Alpha servers are up! HYPE
don´t lie to us!
Encrypted alpha versions of the 10.0 client have actually been up on the WoW Dev branch since April. 10.0 build 43342 was up on 4/22/22, build 44167 on 6/14/22, and build 44275 just two days ago. Nothing is known of these clients aside from what's been shown in Blizzard's own gameplay and cinematic releases, though. An actual playable alpha or beta version will probably appear in a month or so.
"We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see." ― Tom Stoppard, Rosencrantz and Guildenstern are Dead
I think it's insane that so many people truly believe that Dragonflight doesn't need to be tested much.
I mean, they're revamping the talent system into a tree, which is a lot more complex and can change the classes and the overall gameplay dramatically. The talent tree can end up being more challenging to balance than any borrowed power we had previously.
The new crafting system can also make or break the game if it's not tested and implemented correctly, there's a reason why crafting in WoW was irrelevant for so many years.
Also, let's not forget the new reputation system, which while they said is based on renown, players have no clue of how exactly it's gonna work with reputations.
And there are also the bugs, yeah, did you guys forget how bad the Battle for Azeroth launch was due to bugs not fixed in beta?
The "Beta for Azeroth" meme happened for a reason, and this was before all the RNG bloat, AP, Azerite Gear, Essences, Corruption, and the endless grind problems.
I mean, come on guys, this is not pessimism, it's just awareness of what happened in the last four years...
Last edited by Luck4; 2022-06-23 at 08:06 PM.
Can you answer why specific content needs 6+ months of testing in order to be good? And why that testing can't occur faster? Look at patch 9.2.5. It was in testing for way longer then there was stuff for people to test. If Blizzard releases the content to be tested then the actual testing can happen fairly quickly. If they are testing a lot of the questing/leveling content in-house then there isn't much that players are required to test. Balance and stress tests are the primary factor.
All a quick alpha/beta means is that there isn't much time for Blizzard to come up with a plan B. For example when they redid Jade Forest late in Beta.
Last edited by rhorle; 2022-06-23 at 08:31 PM.
"Man is his own star. His acts are his angels, good or ill, While his fatal shadows walk silently beside him."-Rhyme of the Primeval Paradine AFC 54
You know a community is bad when moderators lock a thread because "...this isnt the place to talk about it either seeing as it will get trolled..."
Also, just from a purely balance stand point, even having to redo all the talents is less balance and testing work than introducing legendary items, then conduits, then a third system, etc.
It's so easy for things to spiral out of control when you have three different external things that interact with a specific ability. It multiples the work by a whole bunch.
Talent trees are not the big ask people are treating it as.
unclench your jaw
Last edited by Makabreska; 2022-06-23 at 08:37 PM.
Sometimes, the light of the moon is a key to other spaces. I've found a place where, for a night or two, the streets curve in unfamiliar ways. If I walk here, I might find insight, or I might be touched by madness.
#TeamLegion #UnderEarthofAzerothexpansion plz #Arathor4Alliance #TeamNoBlueHorde
Warrior-Magi
Sure but most of the talent trees are made up of existing things. So moving it from UI A to UI B isn't much of a change. They do need to test the balance of various paths or at least the "main" ones they envision a class to take. Since they have stated that not every path will be viable and that a lot of points are spent in "required" paths/talents.
Also can't they test most talent balance with simulations? So when players are testing it is basically just double checking the in-house simcraft results and the rotations/playstyle in action.
"Man is his own star. His acts are his angels, good or ill, While his fatal shadows walk silently beside him."-Rhyme of the Primeval Paradine AFC 54
You know a community is bad when moderators lock a thread because "...this isnt the place to talk about it either seeing as it will get trolled..."
First, I think six months is a good beta time frame, but not even alpha started yet, and if we take into account the holiday season and the pre-expansion event, we're talking five-ish months until the expansion release. Beta could be just three months, or four months if we're lucky,
And considering Blizzard's track record of previous expansions, any player power system needs to be deeply tested, otherwise, some classes can become utterly useless while others could become extremely broken.
This I can agree with, but again we've no proof that this beta will be any different than the previous ones. I mean, if they're so far ahead why are they taking so long to show us the remaining talent trees?
Yeah, I agree that questing and leveling can be tested in-house, but they never did this before, and we don't know if they're going to do this now, so I still think it's worrisome.
But why? What content specifically requires a long period of testing? Most Alpha and Beta tests don't test things that entire period. The testing happens in batches around when Blizzard releases content. There is no reason to assume a shorter testing phase will be bad. Can it be bad? Sure. So can a longer beta phase as people have always been unhappy about things and MoP for example launched with the awful gyrocopter bottleneck so things don't always get caught.
Also them not releasing info doesn't mean it is not ready to be tested. It just means they don't want to release the info for whatever reason. Which happens for every game and every testing cycle. Things are released when ever they feel like it and not the moment it exists.
"Man is his own star. His acts are his angels, good or ill, While his fatal shadows walk silently beside him."-Rhyme of the Primeval Paradine AFC 54
You know a community is bad when moderators lock a thread because "...this isnt the place to talk about it either seeing as it will get trolled..."
Ppl focused on DF a lot, but how is season 4 gonna work for guilds on lower schedule like 4/3 days? Having a progression week once in 3 weeks? Or will all guilds just not bother with season 4?
Sometimes, the light of the moon is a key to other spaces. I've found a place where, for a night or two, the streets curve in unfamiliar ways. If I walk here, I might find insight, or I might be touched by madness.
It's not, but why would we compare a 2022 expansion to one from 2007 or 2008? Players have changed and so has the game. In that regard the design has changed as well. Back to the roots for basic systems makes a lot of sense, because it's less wasted work. Problematic is the lack of ambition Blizzard is showing in Dragonflight by pruning stuff and removing it completely instead of finding ways to implement it better. What they do in Dragonflight looks good, in parts great. But it won't be enough. That's the problem. Players have been spoilt in the last three expansions by rewards at max level that were not just gear or cosmetics. Dragonflight reduces the entire max level experience to a bare minimum while making better gear the only stuff that matters - I thought we moved past that point, but I might be wrong.
If they do not offer worthwile rewards next to gear, stuff players can farm or grind to change their gameplay, their experience or whatever, people will just stop playing. You cannot give us too much stuff (good or bad) to do and then reduce it to 0 and expect players to love it. This is like their approach of dailies from MoP to WoD. It backfired. And this will backfire as well. Instead of catering to the extremes (Shadowlands being the most overloaded expansion when it comes to system to Dragonflight shaping up the be the most basic expansion when it comes to systems) they should find a balance. But now, it's either do or die, nothing in between. This hurt them so many times already, I don't understand why they are making this mistake again.
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Pretty much this. Talent trees won't cause any controversy by their inherent design. There's nothing that could go wrong here and that's why the small amount of testing that's needed for this can be achieved fast and easily. And if not in alpha/beta, there's enough time to adjust talents when DF is live. It's such a basic concept, you don't break anything like Blizzard could with Covenants.
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No it can't, just look at the trees. Most talents already exist. The few ones they brought back or the even fewer ones that are new - based on what we saw with Druid and DK - are so negligible that they cannot break anything. And even if, Blizzard still can make paths end or make them mutually exclusive or whatever.
It's so easy to fix a talent tree by just shifting talents around. You chose the path with two hefty cooldowns? That's too OP? Easy, give them the same treatment as usable trinkets or whatever. It's easy to prevent such situations and it's even easier to fix them alone by the fact that there are barely any dependencies.
If there are talents too strong to be combined, make them the bottom choices of each tree that restrict themselves by not being able to unlock both of them. Make them a choose A or B talent like they already did. So many ways of preventing problematic situations.
Last edited by Nyel; 2022-06-23 at 11:08 PM.
MAGA - Make Alliance Great Again
Even if we set aside most of these talents being pre-existing things...
The sheer fact that external systems are now internal removes a lot of that issues and fear. Because it's all one system.
You don't have to worry about some random missed bracket or decimal point that has a piece of equipment interacting with this completely different system that causes a reduction or amplification in effectiveness. You don't have to worry about a piece of gear increasing something by 10% because it's looking at the entire talent systems scaling that says it also increases an abilities effectiveness by 100% and turning it into a 1000% increase because someone missed an interaction somewhere.
The more systems and pieces of something you have, the more points of interaction you have, the more chances of a bad interaction you have.