Thread: Blizz @E3 - Zul'Aman
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11-07-2007, 22:22 #1
Blizz @E3 - Zul'Aman
Niks verrassend eigenlijkSANTA MONICA--All the sunshine and sandy beaches in the world couldn't keep us from visiting with Blizzard Entertainment at the E3 2007 media summit in Southern California. The developer was on hand to show off new content updates for its insanely popular massively multiplayer game, World of Warcraft, including some new gameplay features and a brand-new dungeon area.
The big news is the new Zul'Aman area, an outdoor dungeon in the mid-leve Ghostlands area near the blood elves' homeland. The dungeon is inhabited by the forest trolls who first made their debut in Blizzard's real-time strategy game Warcraft II. ("Trolls love the outdoors," explains vice president of game design Rob Pardo.) The vast outdoor zone consists of ruined stone temples that reflect the trolls' shamanic beliefs growing through thick forests of trees. According to the story that Blizzard has penned for the area, Zul'Aman is the home of the troll warriors led by Zul'jin (a character from Warcraft II) and has become a stronghold from which the trolls have begun attacking the blod elves, thanks to a newfound power that a troll witch doctor has discovered. Apparently, this powerful troll spiritualist has somehow managed to steal away the essences of four troll animal gods and confer them to four mighty troll warriors. These avatars act as the early "boss" encounters for the dungeon.
Zul'Aman is a smaller raid dungeon that's better suited for 10-character parties than the full-on 25-character raids that some of the game's larger dungeons demand. Because the dungeon will not require any keys or attunements to enter, the dungeon seems intended to be more accessible to players on tight schedules. Much of the layout will call for methodical clearing of troll enemies who may call for help by beating on nearby war drums, which summon additional trol warriors to fight. Each of the four avatars, which have respectively been infused with the spirits of a bear god, a dragonhawk god, a lynx god, and finally, a god of evil, may also summon help as well as assume different forms over the course of battle. Once players have defeated each avatar, they'll eventually take on the witch doctor who started the whole mess, and finally do battle with Zul'Jin himself. The final troll boss will not only be a powerful foe; he'll also be able to draw upon the ghostly spirits of each of the four liberated animal gods and change his own shape to assume their powers.
In addition to offering challenging encounters against these mighty foes, Zul'Aman is also apparently intended to encourage players to tackle it repeatedly to master its content. There will be several characters hanging around just outside the dungeon to give out quests that take place within the dungeon, including hunting for treasure and liberating four different hostages who have been taken captive by the armies of each of the four avatars. The rescue missions will apparently be timed and will yield better rewards if completed early.
Blizzard also plans to release additional, smaller patch updates before then that will add two new features: integrated voice chat and guild banks. Voice chat will be added to the game free of charge, will mute the game slightly whenever someone talks (so that you won't need to talk over any onscreen battles), and will use onscreen icons to indicate who's saying what, so that you'll be able to quickly determine which team member in your party is asking for help. The guild banks, on the other hand, will let guild officers create vaults to store the guild's entire possessions, as well as set permissions to limit access to certain items if they care to.
World of Warcraft is still running strong with millions of subscribers worldwide. Unfortunately, there's no set release date planned for the Zul'Aman update, beyond "when it's ready," though we're told that the voice chat and guild bank updates should be coming sooner to the game
Maar toch goed om te weten
Bron http://e3.gamespot.com/story.html?si...tories;title;0What is going on inside your mind ?
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12-07-2007, 00:17 #2Member
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zul'gurub in een nieuw jaske
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12-07-2007, 00:24 #3Member
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fijn, want zul'gurub was de leukste van alle raids
*** Also sprach Zarathustra ***no votes
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12-07-2007, 01:45 #4no votes
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12-07-2007, 16:40 #5Member
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Each of the four avatars, which have respectively been infused with the spirits of a bear god, a dragonhawk god, a lynx god, and finally, a god of evil,
woohoo, new mounts!-13 December 2004-
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12-07-2007, 18:51 #6no votes
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12-07-2007, 18:52 #7Member
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uhu en prob hebben ze ook nog dezelfde grafics als zg
PSN id: haboom
xbox: shab00m
youtube kanaal: http://www.youtube.com/user/haboom100
uploading = costume questno votes
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12-07-2007, 19:24 #8Member
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idd, ben er doorheen gelopen al tijdje geleden (nog geen spawns ofc) en je kunt al zo precies vertellen waar patrols lopen enzo; te voorspelbaar ;D.
Maar het ziet er echt wel netjes uit, 't gaat zegmaar steeds verder omhoog in soort van plateau's.
En links en rechts zo van die offer-vuren enzo (prolly paar bosses daar), met uiteindelijk na een paar hoge trappen de end boss wsl (zowa zul farrak stairs scene).-13 December 2004-
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12-07-2007, 19:32 #9
Dat is gwn de outdoor scene, helemaal bovenaan is er een portal
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12-07-2007, 19:47 #10Member
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Ik vind het wel een beetje bullshit dat je Zul'Jin moet verslaan....
Hij is een troll leader die in de Second War nog bij de Horde zat, die zich mogelijk nog gebonden voelt aan zijn eed aan Orgrim Doomhammer, die door ALLE trolls gigantisch hard vereerd wordt.
En die troll gaat dan samenwerken met een witchdocter die de essences van bepaalde goden gestolen heeft? Die troll moet worden afgemaakt door andere trolls (en vermoedelijk ook orcs) die hem gewoon vereren en hem bijna een of andere halfgod vinden?
Zul'Jin is dan ook nog eens de leider van de Revantusk Tribe (nu verwijderd uit het spel), die eerst als enige Forest Trolls bondgenoten werden van de nieuwe Horde en hun eed aan Orgrim Doomhammer nog als geldend beschouwden, en nu zelfs volledig bij de Horde zitten.
Bah, ik wou al lang dat Zul'Jin ergens kwam bovendrijven, maar niet op deze manier....no votes
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12-07-2007, 23:43 #11Approved 9-lifer
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Netjes, zolang het maar geen luck based encounters zijn als Prince--Zul'Aman will be a 10-person raid zone
--Zul'Aman will be on a quicker reset than 7 days (some might call this "casual")
--Zul'Aman will be MORE difficult than Karazhan and drop better loot (some might call this hardcore)
--Zul'Aman will feature 6 bosses and it's our goal that you can kill them all in one night -- perhaps 2-3 hour clear times (some might call this casual)
--Zul'Aman will not have a key requirement. Nor will it have an attunement quest\ (some might call this casual)
--Zul'Aman will have a VERY challenging timed quest for those who choose to participate in it. This *will be* hardcore and will be very rewarding. Players do not have to engage in the timed run (very similar to the Baron run in Stratholme)
--We're tuning the first boss in Zul'Aman to require less raid coordination than some other raid bosses. He will still hit very hard so you'll need to be geared properly but it won't take 15 minutes to explain the fight. It will be a simple yet challenging fight. The other boss fights get more complex and challenging from there. If players want a basis of comparison, imagine the tuning of ZA started around Nightbane/Prince difficulty and ramped up from there.
SC2 ~ Hell, it's morphing time! [Kaz]no votes
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13-07-2007, 01:07 #12Member
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13-07-2007, 01:41 #13no votes
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13-07-2007, 03:24 #14Member
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13-07-2007, 03:34 #15Member
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eh?
Als de Orcs niet kwamen dan was er geen grote Alliance. Dan kwamen er burgeroorlogen in SW en Lordaeron. Dan vielen we gewoon ten prooi aan de Scourge.
Ik dacht dat dat wel voor de hand liggend was. (Is ook uitgelegd door 1 van de Keepers Of Time)no votes

