WoW: Erweiterung Mists of Pandaria - Beta Opt-In gestartetDie vierte WoW-Erweiterung Mists of Pandaria wird nicht zur zahlreiche Neuheiten sondern auch Änderungen an bereits bestehenden Inhalten ins Spiel bringen. Im Forum erklärte ein Spieler jetzt, seiner Meinung nach handele es sich dabei nicht mehr um eine Erweiterung, sondern ein komplett neues Spiel. In einem umfangreichen Bluepost äußerte sich Ghostcrawler nun zur Thematik.

In seinem Bluepost nahm Greg „Ghostcrawler“ Street Stellung zu den geplanten Änderungen und erklärte, die Änderungen an den Talenten gebe dem Team u.a. die Möglichkeit, diverse Rotationen aufzuräumen. Bei den Änderungen, auch wenn sie mit den besten Absichten vorgenommen werden, handele es sich aber dennoch um Änderungen. Wiedergekehrende Spieler, besonders die aus dem frühen Catacylsm oder Lich King, müssten diese erst noch lernen.

Das Team versuche, Änderungen jedoch nicht um der Änderung willen zu machen. Jede Änderung sei dazu da, Probleme zu beheben, wobei es sich in der Regel um Probleme handele, die Vertreter verschiedener Klassen und Spezialisierungen an der einen oder anderen Stelle genannt hätten. Zudem versuche das Team, große Klassenänderungen auf Erweiterungen zu begrenzen und diese nicht in Patches durchzuführen, obwohl diese Politik Spieler frustriere, die nicht Monate darauf warten wollen würden.

Der beste Rat, den er Spielern geben könne sei, genaue Angaben zu machen. Allgemeine Äußerungen wie „Ich mag meinen Charakter nicht mehr“ würden dem Team keinerlei Anhaltspunkte geben, war gemacht werden könne, damit sich das wieder ändert. Wenn es eine Änderung gebe, die einem nicht gefalle, solle man das mitteilen, jedoch auch darauf vorbereitet sein, seine Position gegen Spieler zu verteidigen, die anderer Meinung sind. Das Team wolle nicht, dass Spieler über eine Änderung abstimmen, aber es sei hilfreich, beide Seiten einer Debatte zu sehen.

Zum Abschluss seines Posts betonte Ghostcrawler, nahezu jede Änderung, die in der aktuellen Phase vorgenommen werde, sei aus Spaß und nicht aus Balancing-Gründen. Das bedeute, dass dem Team nicht die Hände gebunden seien. Es würde jedoch auch bedeuten, Entscheidungen würden basierend auf etwas sehr Subjektivem gemacht werden, dem Spieler sehr wahrscheinlich nicht zustimmen würden.

This is a really tricky space for class designers to navigate. We see a lot of „why won’t you fix my issues?“ pleas mixed in with „I don’t want to relearn how to play.“ Neither opinion is right or wrong of course, and there is a lot of subjectivity about what each mean. „I only wanted you to change A and B, not C and D“ is posted in the same thread as „Please don’t change A!“ Even the OP above had to add „don’t change… except for….“ 🙂

The talent changes do give us the opportunity to clean up (in our parlance) various rotations because we now have the concept of spec spells. Previously, we often had to jump through hoops to keep players from having to use awkward yet higher DPS rotations.

To use one example, we didn’t want Fury warriors to have to „cast“ Slams and most Fury warriors didn’t want to either (meaning we weren’t just smacking players‘ wrists for finding a way to play that we had not envisioned). But any time we needed to buff Slam for Arms, we risked Fury side effects unless we messed with the Bloodsurge proc for Fury to keep Slam the same for them. In Mists we can just make Slam an Arms spec spell to avoid that issue completely. There are many other comparisons, especially for rogues and warlocks who often incorporated many more buttons than they needed to do to execute a rotation just because those buttons were there.

Similarly, it gives us a chance to clean up action bars a little by doing things like streamlining the number of heals non-healers need. Shadow needs some heals to feel like a priest, but it doesn’t need the repertoire that a Holy priest has.

But these changes, made with the best of intentions, still count as changes. Returning players, especially players returning from early Cataclysm or Lich King still have to learn them. I had a warrior player the other day ask me why he needed Heroic Throw and Heroic Leap because they were just extra buttons on his bars, yet I also imagined the outrage if we tried to prune them. 🙁

We really try not to make change for changes sake (and you are free to call us on it if you think you see it). Every change is to solve some problem, likely a problem that representatives of the various classes and specs have advocated at one point or another. (Here is where players will typically say „I have been an X for 8 years, and I never remember seeing someone ask for Y“ – please don’t turn the rest of this thread into that).

We have also been trying to limit large class changes to expansions and not patches, even though that policy frustrates players as well who don’t want to wait many months for a more dynamic rotation or a quality of life improvement. It’s a design philosophy challenge for sure.

The best advice I can give you (any of you) is to offer specifics. Generic „I don’t like my guy anymore“ doesn’t give us much indication of what we would have to do to get you to want to play him again. If there is a change you don’t like, let us know, but be prepared to defend that position against other players who may disagree with you. We’re not actually looking for players to vote on changes, but it is helpful for us to see both sides of a debate.

Also remember that nearly every change at this stage is made for fun and not for balance. That means our hands aren’t tied. But it also means we are making decisions based on something really subjective upon which players very possibly are not going to agree. (Quelle)

I find the discussion really interesting, especially when it sticks to the topic of „How much change is appropriate?“ and doesn’t try and discuss every single class in one thread.

I did want to clarify a few points just to make sure we are all on the same page.

But for the 2nd expansion in a row you have significant healing changes and added tanking changes on top of it. I think for the larger part of the player base, you have made that a huge frustration because 5 levels is not enough. You are going to be balancing a class around level 90 but leveling from 85 to 90 is going to bring frustration on to a lot of people.

We haven’t changed healing. Healing should feel really similar to how it felt in Cataclysm, but a little more forgiving when you’re still in greens and blues.

We do want to give tanks more control over their survivability, but that’s because we’ve really toned down the effort it takes to maintain threat, so we want tanks to have something upon which to focus their attention.

We also spend a great deal of effort balancing at 85. As we have mentioned before, we want everyone who logs in when the expansion goes live to have about the same amount of damage and healing that they have today in Cataclysm. The sources of some of that damage and healing will change, but overall the numbers should be familiar. (Quelle)


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Kommentare zu "WoW: MoP = WoW 2? Ghostcrawler über die Philosophie hinter den Änderungen"

Wird sich zeigen wie viel WoW 2 dort drinne steckt wurde ja schon oft gesagt auch bei den anderen Addons

und seit wann hört blizzard auf die community? o0