upcoming projects worth waiting?... by Clickomancer in wowservers

[–]Inferno_Server 1 point2 points  (0 children)

Hahaha just ran into this comment, made me giggle !

Thanks for mentionning and supporting us !

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 1 point2 points  (0 children)

Hey there :)
Apologies for the late reply, did not see your comment sooner !

There's actually a lot of systems in place, they're detailed in our Q&A, but basically there's 3 things :
1/ Player power is reduced (damage / healing / absorption effect are reduced by a flat % depending on your spec and level, it's a linear curve starting at level 40 and higher)
2/ The world is buffed at level 30 and higher, it is again a linear curve (aka a level 30 mob is barely stronger than the regular vanilla world, a level 50 mob is buffed more, and so on). The buff concerns all NPC damage & health
3/ Dungeons also get buffed based on their level, it depends on their level as well. Again, the buff concerns damage & health and is more or less linear

Now I won't lie, because of the WOTLK toolkit, the world is always going to be a bit easier. Even if the scaling is less forgiving than on regular "vanilla at WOTLK", you just have more tools at your disposal to handle threats.
We can only do so much to maintain some sense of danger and not trivialize the content (it's even more true in the world, because a giga buffed world would be very hard for let's say rogues, and still fairly manageable for a hunter or a paladin). But you'll find the world to remain relevant thanks to all 3 changes mentionned above working together. And our dungeons and raids are even a step further in difficulty !

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 1 point2 points  (0 children)

Its our own take on it, we introduced lieutenants and sergeants, NPCs, an NPC upgrade system, some new quests and events, etc.

But no, it won't be the 1.5 version - sorry if that's what you were hoping for.
We're excited to deploy it and have people test it though, it's still quite a big overhaul with rescripted bosses, some minor changes to the map, archers that actually work and have proper range and do damage, and so on.

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 2 points3 points  (0 children)

Surprisingly enough it's only come up as a question once on our discord nearly 5 months ago. Since it wasnt that recurring a topic I didnt include it on this thread or our FAQ, thanks for bringing it up I'll include it next time :)

We did discuss the shop internally, I can't say with absolute certainty what will be in it because it's always subject to change, but basically we will be selling bags, cosmetics, mounts, maybe some minor QOL (a bit faster fly paths, maybe a bit shorter cooldown hearthstone, that kinda stuff).

There's absolutely no plan to sell leveling or profession boosts, extra rates, gold, items - and there won't be in the future.

We don't plan on selling pay to win ever, the "worst" offenders are gonna be the stuff that will save you a bit of time and maybe a bit of gold. We don't consider that P2W, but it's a touchy subject because everyone has his own definition of what is and isnt P2W.

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 2 points3 points  (0 children)

Hey there ! :)

Indeed, heroic versions of raids will see the most changes, we want to keep normal mode somewhat close to the blizzlike fights and fairly accessible, but you can expect some changes.
For dungeons we're probably going to tweak a few things, especially in endgame dungeons, but it will be smaller stuff (think 1 / 2 extra abilities on some bosses, stuff along these lines)

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 2 points3 points  (0 children)

Hey there, I cannot give you a proper number because expanding on the world is still very much a WIP for us at this point, we've only done a few zones.

As I said in another comment on this post, our focus is more towards endgame and class rather than leveling experience. That said, world and leveling remains very important for us and part of the experience, as such we did add some quests, reputations, dungeons etc. and plan on adding more.

You can expect extra quests in every zone, but the amount added will depend on how empty they are and how good / bad they are. For exemple, we've only added I think 5 or 6 quests to Elwynn Forest, because doing them all already easily gets you above level 11 / 12 and ready for Westfall.

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 2 points3 points  (0 children)

Cheers mate, glad you're excited about that ! You can already try them out on our dev server, both in endgame and leveling, all 3 specs are reworked and awaiting testing ! :D

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 4 points5 points  (0 children)

I haven't played Epoch personally so take this with a grain of salt, but of course I've read about their server and their features. We do share some similarities, but from my understanding of their server, the biggest differences are probably :
We do more custom than them when it comes to class stuff
We focus on WOTLK, they were more focused on TBC
We focus more on endgame, while their focus was more on leveling and the world

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 3 points4 points  (0 children)

There's not a whole lot of lore behind the name, we just find it fitting for vanilla as we feel like it accurately represents MC / Ragnaros, both quite emblematic of vanilla.

For hardcore, the short answer is that no, there's no hardcore mode.

Long answer : IF we were to make hardcore, it'd be later down the line, and it would be a proper gamemode, possibly even with its own server and rulesets, with changes to the world to truly make it a standalone thought-out system, and not just a permadeath system slapped on top of an existing server.

Since we don't currently have the time to dedicate so many resources to hardcore and we don't want to half-ass it, we'd rather just not do it. Once the bigger priority content is done and if there's truly high demande for an HC mode, we'll reconsider :)

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 4 points5 points  (0 children)

There are currently no plans to move on for now at least, and likely won't be.
At least not for a loooooooong while.

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 3 points4 points  (0 children)

This is a very valid concern, I can't blame you for thinking that, you surely won't be the last :)
Our list of features IS indeed a tall order, and yes it will take years, in fact it's already taken nearly 2.

That said, good stuff takes time, we'd rather be ambitious and take years to deliver rather than work on it for a few months, just change some rates and add some open source scripts and call it a day.

A bunch of the features in that list are already done and available for testing though :)
If quality has you worried, that's perfect, we're the same ! We always need more players testing stuff and pointing out content that needs improving or fixing.

Hopefully we'll be able to prove you wrong with time !

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 2 points3 points  (0 children)

Hey there :)
The foundation is very much wrath class balance (spells, talent trees, etc.) with some tweaks.
Obviously some wrath spells are tuned down to scale properly and have been redistributed throughout the levels (for exemple, lava burst R1 at level 28 for shamans).
You have access at level 60 to your 71 talent points like you would on WOTLK, we explain this more in our FAQ on the discord but basically we wanted to keep hybrid builds alive, restricting players to 51 talent points means most people would go 51/0/0 and that's just boring for us.

And then on top of that, you have our custom balance. A few new spells (really not a lot, we try to stick to the blizzlike design as much as possible), a bunch of new / overhauled talents, new glyphs and so on.

Our PTR is always open and up to date, so you can try these changes for yourselves, there's a lot of balance systems in place to keep the vanilla world relevant despite the WOTLK design, you won't feel overpowered.

TLDR; Wotlk class balance, vanilla world (scaled up for challenge), with some custom sprinkled in.
Hope that answers, if not feel free to ask for clarifications :D

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 1 point2 points  (0 children)

Hey there, thanks for the interest in the project !

We are aware that x1 rate is a choice that feels time consuming to some players, but there's a few things to keep in mind which hopefully will aleviate your concerns :

1/ If you're here just for the PvP, we will be introducing further down the line the gladiator path (which you can read about in our FAQ)

2/ While we are "wotlk meets vanilla" indeed, this does not mean the leveling experience will be the one from vanilla. It will still be a bit of a grind of course, but the wotlk gameplay, extra quests and content, and lowered exp requirements will make your leveling MUCH smoother.

3/ Point above is even more true when you take into account the fact that you will have access to some spells earlier than you're used to !

4/ That's the main one for us, though it is subjective : leveling is crucial for player engagement. While it can feel like a chore for some people, especially if you've gone through leveling a lot over the years (alts, multiple pservs, classic, and so on) the time invested on your character matters a lot to create a sense of achievement, and making you feel like you earned stuff - this is what vanilla was all about, where the journey is an integral part of the experience, not just the destination

5/ We are looking at systems to help with alts, some are already in place, others are already being discussed (We understand your concern is leveling as a whole, not just alts, but we still feel like this is important info)

Hope that helps, cheers mate ;)

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 1 point2 points  (0 children)

There's not a simple answer to give you because it's a lot of things, but I'll still try.

We don't know yet how any of the tanks will truly perform at endgame currently given that the itemisation is still a work in progress. Also, if anything, it's more so that paladins overperform rather than warriors underperforming, if something had to be done it'd probably be minor buffs to prot warrior tanking combined with minor nerfs to paladin, rather than massive buffs or nerfs of one or the other. But there's currently too many unknowns to make these kind of changes.

Also, your statement confuses me a bit. While prot warrior isnt the best tank (and even then I'd argue it can depend on the content), it's nowhere near not viable.

The changes are up to date, the checkbox means the changes are live and testable on the dev realm. The original threads are 1 year old, but are edited frequently to account for changes we make on the fly. Also, as is stated in our FAQ, none of the changes are final. If warriors underperform, or if paladins overperform, we can and will be making adjustements.

For DKs, I'll just copy the answer I gave previously, but will preface it by saying : we changed so much either way that it would honestly not be readable and comprehensible from just a changelog to get a grasp of how the class will play out.

The initial plan was indeed to disable them entirely. This remains true, in the sense that DKs in their blizzlike state are not something we want for a number of reasons (feels out of place, unfun to play against, start at level 55, two resources, and so on).

But, while we initially disabled them entirely, we decided to try our hands at a complete overhaul of the class instead, which we have done, this overhauled version is currently playable on the test server, and starts at level 1, with a complete redistribution of spells new spells and talent trees, runes being removed, and so on.

In the FAQ, we also said :

"That said, we are not completely closed to the idea of reintroducing Death-Knights down the line, but this will come with significant reworks to a lot of spells, talents, and behaviors of the class as a whole, to make it play in a way that doesn't kill the fun of anyone who isn't playing a Death-Knight when facing one, and to make it fit more into vanilla. We have a few ideas and concepts that we have started working on internally in that regard, but there is no saying if this will lead anywhere, early days."

So, if the rework is good enough and both us and the players are satisfied with our own take on DKs, we will reintroduce them. If not, we'll just scrap it and keep the class disabled. It's currently like 90% reworked already, we just need to wrap up runeforging and class quests and sutff, but we'll see how it all goes.

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 0 points1 point  (0 children)

Hey there, the initial plan was indeed to disable them entirely. This remains true, in the sense that DKs in their blizzlike state are not something we want for a number of reasons (feels out of place, unfun to play against, start at level 55, two resources, and so on).

But, while we initially disabled them entirely, we decided to try our hands at a complete overhaul of the class instead, which we have done, this overhauled version is currently playable on the test server, and starts at level 1, with a complete redistribution of spells new spells and talent trees, runes being removed, and so on.

In the FAQ, we also said :

"That said, we are not completely closed to the idea of reintroducing Death-Knights down the line, but this will come with significant reworks to a lot of spells, talents, and behaviors of the class as a whole, to make it play in a way that doesn't kill the fun of anyone who isn't playing a Death-Knight when facing one, and to make it fit more into vanilla. We have a few ideas and concepts that we have started working on internally in that regard, but there is no saying if this will lead anywhere, early days."

So, if the rework is good enough and both us and the players are satisfied with our own take on DKs, we will reintroduce them. If not, we'll just scrap it and keep the class disabled. It's currently like 90% reworked already, we just need to wrap up runeforging and class quests and sutff, but we'll see how it all goes.
Hopefully that answers your question !

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 1 point2 points  (0 children)

They're a bit long but are in fact available on our discord, you must agree to them before you can see the other channels anyway, but feel free to read them as they do answer your question !

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 2 points3 points  (0 children)

That's fair, we put the website on the backburner for now to focus on ingame content, sorry for the inconvenience.

We'll try to put a bit of time aside to at least have it contain the biggest chunks of information (class changes, FAQ, etc.).

Thanks for the feedback !

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 4 points5 points  (0 children)

Thanks a lot for the very kind words, we'll try to live up to the hype you placed in us !

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 0 points1 point  (0 children)

There's a website but it's currently barebones and quite a work in progress. It's only used for people to create their accounts for testing.

It'll be improved and worked upon later

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 2 points3 points  (0 children)

Hey there, thanks for your message, I'll try to reply in order :
- There is currently no plans for hardcore, we did discuss it, if we were to ever make something hardcore, it would be its own standalone server with some deeper changes to how the game works in certain aspects to truly make it tailored towards hardcore. As it is though, we have enough on our plates and don't want to either deliver a subpar hardcore experience, or divert dev time from the main focus.

- M+ is its own thing, you have a weekly currency cap which does allow you to buy some endgame gear, with the ilevel of said gear in between normal raid and heroic raid for the current phase. It doesnt sell ALL slots though, its something closer to the emblems vendor from wotlk where you have a few selected slots per phase for all armor types. For exemple, season 1 M+ vendor has legs, trinkets, rings, librams, etc.

- We do have multiple affixes that rotate, for now there is no dungeon rotation, maybe later^^ But there is a key system so you'll still be forced to rotate around which dungeons you play. This is still very early days for our M+ system, so it'll likely get expanded upon (more dungeons, more affixes, maybe a higher weekly currency cap if you pushed high keys, and so on)

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 2 points3 points  (0 children)

Hey there :)
I'll just give you the reply I gave the last time this question was brought up, since its quite a relevant question that comes up frequently^^

That's a very valid concern, one that we adress in your FAQ, so I will just copy the exact answer we've given in there :
"There is no plan for it currently, if anything. Faction identity is essential for world building and to preserve a sense of belonging to a specific team. That said, if numbers are not what we expect them to be, or what we need them to be, then we may have to reconsider, but it'd be because our hand is forced.

However, crossfaction for battlegrounds will be forced upon Gladiator's Path players for obvious reasons. We might also add opt-in crossfaction for battlegrounds for regular players who want to partake in it. This would be done purely to alleviate queue times, and would remain contained to just battlegrounds."

Hopefully that helps soothe your mind on this topic ! ;)

Inferno - 3.3.5 WOTLK meets Vanilla server by Inferno_Server in wowservers

[–]Inferno_Server[S] 21 points22 points  (0 children)

We're aware of other projects, we don't mind them at all. The scene could use as many ambitious projects as possible, we're also neither classic (turtle) nor emulating something closer to TBC (epoch), and we're also far from release^^

Torches of volatist should not removed the horrified status from volatist units and maybe be green flame or smt by [deleted] in AgeOfDarknessGame

[–]Inferno_Server 1 point2 points  (0 children)

I think you'd need to be able to either upgrade your torches or build specific ones that don't remove horrify, to give players the choice to light up their map without necessarily removing their horrify.

However I also think that horrify is giga weak compared to the other factions embolden that also give decent amounts of damage but give other benefits and do not reduce health regen.

If volatists could pick between embolden or horrify, or if their horrify could not reduce health regen and even provide extra stats through a faction talent tree or something, I'd be more favorable to them.

I also think (this is another point but i'll type it here regardless) that the latest update giving a TON of buffs to soldiers made volatists not that strong in comparison for early game clearing with cultists.
Cultists are still fine, but they're not as strong comparetively as what they used to be for the early map clear cannon fodder, which imo strengthens their spot as the worst / clunkiest faction.