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Poster: Aramis at 5/15/2005 10:19:57 AM PDT
Subject: Attn: Alterac Valley issues
   I really enjoy Alterac Valley, but currently I see some issues with it. This is a list of things that my, oh, I don't know... 12-15 hours in this instance over the last few days has revealed. I think some changes should come about before patch, and as I'm testing on the test realm, I figure I'd give some suggestions. I posted this on the suggestion forums, and it got viewed a whopping 12 times, never replied to. It's already on page six after eight hours. Hopefully this one will have more luck.

---

Things to fix or add:

I can't Vanish anymore!
We rogues could use a Shady Goods vendor. C'mon, you have reagent vendors in there, but we rogues can't buy more flash powders or make more poisons for the hours we stay in there (not wanting to leave and end up in line again...)? Put two in the game, in each repsective camp, and let us rogues continue our dirty work.

Falling out of the mine
If you are unfortunate enough to die in the Irondeep Mine your ghost appears at the portal entrance to the Valley. If you have the full 30 seconds of graveyard raising, you can make it out ok. If you have less than 10 you more than likely get kicked from the instance and raise at Southshore's graveyard. Given the long waits to get back in, this is kinda' lame.

Summons damage to all?
Ivus has this wonderful death-to-all entagiling roots. Except that it hurts Alliance troops. I don't know if Lokrash's ice hits the horde, but Alliance can't fight around Ivus unless you are friendly with the Stormpike. Perhaps a tweak on this, unless it's intended?

Sapper charges
The mines as an idea are great. I love the fact that there are mine fields in this game you have to be wary of. But when rogues disarm a full field can you decrease the re-spawn time? You can't even finish before the field is back up. Heck, I'd be happy if they respawned that fast if the mine layer, or explosions expert actually came out and re-layed them Making him a target to the opposing faction so they can get rid of mines for a while, at least.

So afraid the connection drops?
This one's just odd. I've been disconnected from the server too many times to count all due to heavy action and getting feared by a priest. And I've seen it happen to more than just me. Fearing someone is one thing, removing them from the fight for thirty seconds as they try to get back into the game is another.

Less Honor in the field
Given that you are locked in a desperate fight in here for ages you are bound to be killing the same person over and over. This means that you get tiny increments of contribution for your kills. Initially I thought "yeah, who cares?" Then I realized that this would make fewer people want to take Alterac Valley, that's generally not good.

Organizing the groups
Currently there is no group formation to enter a BattleGround. In this sense, if your team suddenly have a surplus of rogues and a decrease of priests, they are going to suffer. We all know that raid parties are built up so certain amounts of classes show up. But in this current system if a priest drops there is no guarantee you will get one back. This can make or break the fight, and that may be intended. But as for now, I've seen entire groups give up when they notice the lack of healers on their side. Perhaps this will permit new ones to come in, who knows. The mechanics to entry are still ambiguous at best.

ETA to entry
Just, just do away with this. Those numbers on the estimated wait in queue are silly and ludicrous. I've come, seen 51 minutes 46 seconds, and get invited 22 minutes later. I've also seen the converse, a short wait time with a long wait. All this ends up in is people hollering out the wiat times in an attempt to figure out what the ham and goose it means.

Paying attention, and standing in line
Considering that the wait time estimation is off, players may run into other issues. Yesterday I saw the wait time increasing, so I went outside and mowed the lawn. That's right, it was a pleasant day, so I did a fourty minute chore while waiting. Came back to see I was still waiting, never having been asked to enter the realm. So, I sit there for a bit, the server shuts down. It starts back up, I'm one of the first hundred alliance clammoring to get in... And I decided to take a shower, considering how long the wait was before. I'm not gone ten minutes when I loose my place in line because I didn't accept. Perhaps instead of dropping someone from the line, you replace them at the top spot next request to enter?

Repair bills
This is possibly intended; but given how often, in the course of the fighting, you die to an NPCs attack you rack up quite the repair fee. Perhaps make the battlefields not take off that 10% durability each death? Then again, this is probably "working as intended."


In resolution, these are just thoughts. I really enjoy the battleground Alterac Valley, but these frustrations are un-nerving at best. I'm more than certain you recognize bugs and errors. I'm more than certain some of these have been brought up by others. But I figure I might as well let you know what I think needs some work, as I'm loitering within the Test Realm. Thanks for reading, if you even did. Other readers, feel free to post what you've noticed is erroneous or troubling about this Battleground, and please, keep it civil. I know how some of you get behind your field of anonimity.

[ post edited by Aramis ]

  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=3138297&p=#post3138297
 
Poster: Tigole at 5/15/2005 10:32:25 AM PDT
Subject: Re: Attn: Alterac Valley issues
   Yes, durability will be removed from Battlegrounds.

Thanks for this contructive feedback. We'll be making some changes to Alterac this week and we'll be sure to take your feedback into consideration.
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=3138297&p=#post3138389

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