Showing posts with label dun morogh. Show all posts
Showing posts with label dun morogh. Show all posts

08/09/2019

A Cow Goes To Dwarven Lands

I made another alt. I'm kind of surprised by my own excitement about making alts right now, because I don't remember being that much of an altoholic back in Vanilla. On private servers I was even more focused on the moment and on progressing with what I already had, since you never knew how long the server was going to be around.

With Classic though, I guess I feel more secure in "collecting" alts, knowing that the game will be around for the long run. Plus I'm more aware of the benefits of having multiple characters with complementary professions and how they can help each other out than I was back in 2005.

Also, I honestly kind of needed another alt. As I mentioned, my shaman is waiting for my husband to catch up, and my druid is the character I'm using to get him there. What was I supposed to do when he doesn't feel like playing? Play a different game? Pfft.

Anyway, with the whole wide world of Warcraft open to me, two different factions and six different starting zones, I made... a third tauren. Don't ask me why, I guess I just love them that much. And I made her a hunter because hunters are fun and both Bhagpuss and Wilhelm talking about adventuring on their lowbie hunters made me itch for one of my own even more.

The one thing I did in order not to burn myself out on Mulgore was take my newest noobcow over to Durotar to do the quests there instead. All the starting zones are still quite busy, but if you make a point of playing during off-hours you can get quite a lot done in a short time.

The levels up to the big ten, spent sadly pet-less of course, were mostly unremarkable except for that one time when I teamed up with an orc warlock on the Echo Isles and his low level combined with a warlock's typical love for fearing things caused utter mayhem among the voodoo trolls, with both of us eventually running off into different directions with barely a sliver of health left and only just surviving. But that's just another day in Classic, I guess.

I also saved his life once by bandaging him. You can take away my healing spells but you can't take away my urge to keep others alive!

Anyway, at level ten it was back to Mulgore to learn how to tame a pet. I only died once... or was it twice? during the quest, the first time due to the fact that I'd forgotten that dismissing my temporary pet would cause it to become hostile towards me and I did so at a very bad time.

And then of course came the eternal question: Which pet to choose as my permanent companion? As someone with a bit of experience as a hunter I wasn't just going to pick up a common one from the near vicinity; I wanted it to be special. (You can read about my previous history of hunter pets here.)

Eventually I settled on wanting a white bear, a model that's only available from two named mobs until close to the level cap. One of them's a rare, so I discarded that option since I had no interest in spawn-camping him. The other was "just" a named quest mob in Dun Morogh, the shared starter zone for gnomes and dwarves. Let me tell you, for a level 10 tauren that's very, very far away! However, that only made me even more determined to go for it.

So the unknowing target of my future affections was going to be a level 11 bear called Mangeclaw. My own hunter was only halfway through level 10 by that point (and you need to be the same level as the pet you want to tame or higher), but the journey to Dun Morogh was so long that I was confident that I'd be able to fill out the rest of my bar by the time I arrived.

I'd already been to Orgrimmar, so I started by taking the zeppelin to Undercity and hoofing it down to the Sepulcher. At that point I took all my gear off because I knew there was going to be a lot of death in my future and I didn't want to damage it unnecessarily. And then I was off.

I suffered my first death to some wizards in southern Silverpine, and from then on it only got worse. Why are there so many spiders so close to the road in Hillsbrad? I was reminded that if you die too often in quick succession, you actually have to wait a couple of minutes before you're able to take control of your body again. That was quite boring, but I passed the time by watching some YouTube videos on the side.

Arathi Highlands was the worst, with my poor cow often barely being able to run a few meters after reviving before being ganked by a high-level spider yet again. In hindsight though, I could have saved myself some tedium by not detouring to Hammerfall to pick up the flight path there, as most of my deaths occurred on the unsecured path between that and Refuge Pointe.

It was getting quite late in the evening by that point, but to be honest that only served to spur me on even more, as it meant that I was less likely to encounter random Alliance players looking to kill Mangeclaw for their quest.

After all that, getting out of Arathi felt like a breath of fresh air, and I made it through the Wetlands without even a single death. While crossing the tunnels to Loch Modan I fell victim to the dwarven mountaineers a couple of times, but compared to what had come before those deaths barely registered.

And then I was there at last, Dun Morogh and the little clearing with Mangeclaw in it, with no competition! Unfortunately I was still three bars away from level 11, so I had to start off by killing all the other wildlife in the area. Originally I considered going further in to find more hunt targets, but there were so many mountaineers in the narrow pass that I decided not to risk it and waited for respawns instead. During my second round of clearing the area I dinged level 11.

Then I went off to tame old Mangey... and promptly got killed by him. I'd known that he had a ravage attack which was likely to interrupt my first taming attempt, but I didn't have enough health left by the time I started the second cast, so I died shortly before it could finish.

You'd think that one more corpse run was nothing after spending literally more than an hour just to get there, but I did feel a little offended by having been killed by the very target of my hunter's affections. Fortunately I got it right the second time - my first taming attempt was interrupted again, but this time I had a healing potion at the ready to drink up before re-casting the tame, which allowed me to succeed with just a little bit of health left. So I finally got my bear!

I remember my first pet on Kronos being super grumpy and requiring a huge amount of feeding to improve his mood, but it seems that this is another thing that private servers have overtuned, because a single slab of boar meat and a shiny red apple were enough to get Mangey, now renamed to Snowclaw, from unhappy to cheerful, and he stayed there for a while. As it was 3am by that time I hearthed out.

And now every experienced hunter I'll meet will know to just what lengths I'm willing to go for the right pet! Until I get close to the level cap that is, at which point he could be mistaken for any old bear from Winterspring I guess. But knowing me and my levelling speed, that point in time is a very long way off.

18/12/2016

Nostalrius-PvE Re-Launch Impressions

I nearly forgot that it was Nostalrius' big day yesterday and only remembered about half an hour after the servers were already supposed to have gone up. Of course, upon checking it turned out that there had been technical issues and both servers were already down again.

The PvE server soon came up again, however the PvP server had bigger problems and remained down, causing all the people who really wanted to play PvP to clog up the PvE server queue instead because they were bored. When I tried to log in I was presented with a queue of over 11k.

That estimate was optimistic to say the least.
I decided to stay in the queue but minimised it to do other things in the meantime. Initially I kept checking on it quite frequently, anxious that I might miss my turn, but based on how slowly things progressed I eventually gave up on that. Of course, when I finally did check my position in the queue again for the first time in over an hour, I had been disconnected and would have had to start over at 9k+, which was not going to happen as it was getting quite late for me by that point.

This morning things went somewhat better and I managed to log in right away, though a quick /who command showed that even so the server was already close to approaching its purported cap of 5000 players per faction again.

As decided previously, I rolled a dwarf priest, and found Coldridge Valley to be quite busy. I can only imagine how much worse things must have been in the human and nelf starting areas. I would say that there seemed to be about as many player characters as mob spawn points, which meant that it wasn't totally impossible to get things done, but it was rare for a mob to live longer than a few seconds after it spawned. It took me several laps of the Valley just to get to level 3.

While I was talking to a vendor, I suddenly got disconnected and found that the server had been rolled back a couple of minutes. Fortunately I hadn't been in the middle of anything critical. However, something seemed to have gone wrong, as all the mobs had disappeared and nothing would respawn. I decided that this was a good time to take a break.

When I checked back about two hours later, there were still no mobs, but apparently this didn't dissuade people from logging in. The /who command still showed over 4000 (Alliance?) players online. I saw some dwarves and gnomes stand in a circle in Anvilmar and engage in what appeared to be roleplaying, but for me, a mobless Azeroth wasn't interesting.

Fortunately things were fixed by the time I checked back in in the late afternoon, and there was a queue of 2k+ again. I waited this one out and fortunately it didn't take too long. I did some more laps around Coldridge Valley and eventually managed to struggle my way to level 5. Any quests that require you to pick an item off the ground you might as well abandon instantly, as the spawn points are camped to oblivion, but at least people were happy to group up for the troll kill quests.

Can you guess where the item for Felix' quest spawns?
Around Kharanos things got a little better as people were able to spread out more, though it still took me ages to get all my boar meat and I had to abandon another pick-up-the-item quest as a hopeless endeavour. At level 7 I decided to make the trip to Ironforge to learn some professions and more. Just before I could return to questing I was disconnected and was unable to log back in, causing me to call it a day.

So far, it's been interesting to be a part of this "event", but I can't say I'm a huge fan of what many Nost lovers apparently consider a "healthy" population. Seeing a lot of people around you is nice, yes, but when it gets in the way of making progress, not just with one quest but in general, it kind of makes me long for Kronos' more convenient population size.

EDIT: On my next login I also found that I had been rolled back to level 6 and had unlearned all my professions again. Sigh.

06/11/2011

A Gnome's Life

Every now and then the WoW blogosphere is good for some in-game laughs. First there was Single Abstract Noun, the bloggers' guild (is that still going?), then there were the Real ID heroics (which I didn't write a separate post about, but I did participate), and now the latest craze are gnome clones, originally inspired by a nostalgic post by Alas.

Since I had yet to try out the new gnome starter area anyway, I decided to join in the fun as a gnome clone "impostor" (copying the look but rolling up a warrior, so I won't be able to be a fully armoured clone). While I've been playing a lot of alts this expansion, I mostly used already existing characters that had simply been sitting around at level twenty or so pre-Cataclysm; I haven't actually done a lot of levelling from one to ten. But holy crap, Nils wasn't kidding when he said that those first ten levels were hardcore!

I started off being confused by what was only the second or third quest in the gnome starter area. After I'd just made my way out of a gnome refugee camp, I was told to save some more survivors that couldn't make it on their own. "Okay, that makes sense!" I thought and went back to save all those injured gnomes that were lying on the floor. Nope, couldn't target them or they came up as "invalid target". Turns out that I was supposed to "save" some perfectly healthy and only slightly scared gnomes that were standing around outside. O-kay?

Not much later I was told to ask for a teleport to the surface. Why teleport when there's a perfectly serviceable elevator right next to me? Fortunately a vague memory reasserted itself to tell me that taking the lift would not be a good idea before I could do anything foolish.

At level three a warrior quest rewarded me with a Very Light Sabre. Yes, I know... cheap joke. But I really loved it!

In a cave full of troggs I had my first death as early as level... was it four or five? A rogue in full heirlooms had just mowed everything down in front of me, and then all the mobs respawned at once and I was buried under a pile of troggs. It's as if the game wanted to teach me early on that the presence of other players was only going to cause me headaches.

Getting Victory Rush at level five increased my survivability a lot, though I learned quickly that its use is limited when it comes to casters. Nothing like dying at the feet of the second Frostmane Seer that's attacking you a mere second before you manage to run over and hit it. That was death number two. On a side note, I'm impressed that the Frostmane trolls have survived as long as they have, considering that they appear to live on nothing but weed and fight by throwing snowballs at you.

Then there was the cave with the wendigos. I managed to overlook one of the quest NPCs near the entrance and (unnecessarily) went all the way to the back of the cave in search of him. However, I found something else there, a rare! Acutely aware of my vulnerability, I made sure to clear the mobs around him before attacking, but once I charged him I found to my dismay that he still had quite a lot of health relative to my puny damage output. So I died, again.

Since it had been quite a close affair, I immediately ran back in to try again, and this time managed to get him down with literally one hitpoint left on my own character. More exciting than any raid boss kill these days if you ask me!

I had one more death when I was asked to kill a yeti called Vagash. Non-elite, no adds... no biggie, right? Well, maybe if you have heirlooms, but as a warrior in whites he kicked my arse, and in a very thorough fashion. I went back to my trainer to pick up Thunder Clap, which I hadn't done yet, in hopes that this would help - though I'm not sure it would have, considering how I hadn't even come close to killing him before. Fortunately I was saved from any further embarrassment as I ran into a random gnome priest upon my return to the cave, who tentatively threw a heal on me and looked at me in what I interpreted as a hopeful manner. We grouped up and it was easy peasy. I couldn't help but wonder whether he hadn't got his arse kicked before as well.

Then I hit level ten, picked up prot spec, and the next cave I went into seemed to hold no threat to me at all. I also dinged eleven before I even knew it. I guess the really exciting levels are over. Still, I'm looking forward to seeing where the project as a whole goes.

On the whole, this starter zone was amazingly fun! The only thing that marred the experience ever so slightly for me was the how-to-use-the-flight-master quest line, which still told me that I couldn't fly anywhere where I hadn't been before (flat out not true anymore), and the quest text couldn't seem to decide on what exactly it was that I was transporting for the dwarves, as it alternated between cleavers and mining picks every other sentence. Okay, it's kind of fun to joke about dwarves cooking with mining picks, but really? That's one of those things that I would have expected them to have fixed nearly a year after release.

09/09/2010

Zalazane's Fall vs. Operation: Gnomeregan

So I want to talk about the world event that started with the latest patch, partly to simply record my thoughts on the matter so I'll be able to remember them later, but also to share them with others. This post will be pretty spoilerish, so if you haven't participated in Zalazane's Fall or Operation: Gnomeregan yet and want to be surprised once you do the associated quests, don't read any further.

I started off with Zalazane's Fall since I mainly play Horde and my main is a troll as well. They also happen to be, if not my single favourite race, then at least tied for first place with the tauren. I also really like Vol'jin and hate how he always seems to get treated as nothing more than Thrall's appendix, so this event had me pretty thrilled. I even put on a set of roleplaying gear before I went to Sen'jin, something I hadn't done in a while.

The first quest for the trolls has you collecting frog critters and imbuing them with magic at the local shaman's sentry totem. I can only assume that this was meant to be a nod to shaman players and their love/hate relationship with what's undoubtedly one of the least useful abilities in all of WoW. That made me grin. You then get to ride a bat and "deploy" the magic frogs on the islands to work as spies. Frog-bombing... I thought it was funny.

Meanwhile the local captain also sends you to Razor Hill to gather some troll volunteers for the cause. I was childishly delighted by the fact that the NPC followers I collected were clever enough to mount and dismount in accordance with what I was doing.

Back in Sen'jin you get a quest that imbues you with a tiger spirit, which makes you look like a sort of were-tiger and allows you to walk on water. In this form you discover a hidden troll druid on the Isles who agrees to join your cause. One of my guildies complained about this, saying that he thought it was a "lame" way to introduce troll druids. I'm a bit undecided - I liked that Blizzard bothered to give them a lore introduction at all, but does this mean that these druids won't join the Cenarion Circle? Since their shapeshifting was apparently learned elsewhere... would be a bit of a shame.

Finally you were supposed to consult the spirits for support, but I hadn't even figured out what I was supposed to do for that quest when I already got a "completed" message. Apparently the point is just to trigger some NPC talking, but he was just finishing up from someone else starting it and I got credit automatically. Oh well.

And then came the actual battle: it was a lot like the Battle for the Undercity, which is a quest that I consider overrated, as I mentioned before. I have to give credit where credit is due though and admit that I liked this quest better, and not just because it's about trolls. I think the main thing that made a difference for me is that due to this being a limited-time event, everyone is doing it at once and you're likely to almost always have quite a lot of people around. This means that everything dies quite quickly, so the event doesn't take as ridiculously long as the Undercity battle, and being surrounded by lots of other players generally makes the whole thing feel more fun and like a real battle (as opposed to some NPCs soloing everything while you can pick your nose).

That said, I still didn't feel like I was making a meaningful contribution, especially as a healer. I was actually trying to heal people at first, but with the massive survival buff nobody needed it anyway. And throwing piddly smites at zombies just didn't feel very satisfying.

Eventually I decided to just lean back, run along and try to enjoy the story being told. There were considerable NPC walls of text (though they were fully voice-acted also, which I found commendable), and those are always a mixed bag. I mean, I was absolutely willing to get into it and tore up a little when Vol'jin emphasised that he was asking the help of the spirits only for his tribe, not himself, but other players interjecting with random comments about how bored they were (one guy felt the need to yell "BLA BLA BLA" for example) was rather off-putting. And this is with Earthen Ring supposedly being a roleplaying server! It was rather shameful.

Still, overall I enjoyed the experience and I'm looking forward to seeing what the Echo Isles will look like in Cataclysm, fully taken back so to speak. Operation: Gnomeregan had a lot to live up to.

I started the Alliance version of the event with a slight sense of embarrassment: the letter in my mailbox told me to help the gnomes in Ironforge and immediately got annoyed when I couldn't instantly figure out where in Ironforge the quest givers were. Where are my easymode quest markers to show me where to go? /cough. The quest starts in Tinker Town, which makes sense of course.

The gnomes start off with a recruiting quest like the one for the trolls, except that, being gnomes, they use technology to "convince" people to help out - and typical for gnome technology, it doesn't always do what it's supposed to do. One of my potential recruits got turned into a rabbit for example. It made me laugh. This trend continued when the next quest sent me to participate in "brutal and rigorous" gnome training, which consisted of things like emoting /cheer at the drill sergeant in unison.

Gnomes being gnomes, all the rest of their quests were about doing something or other with their machinery: testing ejection seats, controls and weapons of their tanks. Nothing special but not boring either. There was also a "bombing" quest to measure the radiation coming out of Gnomeregan's vents. Gnomer has vents? Since when?

Finally you're supposed to test some drafts of a speech for Mekkatorque, which is again pretty amusing, as some of them are quite silly. Then you deliver the final speech to the High Tinker near Gnomer and get ready for the Alliance version of the second Battle for the Undercity.

Now, I kind of liked that this one felt more fast-paced as there was less NPC chatter going on, and the messages you did get from Thermaplugg were pretty amusing. However, it did have one big disadvantage as it bugged out just as we were about to go underground; the High Tinker just stood at the entrance for ten minutes or so until he finally reset and anyone with good sense suddenly had to make a run for their life, being faced with respawned elite mobs and no invincibility buff. If one raging player who apparently experienced this before was to be believed, it's caused by people running down into the tunnel too early. I don't know if that's true, but there you go.

On the second attempt I managed to complete the event, but the ending was a bit disappointing in a way. Unlike the trolls, the gnomes don't actually get to kill their big bad, and Mekkatorque's pride in having taken back the surface feels hollow, considering that said area only contained a couple of buildings with leper gnomes in them. I can understand Blizzard wanting to keep Thermaplugg around so Gnomeregan can remain an instance, but couldn't they have allowed the gnomes to retake most of the city and at least push him back into deeper tunnels or something? As it is I feel kind of sorry for the gnomes; they definitely got the short end of the stick here (no pun intended), only being able to retake a really small area while their archenemy continues to hold most of the city and in fact managed to take the radiation levels in it to new heights.

All in all I think I liked the Horde version better, but that's probably largely due to my racial bias and the annoying bug in the Alliance version. I also think that the trolls tell a more engaging story, but I do have to give the gnomes credit for making me laugh. What did you think of these quests?