MMO World of Warcraft Classic (& Hardcore) - Official

Em que server vais jogar?


  • Total voters
    84
Estranho, tinha ideia que não mas assumo o erro. :p

Em relação ao resto, acho que se é para voltar ao Clássico então deveriam ser fieis à experiência original. Isto significa ausência da ferramenta LFR, gráficos e raças originais, etc.

Quero ver quanto tempo dura até começarem a pedir o BC e o WOTLK quando estiverem fartos do conteúdo antigo.
 
Se havia coisa que tolerava na versão classic que irá sair era o engine atualizado, ou seja, ter os gráficos atuais e não os que se tinha em 2004/2006. Mais do que isso não e muito menos loja a vender heirlooms e maravilhas do genero. Por favor não. Não arruinem uma cena com enorme potencial.
 
Compreendo essa questão mas eu acho que o WoW envelheceu bem pelo que, a mim, não me faz diferença.

A única coisa que acho que vai ser muito complicada de gerir vai ser as Raids de 40Man. Mas o jogo na altura tinha tanto para se fazer para além das Raids que muita gente se vai divertir com o resto.
 
Há uns tempos fizeram aquele evento em MC onde a malta ia lá matar saudados do Ragnaros e ganhar uma mount e capacete como bónus e era o caos.
Tudo bem que o Classic é principalmente destinado aos saudosistas mas vai ser lindo arranjar malta empenhada para essas raids, sobretudo porque toda a gente sabe ao que vai e a trabalheira que dá.

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Para quem interessar:

Find old Vanilla friends to play WoW Classic with on VanillaFriends

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With the upcoming Classic WoW release, many people who played originally during Vanilla are planning to return to the game. However, those players have likely lost contact with their friends from Vanilla since then. VanillaFriends is a site destined to help you reconnect with those friends you met during Vanilla!

It is incredibly easy to input your information and start looking for your friends - Simply go to the Enter Info page, and input your information, including the name of your character, the realm you used to play on, and your preferred means of contact. No registration is required to use VanillaFriends! Once you enter your information, it should take a few minutes for your name to show up on the database.

Com sorte ainda encontram malta com que jogavam há uns aninhos. :D

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Classic WoW Update: Bugfixes Since the Classic Demo

Hello Classic enthusiasts! We’ve been following the discussions about Classic closely here on the forums (and elsewhere) throughout the winter, and wanted to give you an update on a few things that the Classic development team has worked through since BlizzCon and the Classic demo.

The feedback we got from the demo was fantastic. Thank you to everyone who gave us so much feedback to work with, especially the community members who compiled lists of issues that people found with the demo. We’ve looked at everything that was reported, and want to share a few anecdotes with you so you can see how we’re tackling these issues.

One thing many players noticed was the incorrect health regeneration and the spell critical hit multiplier. Good catch! Going into the demo, we thought we’d fixed that and were surprised to see the issue crop up. Before BlizzCon, we specifically checked health and mana regeneration, and fixed the critical hit cases. We also did combat and regeneration tests to make sure we had those accurate.

It turns out that there was a discrepancy between how Classic was configured on our environment at the office (correct!) and the environment serving the demo to you (not correct…). Tracking that down taught us how to best check our environment configuration as we prepare it for launch.

Another issue players reported was that Warlock demon summoning was broken – lots of players said that you shouldn’t lose your current demon until the new one appears. We double-checked and in the original 1.12 WoW, and there, as soon as you started summoning a new demon, your existing demon disappeared. So the demo actually matched how the game played originally. There were a few other reports – such as “rare mobs do way less damage” and “Kobolds at Jangolode Mine run faster than walking speed when running away” – where we were able to confirm that the gameplay was the same in the demo as in the original 1.12 WoW.

It’s important to point out that there are some bugs we’re going to fix before launch, and there are some bugs that we don’t intend to address. As we mentioned in our BlizzCon presentation, some differences aren’t worth fixing, like differences in how the mail works. Nonetheless, we’ve fixed some fairly high-priority issues:
  • Critical Strike rating: Each item now “Improves your chance to get a critical strike by X%.”
  • Rogue Energy didn’t work right: it was both benefiting from melee haste and re-calculating more often than it was supposed to. Both issues were fixed.
  • Slow Fall no longer applies to your jumps.
  • You again get pushback when hit by ranged attacks and wands.
  • Dodge, Parry, and Miss were all not happening often enough.
That’s not all we’ve done, of course, but we want to give you an idea of what we’re prioritizing: core game systems, combat, and content. We’ve spent time on other things such as user interface and making sure graphics “feel” like they used to, but our primary focus is on gameplay.

Again, we’re following all of your discussions and loving your enthusiasm – and we’re going to get more information for you posted here soon (not soon™).

Thank you, and get ready for a Classic Summer!
 
Última edição:
Para os saudosistas: :D

WoW Classic won’t have any of today’s conveniences, and that’s okay

Now gather round, my friends. I see you’re all excited about those Classic servers coming this summer. You have no idea how good you have it. See, the thing about it is, we ain’t so good at remembering when things got added to game. Already the devs have had to remind us that not all the things that looked like bugs in the Classic demo were actually bugs.

We think things were always the way they are now. Let Ole Grand Pappy Honor’s Hammer spin you tale of yesterday, how things were back in the day. I’ll tell you how it was, how it really was, when we walked to Ironforge, for miles we walked, in the snow, six feet of snow, uphill, both ways.

These are the biggest quality of life improvements that hit the game since launch — and that we may miss when Classic comes around.

Objectives on the map
Added in Wrath of the Lich King

AOE looting
Added in Mists of Pandaria

Limited, limited bag space
Improved every expansion

Pets and mounts
Pet and mount in spell book added in Wrath of the Lich King

Flying and travel
Flying and Meeting Stones added in Burning Crusade

Transmog
Added in Cataclysm

Dual talent specialization
Added in Wrath of the Lich King

Heirlooms
Added in Wrath of the Lich King

Tagging
Shared tagging for quest mobs added in Cataclysm, world bosses no longer tapping to faction added in Mists of Pandaria


Claro que estou mesmo a ver a malta a encher o jogo de addons para minimizar as cenas que faltam.. batoteiros. :D
 
Dessas todas, a que vou sentir mesmo falta é a Dual Specialization. Mas aquilo também não tinha muita utilidade, visto que só havia uma spec viável por classe. E não está aí uma das mais óbvias, Dungeon e Raid Finder.
 
Aqui está o plano de lançamento de conteúdo que a Blizzard tem pensado para o Classic:

Phase 1 (Classic Launch)

  • Molten Core
  • Onyxia
  • Maraudon
Phase 2

  • Dire Maul
  • Azuregos
  • Kazzak
Phase 3

  • Blackwing Lair
  • Darkmoon Faire
  • Darkmoon deck drops begin
Phase 4

  • Zul’Gurub
  • Green Dragons
Phase 5

  • Ahn’Qiraj War Effort begins
  • Ahn’Qiraj raids open when the war effort dictates
  • Dungeon loot reconfiguration: Tier 0.5 Dungeon gear, Relics, drop rates and location changes
Phase 6

  • Naxxramas
  • Scourge Invasion

Fonte ;)
 
Eles já comentaram sobre as expansões numa Q&A Live Stream.

Disseram que tudo depende da adesão e de como as pessoas limpam o conteúdo. A equipa por de trás do Classic é pequena e os recursos também pelo que vão ver como a comunidade reage. Eles não tiram a hipótese de irem para o TBC mas o objectivo é o Classic apenas.
 
Pessoalmente eugostava de ver uma adaptação ou bifurcação, basicamente que levassem esta versão numa direcção sem flying mounts e sem LFGs e coisas assim.
O conteudo manter o mesmo mas com pequenas adaptações para "obrigar" o pessoal a viajar e utilizar o mundo em vez de estar tudo no ar sem ver ninguém ou estarem todos sentados numa cidade há espera de queues.
Não tenho nada contra os LFGs apenas contra o formar grupos e teleportar toda a gente para dentro duma dungeon fazendo com que o pessoal não explore o mundo e com que metade nem saiba onde fica a tal dungeon.
 
WoW Classic may be short of conveniences, but loot trading won’t be one of them

At BlizzCon 2018, we talked about how we plan to keep loot trading in World of Warcraft Classic. We added loot trading in Wrath of the Lich King to solve a common problem: a player could accidentally loot an item meant for another player or give it to the wrong person using Master Loot. They would then have to contact Blizzard to get the item moved to the intended recipient, which might take days. We wanted to keep loot trading in WoW Classic because the end result is the same – the correct person gets the item – and it’ll save everyone time.

But we heard your concerns about the potential for abuse of the loot trading system in parties of five. It’s possible that abusive play could take the form of a group of four players colluding to deny loot to a stranger who joined their party as a pick-up. Raid groups, being much larger, come with more understanding on the part of solo players that loot distribution can depend on the whims of the many players and raid leaders who know each other.

Taking that into consideration, we’ve decided that the two-hour loot trading system in WoW Classic will only apply to soulbound gear that drops in raids. Soulbound loot that drops in five-person content will not be tradeable at any time. What we hope to do is to strike a balance between saving players time and minimizing the potential for abuse of the system. We think this approach better addresses the concerns we’ve heard from players on the subject.
 
Pelo que entendi há a opção de correr visualmente com o motor gráfico actual e simular os visuais de há 15 anos atrás, o que é a melhor opção, e vai see um alivio finalmente poder fazer Molten Core acima de 10 frames por segundo, só não sei que classe escolher, Holy Priest era fenomenal em termos sociais, arranjava grupo de forma instantanea, mas quase que tinha um AVC em raids (huh, alguêm sabe se Stratholme, LBRS / UBRS vão sair como raids como era no inicio ou vai ser a versão de 5 que mais tarde adaptaram?) e fazer quests com aquilo... ish, já Rogue sempre foi um mimo para solo e 5 man, o mesmo com mage... decisões, decisões...
 
Spell Batching in Classic WoW


Blizzard has released updates regarding how Spell Batching will work in Classic WoW. Their plan is, while Classic will still be running in an altered version of the modern client, to reduce how often the game processes spells, in order to have the same experience as it happened in Vanilla, with Mages able to Polymorph one another, Warriors able to Charge simultaneously, among other fun interactions that caused.

What is Spell Batching?
For those unfamiliar, Spell Batching refers to how the WoW servers process incoming interactions. Instead of processing everything immediately, the server creates batches of actions (attacks, buffs, debuffs, etc) in order to process them all together. This is done to optimize the amount of time the server spends processing those effects. The side effect of this is that actions in the same batch are considered simultaneous and don't affect one another.

In the past, back when servers had less computing power than phones nowadays have, these windows could be very large, with some games having up to 200ms windows of batching, including WoW. With better technology and servers, this system was improved over the years and, while it still exists, and effects from it can still be seen, the windows are much smaller, being 20ms wide for abilities in retail WoW. This means that abilities cast within 20ms of each other are considered simultaneous in the eyes of the retail WoW servers, while this window was about 200ms during Vanilla.

This large window leads to very interesting interactions, as listed below, mages able to Polymorph each other at the same time, other classes being able to break CC like Polymorph by using self-harm effects like Dark Rune, etc. This happened because those abilities ended up in the same batch of actions, being validated before the other happened. These effects have very important repercussions in PvP mainly, so it is important that Blizzard is keeping the large window for spell batching to preserve the Vanilla experience in Classic.

@Morais para PvP não há outra escolha senão rogue. Para PvE.. meh. :D
 
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