Dynamic arena environments, massive PvP zones, and previously unreleased details on the future of World of Warcraft ( Currency: wow gold ) PvP were disclosed this morning at Blizzcon.
To kick off the second day of Blizzcon 2008 here in
Anaheim, California, members of Blizzards development team hosted an hour-long presentation on the upcoming PvP arenas, battleground, and zone featured in Wrath of the Lich King. The subjects discussed spanned a wide variety of features being implemented in every facet of PvP combat, and closed out with highlights of upcoming and previously un-disclosed developmentsRing of ValorMap Type: ArenaBackground: Utilizing the long ignored arena setting inside of Orgimmar, the Ring of Valor was designed to evoke a pseudo-gladiatorial feeling with the use of elevators to bring players into the arena and combat starting face to face in close quarters.The developers stressed that the overall theme in this arena would be dynamic choices. Forcing players to adapt to an ever changing, yet predictable setting and having them make choices between safety and consequence at multiple times during the match.Elevators Players will spawn underneath the arena floor and will rise up till even with the ground. Fences surrounding the elevators prevent preemptive strikes against the other team by blocking LoS until the animation of the elevators ends and the fence drops.Dynamic Pillars The first of two tangible features in the RoV are four pillars in a diamond pattern. Each of the four pillars feature a weapon icon on the platforms themselves such as an axe or a sword to aid groups in better distinguishing which one they’re referring to in lieu of the traditional and potentially confusing North, South, East, West that the dev team noticed in use during earlier testing.The rising and falling action itself will happen at a constant timed interval that will be predictable for players, enabling anticipation and therefore strategy that includes the pillars. This time will be in co-ordination with the wall of fire timer mentioned below so that the two alternate turns being active.The third and final issue addressed on the pillar obstacles was the confirmed Line of Sight or “LoS” disruption they will cause when active. Just as static pillars of the past were circled and put between a player and an opponent, these will operate the same way. In addition, players may “ride” the pillars and while on top can cast spells or heal as usual, albeit much safer from melee attacks. LoS will still be present, making opponents closer to the base of the pillar harder to hit from the top and vice-versa.Walls of Fire The twin dynamic element, and perhaps the more interesting of the two is the presence of two vents that extend from one wall of the arena to the other, spanning the diameter a meter or two from the center to the north and south, separating the circle arena evenly by dividing into thirds.At intervals that match the rising and falling of the pillars, whenever said pillars are down, a low wall of flame will rise about half a meter from the vents, affect a crossing player with a DoT that does 10% damage over three ticks. One of the most prevalent dangers in crossing the fire however will not necessarily be the DoT itself, the risk of exposing yourself to being locked down on the flame by opposing CC can quickly eat up your health.Also, LoS will be affected by the presence of the fire wall. This creates the dynamic situations and choices mentioned above. “Is it worth it to evade LoS and possibly pull off a heal in relative safety, or would the DoT and possible lockdown be too much of a consequence, maybe I should wait for the pillar.” This was the main objective for the team in the creation of Ring of Valor, how teams make adjustment as they become more familiar should be very interesting.Dalaran SewersMap Type: ArenaBackground: Compact, simple, and gritty. These were the focus themes for the arena team while working on creating the Dalaran Sewers arena. Inspiration was said to have come from the idea to include a “Fight Club” style environment inside the underbelly of Dalaran.Teams will spawn in sewer pipes and must jump down into the arena on opposite sides. To prevent camping of the starting area by casters, a stream of water with a knockback effect will flow out of the pipe after a few seconds and force anyone inside of the pipe out.LayoutWhile overall the arena walls form a simple square, the majority of the floor area is a raised section with two staircases at opposite corners to the lower level only about a meter below. While high enough to prevent players in the lower section from jumping up, they won’t be taking damage from a fall.The other two corners of the raised section feature LoS blocking crate stacks for a quick hiding position.Knockback Water PillarThe main feature of the Sewer arena you’ll find at the center. There, at an established timed interval, a wide pillar of water will fall from the cieling into a drain directly below. This creates a LoS blocking wall with a built-in knockback included for players that jump or run into the water. The knockback will not affect those simply near the water.Keeping the action close and fierce, this will be an arena where teamwork is paramount.
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