We just wanted to give a quick update on where we currently stand with several things. In particular, current progression, PvP, and Wintergrasp. There are a few other things we would like to talk about, including class skills, profession skills and vanity pets, which we will cover more to the end of this post.
Though Wintergrasp is now fully operational, and battles are being run ever 45 minutes, we still have a conflict with cross-faction PvP. The situation is simple. Either we have cross-faction PvP, or, we have Wintergrasp. Currently, there is no way to run both scenarios reliably.
As a result, we chose to disable cross-faction PvP in persuit of a correctly functioning Wintergrasp. However, this is not a permenant solution, and is one that we have taken as a result of not being able to nail down on the cross faction PvP issues we have been experiencing.
We can expect more news on cross faction PvP in the comming posts, as it is at the top of our priority list.
As most of you know, the bane of our existence as a server has been that of emblems.
Currently, we have done as much as we can to ensure the correct emblems drop for given bosses, particularly in Ulduar, with a few exceptions. We are still working on fixing these particular bosses, however it is a very complicated situation. Until then, please continue to open tickets for any missed Conquest badges, and a GM will sort you out as best they can.
With Heroic 25m Ulduar just around the corner, we cannot stress enough just how amazed we are with all your efforts. Congratulations guys!
With that in mind though, we have begun discussing 3.2.0, what it entails, what changes will be made, and how to go about content rollout.
With that in mind, the server will likely go through several stages. First, the development stage, where content is unlocked, tested by us, and fixed accordingly.
Secondly, the open beta stage will occur, where a duplicate server will be established, and the Database will be copied over, allowing anyone from our progression server to help with testing 3.2.0 content.
After an undefined period of time, the PTR will be closed, and the final rollout stage will be implimented, resulting in some server downtime and restarts in preparation for release.
Apon release, the server will be brought down for the majority of a day, and any changes will be implimented. No rollbacks will occur.
Class Skills and Professions:
When it comes to class skills, it is a touchy issue. On one hand, if you set your XP rate to max, and power through the levels, you will inevitably have issues with gold income. However, (and this is the kicker) if you set your XP rates to a lower setting, this will not always be a problem.
This is simply because, gold rewards from quests have been multiplied at lower levels. the lower the level, the higher the multiplication. This is a way to increase gold income at lower levels, without damaging higher level economy.
Great in principle, but, its still a problem. The majority of people are most interested in just smashing it out to 80 (completely understandable, don't get me wrong). However, given the gold rates, this is not very practical.
A solution to this is to further update gold rates, but we feel this would be somewhat of a wrong direction, as we feel it would take far too much multiplying to please everyone.
For example, if we scaled it to worst case scenario, aka, 6x XP with RAF, than those without RAF would simply have thousands and thousands of gold by end game, wheras those with RAF would barely survive, and not by choice of their own.
An answer to this problem we feel is the introduction of a "bottom end solution".
Some of you have noticed the ghosts, and zombies around Stormwind and Orgrimmar. This is a WIP custom version, albeit somewhat scaled down, of the Scourge Invasion! event which occurred prior to the release of Nax in 1.11, and prior to the release of WotLK in 2.4. In our version however, the intention is to make these mobs drop around 5 silver each, with a small chance of dropping Haunted Memento.
With a basic AOE spell, someone around level 40 should be able to make around 200g an hour, and, within close proximity of a capital city, it should be an easily accessable method to farming gold.
No, we do not want to completely make this a grind-athon, however, it is important that players have to sacrifice something in order to get out of a predicament they inevitably put themselves in.
These changes are open to feedback of course.
Now, on to professions.
Though most of you committed players have taken it apon yourself to prove just how dedicated you are by levelling professions all the way to skill cap, we do achnowledge just how difficult it is for a lot of you.
As a result, over the comming weeks, we will be tampering with profession rates, gathering rates, and skill costs.
Hopefully, with these changes we can increase the availability of profession items, such as Cooking buffs, Enchanting rods, etc.
With the release of transmorgrification (not stricty Blizzlike!) comes a whole new array of complications.
Everyone wants those Warglaives! Of course, even if you are not particularly interested in transmorg, everyone can appreciate a cool looking item. So, in order to make the most of this not-exactly-blizzlike feature, and, as we get closer to the release of 3.2.0, we will be making changes to IOQD to turn it into a more "vanity" zone.
What this means is that instead of dropping emblems used to aid progression, when they sooner or later become obsolete, they will be replaced with emblems and items that will be directly tradable for vanity items.
Not just gear, but pets, mounts, and vanity trinkets etc.
We believe aesthetics are an important part of the Wrath experience, but, we don't just want to make it all for vote rewards and donation points. There needs to be an element of progression, even with aesthetics.
Thankyou for reading this lengthy news post, I hope you like the direction we are heading in.
Posted by Violetsareblue on 2017/04/30