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  • Spinebreaker
  • 0. Blizzard's Definition of "Non-linear."   02/24/2007 12:53:05 PM PST
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I have alot of ideas of what this probably means, and I know the dicitonary definition. I was wondering however if I could get a Blue response on exactly what this means. Part of me wants to celebrate, and part of me is very very nervous as to what this could entail. If you have some better idea of what !*BLIZZARD*! means by this then please do tell. Otherwise, a /bump will suffice.

Please, no replies that look like this...

Q u o t e:
NOn-linare meanz...and ur an illiterate nub for not usin a dictshunary to lern werdz, im so l33t i know that they meant...and that iz wut they will implimen...

/gives link to website that admits it is speculation and rumors as to what it means, but presents it as fact anyway.

[ Post edited by Bagscot ]

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  • 1. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:03:44 PM PST
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It's not a line.


It's a curve.

I'd mana tap it.
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Zer
  • Vek'nilash
  • 2. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:05:13 PM PST
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It could mean almost anything. Multiple paths, bosses/mobs/events that change with each run, bosses that can be killed in any order... There's really no way of knowing for sure until Blizzard releases more information, because what we have right now is incredibly sparse.

[ Post edited by Zer ]

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  • Malygos
  • 4. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:08:08 PM PST
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Not sure if it helps, but ZG might be an example of "Non-linear".

You don't have to take the bosses down in a specific order.

There are several optional bosses.

OOM = Out Of Mobs, please pull more.
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Zer
  • Vek'nilash
  • 5. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:08:15 PM PST
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Tseric
Blizzard Poster
  • 6. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:10:11 PM PST
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Basically, you'll start at one point (the entrance) and the dungeon will branch off to various bosses. These branches will then reconverge at the end, where the final battle takes place. This will allow players who've already cleared or defeated all of the bosses to choose a path to get to the end, without having to clear each and every encounter. Or for players who are still progressing through it to change up the plan by choosing different encounters, rather than singularly measuring progress, one boss at a time.

http://www.youtube.com/watch?v=UL3y7f6TbOg
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Zer
  • Vek'nilash
  • 7. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:11:06 PM PST
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Very interesting. Thanks Tseric.
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  • 8. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:12:58 PM PST
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Blackrock Depths is an example of a non-linear dungeon. There's so much stuff to do in there that to clear it all as a 5-man 60 group took 7 or so hours, and you hardly ever saw anyone try to do it all at once. There must be 20+ bosses in there, and I would *love* to see a heroic mode implemented sometime in the future.

Igni Ferroque
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  • 9. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:15:59 PM PST
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EDIT: nm clicked reply before i saw blue post

[ Post edited by Irion ]

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  • 10. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:18:31 PM PST
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Ah, so it is like a bunch of bosses in parallel to get to the final boss instead of having them all in a series.
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Tseric
Blizzard Poster
  • 11. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:20:36 PM PST
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Q u o t e:
Ah, so it is like a bunch of bosses in parallel to get to the final boss instead of having them all in a series.

/taps nose

http://www.youtube.com/watch?v=UL3y7f6TbOg
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  • 12. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:20:45 PM PST
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Q u o t e:
Basically, you'll start at one point (the entrance) and the dungeon will branch off to various bosses. These branches will then reconverge at the end, where the final battle takes place. This will allow players who've already cleared or defeated all of the bosses to choose a path to get to the end, without having to clear each and every encounter. Or for players who are still progressing through it to change up the plan by choosing different encounters, rather than singularly measuring progress, one boss at a time.


That actually sounds like it could be a good idea, as we could choose our path based on raid makeup.
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  • Tichondrius
  • 13. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:20:51 PM PST
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Q u o t e:
Basically, you'll start at one point (the entrance) and the dungeon will branch off to various bosses. These branches will then reconverge at the end, where the final battle takes place. This will allow players who've already cleared or defeated all of the bosses to choose a path to get to the end, without having to clear each and every encounter. Or for players who are still progressing through it to change up the plan by choosing different encounters, rather than singularly measuring progress, one boss at a time.

Sounds good.
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  • 14. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:21:45 PM PST
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Q u o t e:
Basically, you'll start at one point (the entrance) and the dungeon will branch off to various bosses. These branches will then reconverge at the end, where the final battle takes place. This will allow players who've already cleared or defeated all of the bosses to choose a path to get to the end, without having to clear each and every encounter. Or for players who are still progressing through it to change up the plan by choosing different encounters, rather than singularly measuring progress, one boss at a time.



So basically think of it like Naxx if you only needed to clear one wing to get to Kel'thuzad.

So while we're on the subject, how many bosses are there going to be in total?

[ Post edited by Suzushiro ]


WE ARE THE LEVEL 1 ALT TROLLS. OUR WHINING KNOWS NO LIMITS. WE WHINE ABOUT EVERYTHING EQUALLY.
YOUR BUILD SUCKS. YOUR CLASS IS OVERPOWERED. BLIZZ HATES CASUALS.
RESISTANCE IS FUTILE
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  • Aggramar
  • 15. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:30:30 PM PST
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Q u o t e:

/taps nose


"I'd tap that. Yessir, I would."

--Tseric, referring to his nose.

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  • 16. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:36:46 PM PST
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Kinda like AQ20, right? You only really need to kill 2 bosses to get to Ossirian, the rest are optional.
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  • 17. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:38:13 PM PST
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Dear Blizz developers, you should check Fallout to get what non linear is... :p

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man." George Bernard Shaw
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  • 19. Re: Blizzard's Definition of "Non-linear."   02/24/2007 01:45:56 PM PST
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Q u o t e:
So basically, you've ripped off the Tacvi series of events?


Everquest didn't invent nonlinearity. Heck, they didn't even invent nonlinearity in the form of parallel paths.
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