How to play to revive the new game of warcraft 5.0 mode

News From : http://www.bestwowgold.net     2011-12-4 3:04:23

In World of Warcraft Gold 5.0, the talent or whatever, or new race, even if the packaging of the rebalancing interesting, which is part of the game, more players are concerned about the "I could play in the game what", after the success of a year later not CTM, blizzard is aware of the problem, so in 5.0 also put forward the part solutions.

Challenge the limit-five copies of challenge models

In the MOP, blizzard puts forward, one of the most "ordinary" but something is good play-five copies of JingSuSai. To be frank, this style of play is not new, from classic old world began to be like the prototype of the concepts, such as stratholme of 45 minutes to save people. But, early 5 copies of racing its reward wasn't too good, nothing but is popularity, things like that. Introduced in TBC fathers of Oman "box", after the start of the reward PVE has a certain amount of progress, those eager to challenge the players have a natural PVE can show the skill, and a good reward stage. Since then, the concept of the similar will be mothballed, has been to MOP (CTM after carved fathers Oman is not).

In the MOP, blizzard copy of the proposed racing mode is very simple, in the new version of the shortest time with all copies of the customs clearance player, can get the corresponding reward. Bonus points gold, silver, copper 3 level, the corresponding level there is a minimum requirement. Every time a player refresh the record, the system will display the new record up until there is other players break it.

Of course, every time to break the record or to the requirements of the corresponding level, the player will get some reward ( WOW Gold and silver and bronze MEDALS), and not the content of the medal for sure, but by blizzard's consistent design ideas, it is nothing but some special title, do not affect PVE and PVP balanced props, unreal changes of the equipment, with good. But, this system is so far, just as a brocade exists?

In fact, copy the further enlargement challenge models reflects the is WOW game mode "mini" trends, the trend is almost inevitable. In many TV game, we often can see similar design, in some action class in the game, often have different "difficult" choice. Some difficulty lies in the difference between the game only meet the players to the challenge, and some are in the game to give reward some difference, encourages players to challenge higher difficulty levels, so as to extend the game time. Regardless of which a pattern, its design is not the expression of the core without a point of view: skills higher players can get more.

In WOW seven years of design history, this article a blizzard never give up, we can also feel-such as difficult to copy of some of the high demand for team BOSS war, and so on. But the design idea of the core never without an important premise: people.

From level 60 times Ann its pull copy began, the player's skills to start to become the top equipment can access, to experience all the important content standard (time input is behind the songs), in TBC WLK and, after the game the ideas in CTM achieve perfection.

But, with the traditional and single LAN game different is, players want to get top in Buy WOW Gold equipment and achievements, only by their own investment is not enough. Even if you have incomparable personal strength also useless, your team in the worst teammate determines your achievement. Therefore, in the group after out, maybe there are many players will send out the regrets: if I have 24 (9) like me the strength of his teammates.

Such deep feeling actual exposed the problems since always WOW: put too much emphasis on team cooperation, and, accordingly, for the game in virtually the popularity of high-end content set up a new threshold. Just think, a player if want to experience high-end PVE content, he must have two conditions: first, good personal skills and reaction; Second, good interpersonal coordination ability. The former is relatively easy to achieve, and the latter to difficult many-after all network game society is not real, players and between players and have no contractual relationship, so a players who want to find the right team, must be balanced patient (have no patience propaganda you can not find a team), careful (see no see strategy, ready to cultivation mixture potions), the persistence (in a team learn not abandon don't give up), modest (when the dispute how you deal with it), love (with teammates, you can't think it is a tool, want to have a sacrifice)-this which is playing games?

In a certain sense, CTM 10 and 25 merger is miniaturization of game CD a try. As the game the content of the high-end lower threshold, the individual requirements of players naturally will ascend. But this step walk too ill-judged blizzard just.

Five copies of MOP racing mode, and speak game add a new play, rather than to Cheap WOW Gold PVE content blizzard further attempt to miniaturization. In 5 copies of racing, the system will be mandatory on the player's properties, in other words, no matter how much equipment to force, in in this copy can only use the system of the given so much, this is typical of the skill of the design ideas to achievement.

Compared with 10 copies of, five people no matter or professional team in mode on collocation are simple many, the players decided to top PVE content to the design of the threshold, it also for games provide a good transition. The only suspense is, and five copies of racing mode is equivalent to the current reward will provide version of the equipment-level if the answer is yes it, five people in the deputy to gain the players in the MOP the favour. Whether rookie or high to play, and who can refuse to challenge self and can get good chance of reward?

We further reasonable inference, once the blizzard in five people on the mode of successful racing copy, does that mean that the next step will be the single model based on the "challenge" appear? To copy from each team of ask to see, 25 people--10 people--five people-1 person appears is an increasing trend. Even if blizzard will be the single model of the reward set with 25 copies of exactly the same also is not serious, after all designers only need to design a almost hard to attain the difficulty of the can.

This corollary is not impossible because blizzard has put forward the MOP will design more single challenges based on task line--this is probably try water in advance. Then, from single challenge to 25 copies of model, the game's PVE system will be set up to end, to play on high, down to the novice, will be in the game to find the pleasure of their own.

Late leisure play-against the pet

If in seven years ago, WOW announced in addition of turn-based game against options, I think a lot of players will think that blizzard "raffish", a third person "3 D ARPG, adulterated turn-based combat modes arthrosis is neither fish nor fowl. But as the game industry development, the emergence of many cross types arose has gradually eliminate the player in the heart of barriers. In some type of game to join other the style of the game play has is nothing new, even blizzard yourself, don't also good advice consideration will DOTA mode to its 3 is implanted game brand? (interstellar DOTA, WOW will launch similar in MOP DOTA battlefield, diablo 3 consider joining DOTA mode)

In comments on the new system before, we should see the design of pet against. This system by turn-based natural meaningless, at present in all the games as a pet can play against. The highest level is a pet 20 level, and different pets have different skills-some special pet there will be a natural super slay such similar rare skills.

Look, this against no rare, on to a, blizzard to do so or a reason: chose to turn against rather than other mode of, the reason is that two patterns between extremely strong complementary and add function the workload of the game to decide. First of all, the introduction of turn-based to WOW in against a unique advantage-game 7 years Cheapest WOW Gold design launched don't know the hundreds of small pets, these little pet now can only be used as an ornamental, is some waste, now "waste" use natural ripe.

Second, the turn-based game to kill "against" the time of the leisure players have very good effect, just think, to perfectionist is concerned, to collect existing hundreds of pet already has very time consuming and energy, plus the MOP to join the so-called rare pet, pet and only in limited refresh refresh pet day every year specific, players want to collect difficulty of the big cans be imagined. Even if for ordinary turn-based lovers, some strong or practical nature is the pet have to hang, thus will cost a lot of time. Even if it is not how to play to the peacetime completely turn-based game players, in the bored or leisure,, why not on the mount to bottom: scratch pets, or against, or to practise the level of the pet?

Finally, the blizzard provides a lot of income of the mall, the main source of income is racial camp sells pet and turn mount's profits, once small pets from pure viewing angles rise to a practical level, its sales increase natural isn't, if add some have "unique" skills or attribute of the growth of the pet, you can imagine what the game is how big income stimulation. Besides, this kind of pet "balance" does not affect the game PVE, blizzard designers can go the natural-have you noticed, popular world pocket the inside of the devil, have balanced pet there?

Lower threshold-narrowed the gap between PVE and PVP

This part of the content released because not much, so the a talk. As we all know, the expansion "no fun CTM", and it's not to say it was not good enough, just because the players put forward too many requests. On this point, the network there have been a lot of this paper analyzes, here not much said, but in this one big problem for PVE and PVP transformation between the "threshold" be player neglected.

In introducing the toughness didn't before level 60 times, PVE and PVP conversion actually not difficult, two sets of equipment is how much difference but endurance just, a captain of the suit players who want to attend the same PVE can hit the good damage. T2-T3 set of players to war, unapt also fragile see seconds.

PVP and PVE in general is treated in TBC began, and to develop acme of CTM. In CTM this in the expansion, it is no exaggeration to say, PVE players in world PVP have almost no living space, and PV WOW Honor Power leveling P players want to transition PVE, on most of the equipment also must be replaced for entry-level blue purple outfit (hit... "). By contrast, from PVE to PVP transformation will be more difficult to a bit, because it is too important for PVP toughness.

In this case, blizzard solutions??? What??? As the foundation of the ductile role attribute, personal thought, this program have no big role. For one thing, a toughness as a basic attribute means PVP gear must have a value adjustment, otherwise the full set of players will be more with PVP resistance to play. For PVE players? Survival ability or little improvement-unless basis than PVP attribute full set of equipment to high, the only way to close the gap. Even so, the player will also brush together a PVP gear (if you'd like to have fun with PVP words); Secondly, now PVP system by players not going anywhere, not because what PVE players to transition PVP too difficult, the problem is the income PVP too low, professional and strong demand. In order to implement the blizzard of so-called "don't force the player must play a week long" concept, arena points are capped calculate, also for mandatory promotion points for the weekly segmentation and battlefield can get points. The arena was a lunch enough for tired, now still want to beat integral battlefield, not dozen S outfit for speed slow than others, to fight never find team.

Want to let PVP system with renewed vigor, actually change is very simple, first, allow a set of equipment in PVP and PVE in general have two different attributes-such as T set free to switch PVE and PVP two sets of attributes. It's not just save time for players? PVP high play and PVE in general is not the same as the players can get the best equipment? Just get through different ways, nature of the so-called PVE and PVP threshold would have no. Second, the lower the threshold requirement PVP team, why 2 VS2 is hot, not just because it is easy to organization? Why didn't anyone playing integral Buy Honor Points battlefield? Not just because of the organization to nine qualified teammates too tired? Why not open personal integral battlefield qualifying? In the technology is not very difficult to realize it (reference LOL).

Late improvement-can with renewed vigor PVE

About the RAID part, CTM did not do satisfactory. In 4.3 games introduced a new difficulty-cross-server random team difficulty, can be regarded as the lack of content for PVE a supplement to, so the actual effect how? Personal pessimistically.

For the random RAID system, there are two problems: first, its threshold height; Second, it wants to achieve purpose. Test server LIVE from the final version, and serve the performance of the official online later see, random RAID system eventually go blizzard did not like to see old-no brain of lunch. The difficulty lunch to what degree: in the RAID inside, even if the player again DPS bad (as long as you are not on the flat cut), reaction to slow (10 seconds to give you movement if not that or not running? Someone), equipment and poor (of course there is a minimum requirement in line) is easy to let off 1-4 BOSS. Behind the rest of the four, for the player requirements are not high there. The first four BOSS let even outrageous to degree, most of the players don't know what should be the BOSS skills answer, they lived. Nature, for the team's professional composition and how much of a profession also won't have too much requirements (only 25). From this point of view, random RAID system make it. In the game, to compare the lunch copies of degree.

But, from 5-8 BOSS showed, the lunch and so not a "complete", in other words, the game and the need to put into a little skill and reaction player in it. This also reflects the blizzard in the design of RAID difficulty swaying.

Second, the purpose of a random raids. It was two, on the one hand, is to let more players, especially the casual players into the copy, can experience to high-end PVE content. On the other hand is hope that through the difficulty of relatively simple model to help players can improve level, eventually trying to challenge the Buy WOW Honor Points common and even hero difficulty. After for a purpose, from the current 4.3 cannot reach it.

We all know, CTM start, 10 people there is no team has a reversal of the half, 25 people team fade out. 10 people team although difficulty relatively simple, but in the personnel with relative to some harsh. This also is those who participate in random with the RAID players first problem: they can not find the right staff 10 people regiment because random RAID is cross-server group, you almost could not find the "good friend" service; A second problem is that the RAID on their skills in the random improve almost no help, response is slow, DPS poor players in the experience of the random RAID so let BOSS war later, they won't have any ascending power and pressure, quick response technology good players for the sole purpose of random RAID is get shrink T13 components in order to make a 4 piece effect in advance, then basic won't see this level of a copy. So, to ordinary player have random RAID what help? In addition to holding a few familiar with the player have skills practice meaning outside, but it is a to "leisure" and rookie players with equipment place.

If blizzard wants to continue to use the MOP a system, ills is obvious: unless the difficulty of the normal mode reduced to similar sources of weakened the world that, otherwise the leisure rookie players might have no any fixed group's position (and, of course, has 10 willing to infinite destroy rookie group is another story). If a random RAID difficulty improving, lost its "bento" design intention, natural go unattended.

Blizzard has said, has not decided whether to separate the WOW Honor Points MOP in 10 and 25 CD, they will be careful assessment of the idea. In fact is told players, and they wanted to see the 4.3 can save CTM random RAID of the loss of popularity, to let PVE coruscate vigor. Once the 4.3 poor performance, the MOP and 25 people in 10 CD separation, difficulty overall cut is imperative, Once the 4.3 performance is compatible, then MOP or will continue CTM consistent design ideas.

From WLK to CTM, the game to contrast is too big, so much so that players tired, believe that for many people, is you MOP last hope, if the game can not reach the player's expectations or or CTM that vice virtue, believe that WOW would truly be a lot of people to seal memory.

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