![]() But obviously playing without sound will not give you the full experience. There are different sliders for music and sfx that handle different sounds. Every single sound asset used is from World of Warcraft. Music in this map is probably copyrighted. If you'd like to support me and encourage me to bring out more maps, consider donating at the following link: When showing a time/highround please provide stream/video, otherwise I can't accept it! Reworked Pack-a-Punch system - Up to 7 Repacks ![]() Everything we are doing will lead up to killing the Lich King. To keep you safe, I will cast a spell on you I use when fighting the gronn. I will protect Rupert while you search for artifacts for us to examine. Normally I would have suggested we venture in together, but I was not expecting aggressive watchers. The zombies summoned by the Lich King to stop us from stopping him from taking over Azeroth. This vault is of Black Dragon make which means its contents are my flights property. You may not use Magic attacks to fight the zombie. The Tavern has been overrun by the Scourge. QUEST to become your citys champion through all-new single-player storylines. So in summary (and for those TLDR folks), this event was entertaining at level 70 and had great intention, but it was marred by significant flaws that absolutely need to be addressed for any similar events in the future.Welcome to the Hearthstone Tavern. ![]() Unable to effectively participate in the event or quest as normal, lower level players were pretty much left in an uncomfortable limbo either leaving them waiting and unable to play or driving them to log off in frustration. When the low level players were inevitably turned themselves, they would be quickly dispatched by the guards and/or the high level players who would eventually show up to purge the area. If a high level character decided to wreak havoc on a low level town, the low level players questing there would be able to do next to nothing to stop them or the NPCs they turned since the guards in an area are typically higher level than the players. If an event is going to be omnipresent and inescapable, then participation must be equally possible and rewarding across the level spectrum. Here I come to the most significant flaw in this event, and the one that I am sure led to the most frustration throughout its lifetime. Adding long, engrossing quest chains that nudged players toward level-appropriate areas, rewarding gold and/or experience for kills, and having more sources of in-game education regarding the event would have gone a long way towards a better experience. In the past week, I have seen by far the worst cases of serial grieifing ever in the World of Warcraft, and I believe it has a lot to do with the lack of incentive to do anything else. While it is not necessary to apply the carrot-on-a-stick mentality to every aspect of this game, something as big as this event would have benefited from something to direct the flow of player energy. These two mechanical oversights were pretty big, and led to some serious frustration for the anti-zombie side of the fight. Shattrath had even worse problems, where player zombies could infect other players and kill NPCs while being immune to retribution from other players. Even stranger, it seemed that healing, cleansing, or resurrecting players under certain conditions could also invite attack. In the neutral cities, attacking a zombified player would incur the wrath of the guards, which made no sense at all considering that the zombies were causing wanton destruction in their town. Normal PvP mechanics clashed with the zombie plague event in two types of areas: neutral cities and Shattrath. All that being said, the event had several major flaws that I would like to point out in the hopes that future events will be better: The dev team deserves great praise for their vision of the game in which the world really comes to life (or undeath, as it were) I hope that this is only the first of many similarly omnipresent world events to come. I have experienced some of it in instances, through quest text, and even through in-game books, but it has never felt so real and alive as it did in the last week. This was the first time in the three and a half years I have been playing the game that I have felt like the game's lore was really a pervasive part of the game. I'll start with the good stuff: this event was a landmark experience. This post is primarily aimed at the world event design team and any other designers and developers involved in creating this and other world events.
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