the-burning-crusade

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  • The Daily Grind: How do you feel about flying mounts in MMOs?

    by 
    Justin Olivetti
    Justin Olivetti
    11.12.2014

    When World of Warcraft introduced flying mounts with The Burning Crusade, I immediately saw it as a mistake, a viewpoint that I maintain until this day. For those that disagree, you have to address why the studio itself kept coming up with reasons to "ground" pilots in subsequent expansions. I think that even the devs know that it was a mistake but Pandora's Box was opened and there was no shutting it. For the record, I'm not against flying mounts in general, just in games not designed from the ground-up to have them. They tend to trivialize and shrink the game world, since you can just fly over any obstacles and spend your time looking at featureless sky instead of hand-designed landscape. As in real life, I'm OK keeping my feet on the ground in games most of the time. What's your position on flying mounts? Bonus points if you include examples of both bad and good flight implementation. Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • World of Warcraft's Nagrand will be familiar to Burning Crusade players

    by 
    Justin Olivetti
    Justin Olivetti
    08.05.2014

    The one question that I always had about World of Warcraft's Nagrand zone wasn't how those giant rocks floated about in the sky but how some of them could produce endless waterfalls stemming from an unknown source. Did a wizard do that? It was probably a wizard. While this question may never be answered, we'll have a second opportunity to explore the great mysteries of Nagrand with Warlords of Draenor. Blizzard pushed out a new preview today of the ancient version of Nagrand and talked a little about what players will be discovering. "We very much wanted to respect what people really enjoyed about their experience in Nagrand in The Burning Crusade and capture that, while still providing a twist to what you'll experience there," the studio said. Nagrand is supposed to feel the "most familiar" of all of Draenor's zones, although it will boast a new exciting elemental storyline and tons of easter eggs to the dedicated fan.

  • WoW Archivist: Beta surprises

    by 
    Scott Andrews
    Scott Andrews
    07.02.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Last week, we launched into the newest beta in WoW's history -- its sixth! -- for Warlords of Draenor. It's an exciting time for the game. Every beta has its surprises, good and bad. New things that were never announced. Prior announcements that changed unexpectedly. We've already had a number of surprises in the Warlords beta: the faction hub shift to Ashran, cross-faction auctions, and the removal of guild leveling. Beta is just ramping up. We are sure to encounter more than one surprise over the next few months as we test the Draenor experience and gear up for the expansion's launch. Let's take a look back at the previous five betas and examine some of the twists that greeted testers -- and often shocked the WoW community. Caveat: I'm excluding storyline surprises. The original beta In 2003 and early 2004, players didn't really know what to expect from a World of Warcraft MMO. Blizzard, after all, had never made one before. Most of the original beta served up surprise after surprise. Yet, a few stand out. Tired heroes. Patch 0.6 introduced the first incarnation of the rest system. Today it is simply a bonus for players who don't have time to log in every day. The original version was more like the Chinese government's "anti-obsession measures": it punished you for playing too long. The system looked like this: Well rested gave 200% of the XP from a mob kill Rested gave between 100% and 200% XP Normal gave 100% XP Fatigued gave 50% XP Exhausted gave 25% XP Your hero needed a good night's rest -- a full eight hours at an inn -- to go from exhausted to normal.

  • WoW Archivist: Expansion gaps

    by 
    Scott Andrews
    Scott Andrews
    06.20.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Expansion gaps are the most reviled of all content gaps. It's not just because they are the longest -- it's because at the other end of the gap lies so much to look forward to. Expansions change WoW from top to bottom. They usher in brand new worlds to explore and bring us new ways to play the game. That's part of why it takes Blizzard so long to release them. In the meantime, we wait, mired in the old, but excited about the new. We are experiencing what is likely to be the longest expansion gap so far in WoW's 10-year history. But what about the expansion gaps of the past? How do they stack up? What did Blizzard offer and what were players' reactions to them? Read on to find out! Classic WoW to The Burning Crusade Dates: August 22, 2006 to January 16, 2007 Duration: 4 months, 25 days Subscriptions: Rising Mood: Excited The first expansion gap was also the shortest. It felt like a long time to players back then, since classic WoW offered patches and content at a blistering pace for the first two years of the game. Players were impatient, yes. That never changes. But we knew WoW was a hit and we were thrilled that the success of the game had made an expansion possible. We couldn't wait to roll a blood elf or a draenei, or take to the skies and fly for the first time. Plus, most raiding guilds hadn't conquered every boss (or even close), so they had plenty to keep them busy.

  • WoW Archivist: Flight

    by 
    Scott Andrews
    Scott Andrews
    06.05.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Flying is second nature to WoW players. We've been doing it for almost eight years now. Sure, we've adventured in a few flightless places, like the Isle of Thunder, the Isle of Giants, and the Timeless Isle. Even The Burning Crusade, where flying originated, had a no-fly zone on the Isle of Quel'Danas. (What is it with these isles anyway?) But almost always, since 2006, we've flown. And we always expected to, for the vast majority of our in-game time. Now, because of Blizzard's impassioned arguments against flight on Draenor, flying is suddenly controversial. If you look back, you can see why: flying has changed the game like no other feature before or since. Let's start where it all began, however, with classic WoW's humble flight paths. They used to be cool I'm about to express something that you may not believe. Once upon a time, flight paths were cool. Yep, I said it. Before flying mounts, when you couldn't even get a ground mount until level 40 and epic ground mounts were just a dream for most due to the steep cost, in that early version of the game where you spent most of your travel time walking or riding at the pace of a Throne of Thunder gastropod, flight paths were cool. Not only did they get you around the continent at the fastest possible speed, they gave you a cinematic view of Azeroth from the skies. It was the only time you could get that view from above. The first time most classic WoW players rode a gryphon or wyvern from A to B, we loved it. No other MMO at the time had anything like it. We felt like masters of the world -- at least, when we could afford to take the trip. Most players were broke in the early days, and using flight paths too liberally often meant forgoing buying a new skill when you leveled. Taking a flight path was an indulgence, a treat, instead of the annoying hassle we see them as today.

  • The Daily Grind: Are the days of preordering MMOs fading?

    by 
    Bree Royce
    Bree Royce
    05.26.2014

    In January 2007, I stood in line at a brick-and-mortar store at midnight to pick up six preorder copies of The Burning Crusade for myself, my husband, and my overseas guildies. By that point, I'd been playing MMOs for a decade already, but somehow, driving through an ice storm to stand in that line was so totally worth it. Flash-forward to 2014 and I rarely bother with preorders anymore, and it's not because "the magic is gone" or anything nostalgia-driven like that. Between shoddy or exploitative preorder bonuses, widespread digital distribution, crowdfunded founder packs, and open betas and headstarts that go on forever and ever, it just seems as if a standard preorder is becoming a relic of the past, something that's relatively easy to pass on. I'd rather just hang onto my money and buy in when there's a product and not just a promise. What about you guys? Do you still preorder MMOs or other games? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Blizzard reviews World of Warcraft raiding history

    by 
    Justin Olivetti
    Justin Olivetti
    04.28.2014

    A new raiding game will be coming to World of Warcraft with this fall's Warlords of Draenor, and as part of this transition Blizzard is penning a series of dev blogs looking at the past and future of raiding design. The first one is up on the site, covering everything from launch through Wrath of the Lich King. "In many ways, that was the most challenging aspect of classic WoW raiding: the logistics of assembling and maintaining a sufficient roster with sufficient gear," the studio posted. Blizzard said that reducing the maximum size of raids in The Burning Crusade had two objectives: to improve the gameplay experience for members of raid groups and to make raiding more accessible in terms of requirements. But it was Wrath of the Lich King's many patches that really shaped the raiding scene into what it's become today, the studio said.

  • The mistakes of the World of Warcraft

    by 
    Matthew Rossi
    Matthew Rossi
    04.22.2014

    It's been a long time, hasn't it? World of Warcraft has lasted ten years, and in that time things are bound to go wrong. It's inevitable. Things fall apart, the center cannot hold, I make references to William Butler Yeats and then talk about video games. No game lasts as long as World of Warcraft without making some bad steps along the way. Like Indiana Jones stepping on the wrong tile, all we can do is clamber back up. Some of these were completely unforeseen, others in retrospect were pretty obvious, but at the time not so much, and others you have to wonder how they managed to make it live in the first place. We're going to talk about them now. Vanilla WoW: The PvP ladder Before the ladder, there was mainly world PvP. Spots like the Crossroads in the Barrens (close to a convenient neutral port so Alliance could get there easily) and Tarren Mill/Southshore were hotly contended for almost no good reason at all besides simple factional hatred and a desire from players to kill players. All of that changed with the introduction of battleground and honor rewards, the best of which required a player to achieve a certain rank to attain. What happened next was simple - some players hit upon a means to achieve that high PvP rank, namely, play in shifts. The ladder was abused from the moment of its introduction. People formed groups who hit the BGs together, sure, but that wasn't the abuse part. The abuse came in the form of people sharing their account information and playing a specific character in shifts, literally keeping said character in the BGs for days at a time. If you were trying to play your character fairly, you simply couldn't compete with the five people who were playing that one warlock nonstop until it had all the high ranking PvP gear, and then shifting to the next player's warrior or paladin. I knew people who tried to stay awake for two solid days doing nothing but hitting up Alterac Valley and Warsong Gulch. It was painful to watch. The ladder ended up being removed before the end of vanilla, and it was the best change they could have made.

  • WoW Archivist: Talents have come full circle

    by 
    Scott Andrews
    Scott Andrews
    04.11.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? The Warlords of Draenor patch 6.0 notes have revealed the latest changes to WoW's ever-evolving talent system. Talents have remained a core system in WoW since its earliest days, the primary method that allows players to make their characters distinct. In the beta for WoW and throughout vanilla, talent trees were a bit of a mess, as Archivist covered. Today, we'll examine how those early trees came to be expanded, refined, and then scrapped for a very different system. We'll also look at how Warlords is bringing back the earliest version of talent trees in a brand new way. The golden age of hybrids Talent possibilities exploded during The Burning Crusade. Ten more levels granted players ten more points to assign. Players could now combine abilities in ways that vanilla's trees had never allowed, opening up exciting new gameplay paths. Players didn't choose a specialization like they do today. Instead, they assigned points to three different "trees." Each tree represented a spec, but each also had talents that helped the other two specs as well. So players could pick and choose just how far down they wanted to go in a given tree, and thus how much to commit their character to one spec. "Hybrid" builds were not ideal from a min/max perspective, but they were popular. And TBC was the golden age of such builds.

  • WoW Archivist: Warlords of Draenor hates The Burning Crusade

    by 
    Scott Andrews
    Scott Andrews
    03.28.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? In many ways, The Burning Crusade was the birth of modern WoW. Most of TBC's innovations are still going strong in WoW today and have been ever since their introduction. Looking back, it's striking how many key features of WoW were absent in classic, only unveiled during the game's first expansion. Even more striking, however, is how many of these innovations Warlords of Draenor seems poised to undo. Just as Garrosh will undo the transformation of Draenor into Outland, Warlords seeks to unravel most of what Blizzard innovated during TBC. The next expansion will take us through a portal into a very different WoW. Archivist has now covered all the major patches of The Burning Crusade: patch 2.0.1, patch 2.0.3, patch 2.1, patch 2.2, patch 2.3, and patch 2.4. Now it's time to review the expansion as a whole -- and explore how Warlords will make most of TBC's innovations disappear into the nether. Dawn of the quest hub The idea seems so obvious it's hard to imagine that classic WoW actually didn't have quest hubs, at least not in the strict sense. WoW was the first MMO to promote the idea of leveling mainly through quests rather than grinding mobs. So Blizzard had no model to look at when they were designing the original quests. In classic WoW, quests were put into the game wherever the developers thought they made sense, mostly from a lore perspective. Quests didn't necessarily guide you through a zone area by area. Quests were scattered, and their objectives were, too. They weren't breadcrumbs -- they were meant to be discovered. They didn't hold your hand -- they sent you on an adventure, like it or not.

  • The Daily Grind: How do you feel about other genres invading your game?

    by 
    Justin Olivetti
    Justin Olivetti
    03.12.2014

    One of the big controversies that I remember when World of Warcraft: The Burning Crusade came out was the inclusion of "space goats" and their high-tech crystal starship into some people's sacred fantasy landscape. Personally, I had no problem with it (their Shaman totems looked way cool), especially considering that WoW already had a strong steampunk influence plus a zone with a werewolf theme. It wasn't a game that took its fantasy boundaries too seriously, in other words. But it made me realize that not everyone is comfortable with other genres invading their game. I guess the issue is one of breaking immersion and lore, and that as popular as these elements might be, they have no logical reason for being smashed together in an unholy Oreo of flavors. Have there been any genre invasions into your game that really irked, delighted, or puzzled you? How did you deal with it? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Daily Grind: What was the best WoW expansion?

    by 
    Bree Royce
    Bree Royce
    03.11.2014

    Last November, Massively's sister site WoW Insider posed this very simple question to its readers: What was your favorite World of Warcraft expansion? Wrath of the Lich King took over half the vote, with Burning Crusade trailing far behind, which surprised me. I'd consider Wrath to have been the game's peak myself, but I always assumed TBC would beat it in a straight-up poll. But maybe the difference here is that WoW Insider's fanbase is made up mostly of current players, whereas on Massively we're catering to more of a pre-and-post-WoW community. So today, we're asking you: What was the best WoW expansion?%Poll-87515% Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • WoW Archivist: The curse of Karazhan

    by 
    Scott Andrews
    Scott Andrews
    01.03.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Something has been afoot in Karazhan of late. First, dataminers noticed that Karazhan had been renamed Medivh's Big Birthday Bash on the PTR. In the rechristened raid, objects such as cobwebs and skeletons had disappeared. Then a later build renamed it Karazhan 2: Eclectic Boogaloo. Senior game designer Jonathan Craft tweeted that fellow designer Dave Maldonado was responsible. Maldonado later said that nothing is happening. It turned out to be a test to see if a phased quest could be set there, but sadly it didn't work. Many players would be excited to return to Karazhan, and it would make sense to do this in Warlords of Draenor. After all, Karazhan is from the same expansion that took us to the shattered remnants of Draenor back in 2007. Hopefully Blizzard will find a way to feature some Karazhan-based content during the next expansion. Karazhan remains one of Blizzard's most popular raid zones, and for good reason. But did it succeed too well for WoW's own good? Let's look back at what Karazhan offered us in its prime and how it impacted raid design in future expansions.

  • WoW Archivist: Patch 2.4 -- Fury of the Sunwell

    by 
    Scott Andrews
    Scott Andrews
    12.06.2013

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? On March 4, 2008, Gary Gygax, the creator of Dungeons & Dungeons, passed away. A few weeks later, Blizzard dedicated the final and meatiest patch of the Burning Crusade expansion to Gary's memory. Unlike the raid- and druid-centric patch 2.1, the big nothing of 2.2, or the old world revamp (and another raid) of patch 2.3, Fury of the Sunwell had boatloads of new endgame content for everyone. Blizzard also provided a trailer for the patch that showed the history of the Sunwell and revealed Kael'thas' diabolical plan. Redefining realm-wide events Kael'thas had to be stopped. The naaru convinced the Scryers and the Aldor to work together, forming a new faction to retake the Sunwell at the Isle of Que'Danas. The Shattered Sun Offensive represented a massive evolution of the realm-wide event concept after the very popular Gates of Ahn'qiraj event ushered in the idea. Daily quests, introduced in The Burning Crusade, were the key. The Gates event required players to gather and turn in crafting supplies. Though you certainly felt like a contributor by forking over dozens of stacks of cloth, the gameplay aspect was lacking. Only one guild per realm could participate in the complete quest line. On Quel'Danas, everyone could experience the story as it played out. Instead of turning in items, your realm earned credit toward the next phase of the event when players completed dailies. Rather than a one-time event, the phases changed and unlocked different parts of the island to show the Offensive's progress. Eventually the united Scryers and Aldor built a town, complete with a blacksmith for repairs, alchemy lab, portal, and statues to honor the fallen. Each new phase also brought new dailies and new rewards that could be purchased with gold and "badges" (TBC's equivalent of valor points). All of these changes were permanent, so you didn't have to log in on a specific day in order to enjoy them.

  • A history of BlizzCon WoW reveals

    by 
    Adam Koebel
    Adam Koebel
    11.06.2013

    It all started at BlizzCon 2005 with the above video revealing The Burning Crusade expansion. Some of you may only remember the cinematic trailers, but there has always been an announcement trailer comprised entirely of in-game footage. When Blizzard announced The Burning Crusade, they only revealed the new Horde race of Blood Elves. The Draenei were not revealed until about 6 months later. Flying mounts, socketed items, a new race, and a new continent. It was an exciting time to be a WoW player. There were just 8,000 attendees that first year, which makes the Murky pet everyone received extremely rare. On the rare occasion when an unscratched card appears on the market, it can go for thousands of dollars. Also interesting to note that the canceled Starcraft: Ghosts game for PS2 and XBOX was playable on the convention floor that year. The Offspring performed in concert at the closing ceremony. The following year was one of the only two years since then to not have a convention, but BlizzCon returned in 2007 and was set to announce the most popular expansion yet.

  • Jukebox Heroes: Reader requests 2

    by 
    Justin Olivetti
    Justin Olivetti
    10.22.2013

    It's been far too long -- going on 10 months now, in fact -- since we last had a reader request week here on Jukebox Heroes. My bad! I'll try to do these a little more often from now on. The idea here is to take all of your comments from previous columns, sift them for "oh man, why didn't you include [name of tune]? That's the best!" mentions, and compile a few of them to share with everyone. After all, I'm certainly not the beginning, middle, and end of taste in MMO music. So here we go with several reader requests over the past year, covering a wide span of MMO scores. There's bound to be a few good listens in here, so give them all a try and let me know which of your favorite tracks we should cover in part 3!

  • Blizzard adds Cataclysm to WoW Battle Chest deal

    by 
    MJ Guthrie
    MJ Guthrie
    10.16.2013

    You may have noticed that it's been a little while since that little game called World of Warcraft released -- almost nine years to be exact. And in that time, there have been four major expansions, each adding quite a bit to the game (not to mention their own price tags). So what's a new or long-absent returning player to do? Thanks to Blizzard adding the Cataclysm expansion to the basic Battle Chest edition, it won't be shelling out tons of cash to get caught up. As the previous expansions were already bundled into the basic edition, the $19.99 price tag now nets a player The Burning Crusade, Wrath of the Lich King, and Cataclysm on top of the base game. Also included is one full month of subscription play time. Only the most recent expansion, Mists of Pandaria, must still be purchased separately. So if you've been thinking about jumping (back) into WoW, now is a good time to take the plunge.

  • The Daily Grind: What tale do you like to tell?

    by 
    Justin Olivetti
    Justin Olivetti
    10.16.2013

    Everyone has a story. If you play MMOs, chances are you have many of them and you like to tell a few choice ones from time to time. Today, I'm inviting you to do so. One of my favorite stories comes from The Burning Crusade era in World of Warcraft. I played a Druid, and one day my guildmate Val was auto-following me to a dungeon while she was eating some dinner at the keyboard. Well, I couldn't resist tweaking her, so I juked quickly and jumped off a cliff, taking her character with me. My Druid shape-shifted into flight form instantly while Val went splatty-splat, with screams and laughter and curses pouring out of Vent at me. So what tale do you like to tell? Let's hear it today! Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Jukebox Heroes: World of Warcraft's Mosaic soundtrack

    by 
    Justin Olivetti
    Justin Olivetti
    09.03.2013

    If you were one of the lucky ducks who went to BlizzCon in 2009 and you were a soundtrack fan, then life smiled upon you. It was there and there only that Blizzard sold a now-rare World of Warcraft soundtrack called Mosaic. I guess "Mosaic" sounded better than "Leftovers," although that's really what it was: a collection of leftover tracks that hadn't been included in an official WoW soundtrack to date. The amazing thing is, Mosaic is quite good -- better, I think, than The Burning Crusade. I was pretty shocked to discover it a year or so ago, although I wasn't as shocked considering how much I've come to realize that studios just don't put out a lot of their game's music. So what we have here is a hodge-podge of 16 tracks ranging from the silly to the sublime. They might not be as famous as some of the featured tunes from the other soundtracks, but chances are that if you played WoW, you'll recognize them even so. Here are my picks for the best of the litter.

  • The Soapbox: You can't go back again

    by 
    Justin Olivetti
    Justin Olivetti
    04.09.2013

    Returning to an old MMO love is a tradition for us vets, isn't it? I see people doing it a lot, and I'm certainly not immune to giving in to these whims. It usually starts out mild: hearing a friend talk about the game, remembering a good time you had in it, or seeing a big chunk of shiny new content come down the pike. Suddenly you've signed up again and logging in like you never left. It feels so familiar. It feels so alien. And that's when you realize: You really can't go back again. It's a dreadful realization, one that makes you lunge for the clock and attempt to turn back time with a sheer force of will. Stages of grief set in: denial, anger, bargaining, depression, and acceptance. Sometimes you work in "snack food binge" in there as well. Why, you wonder, can't this be just like last time? It's a game, so why can't you recapture the same magic?