August 24 Hotfixes, Dev Interviews, Mob Scaling
Posted: 25 Aug 2018, 18:00
Puzzle Lab, Popular Meta Discussion, - Value Town #181
Heroes of the Storm Patch Notes - August 22, 2018
Overwatch PTR Patch Notes, MEKA Pilots' and Mech Names, Custom Overwatch Nike Shoes
Patch 8.0.1 Hotfixes - August 24, 2018
Of special note is this hotfix: "Many Wanted: quests on the enemy continent now reward 7th Legion or Honorbound reputation", as these quests have been reset.
Developer Interview - Battle for Azeroth Story
Heather Newman had the opportunity to talk to Senior Designer Steve Burke and senior narrative designer Steve Danuser.
How World of Warcraft Was Made: The Inside Story of Nearly 20 Years of Development
USGamer has an article on how World of Warcraft was made, with interviews with many people that worked on WoW throughout the years.
Outdoor Mob Scaling
https://www.mmo-champion.com/content/79 ... ob-Scaling
Heroes of the Storm Patch Notes - August 22, 2018
Overwatch PTR Patch Notes, MEKA Pilots' and Mech Names, Custom Overwatch Nike Shoes
Patch 8.0.1 Hotfixes - August 24, 2018
Of special note is this hotfix: "Many Wanted: quests on the enemy continent now reward 7th Legion or Honorbound reputation", as these quests have been reset.
Developer Interview - Battle for Azeroth Story
Heather Newman had the opportunity to talk to Senior Designer Steve Burke and senior narrative designer Steve Danuser.
- It was cool to write different stories for each faction, really taking the gloves off and letting the factions go to war.
- Kul Tiras and Zandalar had very distinct stories. The War Campaign lets you see both sides of the world, but from different perspectives.
- In Stormsong, the Horde come in and assault a city. This was a last minute plan, as before the team had different content implemented there that they played through and didn't feel like it was what they really wanted.
- The Horde and Alliance have different internal struggles and conflict is only going to intensify as we go forward.
- Upon looking at PvP death maps, the team realized that some of the hotspots were where players came out of a cinematic and were vulnerable to attack. They made some changes to mitigate this.
- The team wanted the pre-expansion events to feel real and have real consequences, with a lasting impact on the world. It wasn't just another conflict that flared up for a while and went away.
- The team has made more of an effort during the previous few expansions to have all of the storytelling mechanisms tied into gameplay.
- Long sequences of talking, exposition, explaining, character interaction are not what WoW is best at. The Three Sisters comic was a lot of listening to dialogue, which fit a comic better than in game.
- A lot of the character animations were made back when the cinematics camera was farther away from characters, but that doesn't hold up as well today with close up shots. The team will continue to improve this going forward.
How World of Warcraft Was Made: The Inside Story of Nearly 20 Years of Development
USGamer has an article on how World of Warcraft was made, with interviews with many people that worked on WoW throughout the years.
Outdoor Mob Scaling
https://www.mmo-champion.com/content/79 ... ob-Scaling