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Mists of Pandaria Rufguide: Die Angler & Nat Pagle

Mit dem Erscheinen von MoP gilt es nun auch Ruf bei den Anglern und Nat Pagle zu farmen, wir zeigen Euch wie das genau funktioniert.

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WoW: Ghostcrawler antwortet zu Tapferkeitspunkten und Ruf

10.08.2012 20:41 Uhr | Ara | 2676 Aufrufe 1 like 0 flame

Ghostcrawler hat sich in den offiziellen Foren den Fragen der Spieler gestellt. So geht es im ersten Post um die Tapferkeitspunkte. So haben Spieler errechnet, dass man ewig spielen muss, um einen einzelnen Gegenstand zu erspielen. Ghostcrawler verneint dies, denn man htäte nicht berücksichtigt, dass es jeden Tag einen Bonus auf Aktivitäten gibt. Damit sollen Spieler auch zwischen den Raids etwas zu tun haben. Das Wichtigste für Blizzard in Mists of Pandaria ist, dass Spieler nicht nur das effizienteste machen, sondern alle Systeme nutzen an denen sie Spaß haben. Der Bonus soll dabei helfen.

Auch auf die Kritik, dass man Ruf nur noch per Dailies farmen kann, entgegnet Ghostcrawler mit einem Post. So war das Ruffarmen in Burning Crusade zu kompliziert und in Wrath of the Lich King zu einfach.


Zitat von: Ghostcrawler (Quelle)
To answer the original question, no those numbers are not accurate. Without getting into all of the details, we have features like a bonus for the first activity of the day to encourage players to experiment with lots of different types of content rather than just solving which is the most efficient and running that until you’re very sick of it (we call this the Mechanar Syndrome). We can try to put together a blog or some other way to convey all of the different ways to earn valor and how it all fits together.

Now, we are asking you to participate some in daily quests, scenarios, raid finder, challenge modes and the other new systems we’re introducing in Mists of Pandaria. One of the pieces of feedback we heard loud and clear from Cataclysm is “I’m done raiding for the week and want to play WoW, but there is nothing to do.” I know it’s easy to dismiss everything that we’re trying to give you to do as grinding, and I don’t think we’ll be able to change your mind on that until you get in the game and actually try out the content. We’re pretty excited about it. Also note that players who raid the most will likely need to earn the least valor, because they’ll have so many opportunities to get actual item drops.

For those of you only interested in raiding full stop, we were able to deliver a bunch of bosses for 5.0. So I think it’s cynical to say that we’re just adding grinding mechanics to stretch out the lifespan of the content. It’s more that we’re trying to give you something to do in between raids that feels like you’re still making progress on your character. 


Zitat von: Ghostcrawler (Quelle)
Essentially because dungeons already reward loot from bosses and valor. Letting them also provide faction seems extraneous. Why not just increase the boss drops or give you more valor to let you buy stuff?

Here's how we got there though:

-- BC had an extensive attunement system. (I'm not passing judgment on that system because I kind of liked it myself.)
-- As part of that system, you were required to acquire a lot of reputation with different factions, which you achieved primarily by running dungeons over and over. This meant you might have a dude that needed to run Shadow Labs 3 more times while someone else needed Mechanar or Botanica.
-- To solve that problem, we let players wear tabards so they could earn whatever faction they wanted while running dungeons.
-- This made things much more convenient for players, arguably too convenient. The factions themselves sort of lost their identity. They were just different bars to fill. Also, sometimes by the time you hit Exalted or Revered with a given faction, you already had better gear from running the dungeon so much.
-- In Mists, we want to provide players alternative content to running dungeons. The dungeons are still there, but even with 6 new and 3 redone dungeons, you're ready for something else after a while.
-- Part of that something else are the Elder faction quests, such as Klaxxi and Shado-Pan. We put as much work into these quest chains as we did the level-up zone quests. The stories evolve and new branches unlock. You earn faction by doing these quests and can also earn valor to layer on top of what you're earning from dungeons, or even in lieu of dungeons if you just don't have enough time or aren't interested in a dungeon at that moment.
-- As I said above, I know not everyone loves questing. (For that matter not everyone loves mount collection or pet battles or achievements or raiding). Strictly speaking, you don't have to do the factions to progress your characters, but we figure a lot of players will.

We could have a long discussion, probably beyond the scope of this thread, about how much time you should have to commit to feel like you're keeping up with end game progression vs. how much extra time you should be able to commit if you're interested in doing so. In Cataclysm, we think we steered too far into the zone of telling players to stop playing because there was nothing else to do. 

No developer wants to hear "I want to play your game, but there's nothing to do." For Mists, we are going out of our way to give players lots to do. We don't want it to be overwhelming, but we do want it to be engaging. We want you to have the option of sitting down to an evening of World of Warcraft rather than running your daily dungeon in 30 minutes and then logging out. We understand we have many players (certainly the majority in fact) who can't or aren't interested in making huge commitments to the game every week and we hope we have structured things so that you don't fall very far behind. The trick is to let players who want to play make some progress without leaving everyone else in the dust.

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