren, wenn dann aber mal andere sachen kommen ists auch nicht recht. ich finde es liest sich super und vermittelt auch den eindruck einer epischen festung die man erstmal einnehmen muss.
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Re: 3.1 Patchnote

Beitragvon ic_ » Mi 18 Feb, 2009 10:50

naja bc war auch ohne solche blöden Phasen mit extra Mount ect. spannend und schwer genug bis zum Ende... finde ich jedenfalls.
Und das Addon war eher lächerlich außer Satharion mit adds... Man farmt man ja nur noch die Bosse ab, da wo man früher noch in kara gehangen hätte...
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Re: 3.1 Patchnote

Beitragvon Goldeneye » Mi 18 Feb, 2009 10:57

:?
Bild
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Re: 3.1 Patchnote

Beitragvon Mallfin » Mi 18 Feb, 2009 11:19

Also Vehikel bei 1 von 14 Bossen finde ich noch ok.
Dennoch darf Blizzard WoW nicht in einen FPS oder TaktikShooter umbauen. Denn dafür starte ich Unreal Tournament3 oder Battlefield, etc. Die können Vehikelcombat 10mal besser.
Bei einem RPG will ich komplexe Entscheidungen treffen müssen, welchen der 40 Buttons ich wann, wieoft drücke. ;)
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Re: 3.1 Patchnote

Beitragvon sepu » Mi 18 Feb, 2009 12:09

naja komplexe entscheidungen wo du unter 40 keys auswählen musst gibts eh nur im pvp :) zumindest fürn meelee, beim mage hatte ich allerdings auch keine andere erfahrung gemacht. im raid selber hast du deine feste rotation mit 4-7 knöpfen und musst ab und zu halt noch bisl laufen dazu ist an sich jetzt aber nicht wahnsinnig komplex.


aber will hier auch keine grundsatzdebatte entflammen, ich freu mich drüber dass jetzt hoffentlich bald 3.1 an den ptr kommt und dann hoffentlich zügig auch auf die liveserver.
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