In Patch 6.2, level 100 heroes of the Horde and the Alliance must return to Tanaan Jungle and stop Gul’dan before his dark plans bring about untold ruin. As part of your quest, you’ll explore Draenor’s darkest corners, confront twisted new foes, and face a new series of chapter-based quests that will put everything you’ve learned on Draenor to the test.
Getting to Tanaan Jungle
One does not merely stroll into Tanaan Jungle—there are preparations to be made, including establishing a Shipyard for your Garrison in a bid to take on this new threat from two directions: both land and sea. You’ll progress through a series of quests in which you’ll be asked to build a Shipyard, begin an assault on Tanaan by sea, and set up a new forward base hub—Vol’mar for the Horde and Lion’s Watch for the Alliance. Completing missions will provide materials for your Shipyard, supporting your ongoing efforts to control the seas of Draenor.
The Story Continues
Much like the previous Garrison Campaign chapter-based quests, a new series of random quests will take players through the developing story and further into the jungles of Tanaan, including key locations such as the cave in which Kilrogg sacrificed his eye. Over the course of your journey, you’ll learn that Gul’dan and his fanatical allies have even more sinister plans up their sleeves.
Once your new outpost is established, you’ll go on the offensive and choose one of two hot spots each day to assault. Your goal is to undermine Gul’dan’s plan to drag the whole of Draenor into chaos. There are seven new areas to explore, including:
Ironhold Harbor: Stop the Iron Horde’s reinforcements from making landfall.
Ruins of Kra’nak: Stop Gul’dan’s Shadow Council from recruiting the arakkoa.
Temple of Sha’naar: Defeat demon-summoning Sargerei in this ruined temple.
The Felforge: You’ll need to throw a monkey wrench into the manufacturing of fel machinery.
The Iron Front: Hold the line in this massive battlefield to the west.
Throne of Kil’jaeden: You and your party will face elite creatures and attempt to stem the demonic tide.
Zeth’gol: Take your assault into the capital of the Bleeding Hollow.
I see guilds constantly fighting for new members in chat, bragging about having banks, banners, and even the numbers of their active players. They all want you to join them. You can join multiple guilds, which is a great way to expand your resources for finding dungeon groups, but you can only represent one guild at a time. This means you can only gain influence for the guild you represent. Guilds have started to fight for that, by offering weekly prizes in a drawing where only representing players may join.
Happy New Year, I hope you all had a great 2012 and are having an amazing start to 2013. On the Planetside 2 we had a pretty **** fantastic 2012, but we’re looking forward to even bigger and better things in 2013! I’ve said before that while 2012 was the year that Planetside 2 launched, 2013 is the year when we’re opening up the afterburners and aiming for the stars. After a well earned rest the team is energized and ready to get back to fixing bugs.
General performance increases, particularly for lower end GPUs
Experience (XP) system enhancements:Server transfer token available in Depot
Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. Freshly spawned players will be worth a fraction of the current kill reward.
Partial damage XP for dealing damage to vehicles that you don’t end up killing
Population XP / Resource bonus moved over to continent population instead of global
Better display of XP sources for things like defensive bonuses & population bonuses
Rebalancing of XP rewards to help support tasks
UI changes to emphasize score per minute as a primary metric of player comparison
Sortable columns on outfit management & addition of “last online” column
New weapon type for all empires: SMG
Short period of invulnerability will be added to freshly spawned / revived players – breaks upon game actions such as entering a vehicle or using a weapon.
Dynamic / player configurable colors for minimap & overhead indicators for enemies, friendlies, and squads within a platoon
New Hot Spot system that displays where active fights are occurring on the map
New spawn buildings with more exits, protected balconies and easy roof access to make them less campable.
Tunnel systems for amp and tech facilities to give access from spawn rooms to interior of bases and base walls without having to go above ground.
Making MAXes render more reliably at long distances for players in vehicles
AA improvements, notably flak changes for turrets and skyguards, giving them some better ability to aim, although not drastically impacting their DPS.
Fixes to missiles so that they more reliably detonate and actually blow stuff up
Air vehicle weapon tweaks
Increases to reload speed for certain HE ground vehicle weapons
First and foremost would be the new ” The Isle of the Thunder King. ” this will be a location for doing new daily quest in world of warcraft for new rewards and reputation, so you have an entire new experience ready to try on the PTR or you can wait for it to hit live realms once blizzard deems it ready to go.
Remember Players on the PTR can teleport to the Isle of the Thunder King at their faction shrines in the Vale of Eternal Blossoms.