Warlords of Draenor Zone Changes: Blackfathom Deeps, Razorfen Kraul and Downs, Orgrimmar - Wowhead News
There ya go.
Cashrock seems to be spending a lot of time on beta, perhaps he can investigate for us!![]()
Warlords of Draenor Zone Changes: Blackfathom Deeps, Razorfen Kraul and Downs, Orgrimmar - Wowhead News
There ya go.
Cashrock seems to be spending a lot of time on beta, perhaps he can investigate for us!![]()
:shh: :shh: :shh:
Thanks for the link! I noticed the following:
"The bottom section of Razorfen Kraul used to be covered in boars. In the new version, it's inaccessible and covered in tentacle vines that will pick you up and spit you back out if you jump down."
So an old place we know now will soon be closed off, similar to what they did with Sunken Temple. This means only us explorers will find a way to get down there without the spit-back! Offline it will likely be easy, but lets plan to find a way online! By the looks of the sky on some of those screenshots, I'd say we are definitely in for some exterior exploration area changes for some of those dungeons. Well worth it if someone with Beta could investigate.
Now that I know Beta is down... I really want to know! I'm looking forward to it Dovah.
:shh: :shh: :shh:
Thank you Cashrock! Just to be clear this was on the Beta right? I only ask because I know the PTR just went up and from what I read the current PTR is based off of the upcoming patch 6.0, rather than what was on the beta. So the revamped dungeons would most likely not be revamped on PTR.
+Rep if/when I can
:shh: :shh: :shh:
It's not so much of a question as a "can you point me in the right direction?"
Basically, I've been scouting Siege of Orgrimmar for a while now, I've found pretty much all there is to see in there, I believe... But one thing is alluding me... The heroic fourth phase.
Does anybody know where the phase is stored on the map/s? Is it with the other 3 normal mode phases, and I've simply missed it every time? Is it under the Sha of Pride/Fallen Protectors map? I can't find it anywhere.
As I've said, I'm very happy to find the method myself, but if anybody could specify along the lines of "underneath fallen protectors" or something like that, would be a great help!
If it's inaccessible I will be sad.
Youtube: https://www.youtube.com/channel/UCMsm03ETkaHrGj-El2jBEww
I do not believe it is inaccessible; a starting point (but perhaps not a feasible one for most people) is to have someone die during Phase 3 and make note of their direction on the minimap when you're teleported to Phase 4. That way, if they're north west of your location on the minimap you know the map is south east of Garrosh's room. Alternatively, a simple coordinate addon tailored / customized to adapt to locations of instance portals or user input could be of user, I.E setting 0,0,0 as the location of Garrosh's room and use that as a location instead of having someone die.
"HOLY TIME MACHINE BATMAN! it's 1973!"
https://youtube.com/Hazzbazzy
Hey guys, not to derail the current discussion being had in this thread regarding the beta dungeon exploration, but I wanted to throw something out that's been bugging me a lot lately (I'd already written this post in advance, and I'm too tired at the moment to edit it into a proper singular post):
Hello everyone, I wanted to open up a discussion, hopefully one that hasn't been addressed, at least maybe not discussed too much already, but something I haven't seen anyone bring up in all of these wonderful threads in this sub-forum.
I'm new to the site, so if this has already been talked about to death, then please forgive me as I'd like to learn more and share what I've learned about this instance.
I've been exploring a long time, every since Vanilla, it was something I enjoyed doing as the game had so much more to see and do than what was put right in front of our faces. But one instance has eluded me more than any other - Caverns of Time: Old Hillsbrad Foothills.
The rules that this instance plays by seem to be different from all the others. I've discovered for myself many ways of breaking into things, getting around obstacles, getting through the world, through walls, doors, etc. - and some of the explorations I've done were inspired by some of the posts here in this very forum. And while these mechanics are exploitable in various ways, this instance breaks my heart.
This is what I've been able to gather - to which I'm going to add that I don't know if this is accurate or not, it's more or less my speculation, and I'm hoping that it opens up a dialogue here so that we can exchange ideas and try and find new ways of doing this. Basically, it seems like this instance uses a series of impassable walls, this is nothing new, it's been done many times before.
In this particular instance there are two such walls that block the main areas of exploration. One extends from the Western most area of the zone, prior to the old-world outpost that used to be on the other side of Tarren Mill, and the other extends across the wall leading into what would lead into Arathi Highlands. I've traced this wall, and can confirm that it has no minimum boundary, it runs along the entire zone from top to bottom. All the way out from the ocean as well, effectively blocking you from simply walking across, or otherwise swimming around the boundary.
Here's the thing, there are times and specific spots you can utilize various toys to get across, riding tigers, puntable marmots, etc, but in most areas of this wall, the vast majority, you'll get a "Path not found" error message instead of deploying said toy. So the toys can be targeted past the wall, but the pathing in those areas is like, none existent. So much so, that I've tried pulling mobs over to those areas, only to find that they won't even attempt to back into those spots.
In spots that I was able to get a toy to get me across, I ran into a rather interesting problem. If I get into the outer boundary, that is past these impassable walls, then I run into a rather interesting and unique problem. My character is effectively rooted. And all toys are rendered useless, as they now display a path not found. I can jump, I can mount, I can use abilities, pop levitates, parachutes, gliders, etc, but my character won't move.
It gets weirder though, sometimes when I move towards the, let's just call it the "game area" of the map, that is the area of the map where players are intended to participate in, within the boundaries, sometimes I can move, but only if I move towards that game area, the moment I attempt to walk or move in any other direction, I'm frozen again, but only temporarily.
It's like the game is throwing up a wall to block my ability to move in any other direction that would imply that I'm attempting to leave the game area. From my experience, and if anyone knows otherwise, please do share, no other dungeon employs this drastic of a measure to keep players from exploring. And I'm curious to know if this was a deliberate attempt to prevent players from leaving this particular area, or if this is more or a less an unintended side effect of something else. This instance employs the most critically effective methods of thwarting my efforts to explore a dungeon than any other.
Has anyone cracked the code on this effective blocking method for exploration, is it a 'glitch' in that it wasn't intended to happen but does for some reason (maybe a cross-map glitch), or was this the most effective anti-exploration method implemented by Blizzard? And if so, why just this one dungeon? I can't help but wonder that if Blizzard's intention was to stop exploration on this particular map, then why?
Hi Northshire, welcome to the community!
From what I'm aware there is currently no way to access the middle section of Old Hillsbrad without using the flying exploit; in terms of your "Path not found" error, using Travel Form's Wild Charge or using a Mushroom Chair instead of a Darkmoon Tiger is a common way to get around this issue.
You can get around the western & eastern walls by following Trokairs exploration method with the log by going north, and then going east/west (east requires wall climbing) but as I said previously there is no easy way to access the middle section.
Additionally, those wall "traps" you mention (can't move in any direction) are typically put there are impassible. They're nothing special and I've put it down to Blizzard redoing their walls as they did when they removed the water from OHF and that resulting in multi-layered invisible walls. They're also in other dungeons but aren't as common.
In terms of Blizzard wanting to stop exploration on this particular map, I can't see any valid reason why they would've picked this instance; there used to be a method back in 3.4 that I found to fly in the instance (in fact there still is) but that was hotfixed prior to the addition of underworld DCs. The only reason this specific wall is effective is due to the fact that threre's no object big enough to place a tiger or shroom on.
Hazzbazzy.
Last edited by Hazzbazzy; 10-23-2014 at 07:17 AM.
"HOLY TIME MACHINE BATMAN! it's 1973!"
https://youtube.com/Hazzbazzy
The phenomenon of you getting "stuck" is due to the sticky wall grid beyond the first invisible wall. The eastern wall (and immediately east of it) are full of them. As you said, there are points where you can get through that first wall, but you'll just be stuck in the grid after that.
If you just want to look in that area, and don't care if you are online or not, you can use the old method of going under the world and catching the water to the South, then going East and finally North to get to that easternmost section. Google "Wizard Trokair Old Hillsbrad", I think I have 3 or 4 videos on that particular dungeon. Most methods still work, but anything under the world would need to be done offline.
An interesting theory regarding CoT: Old Hillsbrad can be found in this post by Khamul of the RIdPEF:
http://www.ownedcore.com/forums/worl...ml#post2667215 ([Discovery] Odd Naxxramas Occurrence)
Not sure if it adds to this conversation... but it has always been a quirky map, for sure.
I figured out a way, but it takes 680% speed
https://www.youtube.com/watch?v=tcmk...ature=youtu.be
for the other side, tiger over the big wall where you can see a tree and some rocks, then use tigers to get over those, then walk towards the bush.
There's no sticky wall at the bush so you can get all the way out.