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Shadowlands Torghast Interview with Paul Kubit
15.05.2020 в 19:06
World of Warcraft senior game designer Paul Kubit yesterday. Although it's a somewhat short interview, the two main topics discussed are legendary items and Torghast being designed to suit all players, rather than specifically as a solo or group activity. As usual, we'll recap the major points below, but please check out the full interview to get all the details.
Read the full interview on Polygon
Torghast Progression and Rewards
Torghast is the source of legendary gear in
, but Blizzard doesn't want to overwhelm players by giving them too much to do. Rather than the long running grinds for artifact power seen in
Battle for Azeroth
, legendary materials are awarded upon completing Torghast, with a cap per week to keep players from burning themselves out.
At launch, players will be restricted to
one legendary equipped at a time
, players can keep going back to Torghast to collect materials and craft more legendaries to give them more gameplay options, but those that are less interested in collecting everything won't have to. Presumably a min-max oriented player could identify the best legendary to craft first, and then not feel pressured to continue to grind Torghast for more, at least not until they find a reason to prioritize another legendary.
This “breadth game,” as Kubit calls it, should give devoted players a reason to keep playing, while letting uninterested players jump to a different mode.
For those that are interested in the challenge, players will have a way to show bragging rights through floor completion. It isn't definitively stated, but we can assume that would be done through achievements, at least to start.
“There are no current plans for a leaderboard,” said Kubit. “But you better bet that that’s one those things that’s on our list of cool potential things in the future.”
Torghast difficulty is currently a hot topic, as
were recently added to higher floors, and although Blizzard published a
response stating their intent
with those Torment debuffs, it's unclear as to whether they'll be restricted to higher floors which are just for bragging rights, or something every player will have to deal with.
Torment debuffs in TorghastBlizz Blog on Torments
Torghast Group Scaling
Like other end game activities, Torghast is designed to be continually replayed over the course of the expansion, but unlike those activities, it's also part of the questing experience; they don't want it to be something that is played once and never revisited, so it needs to hook everyone.
On launch, it might be easier to approach Torghast as a group, but the activity is designed to scale with party size, while rewarding players individually, so that it's not more efficient and rewarding to always go in as a group. Players shouldn't feel punished for who they want to play with or how they choose to play. It's designed to incentivize players with exciting rewards to encourage players periodically revisit the activity, but not become a chore which players who aren't overly interested in it feel obligated to do regularly. This would seem to be a lesson learned from Horrific Visions, which started out a fun novelty which only had to be completed once or twice a week, but soon ramped into requiring several runs per week in order to obtain cloak upgrades. The goal of Torghast would appear to be to split that difference, so that players who enjoy it can keep going back, but those who don't can get in and out much more quickly.
Torghast is something completely new for World of Warcraft: an endless mode that shouldn’t devolve into a weekly chore for months on end.
That's all for this interview, but if you're interested in learning more about Torghast, check out some of our other recent articles, such as
Ion Hazzikostas' WowChakra interview
discussing Torghast time commitments and events, or our frequently updated
Torghast, Tower of the Damned Overview
WowChakra InterviewTorghast, Tower of the Damned Overview
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