"Cataclysm" content is 60 level 5 times times to attract new and old players
Source: Internet
Author: User
KeywordsPlayers
July 16 News, World of Warcraft chief game content designer Cory Stockton in an interview with the foreign media, said the upcoming cataclysm will still be able to keep players interested, even if they have played the game for five years. He said: "I think what we are doing now can accommodate a player from 1 to 60 to do things five times times, the game experience is completely different." "For more information, please click into the multiplayer World of Warcraft zone Stockton said the change in the data is manifold. "We have eliminated all the invalid talents, such as 5% Crit, 5% defenses, etc." You know 00 of these are not exciting, just give you a percentage. So we've eliminated all these gifts, moved them to the system and replaced them with cooler talent. Combined with a new gaming experience, it allows players to feel something completely different. Not only is the world a complete change, but the way the job is played is completely different. I think it's better for new players, or for previously lost players, who have been forced to add some talent points to the transition. Stockton added: "The new Race and career mix will be more attractive to people." "World of Warcraft: Cataclysm is expected to be released some time this year, China is currently in the burning Expedition stage, the wrath of the Lich King is still undecided." And then Blizzard released a 31-point talent sketch map and the professional expertise system to update the original intention and plan, from which we are not difficult to find in the future version, we will experience a new and interesting professional talent system. The renewal of Cataclysm's career and specialization system dates back to the Blizzard Carnival of 2009, when we first announced the design goals of the professional tree, we said our main focus was to remove some of the boring and "mandatory" passive talents. We have mentioned that we want the choice of talent to be more flavor and fun, but also more meaningful. Recently, we have published a preview of the tree of the druids, priests, shamans and rogues being developed in some of the fansite websites. With these previews and alpah test feedback, the main response we've heard is that these talent trees don't seem to really incorporate the gifted design goals discussed in BlizzCon. This counter makes us realize that the talent tree system is not sufficiently mature to be designed when the level is over 60. In the upcoming beta, we'll show you 30 sets of talent trees that have been boldly rebuilt. Talent Tree Vision One of the basic principles of game design for Blizzard Entertainment is that "concentrated coolness" (unique and cool) contrasts a complex but straightforward design, and we prefer a simpler but deeper design. The goal of Cataclysm is still to remove a lot of passive or crappy talent, but judging by the size of the current talent tree, we don't have much hope. So in order to solve this, we're putting every tree of talent downTalent to 31 points. As with the reduced volume of the tree, we want to make sure that they are going to be at a similar level of curve, so we can also reduce the player's overall talent points and the speed at which talent points are acquired during the upgrade process. Therefore, we can preserve the unique talents of each gift, especially those that offer new spells and new skills. We still have room for more unique flair or user customization, but we can remove a lot of extra stuff from each tree. This is not to reduce the likelihood of a player's choice but to make these choices more meaningful. Your spell cycle doesn't change and you don't lose any cool talent. The talent that will be changed is the passing talent that must not be ordered, and most are those that need to consume 5 points of talent. We are further examining the mandatory PVP gifts, such as the ability to break spells or shorten the duration of a skill. There will still be PVP addition and pve addition, but we don't want to make a very extreme difference between them, just as they have to use a second set of gifts to maintain their PVP talent addition. The rise of specialization in addition, we make the talent tree more focused to let you immediately show your game style. We want your 1th talent in a tree to be more meaningful. If you choose to enhance your talent, we hope to make you feel like an enhanced shaman soon after adding a little talent, instead of adding 30 points of talent. When the tree is unlocked at level 10, you will be asked to select your specialization (for example: Do you want to be a weapon, a rage or a defensive warrior?) )。 This choice will be rewarded with a certain amount of reward, including a reward for the passive effect of the sperm, and a skill that must be set in the depths of the once gifted tree. These skills and rewards can only be obtained by selecting specific trees. When selected, each talent tree offers his own unique active and passive skills. The range of passive rewards increases from a uniform percentage of skills, for example, the spell damage in the fire law increases by 20% or increases the spell range of the caster by 20%, to interesting passive effects such as the rage recovery effect of the weapon Warrior's rage, or the Berserker, combat Thief and the dual-weapon specialization of the shaman. The ability to unlock the original tree when it is selected is the core skill of the tree. Our goal is to make the chosen skills a unique skill for the tree, which is much easier than designing a particular talent and burying it in the depth of the tree and not allowing other talent trees to add to it. For example, having a lava whip and a double weapon immediately makes an enhanced shaman feel like an enhanced shaman. Other examples of specialized talent that the player can immediately have at level 10 include: Lethal strike, bloodthirsty, shield bash, mutilation, shadow step, Thunderstorm, Earth shield, water element, and confession. (Edit Zhang Xing)
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