Wrzuce tu bo pewnie z officiall zaraz skasują:
I spied this on a game magazine website my cousin works for, i know they are writing a preview for the expansion and I know he's a WoW fan.
It's strange I had such easy access to the machine, it could be a prank of his, or it could be true. what do you think ?? I snagged it off a word document, it sounds like it's a part feature release part interview. Or maybe he's sampled it, i just don't know, what do you think ??
World of Warcraft Expansion: Legends of Azeroth
New Realms will be opened for Expansion users only, there the expansion changes are effected.
Character transfer to expansion realms from all realms will be permitted for all existing realms.
Expansion Realms Type.
PvP Conquest
PvP Normal
RP-PvP Conquest
Rp-PvP Normal
Normal
Rp
Experience Azeorth in a whole new light. Experience whole new adventures, expanded areas, you'd hardly recognise it. Larger, more dangerous, more mysterious, the never-ending struggles of Azeroth take the next level to titanic porpotions.
The Level Cap has now been extended to 100. This will take place in two phases. First to 75, then later to 100
The Expansion also comes with an Audio-enabled program that allows players to speak to one another - you will need a microphone to communicate.
GAME EFFECTS:
Full newly implemented Weather System.
# Rain, fog, mist, thunder storms, snow storm, sand storms, dust storms, wild fires, haze from heat all visible and dynamic with sound effects.
# Random effects of winds. 7 degrees of winds from very light to very strong. Tree branches sway, in strong winds character movement can be slowed by as much 20%
# Distinct climates worldwide from Constant winter, to temperate and Tropical
Player animation has changed accordingly:
# Visible differences between wet and dry hair. Wind movements and strength affect hair.
# Also clothes correspond to weather, cloth gets wet and looks drenched in rain whiles mail has a glossy sheen. Capes if visible, flap
# Perspiration and sweat is visible on faces and clothes and takes shorter time to appear in Hot climates and days, a longer time at cooler periods and hardly ever in snowy climes..
# Weather affects blow air rides like Gryphons off course, freak storms can materialise anywhere sending Ships off course.
# Over 100 new player animations and visuals including 5 variations of each. in particular new /sing , /scream emotes.
# VISUAL AND AUDIO EFFECTS
An audio visual pack has been added on 2 special CDs that contain the additions. Options exist to turn some of these on or off.
# No less than 75 cut-scenes for quests and battle grounds. [Cut-scenes cannot be viewed if collecting or delivering a quest while still in a party]
# Animations for over 500 quests
# Speech implementation for ALL quests given from NpCs
# World topography has been refined to be clearer, mountains are for more varied, less rounded, the thousand needles peaks for example look razor sharp and more versatile vegetation has been added.
# You can sink in snow or sand
# Running in water, snow, sand or dusty regions creates visible splashes and dust/sand/snow clouds.
# Movement speed responds accordingly to analogue controls, and vibrations can be physically felt on appropriate controllers.
# The music library has been severely expanded, no two areas will sound the same, instances have new exciting theme tunes characteristic of the instance. Even taverns have different music depending on what racial capital you are in, with audible laughter, ordering, shouts, fights taking place.
# NpCs can be heard advertising there wares, children rushing from learning houses during the day, market places come alive and work places thrive. New sounds for throne-rooms of all racial leaders.
# DAY & NIGHT
# Day and Night are no longer uniform worldwide, night in Kalimdor is day on Azeroth: It is mid afternoon in westfall whiles late-afternoon - dusk in Quel'Thalas
# Distinctly different luminosities for dawn, early morning, afternoon, late-afternoon, dusk, twilight , night.
# Night luminosity varies from very dark requiring a light to see anything to starlight/moonlight night, or settlement light.
# Luminosity also varies according to cloud cover, skies can vary from territory to territory sometimes.
# Time zones introduced around the world
# NEW CLASSES
# Dread knight [Horde or Neutral only]: Hybrid /Tank/nuker
# Necromancer [Horde or Neutral]: Magical nuker/ summoner
# Ranger [Alliance or Neutral]: Hybrid magical & Physical Ranged/Melee dps dealer
# Spellbreaker[Alliance or Neutral]: Hybrid (DoT, buffer/de-buffer)
# Mechanik [Any]: Magical & Mechanical utility/dealer
# Amazon [Any]: Melee combatant Hybrid
Paladin [Alliance or Netural Only]
Shaman [Horde or Neutral Only]
The rest may belong to any faction
New classes have been added complete with a fully array of skills, abilities, and the customary three talent trees.
(Special Druid alteration: Tauren and Night ELf driuds are penalised for fighting each other.)
# Because of the Faction system change, certain classes you select will make you unable to join certain factions. i.e All classes can be neutral in faction, but if at start up you choose a class that is only affliated with one faction, you may never join the other.
# Certain racial types can never get along. e.g Human and undead while may share a faction, may never take quests from racial settlements.
# You can ally yourself with many neutral factions, and joining either the Horde or Alliance will not affect your reputation with neutral factions.
# Horde and Alliance are still in a state of flux, not exactly at war, but certainly not loved or at peace, this sometimes spills out into open conflict in battlegrounds and conquest campaigns. Naturally, joining one of the two factions will lock the others reputation in hated.
# Hero Classes
Four Categories of Hero Classes.
# Tank Heroes
# Healing Heroes
# Magical Nuking Heroes
# Melee Dps Hereoes
They are based on the four major roles each class can adopt.
# Each class has been given Epic Spells and Abilities that are class specific once they become a Hero.
# And they may learn some basic skills in the Hero Category they choose. For e.g. a Warrior in the Healing Hero classes does not just learn ways to recover through spirit enhancements only, but learns some healing ability to an extent he can even take on that role in part.
# There are four special sects of Hero Classes for each category you can diversify in. Examples include Sniper and Monk.
The Level Cap has now been extended to 100.
# NEW RACES
High Elf - Classes: Ranger, Spellbreaker, Amazon, Hunter, Warrior, Rogue, Mage, Warlock
Naga - Necromancer, Warrior, rogue, hunter, mage, priest, warlock.
Goblin: Mechanik, Amazon, Warrior, rogue, Mage, Hunter.
Dryad: Amazon, Ranger, Warrior, Priest, Druid, Hunter.
In Addition to what they have now.
Orc: Dread Knight, Necromancer, Amazon [Warrior, Shaman, Hunter, Rogue, Warlock]
Undead: Necromancer, Dread Knight [Warrior, Mage, Warlock, Rogue, Priest]
Human: Spellbreaker, Mechanik [Warrior, Rogue, Paladin, Priest, Mage, Warlock]
Night Elf: Ranger, Amazon [Warrior, Druid, Hunter, Priest, Rogue]
Troll: Necromancer, Amazon [Warrior, Hunter, Shaman, Rogue, Mage, Priest]
Tauren: Amazon [Druid, Shaman, Warrior, Hunter]
Dwarves: Mechanik [Paladin, Warrior, Hunter, Rogue, Priest]
Gnomes: Mechanik, Spellbreaker [Mage, Warlock, Warrior, Rogue]
# Racial abilities receive 4 upgrades now, 1 at level 25, at 50, at 75 and at Level 100.
# CHARACTER CUSTOMISATION
# New Emotes
# Added over 30 new facial types and variations for each race.
# Added body type selection from gaunt thin to very fat (not available to all races and some classes)
# Long periods of rested state or inactivity will cause a physical broadening of features, which will decrease incrimentally to your original body gait selection as you work through your rest state.
# Default faction or neutral now selectable as choice.
# Up to two new skills can be selected at start, some races can’t learn scertain skills, e.g. Tauren can’t climb trees.
NEW SKILLS
# You can now learn to climb trees and mountains
# Ride mounts
# Fight with mounts
# Swimming
# Sprinting
Note some classes automatically have these skills from start. E.g. Night & High Elves have the climb tree ability, Dwarves the climb mountain, Undead Swimming.
You can now train running, swimming, riding and climbing skills to different degrees allowing faster movement, or able to climb more difficult areas, or swim faster and breathe under water longer
AREAS & TERRITORIES
New Areas
Dalaran [city & expanded Region]
Quel'Thalas [city & area on map]
Mount Hyjal [forest city & area]
Northrend [ Continental zone]
Southrend [continetal zone]
The Maelstrom
The Lairs of the Aspects
The Emerald Dream [The World in a totally new light-with some additional areas not available in the waking world]
Expanded Old Areas
World areas and Lost Areas.
Lost Areas
# Random maze-like instances outdoors are generated every time you are declared as lost. You lose your marker spot on the map and your minimap goes blank. However instead of combating mobs, you must use intuition and find clues to help you out of them.
# No two lost areas are ever the same, and no two puzzles to exit are ever same. There are slight variations every time.
# Every territory has a "lost" zone which is an external instance that resembles the area but which you cannot exit by simply walking to a fixed spot. There is no sense of direction here, and you must find and use certain clues that will help you out.
# You don't choose when to enter a "lost" area, you have a very high chance of being transported to the territories "lost" area by random exploration through that territory in particular areas you haven’t “discovered” yet. Your chances of getting lost in an area are almost non-existent once you discover the area.
# However discovery of an area now requires you to have been through over half it's area. The experience has been raised drastically as well.
# You are also deposited in a random lost area if the victim of a freak storm while on gryphon/wyvern/hippogrriff back or travelling by Ship or Zepphlin. You woudn’t be transported to an area half way across the world, however sometimes you can be blown well off course.
# To exit the “lost” zone you must complete certain tasks.
# Existing Areas
# Many outdoors areas have been expanded, some doubling in size, new settlements, dungeons and structures have been added.
# Some new areas within old ones two have been added to accommodate new starting areas.
# Specific detail has been given to houses, workplaces, taverns, shops. Visible tools and equipment can now be seen where appropriate. Workmen working. Shop items can now be seen displayed on walls and shelves but can still be selected via right clicking on the shopkeeper NPC.
# Other World Area Changes
# In addition to all areas being expanded to one degree or another - Major towns such as Southshore, Auberdine, Kharanos, Cross Roads, Ratchett, Bloodhoof Village, Razor Hill and more have been redsigned and expanded to look like towns rather than villages.
# Stromgarde, Aeries Peak & Hinterlands, Stahnbrad in Alterac, Tauren Settlements in the Thousand Needles and Feralas as well as those zones have all been particularly extensively expanded. The Charred vale for example is partially Forested again, and partially burnt
# A lot of attention to detail was given to Horde and Goblin areas with the trebling in size of Gadgetzan and Everlook, the addition of 2 new goblin towns of smaller size. Additional Orc settlements in the Barrens, with Night Elf and Tauren expanstions on Stone Talon Mountain.
# Some neutral factions like the Argent Dawn and the Emerald Circle and others have been given settlement camps in their main areas of operation, and HQs in all major cities
# A neutral Ogre town has been opened up in the expanded Tanaris. and the Theramore Isle human settlement has doubled in size and now stretches a greater distance into the marsh.
# A rebel Silithid Hive in the Un'Goro crater, neutral, has been opened, with quests to do and repuatation to earn. The Crater's mountainous region has been expanded and a small neutral village has opened up in the north section.
# Some Areas’ level requirements of have been altered to accomodate the starting areas of Trolls & High Elves. Stone Talon Mountain has expanded to an Upper & Lower section, the Upper section accomdates the starting area for the Dryads.
# The world has almost trebled in size with the many new additions and zones to facilitate moving around, it is now possible to purchase a mount from as early as level 5
At Level 40 you may acquire a battlemount, trainable in 8 differnet types of warfare.
What was considered an epic mount before the expansion is no longer
New Seahorse (can move on both land and sea) mount has been added for Naga. Treant Mounts for Dryads (The Dryad can assume a two legged shape for mounting, they look like nightelves but with leaves and twigs as hair and thorny claws for fingers), Mechanical Tin Shredders for Goblins.
# It is now possible to train riding skills in any races racial mount, however, battlemounts have specific advantages for their native race, allowing them to boost racial abilities.
# Special Gnome and Goblin transports are available in most cities towns and villages that assist direct transportation to nearby territories or areas within territories.
# Many Additional Ships and Zepphlins have been added connecting new cross and inter-continental ports. E.g. Ships from Booty bay to Southshore.
# Transportation balloons and ships have several new designs too. All have NPC crews and interactive acitivities are availble on journeys. When surprise shipwrecks or crashes occour, NpC crews join players to overcome the challenges of escaping. Where mobs are spawned for challenge here, the numbers are directly related to the number PCs stranded.
# Corresponding harbours and landing pads towns and Cities have had many additional landing pads, docks and piers added.
# All cities and flight paths have been given multitude stables and hatcheries to emphasize the volume of transport available. Depending on server population and day times, varying numbers of flyers and mounts are spawned in the hatchery and stables
General Structural Customisation
Gates and Doors are closed at night time for most towns and cities except for night elven settlements where the opposite occurs, closing at day time. You may still go into shops at night, but after a certain time, you will have to knock on the closed door, and the shopkeeper may charge you extra, the opposite true for night elves.
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