New Battle Chest & Free TBC Upgrade
So we now have the RAF to level 80, US players getting free keys for their friends, and now free Burning Crusade!
Originally Posted by Bashiok (Blue Tracker / Official Forums)
Haven’t yet ventured beyond the Dark Portal? Beginning today, June 28, players will be able to get both the original World of Warcraft and the game’s first expansion set, The Burning Crusade, for only $19.99 as part of the new digital Battle Chest now available in the online Blizzard Store.

In addition, anyone who owns the original World of Warcraft, regardless of when they purchased the game, will automatically be able to access all of the content and features from The Burning Crusade expansion at no additional cost. It’s time to set forth from Azeroth, adventurer -- Outland awaits!
Also, the trial accounts are no longer limited in time and players can spend an unlimited amount of time on them. The level cap (20) and other restrictions still applies.
Originally Posted by Blizzard Entertainment
The restrictions should still all be in place. Trial accounts simply no longer expire. (Blue Tracker / Official Forums)

Patch 4.2 - Hands/Feet Epic Crafted Items confirmed to drop from Firelands Raid Trash
People started farming trash in the new Firelands Raid instance to increase their reputation with the Avengers of Hyjal and got a couple of new recipes out of it! We can assume that the following recipes all drop from Firelands Raid trash.

For all the crafted items added in Patch 4.2, check out the Patch 4.2 - Crafted Items article.

Blacksmithing

TypeNameReagentsSource
HandsFists of Fury10x40x4x3xFirelands Raid Trash
HandsEternal Elementium Handguards10x40x4x3xFirelands Raid Trash
HandsHoly Flame Gauntlets10x40x4x3xFirelands Raid Trash
FeetWarboots of Mighty Lords10x40x4x3xFirelands Raid Trash
FeetMirrored Boots10x40x4x3xFirelands Raid Trash
FeetEmberforged Elementium Boots10x40x4x3xFirelands Raid Trash

Leatherworking

TypeNameReagentsSource
HandsDragonfire Gloves8x40x40x4x3xFirelands Raid Trash
HandsGloves of Unforgiving Flame8x40x40x4x3xFirelands Raid Trash
HandsClutches of Evil8x40x40x4x3xFirelands Raid Trash
HandsHeavenly Gloves of the Moon8x40x40x4x3xFirelands Raid Trash
FeetEarthen Scale Sabatons8x40x40x4x3xFirelands Raid Trash
FeetFootwraps of Quenched Fire8x40x40x4x3xFirelands Raid Trash
FeetTreads of the Craft8x40x40x4x3xFirelands Raid Trash
FeetEthereal Footfalls8x40x40x4x3xFirelands Raid Trash

Tailoring

TypeNameReagentsSource
HandsGrips of Altered Reality8x4xFirelands Raid Trash
HandsDon Tayo's Inferno Mittens8x4xFirelands Raid Trash
FeetEndless Dream Walkers8x4xFirelands Raid Trash
FeetBoots of the Black Flame8x4xFirelands Raid Trash


Honor Points Capped at 4000
Originally Posted by Bashiok (Blue Tracker / Official Forums)
During maintenance the change that was intended to be applied for the start of Season 10 next week, which was to cap Honor Points at 4000 and convert any points above the cap to gold, was inadvertently applied early. This means that everyone who would have down-converted Conquest to Honor over the 4000 cap had those additional points converted to gold at a rate of 35 silver per point and sent to them via in-game mail.

We’re still researching what steps led to the error, but unfortunately due to the nature of the currency conversion that took place, we’ll be unable to reverse the change, remove the delivered gold, or reinstate the surplus Honor Points.

We apologize greatly for this error.

Patch 4.2 Hotfixes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
June 28

Dungeons & Raids
Blackwing Descent
  • Atramedes's Sonar Pulses are properly moving toward raid members when spawned underneath him.

Firelands
  • Fiery Blood from Fire Scorpions now only affects other Fire Scorpions and Giant Fire Scorpions.
  • Fire Turtles should no longer keep players in combat after their pack is killed.

Items
  • Alliance and Horde Guild Battle Standards cannot be used inside the Firelands raid.
  • Both Faldren Tillsdale and Jamus'Vaz (Valor Point vendors) now display items grouped together in the following manner: rings, necks, bracers, relics, ranged weapons, thrown weapons, then tier sets.
  • The Severed Visionary Tentacle is no longer infinitely applying to characters.

Quests & Creatures
Elemental Bonds Quest Chain
  • Aggra's bubble is now significantly larger and has a sparkle effect, making it easier for players to locate her when on the quest Elemental Bonds: Desire.
  • Players should be able to see Therazane and turn in the quest Into Constant Earth while at any stage of Deepholm progression without issue.

Rage of the Firelands Patch 4.2 Notes - [Updated 6/28]
Originally Posted by Blizzard (Blue Tracker / Official Forums)

General
  • Players with a copy of the original World of Warcraft who had not yet upgraded to The Burning Crusade have had their accounts upgraded to access the content and features of The Burning Crusade expansion at no additional cost.

Currency
Conquest & Honor Points
  • All existing Conquest Points in the Currency tab have been converted to Honor Points. All Honor Points exceeding the 4,000 point cap have been converted into gold at a rate of 35 silver per point and mailed to characters.

Dungeons & Raids
Baradin Hold
  • Occu'thar has broken free from his cage and presents an all-new boss challenge to players in 10- and 25-player arrangements who control Tol Barad. This boss will be available with the start of Season 10, one week after the release of patch 4.2.

Guilds
  • Guilds of level 3 or above may no longer be disbanded. Guild leaders wishing to leave a guild will need to promote another member to Guild Master first.

Blizzard Insider #39 -- Art of the Firelands
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With Rage of the Firelands (patch 4.2), Ragnaros the Firelord returns with a burning vengeance to challenge players on his home turf, the elemental realm of twisting flames and churning magma.

To get a behind-the-scenes look at the creation of Ragnaros's domain, the Insider recently sat down with Jonathan Dumont (lead level designer) and Gary Platner (lead environment artist) from the World of Warcraft team to discuss the creative process and art philosophy behind the game’s newest 10- and 25-player raid instance and accompanying quest hub. So read on, and learn how the Firelands evolved from rough concept art to a fully fleshed-out in-game environment.


Where did the ideas and initial concepts for the Firelands come from?

Jonathan: We knew early on that we wanted the Firelands to feel alien and formidable, a place of infinite height and size, and not just an ordinary volcanic cave with lava. We liked the outer-dimensional aspect of it and focused on ideas that involved a lot of floating islands and magma falls. It needed to feel epic and dangerous and, most importantly, like somewhere our players would enjoy exploring. So once we had our initial ideas together, one of our level designers, Victor Chong, created a quick block-out of the geometry, and it triggered a new flood of ideas and concept art from the art team that got us going from there.

Gary: True, though it doesn’t always happen that way. Sometimes an artist will create a concept first, and then an exterior level designer will create a rough mock-up from that. Other times a designer will first create a rough map in Illustrator before it goes to a level designer for further development. No matter who starts the process, there’s always a lot of back and forth between level designers, encounter designers, concept artists, and environment artists to make sure we’re working with the most epic — and feasible — ideas.


How did you focus on the ideas that eventually made it into the final version of the zone? Are there any visual elements that did not make the cut?

Gary: A lot of times we don’t know how something will work out until we go ahead and give it a try. One of the early visual concepts we tried for the zone were these octagonal rock columns, which you can find here on Earth in areas with a lot of volcanic activity. You see them in places like the Devils Postpile in California or the Giant’s Causeway in Ireland. These rock columns worked great for the spider area in the Firelands, especially after an artist painted them with glowing fiery web textures. One idea we tried that didn’t make the cut were fire columns shaped like trees. We have trees in most outdoor zones, so we thought we’d add tree-like flames to the Firelands, but tree shapes -- even burning tree shapes -- ultimately felt out of place.

Jonathan: Also, we initially wanted to make the Firelands a lot busier by adding lots of floating islands above the main island and having all these crazy lava waterfalls pouring across the playable area. We still did some of that, but we scaled that idea way back because it was making the zone visually confusing. We also tried having a boundless lava ocean under the main island, but that ended up creating a horizon line and taking away from the sense of infinity that we were trying to achieve, so we cut it. It makes the Firelands feel a lot bigger when you walk up to the edge of the main island, look down, and see nothing but swirling clouds of ash below.


What visual challenges did the Firelands present when the World of Warcraft artists began building the zone?

Jonathan: The main thing we had to keep in mind was that the instance is just the stage and ultimately the players are going to provide the action. So in addition to everything we put into the zone, there are also going to be players, monsters, pets, and all their spell effects going off during the raid. We didn’t want the action to be overwhelmed by bursting fires and lava explosions, but at the same time, it’s the Firelands, so you definitely need some of that! Finding a visual balance between the spectacular and the practical was a challenge.

Gary: As an outdoor instance, the Firelands is actually the work of two different art teams. The dungeon team works on the enclosed interior areas of the instance, such as Sulfuron Keep, and the environment team works on the exterior terrain areas, such as the Molten Fields. Making seamless transitions between both types of geometry was a fairly challenging undertaking. We had some help from our new texture-blending technology that was implemented with Cataclysm, but there were still a few rough edges to smooth out. One of our early bugs that we had to resolve was that the skybox was showing through the walls of the interior areas. You could see the sky through the ashen haze, even though you were inside Sulfuron Keep!


How did the encounters designers, animators, and environment artists work together to bring the Firelands and its raid encounters to life?

Jonathan: Well, I don’t want to risk spoiling any of the boss encounters… but I will say that the encounter designers had some really interesting ideas on how to make some of the areas much more interactive. We all thought the boss encounters were distinct and epic to begin with, so it wasn’t hard to create supporting areas for them. The Shatterstone area in particular features a volcano boss and full set piece designed by the dungeon art team that also includes animation and terrain work. It’s a great example of all of the game-development disciplines working together to create a memorable encounter.

How do you bring the raid instance to life?

Gary: The terrain doesn’t actually animate, so we had to create a sense of molten lava using particle effects and props. The lava was created with the game’s improved liquid technology… the same liquid tech we used for the new water effects in Cataclysm. We were able to create heat-shimmer effects with animated props and we added a lot of particle flames and fire spouts throughout the Firelands.

How did you tie all of the Firelands’ different visual elements and points of interest together?

Jonathan: Players may not consciously notice this, but we framed the whole exterior portion of the raid zone around Sulfuron Keep and tried to make it visible throughout as much of the zone as possible. This gives players a constant visual point of reference on the horizon, and also gives them a subtle reminder of where they are ultimately headed as they progress through the raid instance. For Sulfuron Keep itself, the dungeon art team created an awesome-looking building with a distinct profile, and we used it as a backdrop for a lot of the other areas as well. We also wanted to create unique areas for the boss encounters, while still making sure that they all felt like they belonged in the domain of fire in the elemental plane. The Lair of Beth’tilac [the Red Widow] serves as a good example of how the design and art teams embraced the fiery hot visual themes, while still making a unique and memorable point of interest for the boss.


Can you tell us about the new boss models? How was Ragnaros visually updated for Rage of the Firelands?

Gary: Ragnaros’s model was completely rebuilt from scratch. Ragnaros was given a new hammer, new armor, and best of all, legs!

Jonathan: Yup, this is the first time players get to see Ragnaros on his home turf, so we wanted to make him look even bigger, stronger, and tougher than before. He is now much closer to his seat of power and we needed to convey that through his model. There are many other bosses in the instance as well, and we wanted to get away from filling a zone with just elementals. So you can expect to see a lot of variety in the Firelands.


Thanks for your time. Anything else you’d like to share before you go?

Jonathan: I hope players enjoy the Firelands raid and the Molten Front quest hub. We had a lot of fun making them!

Gary: Yeah, creating the Firelands was a great experience. I think we’ve learned that we get good results when we break with convention and just start running with all our crazy visual concepts. It’s a trend we hope to continue in the future.

Blue Posts
Originally Posted by Blizzard Entertainment
Firelands Dailies starting quest
You'll find the initial quest at the "Hero's Call Board" in any capital city.

Thrall's Questline starting quest
You'll find the initial quest giver at the 'portal hub' in Orgrimmar/Stormwind. (Blue Tracker / Official Forums)

Why are tokens still required for Tier 11?
You should still be raiding and killing bosses to progress. We don't want to make heroics the place to just grind out full sets. Considering the nerfs to normal modes, along with snagging the few pieces of T11 (and other 359's) with Justice, we fully expect that tier to be puggable. (Blue Tracker / Official Forums)

Occu'thar - New Baradin Hold's boss
Yes, he will be added with the start of PvP Season 10 next week. (Blue Tracker / Official Forums)

People already in the Molten Front
They're likely on the Thrall quest line, which you can pick up from the Hero's Call Boards in any capital city.

You'll advance through the Hyjal dailies to the next step once you've build up 20 Marks of the World Tree (you should have a quest still asking for them), which will take a couple more days of the dailies.

I also need to double check but I believe the dailies are randomized even for the first few, so tomorrow you should have a different set to complete. (Blue Tracker / Official Forums)

Does RAF to level 80 make leveling too easy?
Imagine a fully heirloomed character in a level 25 guild having this. You're nearly killing the leveling system that you worked to improve on with people that have this.
Yes, imagine it. A fully heirloomed character in a level 25 guild has probably seen the leveling experience, a few times. We improved 1-60 for new players, people who haven't played the game or just didn't enjoy the original leveling quests. It wasn't to make people with four 85's slow down to get another alt up. Why should we make them go slower? Getting peoples alts up to max level quicker is what the vast majority of players want.

If you don't, don't use RAF, don't use heirlooms, etc. But if you do, we like that there are ways to help you get there quicker. (Blue Tracker / Official Forums)

Haunted Memento no longer throwable
The change we made was to make the item no longer throwable. This was done to fix an exploit where players were throwing the item to transfer wealth across realms. It can be quite valuable. We decided that Haunted Memento was old enough and valuable enough that preventing it from being thrown was a reasonable compromise. (Blue Tracker / Official Forums)
This article was originally published in forum thread: Free TBC and unlimited Trial, Epic Crafted Hands/Feet, Honor Points Cap, Blue Posts started by Boubouille View original post
Comments 72 Comments
  1. Kalsam's Avatar
    Quote Originally Posted by Nindoriel View Post
    It's true, that Blizzard does this to improve their customership. In the end, it's better to have potential customers hang around a little bit longer. But I find it very typical for this community, that people still find something negative about it, instead of just saying "Thank you Blizzard, that's nice!"
    I see it as a good thing. I have friends who have wanted to try the game out, but only have 1-2days a week to try it. So people who are saying "14 days is enough" only works if people can be ON for those 14 days.
    So the unlimited trial is a good way to have some time to try it out, and if any of them want to upgrade, I have the free version for them to get up to Burning Crusade. Meaning their cost in the long run will be Wrath + Cata and the monthly sub.
  1. Cianan's Avatar
    So, does the level cap on trial accounts mean you can start a new acct for your level 19 pvp twinks and keep them free, if you've visited an experience eliminator?
  1. Kalsam's Avatar
    Quote Originally Posted by Cianan View Post
    So, does the level cap on trial accounts mean you can start a new acct for your level 19 pvp
    twinks and keep them free, if you've visited an experience eliminator?
    Nah. Trial accounts still have their restricitions. They just don't run out in 14 days anymore.
  1. mmoc73fb8ac2b2's Avatar
    Is it wrong that I logged in and the most exciting thing was that I could move my characters up/down the list?It's about time!
  1. Necrotica's Avatar
    I don't see the unlimited trial till 20 as being a problem, nor do I see Blizzard using it to pad numbers.What it is is a clear understanding that they have to evolve how people view MMOs.People want to try stuff before they buy into it, allowing people to play for as long as they want and try all classes, etc. will either make them want to buy into the full thing, or not. Blizzard wants the former, the latter doesn't matter because that person was in that boat to begin with.
  1. mmocd5adff39f2's Avatar
    Quote Originally Posted by Necrotica View Post
    I don't see the unlimited trial till 20 as being a problem, nor do I see Blizzard using it to pad numbers.What it is is a clear understanding that they have to evolve how people view MMOs.People want to try stuff before they buy into it, allowing people to play for as long as they want and try all classes, etc. will either make them want to buy into the full thing, or not. Blizzard wants the former, the latter doesn't matter because that person was in that boat to begin with.
    Sounds like great changes, however I have my own personal reservation with the free Burning Crusade.

    I liked the fact that if you didn't own TBC it was possible to stay level 60, but PVP with the "main" battle group, without having to wait days for a PVP battleground.


    I wonder if Blizzard would still remove keys from accounts like they do, or if all TBC exclusive content is just unlocked from requiring a key, meaning having a vanilla WoW key means you have TBC. I hope its the former otherwise I won't be returning to WoW when I feel the urge to PVP at 60 again!
  1. huldu's Avatar
    At least now they get time to fix heirloom transfer across servers. It's the only reason to even play WoW. Everything else is just done and done, nothing new. At least when you roll on a new server you get to meet new people. Just a pain to level without heirlooms, especially if you've spent a lot of time obtaining every heirloom you can have...
  1. mmoc5e4219aa76's Avatar
    instead of trying to suck in the last person that didnt play wow yet. maybe the bigger picture is that none of the millions of dollars of profit were put into the game, and that rather artists, designers and what not were pulled from wow and put into work on their new mmo without replacing them. Blizz was quick to dumb the game down , give everyone epics, sell ingame items, transfer in all kind of ways possible, your realm and your experience didnt matter anymore, if you paid you felt like a sucker for doing so. Investing in content and making the game better instead of dumbing the game down and making the game fun for current players was neglected, they chose the short rewarding way of doing business, the corperat way of doing busuness, lots of profit in a short time but forgot they would actually lose money in the long term. you got what you deserve blizzard, its a shame how you went from a company who would vow for your quality went to a company that no one trusts anymore. Enjoy yhe money if you are in charge at blizzard, everyone else got fucked over in any perspective.
  1. Thessalor's Avatar
    And after almost 7 years, WoW becomes a Freemium game.
  1. Phive's Avatar
    Quote Originally Posted by Ridesdel View Post
    actually i quit wow about 4 months back and went over to rift, then took a 2 week break due to personal reasons, and now am back to wow.
    in rift, if you level with friends at about the same rate, you will have enormous amounts of fun, but you fall behind by 10 levels and then you get your ass kicked by same level mobs, killing you and the fun.
    IMHO Rift is all about the social aspect of MMO, none of the solo crap you can get away with in WoW. Then again, the solo crap in WoW winds up much more fun than the solo crap in RIFT.

    TLR 1.) i ramble 2.) im back to wow because of a lack of FUN solo play in RIFT
    i did the same,

    i started rift to play with some friends and loved it, but they were logging on for an hour and afk for most of it

    i hated getting killed by three or four pats and tbh, a grind is a grind
  1. lilbuddhaman's Avatar
    Dunno if posted yet but:

    The people who make MMO juggernaut World of Warcraft have another massively multiplayer online game in the works, a game they're calling Titan for now. Blizzard calls it "awesome" and "ambitious." One analyst calls it "casual." That analyst would be Stern Agee's Arvind Bhatia, who writes that Blizzard Entertainment's next products are "expansion packs for Starcraft and World of Warcraft, a new Diablo game, [and] a new casual MMO" that are "likely be released in the next 12 to 24 months." Bhatia clarified with Gamasutra that the "casual MMO" he was referring to was, indeed, Titan.

    With World of Warcraft appearing to have reached its player-base cap and Activision more reliant on Call of Duty to be a success, a newer broader market for Titan would make sense—even if we don't know just how "casual" this game is expected to be.
    And with more games pursuing a free-to-play model, how will that jibe with Blizzard's supposed casual-leaning MMO development plans?
  1. mmoc19ea095b35's Avatar
    Earlier in the week they gave away classic wow subs, now whoever has classic wow has tbc for free. What's this sound I hear? Desperation? They better bring Titan out fast.

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