Blizzcon 2010 Coverage: WoW Art

Na World of Warcraft Art Panel-u govorili su Chris Robinson Art Director, Robert Foote Senior Game Producer, Eric Lead Artist , Tomas Blue Lead Technical Artist, Wendy Vetter Lead Dungeon Artist, Gary Platner -Lead Environment Artist. Ovo je tim koji je zadužen za dizajn kompletne igre. Oni su nam objasnili kako su odradili kulturu svih klanova u igri, kako su došli do odredjenih ideja da naprave izgled i model npc-ova, dizajniranju Gilneas zone, kao i ostalih zona u celom Azerothu, i  istance. Tu je i glavna priča kako su uradili Cataclysm Login Screen, koji je premijerno objavljen na Blizzacon 2010 Art Panel-u.
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Cataclysm Login Screen:
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Izrada kulture NPC i Opreme
Ovde možete videti slike kako su dizajneri odradili Kulturu izgleda NPC, i modela stvari koje vidite u igri, mašina, kutija, stolova, stolica, hrane, statue, urni, sveća, tepiha, dragulja, topova i ostalo.

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Izrada Animacije nove rase Worgen i Goblin kao i ostalih NPC
Ovde se govorilo o izradi animacije Worgena, Goblina i ostalih stvorenja koje smo videli u Cataclysm, izradi njihovog modela kao i njihovih tekstura.

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Dizajn Istanci, zona i ambijenta
Slike pokazuju kako su dizajniranre Cataclysm Istance kao i odradjenih zona u igrici.


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Blizzcon 2010 Coverage: Open Q&A

Na ovom Open Q&A panel-u govorili su J. Allen Brack Production Direcotor , Greg Street (Ghostcrawler) Lead system designer, Cory Stockton Lead Content Desinger, Chris Robinson Art Director, Tom Chilton (Kalgan) Game Director, Alex Afrasiabi Leade World Designer. Oni su odgovorili na sva postavljena pitanja, koje možete pogledati dole.
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Originally Posted by Blizzard Entertainment
Q: Currently in the game you can use the dungeon finder to put together 5 man teams within a battlegroup, is there any possibility you can revisit that for making raids?
A: The way we tune our raids demands the players use several compositions, buffs and debuffs represented and it gets pretty hard to apply there, you may not always have the best players with you.

Q: I was wondering if in the future they were any plans to make races across the board more customization, when you place all armor on them they look the same
A: Currently there aren't any solid plans but we are tossing around some stuff.

Q: Any plans of adding a guild merging system?
A: we don't have any plans for a feature, but merging a guild is easier to do in cata due to the easier interface.

Q: I love what you guys done with wow, I love you have a lot of strong female chars, I wonder if we can have some that didnt look like they came out of victoria's secrets catalogue?
A: Which catalogue would you like them step out then? we feel ya, we want to vary our female chars, so yeah we'll pick different catalogues

Q: With the talent tree overhaul, are you guys planning to do more passive talents?
A: We're still in phase 1 of the balance and those going live, so we'll tweak them over time especially with 4.1.

Q: In PvP, some people can be crowd controlled up to 20 seconds consecutively. Switch to PvE, one target can be CC'd for 1 minute. Not much skill to that.
A: Seems like more of a statement than a question.

Sorry, what's your philosophy with CC now and what might change in Cata?
A: It's a different answer depending on PvE or PvP. In PvE we want people to use more CC than they did in Lich King. We want stuff to be as CCable as possible. Any time we make something immune there's a lot of consideration. Do we really have to do this?
As it relates to PvP, the approach we're taking right now is to slow down the pace of combat. Any time you slow it down then CC has less of an impact.

Q: Lich King has a lot of really cool abilities DKs could use. Have you given any thought into giving us Defile or Infest?
A: Level 90 abilities right there! Thanks.

Q: Are there any plans to add a legendary dps dagger?
A: Not really. We don't make legendaries often, so we try to make them useful for a lot more people. We decided on a staff yesterday by the way.

Q: Will I be able to get my warglaives in Cataclysm?
A: Yep, everything except Atiesh. Because teleporting to Karazhan is important at 85.

Q: With all of the specs being viable now, can arenas finally be balanced around comp instead of the viability of each class?
A: I think we'll still have arenas balanced around viability, but we're always looking at changes. One change coming up for beta is that Mortal Strike -- the effect -- will only reduce heals by 10%.

Q: Did you not add a moose mount because you hate Canada?
A: Well we discussed it, we wanted one. But you can't always get what you want.

Q: Are we ever going to see the Emerald Dream again aside from a phase?
A: You can count on it, it's just a question of when. But you'll definitely see the Dream again, and the Nightmare.

Q: Theres a lot of great mounts coming out, I was wondering about profession crafted multi-passenger mounts, if so engineering needs mini-van
A: heard about the new alchemy mount? itll be fun to see who gets that first. Who doesn't want to mount their friend? i mean..

Q: Will the legendary be available in both 10 and 25 man, will it scale similar to the way Val'anyr did?
A: At this stage we want it to be available to both 10 and 25 man. We want legendaries to last longer than normal items, it's always hard to balance these expansion wise.

Q: Basically, I originally liked the idea you had about lowering the talents, but now i really hate the fact there is no uniqueness anymore, everyone is the same number/combo of talents atm are you ever going to extend it again for more options?
A: Do you think the specs in the deeper trees were very different from each other? They weren't. It's a new design, the last 10 points are the most exciting ones to spend, we'll see what specs develop. hopefully we can tweak things. There were cookie cutter specs before this change, and there probably will be some for this as well.

Q: Do you intend to make anything except heirlooms account bound? Pets, Achievements, etc?
A: Sure we would like doing that, things that are not char power oriented will have a higher chance of being account bound in the future, it's something we'll like to do in the future. Most of the archaeology items and the guild mount are account bound already.

Q: I would like to ask for a closet, we get all this awesome stuff from events but have no place to put them
A: We actually hoped to do that for cataclysm, there's still some issues with that that we need to resolve

Q: The horde curently has two very good battlecry's, can you give some characters somewhere to shout back (alliance)?
A: "Have mercy!". We've experimented with a amount of battlecry's for the alliance, but none of them match up with "For the Horde!". We'll keep trying to find one. "We'll keep trying" is not the battle cry though.

Q: You stated that you want mastery to dynamically change up your gameplay but some of them are just flat damage bonuses and aren't very exciting
A: Crit makes you hit harder, Haste lets you do more things, Mastery generally makes you better at what you do, particularly for mages haste does a pretty good job at that already but the goal isn't necessarily to modify your rotations.

Q: I'm working on insane in the membrane, with all the changes to Dire Maul north will I still be able to achieve this achievement?
A: The biggest problem is the changes to the bloodsail buccaneers, that kinda put a bullet in that feat of strength for now. It's fun to do painful things in WoW. If there's a huge outcry for it we'll try to put something equally brute in the game.

Q: With the existance of Pandarens being hinted at, are Pandarens still being excluded away?
A: I don't see them flying out of the cracks.. we'll see. They're a super cool race and an awesome concept, maybe we can see them in the future. We'll see.

Q: In terms of voice acting, I noticed that I missed Metzen on the panel. every new major character sounds like Thrall, are you guys willing to open auditions for players?
A: Deathwing is actually not Metzen. We have a process (believe it or not) we've had a lot of talented actors, not just Chris (he has a lovely voice), we'll keep adhering to that process.

Q: I'm desperate for another character slot, give us some more room!
A: Do you need twelve for you 12 step program? I can offer you another 10 slots for 15 bucks a month! It is something we've talked about just right now its not what we are going to do, we'll have to wait and see.

Q: Regarding Cataclysm Raiding. What is the incentive to do a 25 man since the gear is the same in 10 man?
A: Something you might enjoy more? It's something we are focusing on, it's a daunting task but we're working on it.

Q: I have a lot of low level friends, are you planning something for me to quest with them, without them being penalized?
A: It's one of our philosophies to let people play together as much as we can, we've talked about a sidekick system, where your char would play as a low level char something we'd like to do in the future.

Q: People love legendaries, maybe trade them in for a heirloom version so they can level with it?
A: That'd be awesome, but we dont want people to need to going back to old content to get legendaries

Q: When are we getting a tabard tab?
A: We would like to do it, the only reason why we didn't do it yet is because we have click on-use tabards but we kinda want a dropdown or something.

Q: Any better plans to integrate the TBC races into the lore?
A: We've kinda failed at bringing Draenei into the wow culture, we tried to do it more in Cataclysm. We're not there yet but it's better.

Q: About the balance between horde and alliance characters, now I have to level up all my chars, it's gonna be 20 vs 100 horde fighting
A: we just need a better battlecry for the alliance, its definitely something we are keeping an eye on, it's just the psychology of the coolness of the horde that makes them more popular, making the allies be proud of them being allies is a thing to solve in the long run

Q: Could you make the heroic training dummy more interactive, could you change the stats or give it buffs/debuffs, built in recount?
A: We'd like to do more with the dummies, just a question of time and priority at the moment.

Q: Are you going to implement the dance studio?
A: Yeah well you got goblin and worgen dances who are pretty awesome, we've been doing some work on that, we just want to see when to introduce it, we need to make sure to add a LOT of new dances, whenever the animators have free time we make them make new dances. We wanted it to be a cool feature too, there wasn't much gameplay in the barbershop for example, we want to add more gameplay.

Q: Are you going to add more alchemy research-ish things for old content recipes?
A: It's always a good question on how much to support the older raids, its something we should take more seriously.

Q: Blood Elves weren't a large part in WotLK, and is lorthemar actually going to be a leader instead of just a reagent?
A: In cata we have a new faction, they counter to the explorers league. Lor'themar is absolutely being developed to a more leadership-ish position. we absolutely want to put him in the front.

Q: Will there be predictable high damage phases where healers and tanks can plan their cooldowns together?
A: We have planned areas in some bosses where you need to coordinate your cooldowns.

Death Knight
Q: Has anybody given a thought to changing the glow on DK eyes to blue, red, green depending on their spec or what presence they're in?
A: No, we haven't. It might get a little to christmas-tree-y. I mean the current glow, it gives the feeling of "death". We like the way the glow represents the feel right now. Generally we use red to represent demonic, blue for Scourge influence, etc.

Q: Are there any plans for female druid forms?
A: I might have seen concept for something like that yesterday, we'll do what we can.

Q: I like the dog pet a lot (Gilnean dog pet) any plans on making it more ferocious?
A: Maybe we can make them a little meaner, give them rabies or something.

Q: Blade's Edge arena, I'm on a bridge as a mage and blink, and I blink backwards. I mean what the hell?
A: Well when you blink, make sure you're facing the right way. Any time we find bugs with that we obviously try to fix that. The geometry especially, like Blade's Edge. Things don't line up correctly and it causes a hiccup. We try to fix that.

Q: Any chance for mage water elementals to get new abilities?
A: We don't have plans right now, we'll have to see for the future. We have to see how the permanent water elemental works out. It's something we'll probably consider for a future expansion.

Q: Can you move the interrupt from HoJ to something else for prot paladins?
A: Yeah we've talked about that. We would like to eventually move the interrupt to something else so they have a more consistent interrupt.

Q: If you decided to cut out abilities for prot or ret paladins due to rotations being too complex, what would they be?
A: We've been looking, we probably could take out Avenging Wrath and bake that into Zealotry. Same thing with Inquisition, we could move that somewhere else.

Q: Why did you remove the support role of the Shadowpriest?
A: Players didn't want to be there to make everyone else awesome, they wanted to be awesome themselves.

Q: Shadow Dance has turned into more of an energy increasing ability instead of a DPs increasing ability. Was that the intent?
A: The challenge with Subtlety is we want that to be the spec where the rogue feels sneaky. The problem is that if you pull it off, they're dead -- that's great. If you screw it up, you're dead. We'll have to see how it plays out at 85 in PvP since we haven't seen a lot of that. We didn't try to change the core function of it.

Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Q: For enhancement, burst vs abilities that need to ramp up, is there any consideration of addressing the problem in PvE where it's hard to ramp up during an encounter?
A: We've given a lot of considering to mix things up so that every spec has to adapt and have tried to add ramp up abilities to every spec. That way you can sometimes have the quick burst, or may need to ramp things up depending on the encounter.
At 85 it works really well.

Q: Are there any plans for making fury good in pvp?
A: Fury did get some love in cataclysm because we changed the talent trees around, short heroic leap gives them a little more tools compared to before. We also expect players to play a lot more in Rated Battlegrounds and things will be different there, Arenas will still be around but we expect the focus to shift to Rated Battlegrounds during the next year.

Blizzcon 2010 Coverage: Class Q&A

Na ovom Class Q&A Panel-u govorili su Greg Street (Lead Systems Designer), Chris Sierhut , Owen Langren, Ian Hasekostis. Svi Blizzard zaposleni su članovi sistem dizajn tima (system design team) i dali su odgovore na razna postavljena pitanja. 
Originally Posted by Blizzard Entertainment
Q: How do you avoid the slipper slope of designing classes based around roles rather than a unique feel for each class?
A: We try to make the resource systems for the classes feel unique, so even though you do the same thing, picking up a class feels different.

Q: Are we ever going to be able to change our class? I've been playing a Warrior for a long time and have wanted to switch to a Paladin. (insert Paladins are OP QQ)
A: Not really. We don't want to add quests so that when you feel Rogues are doing better than you that you just switch your class to a Rogue. We want the classes to be balanced instead so you feel like sticking with your class.

Q: Racials are a trainwreck right now. Haste vs underwater breathing. Are you ever going to get to the point where we have a consistent useful activated ability, a passive for each, and whatever else? Right now they're all over the board.
A: To be honest, probably not. If you take that troll mage with activated haste into the arena, and you get feared, then you wish "Aw man I wish I was undead again".

So, no, they're not going to be the same. We're mindful of keeping the relative power balance the same though. Like how we changed the worgen 1% damage bonus because it was very powerful as a passive.

Q: Can we give the Alliance goblins and worgen and we get murlocs?
A: Murlocs are special to all of us. We can't give them to anyone.

Q: Are you happy with Vengeance right now for tanks? It punishes survival gearing especially.
Gearing for survival vs threat has always been a tradeoff to an extent, block and expertise vs dodge and parry gear. Having to make that tradeoff is interesting, but when Vengeance falls off it does feel crappy.

Vengeance is a rolling average over time, so a few dodges and parries shouldn't hurt you. That said it shouldn't feel mandatory. It's to help tanks feel like they're scaling more with DPS.

With Wrath you had Misdirect and Tricks, and we want that to be more on the tanks shoulders to generate more threat and do decent damage at the same time.

Q: Why do we have to take PvP talents now to reach the 31 point talent? Like the Shaman talent to take less magic damage?
A: Well isn't that useful in PvE too? I mean if you're not tanking most of the damage will be magic based. So that's really something that helps your healers use less mana.

That's part of the reason we changed things is so you could take these "utility" talents to help your healers, increase survivability, etc.

Well I play a mage, so I shouldn't be taking damage anyway.
Right, in a perfect world something like Combat Res wouldn't be needed either because no one would die. But that isn't the case.

Death Knight
As a DK, I've experienced a lot of prejudice as a tank. A lot of people kick me out of the raid. Are you going to make them more viable?
My guild used a DK tank. It had a bad rep because you could start at 55, so people that didn't know what they were doing could get there. And you'd be competing with them. But we think they're viable. We also tried to make the tree fun and unique compared to the other tanks, like with the DK mastery.

How are you going to make sure Runic Empowerment doesn't become overpowered like original sword spec, Windfury, etc.
We don't think it will ever have that kind of balance problem. It mostly is designed to give you extra resources to spend.

Q: Wild Mushrooms, currently it does a lot of damage if you stack 3 on top of each other. It has a small range though, and the targeting makes it a bit hard to stack on them. Are there any plans to change it at all?
A: I don't think players have grasped the best way to use it yet. In beta we see Ferals putting mushrooms where adds spawn, then detonate when they spawn. That's a pretty good use of it.

The gameplay though is that you have to stack them if you want to do good burst damage.

There are two groups of druids on the forums right now. Those complaining about the new tree, and those curious about the change to Nomnomnom.
We introduced a new glyph to let you use the old Tree of Life model. Personally, I loved Nomnomnom, but these guys all told me we had to change it.

But why the change?
It's an internet meme that will be less funny in a year, and will embarrass us in 3 years.

Q: Are Hunters ever going to get a fun "melee" enchant or are we going to be stuck with the same enchants?
A: For now you're going to be stuck, but we're going to be evaluating the scopes to make them more interesting. So if you get that cool proc enchant, it will come through that.

Q: Hunters are the only class in the game with a minimum range. This hurts us a lot in raids. They can stand directly in front of you, they can repeatedly stand in front of you and use a ranged attack, why can't Hunters do the same thing and stack near the boss?
A: It's a theme for the class. Larger hit boxes on bosses cause a problem, and that's something we'd like to address.

Well is there something to be done to give us an advantage for that?
You can shoot while moving for one, mages can't do that. Rogues can't really do anything while running from spot a to spot b, but you can. Different classes, different situations.

Q: Can Grand Crusade be changed to proc other effects so it's not worse than Reckoning?
A: We definitely want to tweak it so that it's not weaker than Reckoning, but that is mostly numbers not adding more effects.

Q: Other classes have multiple types of schools, Paladins holy only. And there's nothing to allow you to resist it. Why is that? It makes them feel like a steamroller.
That's why we've changed it over time for Ret to have more physical abilities than holy. We can't really give them another school because they're... holy. As a quick followup, holy doesn't really have as much of an advantage anymore, because we don't really make gear with resists anymore. If you're losing to a paladin it's probably not because of holy damage.

Q: Why did you add Holy Power? Where did it come from to give Paladins combo points?
We decided mana feels good until it runs out. It's dependable over short periods of time then it goes away. The idea was "Oh the mana bar constantly goes down, then it gets filled again." You were playing off of cooldowns, playing whack-a-mole.

Ultimately they needed a real resource. Sort of that build up and then hit really hard kind of deal. It's not really like combo points, you can kind of ignore it where a Rogue can't. It's a new resource though where we'll have to iterate, but we wanted to get away from the cooldown whack-a-mole gameplay for Paladins.

Q: Paladin healing is not as potent at 85 as the others but they have a lot more mana.
A: We've tweaked that a lot and Paladin healing is a lot more potent now at 85.

Q: Holy Power generation is gimped for generation of threat overall. Do you have any plans to give Judgment a guaranteed proc for Holy Power? Or maybe a chance to proc free Holy Power? Do you have any ideas to fix this problem?
A: One trap we want to avoid is that you can keep Inquisition and Holy Shield up at the same time. We don't want you to have both of your "finishers" that buff you up at the same time.

But one problem is warriors are generating too much threat. We fixed that last week.

We changed it so Divine Plea will generate 3 Holy Power when used so you can start with Holy Power on the pull.

Q: Zealotry clashes with Ret's mastery and the Divine Purpose talents. It's sort of reducing how many Crusader Strikes we can generate (wat?). Do you feel it's clashing, or that you'll reevaluate it as a talent?
A: We're looking at it. Some people claim it's not a dps increase at all, but we're confused by that. We might change it so Divine Purpose procs 3 Holy Power while Zealotry is up.

Q: How do you feel about the Shadow Priest mastery balance?
With mastery we're trying to really give each spec that feeling of awesome for their specific style of play. We want to change your gameplay up with mastery. Shadowpriests have been known for being these incredibly bursty casters, in PvE we want you to capture that vibe, that explosion of awesome. We're going to be tweaking the numbers over time to get it right obviously. We want to make sure to control the burst damage potential as much as possible.

Q: Healing through Smite isn't much better than healing from a Shadow Priest. Are you happy with that?
A: Yeah we're happy with it, it isn't compelling on live because healers still have unlimited mana, but it's working well in beta.

Q: As Disc, Power Word: Shield feels too powerful right now. Are you planning to diversify it so I don't have to just spam Power Word: Shield?
This is probably on live? It's a numbers thing, really. In beta you're not supposed to be able to sustain chaining Power Word: Shield. It's not reflected on live currently, which kind of sucks.

Q: Are there plans to add a disparity between the weapons for rogues so that we can have something other than a fast dagger in the offhand?
A: We might be changing rogue mechanics a bit so you don't care quite that much about having a fast offhand. Or we could change weapons a little, but we like having a variety of weapons for rogues to use.

Q: The dps for rogues, Mutilate is great but Combat and Subtlety are way behind right now. Especially Combat, where's that at?
A: Combat needs help. Next beta build, the mastery for Combat is being roughly quadrupled. One of their passive damage spec bonuses will be brought up too. We want it to be up there with Assassination.

The overall intended design of Combat is the macro specialization, paying attention to Bandit's Guile in conjunction with trinkets, etc.

Q: What is the intent behind Bandit's Guile? The damage is kind of low with Rupture so you only really Eviscerate still.
A: The intent is that when you're on a single target for a long time, it's cyclical damage, it rises then stays there for a while, then resets. It's so you can use your trinkets or cooldowns when it's at its peak.

Q: Right now Demon Soul seems like a trinket, and doesn't feel fun, why did you think warlocks needed an ability like that?
A: The design intent for pretty much all the classes, we didn't want to give anyone another "Frostbolt" ability. We wanted to give players stuff that they used in specific situations because of how many keybinds people have already.

Q: Inner Rage, why did it change from a passive to an active?
A: Inner Rage was a solution to the problem of a warrior that generated too much rage. We think it could be useful for protection where you turn it on. If it becomes a problem where warriors won't need it, we can change it. We have to see all the scaling and how it works out with haste, higher gear levels, etc.

Blizzcon 2010 Coverage: Cataclysm Cinematic

Cinematic panel nije imao mnogo toga da pokaže sem 90% slika i video zapisa, gde su nam cinematic developeri govorili kako su napravili prvo model Deathwing-a, koji je po veličini veći od fudbalskog terena, sa najviše detalja na jednom modelu kojeg su ikada napravili. Pored toga tu je bilo informacija kako su napravili Cataclysm Cinematic, na koje su probleme nailazili i kako su bili uradjeni efekti. Na kraju smo odgledali premijerni Worgen Cinematic Ingame Video!

Worgen Cinematic Ingame Video
Izrada Modela Deathwinga:
Slike prikazuju artwork Deathwinga, i njegov postepen razvoj do 3d modela. 
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Izrada Cinematic Videa:
Slike prikazuju kako su cinematic developeri modelirali video zapise.
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Izrada Efekta:
Slike prikazuju kako su effect developeri posle modeliranja komplet video zapisa ubacili efekte. 
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BlizzCon 2010 Coverage: StarCraft II Art

Development Stage: StarCraft II Art (21:00 - 22:00)
Da li je neko rekao Samwise Didier? Da, upravo tako! Tu je ceo art team na development panelu, i spremni smo da počnemo sa StarCraft II Artom! Prikazivaće nam i objašnjavaće art za nove custom mape: Samwise, Alen, Jay i Brian.
  • Blizzard DotA je čist primer oživljavanja likova iz WC3 u SC2 engineu
  • U Left 2 Die baneling postaje Baboomer, Brutalisk je Hunterling, Infestor je Choker, Overseer postaje Spotter i Ultralisk postaje Stank i svi imaju nove modele i lude teksture na sebi
  • U doti imamo blademaster modele za obe strane, kao i mountain king koji liči na maraudera više, i skroz je melee nabudžen i spreman da ubija! Takođe, abomination je tu sa unikatnim modelima, kao i Grunty murloc marinac, i naravno Sylvanas Windrunner sa naravno dva modela za obe strane u doti! Tu je i Tauren Marinac, i naravno Aiur Chef koji izgleda nenormalno smešno - Zealont sa tiganjem i kuvarskom kapom.
  • Detalji efekata su mnogo kompleksniji, kao na primer kada vaš lik dobije nivo u doti, ili kada umre, i svi efekti su skroz nenormalni i pršte na sve strane.
  • Animacije: Kod blademastera na primer, animacija je tiho prikradanje kada je sve bliže i bliže meti da je napadne, ili na primer kada uradi whrilwind na više meta itd... Sylvanas (archerka) ima klasičnu archer animaciju, dok Mountain King ima vrlo smešne animacije napada i pokreta jer je sav mali i debeo kao marauder. Tauren marinac je praktično krava s puškom i repom koji se random pomera kada treba o.O, dok Abomination ima samo jedno oko, njegov stomak je vrlo živ, i creva mu se vide sa svih strana, dok salo skakuće kada napadne nekoga...
  • Environment: u Aiur Chefu sve izgleda kao kuhinja, imate rernu, vagu, i frižider i zamrzivač! Takođe, imaćete noodle, jaja, batake, sir i tako dalje... i naravno power upove kojima ćete sabotirati druge igrače!
  • Okruženje dota mape je izuzetno detaljno i kule izgledaju kao šahovske figure. Knight kule izgledaju kao konji u šahu, i naravno Rook kule su vrlo unikatne i na kraju King kule, koje kada se unište je game over (nexus, world tree, kako god to zovete sada u doti ili lolu). Takođe, ima healing padova.
  • Cela dota mapa izgleda kao šahovska tabla i arena i klasično ima tri puta na mapi.
  • Programi koji se koriste najviše u ovom procesu su Photoshop, 3D Studio Max, Maya..
  • Blizzard DotA je ubedljivo najomiljeniji mod art tima do sada.
  • Art direction će biti identičan kao i za WoL za Heart of the Swarm. Takođe, možete da očekujete čak i veću rezoluciju nekih stvari u samoj igri.
  • Cliffovi u SC2 imaju preko 200 verzija. Dakle, sve ivice u igri za brda, i sve ostalo je zaista kompleksno.
  • Cinematics tim je pravio mnogo postera, sličica i detalja u samoj kampanji
  • I za kraj Samwise nam je prikazao concept art za Heart of the Swarm! Kao i animaciju infested bunkera za Heart of the Swarm!

BlizzCon 2010 Coverage: StarCraft II Multiplayer

Development Stage: StarCraft II Multiplayer (22:30 - 23:30)
Tu su David Kim, Matt Cooper i Dustin Browder! Pričaće o onome šta planiraju i kako balansiraju igru u multiplayeru.
  • Svaka alatka koju je blizzard ikada probao za balans nije uspela 100%. Rešenje je bilo da se sve alatke koriste u isto vreme! Na primer neke:
  • Community! Fansajtovi, igrači, pro igrači i njihov feedback o samoj igri. Community je najbolji izvor balansiranja same igre, i prosto što se više postuje i igra to će igra biti balansiranija.
  • Pro feedback je komplikovan, jer pro igrači se uvek fokusiraju na jednu rasu, i ne predstavljaju uvek isti, objektivni feedback za balans.
  • Tournament igre su najbolji izvor saznanja za bagove i sitne greške u igri.
  • Fruit Dealer je pobedio kada su svi mislili da su zergovi bili underpowered i tako blizzard je ostavio zergove za sada i optimizovali ostatak igre u detalje.
  • Igra se ne balansira samo za diamond ligu, jer ako neko u bronze pobeđuje na vrlo čudan način, naravno da će se igra patchovati kako bi se i druge lige izblansirale bez stvaranja dodatnih problema i imbalansa.
  • Spreadsheetovi su vrlo korisni za analiziranje damage per seconda, udarca, random brojeva i analiziranje svih igara. Igra je vrlo kompleksna kada krene borba, i tako mora svaka stotinka da se računa.
  • Programi specijalizovani u analizi microa, terena, i borbe resursa, gde se računa koliko resursa je izgubljeno, koliko je sačuvano i sve ostalo nakon borbe određenih vojski.
  • Blizzard naravno ima replayeve svih živih igrača na battle.netu, i prosto na taj način mogu da subjektivno ocene vašu igru i tako vide koje jedinice jesu izbalansirane a koje ne, i kakve situacije mogu da se dogode.
  • Vrlo kompleksa matematička procedura se koristi za prosek pobeda između rasa, i postoji u pozadini ratio pobeda svih mogućih liga i rasa.
  • Pro igrači sa njihovim feedbackom (subjektivnim) donose dosta interesantnih informacija oko blanasa direktno blizzardu.
  • Blizzard će i dalje gledati najviše PvT matchup, i svestan je da ovakav matchup ima nekih problema. Analiza i dalje traje vrlo aktivno širom sveta.
Q: Da li ćemo moći ikada da igramo offline i da uzimamo achievemente?
A: Pričaćemo o tome, ali ne trenutno.
Q: Šta mislite da ubacite bonus damage na mutalisku na +3 light?
A: Ne verujemo da mutalisk ima problema trenutno. On jeste jak na početku air wara, ali kasnije je zaista izbalansiran.
Q: Kada ćemo imati full customizable keybindinge?
A: Postoji interfejs za to. Ali je zaista komplikovan. Moramo da ga uprostimo i onda ćemo ga izbaciti vrlo uskoro za vas u patchu.
Q: Kada će custom map marketplace izaći?
A: Verovatno kada izađe HotS.
Q: Proxy rushevi ili Thor rushevi... kako pokušate da izbalansirate te strategije?
A: Vrlo lako izbalansiramo ovakve strategije, jer ti rushevi nisu nepobedivi, i jesu jedna opcija za napad. Koristie radnike, radite nešto sa t1, i prosto ako ste igrali multiplayer challenge biće vam mnogo lakše!
Q: Kako da kaunterujem mass hidre sa protosom?
A: Zavisi šta je mass, ali definitivno želite da izbacite hidre sa creepa i da ih napadnete sa brzim jedinicama. Zealot charge, sentryji.
Q: Da li ćete unaprediti scorescreen gde ćemo moći da vidimo mnogo više detalja, damage, jedinice, resursi, apm graf itd?
A: Mnogo ćemo unaprediti score screen. Najkasnije u HotS. Definitivno.
Q: Da li je bila ideja da zerg uvek outmacroje protivnike pošto ne može da napravi choke i da funneluje jedinice tek tako kao što rade terani i protosi?
A: Zergovi su unikatni, mi želimo da terani budu choke rasa, dok su zergovi swarm rasa. Želimo da vidimo mnogo creepa na mapi, želimo da vidimo haos na mapi i invaziju overlordova kao što radi Fruit Dealer. Morate da budete agresivni i u macrou.
Q: Da li mislite da warp gate tehnologija dolazi previše rano?
A: Nadamo se da je warp gate sasvim ok. Jer, zerg može da rodi od jednom 25 zerglinga na primer, terani mogu da imaju reaktore i mule boostove, pa tako mislimo da warp in rushevi nisu više toliko efikasni :)
Q: Da li mislite da je hunter seeker missile underused?
A: Nerfovali smo Ravene zbog toga što strategije sa hunter seeker missile mogu biti zaista ružne i neizbalansirane. Ali takođe nećemo ni buffovati. Slažemo se da je missile malo sada underused. Videćemo!
Q: Kako gađate patcheve za tournamente?
A: Trudimo se da major tournamenti ne budu pogođeni glavnim patchevima kada je neko bitno finale. Trudimo se da razvijemo tournament servere gde ima nezavisnih verzija igara i da se tournament održi na istoj patch verziji kroz ceo svoj tok.
Q: Što thor pobeđuje 1v1 protiv Ultraliska?
A: Jer nisu namenjeni da ih tako napadnete. Oni imaju svoju posebnu ulogu za određene situacije. Nećete koristiti ultraliske da ubijete thorove ako pored toga ima marinaca!
Q: Da li imate statistike koje računaju i gde se igrači spawnuju i njihov win loss ratio tada?
A: Da, možemo da vidimo gde su se spawnovali igrači i videti ako su zbog toga pobedili ručno, ali sistem očigledno ne može da nam kaže da je jedan igrač pobedio jer se spawnovao direktno iznad drugog i takve stvari :)

Blizzcon 2010 Coverage: Costume Contest

Sinoć nisam uspeo da objavim sve slike sa Blizzard Costume takmičenja. Bilo je vrlo interesantnih takmičara sa vrlo unikatnim kostimima, i verovatno je samom žiriju i bilo teško da odluči ko će da pobedi. Slede slike par takmičara u njihovim kostitima. 
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Njih petoro je izabarno u finalnom krugu.
{yoogallery src=[/images/stories/news/blizzcon/2010/costume/finalist] width=[230] height=[180]}
Treće mesto  uzela je devojka u svom kostimu koji predstavlja Ysera, drugo Mesto Uzeo je muškarac koji predstavlja Illidan Stormrage, a prvo mesto uzela je devojka u svom kostimu koji predstavlja Diablo 3 Monka!
{yoogallery src=[/images/stories/news/blizzcon/2010/costume/winners] width=[230] height=[180]}

Blizzcon 2010 Coverage: WoW Quests and Lore Pane

Quests i Love Panel je završen. Mi ćemo objaviti listu pitanja i odgovora na engleskom jeziku jer smatramo da ne treba prevoditi ovo na srpski jezik. Uglavnom najinteresantnije napomenuti je da ćemo dobiti novi Legendary Staff u Cataclysm! Nezoth / Nezoth je novi Old God, koji je odgovoran za probleme nastale u Emerald Dream. Kalecgos će postati novi Blue aspect!
Originally Posted by Blizzard Entertainment
We've seen over the years the overarching dangers etc, it has been getting bigger bigger and bigger. Are there any plans to take some more bigger things down? Will we take down Alexstrazsa for example?
She's the Aspect of Life man, can you really punk her down for long? A careful way to answer this question is, obviously Deathwing is the bad guy and in the subsequent patches similar to how WotLK worked, ultimately when we develop the final combat with Deathwing to put him down, there is really good money on the fact the family will get involved. Their greatest and most horrible hour, the will perform the function they were created for. It's probably best to let the specifics breath at this point. Deathwing is so gnarly, how do you defeat something undefeatable? Can he be defeated by any martial mean? How will the family (AND THRALL) pull this off?

Oh I just have to say it, you know Thrall is a shaman now. So what Aspect is missing from the family? Neltharion is out, the family has been broken for 10,000 years, what of the 5 aspects are you missing? Earth. So I'm just saying. Maybe that's a way Thrall can distinguish himself helping the family back together for a big win.

Can you give any spoilers of a location of an Old God in this expansion. and elaborate on the theory that if all old gods are gone the world would explode?
OR IS IT? You haven't seen who pays Deathwing's bills. Have you played any Cataclysm? ... like where the world blows up? Have we publically announced the...? You might see it's name uttered in a few places in Cataclysm... Nezoth/Ni'zoth? He has was the creature responsible for the spark of the Emerald Nightmare, and he has all sorts of weird shit going on.

What are you guys doing with Kalecgos and the blue dragons?
- Something amazing.
- Do it.
- Kalecgos will be the new blue aspect. And just in time.

When we first met Garrosh Hellscream he was kind of an annoying kid? Now he's the leader of the Horde. Are we going to get a Warchief out of this guy?
We know that the whole Garrosh thing is "contentious" and it's part of a much larger storyline involving Thrall. Thrall is the most important person on Azeroth, the Garrosh storyline has a lot to do with Thrall. Thrall is a Clark Kent type character who doesn't really know his true strength, he was pushed into leadership very young and Garrosh is used as a counterpoint to Thrall. He's a hothead against someone who thinks a lot. Ultimately the story isn't about Garrosh, it's going to be some of the best storytelling that WoW has ever done.

Regarding Thrall, are Thrall and Jaina ever getting together and have a family?
Think Jaina got green fever going on? I don't want to spoil it, I dont mean this in a marketing way at all. Thrall is meeting a nice girl from Nagrand and gonna have little brown babies. Let's put it to bed. Funny choice of words there.

Will we ever see a redemption or resurrection of Illidan as a Character?
A BOY DO I WANT TO DO THAT. That'd be badass. I don't think anyone at all has ever talked about it. But I love that shit. I'm a sucker for a good redemption story.

Is there any update of the wow movie?
You didnt get the memo? Kiefer sutherland. I like kiefer sutherland. (/joke) Like a month ago we had a session with Sam Riami we kicked the shit out the story. It's really great, we are waiting for the green light regarding Riami's multiple projects going on atm, but we broke through a very serious wall. We showed him what we had, it was like a geek cyclone.

Are we going to see another caster legendary weapon that isn't a mace?
- What do you want? What would make you happy?
- A big stick.
- Staff, it's coming!

We are almost 2 expansions past outland, are we ever gonna find out what happened to High General Turalyon
We have every intention to deal with that character in a very important and epic way. no plan yet. you're gonna love it though." /sarcasm

Is there going to be anything in Cataclysm about CoT or the Bronze Dragonflight?
You can count on it. AND IT'S SO BADASS!

I'm a big fan of the Saurfangs but I never knew what kind of clan they're from.
- Blackrock
- You sure?
- 80%

Did the philosophy behind the Burning Legion change, and did Kil'jaeden shape it for his own personal gain?
The philosophy hasn't shifted. (Really long and complicated question/answer, might go back to this one)

After the battle of Andorhal when our favorite Death Knight gets Chain Hooked back to us for Reeudcation is there going to be any revisiting to that?
The forsaken storyline is a complex one, you will definitely see that somewhere.

What happened to Kul'tiras?
We have to save something for the future patches, that time isn't now. We will deal with that in the future.

So for the story contest i wrote what might have happened to Kael'thas what happened between tbc and the bt
Actually a number of years ago, one of our lead writers wrote a 80 page novel about that, and its bitching, we've been struggling where to put it out, i would like to put it out at some time.

About Legendary caster weapons earlier, are you adding Medivh's staff back into the game?

Will we see a reuniting of Sylvanas, Vereesa and Alleria?
We'll have that wrapped up along with the Turalyon storyline.... in Stromgarde... with Atiesh. (sarcasm)

Will we see more lore about the Eredar and the Draenei in the future?
You know, we haven't really explained it all that well. We had it in the War3 book where Sargeras came across the Eredar and they were this bad race. Then I wanted to revamp it with TBC and the Draenei to where the Eredar corrupted him. That went over as well as a fart in church. But I still stand by the new story.

How are Trolls related to Moonkin at all?
We've developed a lot of the Troll Druid lore in-house. I'm not sure if we're going to release all of that with Cataclysm, but it will be explained.

Will legendaries from the past scale to be useful at 85?
Yeah we don't have that planned. We don't want to make items that last forever. I won't say never, you may see Atiesh at some point, but we don't really have it planned.

[...] missed a couple of questions there, will update in a few.

Q in Burning Crusade Illidan didnt see very involved in quests, and Arthas was everywhere in Wrath of the Lich King, how about Cataclysm?
In WotLK we might have cartooned Arthas out a bit, with Deathwing its a little harder for him to show up and not just kill you. What you do see is if you see Deathwing, he will kill you 99% of the time. His name ain't Socialwing!

In the book Stormrage serious stuff happens which in my opinion is a little more intense than cataclysm, is everyone going to forget what happened to them in cataclysm? Regarding the nightmare taking over the world.
So the question would be: do we reference the events of Stormrage in Cataclysm? A there are things in our literature that are harder to pull off than other, that's one of them, especially in a expansion in which you destroy the world things get cluttered, it will be softly touched upon but nothing big. We will be talking about it.

I'm an old school tabletop roleplayer, I can assume you are too, I'm in a guild of an rp server, we absolutely love storytelling, will there be any tools implemented into the game for Roleplaying?
Yes. You mean sort of a character story panel? I wouldn't rule it out, we don't really discuss it but we can bring it up again.

There's a lot of lore with deathwing in the old RTS games and is there going to be any connection to the Demon Soul or anything like that? In Outland there was a hint that the Netherwing might be related to Deathwing, will the relationship be clarified?
Yes. can't really too much bout it, but you'll see something (soon). Chris: SOMETHING AWESOME

I know that the Paladins got a lot of attention, Silver Hand, Argent crusade etc, EPL and WPL being rebuilt etc, are the Paladins still playing a big part in cata?
The Argent Crusade is cleaning up atm, the Plaguelands was their base of operations. Theyr'e spreading out with the Cenarion Circle cleansing the lands. Will there be a dungeon? No nothing planned.

In WotLK, it seemed in endgame raiding content from Ulduar to Coliseum to Lich King wasn't very coherent. In Cataclysm is there going to be more cohesion?
Yes. That's a tricky question isn't it? interesting. Lich King's raiding there actually was a story there, was it pulled off as masterly as it should have been? No, I dont think so. I definitely think that in this expansion there will be a lot more.

Nerz'hul/Bolvar storyline; is it finished or whats going on..?
Yes, uh.. yeah Nerz'hul is done. The lich king idea is the ultimate expression, Nerz'hul is done. Relative to Bolvar its kinda weird, where my instinct goes regarding storyline, but seeing were not building a new northrend thing anymore its kind of an issue with the present day like we dont have any outland stuff either. Bolvar is keeping a lid on the scourge, we are unlikely to chase that for the next little while

I hear all this stuff about Caster DPS and Ranged DPS Legendary Items, but what about Tank DPS?
You are preaching to the quire here, I want one. Yeah! So you said it right, when we do a legendary it covers a role, unfortunately the tank role is smaller than dps role, maybe even than healer role. So not out of the question we're gonna do that staff (from earlier) first.

GC promised us a moose. WHERE IS OUR MOOSE?
Yeah. He did. Damn that guy. We gonna find him. and ask him. Yourself. No damn idea. I want moose, chris wants a moose. Muhh. Where is it? No idea?

About Ragnaros, I remember back in the Molten Core days when you woke him up, and he just one shot everyone is he gonna do that again?
Yeah... yeah.. you want him to do that? Like three guys.. five? seven? MORE DEATH. Firey glorious death

Now that Arthas is dead how or will you be able to make Worgen or Goblins or any other race Death Knights?
A there is actually a story here, so when you play the DK area arthas exists. why does it still happen? its a different pocket of time. worgens are probably minions of arugal then or something, goblins are already around so no problem. Chris: Necromancy is not exclusive to the lich king, it existed before nerzhul changed to the lich king

BlizzCon 2010 Coverage: Dungeons & Raids

Classic Heroic Dungeons
  • Boss-evi u redzajniranim istancama Deadmines i Shadowfang Keep će se pojaviti kao questline u Westfall i Silverpine Forest.
  • Velike promene u klasičnim istancama (prave ih da budu više kao što su u tbc i wotlk)
  • Mnogo izmena u istancama videćemo u 4.1 Patchu. Neke istance imaće dva krila. Ulduman će biti odvojen i napraviće se iz dva dela. Maraudon će takodje postati istanca sa dva mala dela -"living" i "Princess" sekcija.
  • Sunken Temple odredjene sekcije se ukidaju, čime će se smanjiti trash. Zvuči kao da će skoro ceo gornji sprat da se smanji u 4.0.3 Patchu.
  • Wailing Caverns' maze sekcije se uklanja. "Some of these decisions weren't too hard to make."
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  • Blizzard je želeo da ima više raid zona kad je Wrath of the Lich King startovao. Oni žele više oblasti na početku, nego neke beskrajne gotičke oblasti kao Naxxramas, koja je i bila primarna istanca u Wrath of the Lich King.
  • Blizzard želi da raid bude kao "bite sized chunks" u Cataclysm - u prevodu jedan raid da se završi za jednu noć.
  • Moguće je da linkujete vaš raid lock na kanale, što je dobro za raid lidere. Kada igrač klikne na raid link može da vidi koji su bossevi ubijeni, a koji i dalje dostupni.
{yoogallery src=[/images/stories/news/blizzcon/2010/dungeons_raids/raid] width=[180] height=[140]}
Patch 4.1 Preview
Firelands Raid
  • Firelands raid će biti dodatu 4.1.0 patch. To je deo Hyjal Planine, i to je mesto elementala vatre. Ovaj raid kulminira Hyjal priču.
  • (Molten Core was merely a setback.) - Ragnaros je veći i mnogo besniji u Firelands.
  • Firelands će imati 7 boss-eva. (Oni žele da igrači odrade više istanca u jednoj nedelji, umesto da cele nedelje rade Ulduar ili ICC.)
  • Reka lave prolazi kroz Firelords, sa Sulfuron Keep, Ragnaros castle, prema severu. 
  • Concept raid istanci kreće radovima 2D crtanja koje su posle pretvarali u 3D Modele od samog starta raid dizajna.
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  • Od sada pa na dalje, novi patch će uvek sa sobom doneti 5man istancu. Abyssal Maw je jedna od istanci koja će biti ubačena uz patch 4.1. Mesto puno vode, ali ne kao Oculus - Poredjenje oculusa je zato što ova istanca ima 4 bossa i do njih ćete doći prolazeći kroz vazdušne balone.
{yoogallery src=[/images/stories/news/blizzcon/2010/dungeons_raids/abyssal_maw] width=[180] height=[140]}

Enhanced Maps

  • Poboljšane mape istance, dodaće se u Cataclysm patch, uključujući boss informacije, lore , loot i njihove mogućnosti.
  • Blizzard ne želi da nam kaže kako boss ustvari radi ... ali želi da vam da neke informacije bar šta taj boss radi, bez toga da ne morate u toku raida da alt tabujete i da odete na wowhead. Poboljšane Mape će takodje imati integrisane 3D portrete bosseva, i radiće u Raid i Dungeon Istancama.
{yoogallery src=[/images/stories/news/blizzcon/2010/dungeons_raids/enchanced_map] width=[180] height=[140]}

Originally Posted by Blizzard Entertainment
Enhanced Maps
  • The 2D maps for each dungeon was the first step.
  • Detailed boss info will be added to the map, including loot, lore, and abilities! (Yep, in-game AtlasLoot)
  • You won't have to pull a boss and die anymore to find out what he does.
  • "We're not going to tell you how the boss works, but we want you to have an idea of what you're getting into."
  • 3D Portrait of the bosses will be available.
  • It will work in both Dungeons and Raids.
Patch 4.1.0 Preview - Firelands Raid
  • The Firelands are on the Elemental Plane of Fire. Lava is all over the place.
  • Ragnaros encounter will be completely different. They want to give you an idea of his true power.
  • The instance will have 7 bosses
  • Plane of Fire is an outdoor area similar to the Hyjal Raid (the layout, not the terrible waves upon waves)
  • To the north is Sulfuron Keep, you'll go indoors here to fight Ragnaros. Sulfuron Keep looks very similar to the area in Cataclysm's Hyjal levelup zone.
Patch 4.1 - Abyssal Maw 5-Man Dungeon
  • Blizzard wants to release a 5-man Dungeon with each content patch to make sure that nobody feels left out.
  • It will be a continuation of the story players are going through in Vashj'ir and Throne of the Tides.
  • Abyssal Maw is the Elemental Plane of Water.
  • "Nothing like The Oculus"
  • The dungeon has 4 bosses.
  • "Risen areas" where you fight and then travel to the next
Classic Heroics (Heroic SFK / Deadmines)
  • New quests and encounters are now available in the dungeons.
  • All dungeons in Cataclysm now have their quests inside the dungeon right at the front. They no longer are part of huge quest chains outside of the instance.
  • The instances have been updated and completely revamped, they are not like Naxxramas in WotLK and you can expect a brand new instance. Normal difficulty is also updated.
Classic Dungeons
  • Classic dungeons have been revamped to be made shorter and less confusing. Dungeons such as Maraudon or Uldaman were really really long to get through.
  • For example dungeons can be split into multiple wings. Uldaman will be broken up into 2 wings. Ironaya will be the final boss of the first wing for the Dungeon Finder.
  • Maraudon will also be broken up into 2 wings as well. The dungeon now has a "living" section, and a lower section where Princess Theradras is.
  • Other dungeons will be trimmed. The top portion of the Sunken Temple has been removed and only the bottom floor remains.
  • Wailing Caverns's maze has been removed and bosses have been moved around to just make the instance smaller. Moving bosses wasn't hard because bosses didn't really have their own rooms.
Raid Philosophy
  • Tons of new mechanics have been added to the game, "Try to be as quiet as possible so this big blind dragon doesn't kill you." , "Players flying through the air during the fight."
  • These mechanics are added to the game in bite-sized chunks to make sure that players aren't overwhelmed.
  • One of the most important goal is to have content for everyone, the normal/heroic mode system worked out great in WotLK and they will keep doing it.
Flexible Raid Locks / Difficulty
  • Ulduar Heroic encounters worked fine, Blizzard decided that they could just make the whole instance Heroic (Trial of the Crusader). They decided to make the difficulty dynamic in Icecrown Citadel because ToC was just a pain in the ass.
  • With the new system, you can join multiple raids of either size but you can only defeat each boss once per week.
  • Heroic Difficulty works just like it in Wrath of the Lich King - Once you kill a heroic boss, you're locked to that raid group with that raid ID. However, if heroic bosses get too hard you can kill normal mode bosses with other people. (You can't do the same boss on Heroic and Normal in a week)
Raids & Dungeons Q&A
Q: Will there be a better system to prevent "ninja" looting on the LFG system?
There are a couple of improvements in Cataclysm. The loot system is more strict and people aren't able to roll on something they cannot wear.

Now that 10 and 25-man raids have the same difficulty, how do you balance them and make them the same difficulty?
Balancing is very hard but it's also a very high priority, encounters should be roughly the same difficulty. It might take some time but developers will get them to the same difficulty.

With the flexible raid lock system, is there anything to prevent people from leaving the group as soon as something bad happens?
It will get better over time, as player gets better and get used to the new system you will most likely end up getting a much better PuG experience.

Legendary weapons, with 10 and 25 man lockouts being combined in cataclysm are there any plans to go back to Ulduar and Icecrown citadel in regards of Shadowmourne and Val'anyr
Are we going to go back and change the way fragments drop? That's a good point, will bring that up in the office on monday. It's a great suggestion.

Are you changing BRD as well in Cataclysm?
I've done a pass on most of the old dungeons, trimming a lot of the suck. Things like 20 seconds sleep and 10 seconds disarms and things really really obnoxious. Unfortunately breaking up BRD is very tricky, so what we did do is put up some teleporters, there's a teleport past the bar, in the city, etc ... There are also teleports in Cataclysm dungeons such as Shadowfang Keep, Deadmines. Graveyards are also super close now, all dungeon graveyards are right outside the portal now. Developers want you to do the encounters, not run so much.

I'm concered about encounter mechanics like more hard stuff, my main concern is that the binary sort of thing that certain mechanics are big and flashy or something really subtle or obvious but it wont kill you immediately. Is there any middle ground there?
We talk about that quite a lot, and it's actually a pretty nasty design problem. Tanks and healers have a lot of things on their hands, if you are taking a little bit of damage you're probably going to blame the healer. We're trying to make things more visual and hopefully you won't have to look at a buff stacking for an encounter, one of the new things we have in Cataclysm are meters that the dungeon guys can script to make some of the mechanics more visual and make sure players know why they die. The blind dragon (Atramedes) for example needs you to be quiet, that's visually indicated with a sound bar.

Is there any plan to make a legendary weapon guild bound due to achievements
It's not something we're looking into, there's an achievement for it but we have no plans to make a guild wide legendary. It's an idea that came up but there are a lots of design problems with that, it was more complicated than what it was worth. For the time being, in the future legendaries will be for one person.

Originally Posted by Zarhym (Source World of Warcraft Dungeons & Raids Panel)
This year's Dungeons & Raids panel with Lead Content Designer Cory Stockton and Lead Encounter Designer Scott Mercer focused on the developers’ design goals for Cataclysm -- starting with a look at what’s in store for two classic dungeons, Deadmines and Shadowfang Keep.

A New Feel for Classic Dungeons

In World of Warcraft: Cataclysm, many classic dungeons will be updated to reflect our ever-evolving design philosophy, and the reworked Deadmines and Shadowfang Keep should serve as two good examples of how classic dungeons can be greatly improved without losing their “classic”; feel. Even after players have long memorized every last corner of a dungeon, classic dungeons can be made to feel fresh again by adding new quests, new encounters, and interesting lore lead-ins from their respective zones (in this case, Westfall and Silverpine Forest). This subtle approach helps revitalize classic dungeons for low-level characters and provides meaningful content for level-85 characters through Heroic versions, while still retaining the spirit of what made the dungeon popular in the first place.

One exciting new change that Stockton announced was that all key dungeon quest givers will now be located just inside the dungeon entrance. You will no longer have to beg your party to share their quests with you, or make your way to a dungeon only to find you haven’t completed a mandatory quest chain.

The primary goal for touching up any classic dungeon is to make them less confusing, shorter (in the case of the most sprawling crawls), and -- overall -- more fun. One way to accomplish this is to tweak the layouts and divide larger dungeons into separate wings. Come Cataclysm, players will see this philosophy in action in places like Uldaman and Maraudon, now separated into wings that are easier to navigate. Other dungeons are better served by trimming away the excess, as in certain sections of Sunken Temple and the maze-like portion of Wailing Caverns.

Raid Philosophy

One of the first things level-85 raiders will notice in Cataclysm is that more raid dungeons will be accessible right off the bat, in the form of multiple, smaller-scale raid dungeons. Our goal is to provide a dynamic and wide range of raid content that offers a little something for everyone.

Ever since Ulduar, our philosophies for Heroic raid dungeons and lockout systems have been steadily evolving. Ulduar presented players with the first-ever opportunity to toggle the difficulty of a raid boss for a greater challenge and access to better loot -- but the system was somewhat confusing, requiring players to know how to trigger Heroic difficulties through specific gameplay mechanics that varied by encounter. In Trial of the Crusader, players were granted the ability to toggle Heroic difficulty directly through UI, but could only change it for the entire dungeon at once. In Icecrown Citadel, we melded the mechanics of Ulduar and Trial of the Crusader to give players the flexibility to choose between normal and Heroic difficulties via the UI on a boss-by-boss basis… and we’re still making tweaks to give players even more options.

Patch 4.0.1 introduced the flexible raid lock system, which will be used in Cataclysm raids. While the Heroic raid lockouts will function the same as they did in Wrath of the Lich King, normal raids will lock players to specific boss kills each week, rather than to entire dungeons. This system is designed to give players with fluctuating schedules more flexibility to progress through content, to help keep players from being locked out of raiding for a week if an emergency comes up, and to give raid leaders more options when scheduling raids and maintaining a raid roster.

Patch 4.1

The panel closed with a first look at the Firelands, an all-new raid coming in patch 4.1. Continuing the quest to save Hyjal from an elemental invasion, players will be called upon to enter the Elemental Plane of fire and extinguish seven unique bosses… including Ragnaros himself. Too soon?

Also coming in patch 4.1 is the five-player Abyssal Maw dungeon, which takes players into the Elemental Plane of water to challenge four new bosses…and while it’s technically an underwater dungeon, the designers promise that the layout and mechanics are nothing like those in the Oculus.

Another major feature of patch 4.1 will be enhanced dungeon and raid maps. While dungeon maps currently show the dungeon layout and locations of bosses, 4.1 will allow players to find a host of new information for each boss, including 3D boss portraits, the lore behind the encounter, a full loot list, and a breakdown of boss abilities (by phase, if applicable).

At this point the audience was shown video footage of two new raid zones being introduced in Cataclysm, Bastion of Twlight and Throne of the Four Winds. That's all from the World of Warcraft Dungeons & Raid panel. Thanks for reading!

BlizzCon 2010 Coverage: Opening Ceremony

BlizzCon 2010 Opening Ceremony
(20:00 - 20:30)
Prvi dan je počeo, a sa njim i ceremonija otvaranja! Predsednik Blizzard Entertainmenta, Mike Morhaime, kao i obično nam se obraća prvi.
  • Ova godina je vrlo bitna za blizzard. Cataclysm izlazi uskoro, i SC2 je izašao, i slavili smo godišnjicu Diabla 2, WoW je dostigao cifru preko 12 miliona subscribera, a i uskoro će biti 20 godina Blizzarda!
  • SC2 development tim je napravio 4 nove custom mape samo za sc2 igrače, uključujući i Blizzard DoTU!
  • 1.1milion dolara je donirano u make-a-wish foundation preko small petova iz blizzard store-a!
  • Moonkin hatchling će biti novi mini pet koji će da se prodaje preko Blizzard prodavnice u Novembru, za Make-A-Wish Fondaciju!
  • Novi WoW server hardware upgrade dolazi vrlo uskoro!
  • Ovo je prvi put od 1998. da iste godine izlaze dve igre od Blizzarda (SC2 i Cata)
  • Ghost of the past je bio najgledaniji trailer video te nedelje na YT, i terran marinci su pobedili Justin Biebera! HELL YES!
  • Kataklizma će biti dostupna kao preorder od blizzarda direktno i dostupna kao digital verzija od 00:00 čim serveri budu dostupni i pre-download će biti dostupan.
Chris Metzendolazi sa novim najavama!
  • Prva reč: HORDE, druga reč: DIABLO, treća reč: ALLIANCE, četvrta reč: STARCRAFT, i te reči prave ceo community. I peta reč je...
  • GEEK! To je naša reč! Sledi ilustracija šta znači svima ta reč. Igranje sa igračkama, FRP, Konan, Captain America, Street Fighter, Luke Skywalker, Batman, Neo, Top Gun, Spiderman, Doom II, Sigurni Viver, Thor, Everquest, Leonidas, Night elf, Borgovi, AD/D, The One Ring, Star Wars, Superman...
  • E sada ozbiljne stvari!
  • *Trailer nove klase*
  • PVP BATTLE ARENE ZA DIABLO III! *Trailer 3v3, 4v4 arena!*
  • *Cinematic trailer za Cataclysm sa sve svetlosnim efektima na stejdžu*
Diablo 3 Demon Hunter Cinematic (Blizzcon 2010)

Official Quotes From Mike Morhaime and Chris Metzen
Morhaime: Blizzard turns 20 in February. 
Morhaime: Starcraft team is building four custom maps at Blizzcon, including Blizzard DotA. All will be released to SC2 players next year.
Morhaime: The moonkin non-combat pet is going to be another charity pet sold via the Blizzard Store this November, for Make-A-Wish.
Morhaime: Cataclysm can be preordered from Blizzard ahead of time and downloaded ahead of time and go live on Dec. 7.
Metzen: Fifth and final Diablo III player class is the hunter.
Metzen: PvP battle arenas in Diablo III.

Blizzcon 2010 Coverage - Cataclysm Press CD Trailer

Novi Cataclysm Trailer objavljen je na Blizzcon 2010 Press CD-u.

Blizzcon 2010 Goodie Bag

Blizzcon 2010 Goodie Bag nam je doneo par iznenadjenja, veoma lepu figuru deathwing-a. Sledi i video zapis izgleda Blizzcon 2010 Goodie Bag-a.

Blizzcon 2010 - Prvih par slika pre otvaranje ceremonije

Uspeli smo da uradimo par slika sa pre otvaranja ceremonije Blizzcon 2010, uskoro se vidimo, za par sati, jer očekujemo dosta najave na Blizzcon 2010 Opening Ceremony !
{yoogallery src=[/images/stories/news/blizzcon/2010/entering] width=[230] height=[180]}

BlizzCon 2010 Coverage: StarCraft II Story Q&A

Development Stage: StarCraft II Story Q&A
(01:30 - 02:30)
Vreme je da fanovi pitaju sve vezano za priču što ih je ikada zanimalo!
Question: Šta tačno Jim namerava sa njom sada da uradi? Iznenadili ste nas... I mislimo da ovo neće tek tako lako da bude sa Kerrigan.
Answer: Uh... ne možemo da vam odgovorimo tačno na ovo jer bi spoilovalo HotS, ali je zaista interesantno... jer ne možemo ništa da kažemo direktno! Cela poenta ove priče je da je ona kontrolisana non stop i da li ona ima šanse da bude opet svoja... i HotS će biti baš o njoj i svemu tome, ali ćete biti zaista iznenađeni.
Question: Još Valerijana u HotS?
Answer: Valerian neće nestati. To možemo da vam kažemo!
Question: Koja je razlika između psionic bladeova zealota i dark blejdova?
Answer: Svaki protss koji je deo Khale, ima neverovatne moći ali taj deo dolazi iz duha. Ali tako i dark tekmplari imaju ogromnu kontrolu voida i tog... spoljašnjeg sveta :)
Question: Da li ćete nam reći koje odluke su u stvari prave odluke u misijama? Jer očigledno će to uticati na nastavak.
Answer: Uvek izbor je A izbor, ali ne želimo da to utiče na igrala samog. Ali možemo da proverimo kako ste prešli kampanju prvi put :)
Question: Gde je Samir Duran?
Answer: Haha. Lukavi ste. Ali da, nije zaboravljen. On je deo veće priče koja se tek razvija. Videćete tek kakve hintove smo vam dali u Wings of Liberty... kada shvatite šta se dešava u kasnijim expansionima :)
Question: Hronološka pozicija HotS-a?
Answer: Nah, mislim da ne želimo da vam kažemo. To jest... Pola. Ne želimo da vam spoilujemo igru! Ali... da, HotS se održava odmah posle Wings of Liberty. od 1 do 100 godina. Ko zna?!
Question: Da li ćemo ikada videti Xel'Nage? U bilo kom vidu fizički?
Answer: Komplikovan odgovor sledi. SVE STVARI ĆE BITI OTKRIVENE. Ali... Xelnage su well, deo svega. Ali da li ćemo ih videti.. ne znamo još uvek. Ali oni dominiraju!
Question: Da li ćemo videti UED tragove ikada?
Answer: U SC2... Nećemo se vraćati na Zemlju. Definitivno. Ali, možda budemo ubacili negde UED.
Question: Odina je ukrao Tychus i Raynor, ali što Mengsk nije reagovao kada je već imao kontrolu?
Answer: Mengsk nije uvek imao direktnu vezu. Odelo Tychusa nikada nije non stop broadcastovalo sve jer bi neko na brodu provalio kao npr Swan. Informacije su bile slane u kratkim talasima i tajne, tako da nije Mengsk znao sve, ali je znao da Tychus mora da uradi svoju misiju. On igra šah sa Tychusom i prosto očekuje da on to ispuni, ali jelte... malo se prevario.
Question: Šta dolazi od novela u budućnosti?
Answer: Da li vam se svideo Heavens Devils? E pa ima još toga! Nastaviće se ta priča. Kristi Golden pravi taj nastavak! :) Svi detalji povodom Raynora i Tychusa.
Question: Ako je mengsk pustio Tychusa pre invazije zergova... zašto je to uradio?
Answer: On nije mastermind. Nije video budućnost! Ali mu je smetao Raynor. Ali nije ni mogao da ga ubije tako lako jer bi postao ubica, pa je tako iskoristio njegovog starog drugara na njegov duh a ne da ga prosto ubije, jer je imao čoveka koji može da to uradi.
Question: Da li je Tychus mrtav?
Answer: Dev tim odbija da je Tychus mrtav. Ali ko zna..
Question: Koja je šansa da taj artifakt to baš radi? Deluje kao da je baš taj artifakt tu bio za baš to.
Answer: Ko zna, možda artifakt ima neka negativna dejstva. I obećavamo vam da se nije samo to desilo. Ako vas lažemo, evo gde smo.
Question: Da li je dominion znao šta radi kada su pravili one hibride u bonus misiji? Koje je stanje dominiona što se tiče toga?
Answer: Neko je znao šta se tu radi. Neko ko je vezan za Dominion. I nije nesreća što se to desilo prosto. E sada, pitanje je da li je to samo Dominion. A government... pa, Mengsk je sada poprilično u problemu i... pitanje je gde će biti u budućnosti kao Emperor.
Question: Da li ćete ubiti onog iritantnog naučnika u laboratoriji? Donny
Answer: Hm, probaćemo da ga ubijemo za vas. A Kate Lockwell? Sviđa vam se? Vau.
Question: Raynor je obećao da će je ubiti u SC1 zbog Fenixa. Kako onda sada on tek tako ide da je spase?
Answer: Nije ništa završeno! Ali njen kontekst je sve promenio u kampanji koju ste igrali. Ko zna, možda se posvađaju i počnu da lete tanjiri u kuhinji...! Ali da, Queen of Blades je ili ludi zerg ili nadrkana Sarah Kerrigan... a definitivno je on uzeo šansu u svoje ruke i hteo da je vrati posle onakvih saznanja.
Question: Da li će Tassadar biti tu malo češće? Pošto smo ga videli kao.. duha.
Answer: Ne možemo da pričamo o drugom expansionu. Ali.. postoji veza između Aduna, starog protss heroja i Tassadara.. i sva ta priroda Khale... i teško je sada odgovoriti bilo šta direktno.
Question: Kako to da je Kerrigan uništila pola univerzuma u BW ali jedan hyperion i ekipa je smaknu?
Answer: U WoL priči želimo da naglasimo da Kerrigan isto traži artifakt. Ona je svuda raspoređena po univerzumu, i nema toliko vojske svuda koja može da smakne Raynora. On je fokusiran na cilj, a ona luta mnogo više nego on. Jer nema toliko tragova.
Question: Ko je dizajnirao Tychus Fildlay-a?
Answer: Nick Carpenter i Andy Chamers! Oni su pravili mali filmić i morali su da naprave nekog lika koji se druži sa Raynorom, njegov stari drugar, i Andy je napisao Tychus ime i prosto se tako rodio! A zatim se pojavio onaj glas Tychusa... koji je neverovatan, jelte!
Question: SC1 je imao mnogo loših stvari. WC3 izlazi i tu je borba između dobra i zla. A onda WoW izlazi i sve je pozitivno. Da li ćete vratiti SC1 u SC2 i da li ćete imati taj mračni osećaj pun negativnih stvari?
Answer: HotS definiše šta su zergovi i šta je ONA. Videćete tek ko je ko, i niste skoro ništa videli u WoL povodom zergova i nje. Ali da, zergovi nikada neće postati mali šareni zečevi. Ništa tu neće biti lepo kod zergova, ne pravimo igru koja će biti sve dobro na kraju, definitivno. Kerrigan neće postati od jednom fina dama. Da li je prvda moguća? Da li nju možemo zaista nju da spasemo? Mislite o tome. Univerzum je veliki. WoL je tek... ogrebotina jedne velike priče! Bad things happen to good people.
Question: Rekli ste da će sledeća knjiga objašnjavati vezu između Raynora i Tychusa. Ali šta sa Matt Hornerom i Raynorom?
Answer: Definitivno želimo da se prvo fokusiramo na expansion a zatim na novelu i na priču iza iste.
Question: Raynor priča u Hyperionu sa ljudima. Ali ko će sa kim pričati u HotS-u?
Answer: Ne možemo to da odgvorimo. Definitivno.
Question: Će da Kerrigan zadrži one dredove?
Answer: To je neodgovoljivo pitanje. Ali ti dredovi izgledaju mnogo kul. Zar ne?
Question: Narud ime... ste to namerno ubacili?
Answer: Jok. Ko bi to uradio?
Question: Koliko slobode dozvoljavate piscima da prošire priču?
Answer: Imamo tim ljudi koji rade to kao grupa a ne samo pisca. Zatim razvijamo to svi zajedno, i prosto znamo šta se dešava non stop! To je i naše delo, ne samo piščevo. Ne damo to svakome bez našeg posmatranja i dorade do detalja.
Question: Da li ste imali sekundarni kraj WoL-a dok ste pravili igru?
Answer: Da li ste znali da Tychus je trebao da se prvo ubije kao duel na divljem zapadu? Malo trivie :) A sada na pitanje... Ne, teško. Znali smo šta će se desiti to. Jer imamo plan da tek napravimo haos.

BlizzCon 2010 Coverage: StarCraft II Custom Maps and Editor

Main Stage: StarCraft II Maps and Editor
(00:00 - 01:00)
Main stage ovog puta, prepun, sa iščekivanjem novog panela povodom custom mapa i editora i mogućnosti koje isti donosi. Matt, Richard, Jason i ponovo Matt kao i Justin koji su radili an difficulty setovanjima, editorima i scenarijima unutar same kampanje!
  • Kreiranje custom mapa i game typova nije samo bacanje konkurencije sa map makerima, nego i pokazati map makerima šta propuštaju i šta mogu da koriste u map editoru!
  • Custom dialog, inventari, heroji su vrlo laki da se naprave, i ovo je šansa da se to dokaže!
  • Custom mape su uvek samo za zabavu i namenjene su za casual igrače koji žele da sezabave sa drugarima.
  • Primer lakih mapa za učenje su Tower Defense mape, koje zaista su i zabavne dok se uče. To je ključ svakog scenarija. Tek kasnije možete da krenete u dorađivanje grafike, detalja i svega ostalog! Slušajte druge i menjajte mape.

    Blizzard upcoming custom maps:
 LEFT 2 DIE mapa
  • Vrlo je slična Outbreak misiji! Ima mnogo unikatnih zombija.
  • Zerg Biomass je resurs koji dobijate od ubijanja specijalnih zombija! Biomass koristite za tehonologije, jedinice i delite to sa saveznikom!
  • Mapa je dezajnirana za sve! Imate intro, objasni vam kako da igrate, i imate 4 vrste difficultyja
  • Očekujte da se zaista mnogo zabavite sa ovim scenarijom i ubijanjem horde zombija sa drugovima i zaista nećete se pokajati :)
 Aiur Chef
  • Collection game! Vi ste mali zealot koji skuplja sastojke po aiuru i kuvate o.O
  • Imate lubenice, jabuke, jagode, ananase, i njih nabadate na svoj blejd i odlazite u kuhinju i kuvate :D!!
  • Ima i bitke, ne brinite. Ne kuva se non stop! Imate posebne sposobnosti i možete da zezate svog protivnika ali ne da ih ubijete :)
  • Interfejs je dosta izmenjen, i ima dialoga na sve strane. On će vas obavestiti koliko sastojaka imate i tako dalje...
 Blizzard DotA
  • Zasnovano na jelte, doti. ALI, ova mapa je mnogo drugačija od stare dobre dote.
  • Imate svog heroja kao i obično, dobijate xp i abilityje itd itd. ALI...
  • Blizzard Dota je bacila akcenat samo na heroja. Imate Sylvanas iz Warcrafta, Kerrigan, Murloc marince, i razne druge custom made heroje kao i default heroje iz igara. Ima ih 12 i svaki ima svoje abilityje.
  • Novi spellovi, novi doodadovi, i efekti koji prate sve ovo. Scenario je ubedljivo najveći i najkompleksniji scenario napravljen od strane Blizzarda. Sve što daje ovaj scenario možete iskoristiti u svom.
  • Mnogo je bilo feedbacka za scenario, QA testova, i mnogo negativnog feedbacka kako bi se unapredio scenario tako da očekujte da zaista bude profesionalna mapa i početak kvalitetnih mapa za map makere.
  • I daljse ne radi na mapi, i ubacuju novi heroji itd...
Map editor je toliko snažan i ima već u sebi ugrađene efekte koje možete da koristite za spell effectove kao rainbow archon koji ima chain lightning ili ringišpil lightninga oko sebe koji prži sve oko sebe u svim mogućim bojama! Takođe, možete da napravite uskoro mouse reactive akcije, kao na primer kretanje u diablu, držanje levog klika za kretanje lika konstantno kroz mapu.
Q: Kada će se marketplace za mape otvoriti? I da li ćete povećati limit od 10mb po mapi?
A: Dolazi marketplace, i granice će se pomeriti verovatno sa dolaskom Marketplace-a.
Q: Da li planirate da balansirate vašu dotu non stop?
A: Da, naravno. Uvek ćemo updateovati mapu.
Q: Da li će mouse tracking raditi sa lagom?
A: Radimo na tome da poboljšamo brzinu igre na serverima i da smanjimo lag sa naše strane. Posebno za ove mape.
Q: Da li će dota imati stare dota heroje?
A: Neke, da.
Q: Da li će mape biti globalne ikada kada ih okačimo a ne samo za EU ili US itd?
A: Naš tim to zaista ne zna. Ali želimo da publishovanje mapa bude zaista globalno za sve.
Q: Da li ćemo moći da koristimo ove mape za naš scenario?
A: Da, sve što ima u ovim scenarijima možete da koristite.
Q: Da li ćete napraviti beginner guide za editor ikada?
A: Želimo da napravimo guide u nekoj formi uskoro sa ovim mapama.
Q: Kako da popularizujem mapu koju sam napravio?
A: Spamujte forume, community sajtove, i raširiće se vrlo lako.
Q: Da li planirate da osigurate naše mape kako ne bi bile ukradene i editovane?
A: Da, enkripcija će biti vrlo teška kada maketplace izađe.
Q: Kada ćete izbaciti ove mape?
A: Ne znamo tačno, ali će definitivno biti dostupne kada budemo bili srećni sa kvalitetom :)
Q: Da li ćemo videti statistike na primer u doti kako bismo balansirali mapu?
A: Da, score screen će biti vrlo interesantan za ovakve mape.
Q: Da li će inventar u Blizzard Doti biti još lakši od prave Dote?
A: Da, i radimo na tome non stop da uprostimo sve.
Q: Da li ćemo moći da vežemo više mapa kao instance u wowu?
A: Dobra ideja, radićemo na tome da vam omogućimo!
Q: Da li ćemo moći da filtriramo mape za određeni broj igrača?
A: Da, zvuči kul! Hvala na predlogu! Trudićemo se da uradimo to.
Q: Da li ćemo imati na primer intelekt koji budži spell power ili tako nešto?
A: Da, to već imamo u Blizzard Doti. Itemi koji daju određeni stat. Ili stat koji daje druge statove za napad npr.
Q: Da li ćete moći da nam date art editor koji vi koristite isto kako bi pravili svoje custom teksture itd?
A: Da, ali ne uskoro. Verovatno pred legacy of the void.

BlizzCon 2010 Coverage: StarCraft II Secrets of the Masters

Development Stage: StarCraft II Secrets of the Masters
(22:30 - 23:30)
Development Stage je krcat, svakog momenta očekujemo da novi panel počne pod nazivom Secrets of the Masters. Šta to može da znači? Pa, verovatno diskusija sa pro igračima, ali ko zna!
Pitanja koja će se odgovoriti: Kako da unapredite svoju igru? Kako biti uvek bolji u SC2? Sve to sa Dustinom i ekipom! Kombinacija detalja oko battle.neta i matchmakinga!

Leagues / Ladders objašnjenje:
  • Matchmaking sistem u SC2 je vrlo inteligentan i uči od igrača što više igra igru. Ne uči samo vaš win lose ratio, ali i težinu protivnika i koliko često igrate igru i kako ste pobedili.
  • Postoji interni rating koji se ne vidi u igri, i on je više proseka vašeg ratinga protiv kojih ste pobeđivali ili gubili.
  • Tip: rating koji se prenosi i taj tajni rating se prenosi i ne briše se nikada. Vaša reputacija i skill je večno zapamćen na serveru i ti ladder poeni se takođe ne vide u odnosu na zvanične.
  • Postoji mnogo skill ratinga za timove, kao i individualne ratinge sa vašim timom i vaš solo rating. Bootstrap rating je vrlo kompleksan i radi matchmaking koji se prilagođava ratingu u 2v2 ali ne utiče na 1v1 uopšte.
  • Placement je samo gruba ocena vašeg skilla, ali znamo da sistem zahteva mnofo više informacija od 5 mečeva kako bi vas analizirao i naučio da budete što bolji.
  • 20% igrača je jedna liga. 5 liga, 100% igrača na battle.netu.
  • Ako od jednom dođete u Diamond ligu to ne znači da će vaši mečevi biti 20% teži, ali 0.1% više ili 1% maksimalno.
  • Win/Loss statistika ne znači ništa. Sve što vama znači na battle.netu su ti poeni. Rested je tu samo da digne te poene ako niste duže igrali igru.
  • Promote u nove lige se dešava kada je sistem 100% siguran da možete da ostanete u toj ligi.
  • Ako bilo ko zloupotrebi sistem ili hakuje, postoji poseban tim koji radi on the fly fixeve i brine se da sve radi glatko i da bude što manje hakera i zloupotrebe
Improvements u league i ladderu:
  • Nove ikonice za dno/vrh vaše lige i divizije!
  • Ako ste top vaše divizije videće se vrlo jasno da ste najbolji tu po ikonici i tako dalje.
  • Sezona 2 će početi i izvbrisaće vaše win loss ratinge, ali ćete moći da pogledate istoriju vašeg scora u sezonama!
  • Ne morate da igrate 5 placement mečeva ponovo u S2.
  • Master league izlazi, i ta liga je 1-2% top diamonda. Kao i Gand Master league koja je top 200 igrača uopšte u master ligi. Ta liga će moći da se gleda od strane bilo koga na battle.netu!
  • News/Community area, gde ćete moći da okačite replayeve i delite replayeve, analizirate itd... kao na primer kačenje GSL replayeva ili čega god direktno na sajt.
David Kim i Matthew Cooper su igrali skoro igru, best of 5 i očekujte novi Battle Report! David kim je ubedljivo najbolji 1v1 random igrač u Blizzardu.
  • Custom igre su uvek korisne za masterovanje skilla, i uvek imaju sparring partnere.
  • 12+ sati se vežba za ozbiljne treninge!
  • Uvek se fokusirajte na jednu rasu a ne na sve!
  • David Kim je doneo dosta tipova za StarCraft igrače koji žele da igraju ozbiljnije, i to je da naviknete da gubite igru. Uvek ćete da izgubite pre nego što pobedite bolje.
  • Day9, Huk i velika imena StarCrafta 2 i gde QXC kaže "Ako ne napadaš verovatno gubiš." Igra jeste agresivna.
  • Gledajte igru ponovo. Izgubili ste, prihvatite to, analizirajte svoje greške, i ne možete da kopirate pro igrače.
  • Stvorite svoj stil, ne morate da pratite sve što oni rade! Ako ne možete da izvedete stvari koje pro igrači rade možda vama nešto drugo odgovara!
  • Pravite radnike kao ludi, non stop!
  • Ne smete da imate višak resursa. Ako imate višak ne pravite vojsku, a ako ne prative vojsku, gubite.
  • Ako imate 2 expansiona idite 10 gateways! Ako 3, 15! Ne mislite da je to napotrebno!
  • Ekonomija mora da bude mnogo jaka čak iako vam smrdi micro.
  • Ne bi trebalo da koristite već napravljenu strategiju. Prilagođavajte se u toku igre, analizirajte jedinice od neprijatelja i brzo se prilagodite i sa ekonomijom i sa jedinicama.
Steppes of War:
  • Ako ne rushujete, vaš neprijatelj će verovatno. Nemojte da budete nespremni za rush na takvoj mapi.
Scrap Station:
  • Rush distance, koji možete da koristite za odlaganje rusheva!
  • Air time je vrlo vitalan kada ćete praviti vazduh na mapi i da stignet da se odbranite od vazduha jer će ga biti.
  • Choke pointovi su vrlo kritični protiv zerga, i trudite se da ga zavučete u takve tesne pozicije kako biste bili bolji.
Combat tips od strane Coopera i Kima:
  • Teren: Choke je vrlo bitan u SC2, i ulazak u vašu bazu može da vam spase i vojsku i igru čak iako ste outnumbered.
  • Flanking: koristite teren i grupe kako biste napali sa svih strana na mapi!
  • 9 stalkera vs 9 stalkera uz micro nećete sa a+click nikada pobediti ako se ne blinkujete sa low hp stalkerima, ne fokusirate napad i pre nego što znate, nemate ni jednu jedinicu na mapi.
  • Hard counteri i soft counteri: Hard counter je marinci vs banshee. Ako banshee micruju dovoljno, neće umreti ni jedna iako nema cloak jer ima veći range.
  • Build order:  analizirajte šta vaš neprijatelj pravi i ako fale neke zgrade direktno u bazi. Igrači mogu da vas zavaraju da rushuju zealote ali u stvari rushuju cannone, i morate da znate kako da counterujete to što pre (radnici i t1 jedinice što pre)
  • Multitaskovanje sa dropovima, i trudite se da podelite vojsku neprijatelja uvek!
Q: Da li planirate da pokažete interni rating?
A: Ne, vrlo je teško pokazati to, i taj broj je vrlo nebitan vama kao igračima. Tu ima mnogo više brojeva, čak preko 20.
Q: Da li će biti clan supporta i chat channela?
A: Da, izbacićemo chat kanale  pre nove godine sigurno! Za mesec / dva!
Q: Primetio sam da dobijam po 200 poena po igri. Šta se dešava?
A: Mislim da je to bug, teško da se to togađa regularno.
Q: Da li ćete napraviti Reapera ikada mid-game jedinicom?
A: Pokušavamo da balansiramo Reapere non stop, ali pogledajte šta se dešavalo pre. Imali ste Reapere u svakoj drugoj igri protiv zerga early game, a ovako sa nerfovima build ordera prosto teramo ljude da koriste različite jedinice! Ne samo reapere! :)
Q: Da li planirate da ubacite statistike za vaše igre i procente, damage done, units killed itd?
A: Da, definitivno da bude u fazonu WC3, ali nemamo timeStiven u kome moramo to da izbacimo jer nije prioriter zaista.
Q: Da li želite da podelite lige po rasama možda?
A: Ne, zaista, ali definitivno se trudimo da unapredimo rankiranje i po rasama.
Q: Kako da unapredim svoj skill da spawnujem larvu sa kraljicom non stop?
A: Znamo da je ova mehanika brutalna prema novim igračima. Ali možete da koristite na primer 2 hatcheryja sa jednom kraljicom i ako zaboravite na energy bacite dve larve sa kraljicom na dva hatcheryja!
Q: Gde bih mogao najbolje da uradim siege drop?
A: Lično, najbolje je da ih bacite uvek na cliff. Ili na nedostižnu poziciju kopnom! Ovo možete najbolje da uradite dok napadate kopnenim jedinicama.
Q: Da li ćete moći da ubacite replayeve da šerujemo sa drugarima u cloudu?
A: Da, od početka sledeće godine ćemo definitivno ubaciti šerovanje replaya sa prijateljima :)

BlizzCon 2010 Coverage: Cinematics: StarCraft II

Development Stage: Cinematics: StarCraft II
(21:00 - 22:00)
StarCraft II Cinematics panel, sa informacijama i previewovima StarCraft II cinematica sa In-game cinematics supervisorom.
  • In-game cinematics team je bio posebno formiran da napravi i razvije priču u samoj igri, da bi se igrači vezali za likove u samoj igri a ne u CGI sekvencama koje su takođe fenomenalne.
  • Engine StarCrafa 2 je toliko fleksibilan da je mogao da dozvoli in-game cinematice. Problem nastaje sa kvalitetom samog in-game cinematica.
  • Problem je rešen time što se pre-renderovane teksture koriste i efekti iz same igre na većem nivou, i zato igra izgleda tako dobro i u međusekvencama.
  • Mnogo sitnih efekata je korišćeno za in-game cinematice koji ne rade uopšte u igri samoj, jer nisu potrebni. Preko 1 gigabajta podataka je korišćeno samo za efekte za in-game cinematice i sekvence na brodu.
  • Modeliranje za story mode ima takođe poseban tim koji radi assete za baš te sekvence na brodu, na planeti itd.
  • Matt Horner je bio jedan od likova koji su prošli mnogo verzija i analize njegovg lika kako bi se izgradio što bolji lik vizuelno. Shaderi 1.0 vs 2.0 je vrlo impresivan prikaz svih likova kako su izgledali i koja je to razlika u samoj igri u toku dvelopment procesa.
  • Animacija in-game cinematica uvek kreće od samog crtanja na papiru do vrlo grube animacije do renderovanja visoke rezolucije i ubacivanja shadera i efekata koji su potrebni a onda provere kvaliteta samog video zapisa.
  • Eksportovanje u game engine je puno debugovanja, koje traje satima, danima, i engine pokušava da prilagod animacije i objekte za samog sebe.
  • Lightning i Depth of field su poslednje faze samog pravljenja in-game cinematica, i sa tim, cinematici izgledaju impresivno.
  • Igra je prevedena kompletno na 11 različitih jezika i problem je animacija likova da izgovaraju sve to na posebnim jezicima. Glumci, animacija i prevodi su zauzeli sveukupno zaista mnogo vremena, i broji se u godinama.
  • Outtakes: užasni video zapisi pogrešnih linija
Q: Da li ste planirali ikada stavite Zeratul vs Kerrigan u in-game cinematic?
A: Da, ali je bilo dovoljno kratak da smo mogli da ga konvertujemo u CGI!
Q: Da li planirate da ubacite nove grafičke elemente u Heart of the Swarmu?
A: Da, Heart of the Swarm će imati nove grafičke elemente, ali moramo i da brinemo o low-end mašinama!
Q: Koliko vremena provodite zajedno u pričanju, sastancima, i tako dalje dok ne počnete sa samom animacijom?
A: Nema mnogo sastanaka, trudimo se da se vidimo, bacamo ideje na sto i vidimo šta odgovara!
Q: Da li fanovi mogu da urade animacije kao kiša ili facial animacije u editoru? I lipsyncing?
A: Teško da možete da uradite lipsync i kišu do takvog detalja, ali verovatno ćete moći facial expressione!
Q: Zašto počinjete da radite sve više in-game cinematica umesto CGI?
A: Jer tim koji pravi priču mnogo lakše vidi u samoj igri likove, i tako tera igrače da se više vežu za heroje u samoj igri kada počnu da igraju misiju. CGI je super, ali nećete tog lika kontrolisati, ne za 9 godina :)
Q: Da li imate toleranciju šta je pre-rendered a šta je in-game?
A: Moramo prvo da vidimo koliko mesta imamo! Najepic scene su uvek CGI (pre-rendered), a manje zahtevne scene
Q: Koliko poligona ima vaš lik u CGI animaciji najviše?
A: Preko 500.000 u pre-rendered verziji kao npr Zeratul :)

Blizzcon 2010 Startuje sutra!

Blizzcon 2010 startuje u Petak! Kao i prošle godine, tako i ove možete očekivati na našem sajtu punu pokrivenost dogadja sa Blizzcona, a pored nas i Blizzard Blue posteri biće aktivni u toku dogadja na zvaničnim wow forumima, tako da možete očekivati uzbudljive informacije u sledećih par dana. Sledi raspored dešavanja po našem lokalnom vremenu.

Day 1: Petak, 22 Oktobar
Otvaranje ceremonije - 20:00 - 20:30
Cinematics: StarCraft II - 21:00 - 22:00
StarCraft II Secrets of the Masters - 22:30 - 23:30
StarCraft II Custom Maps and Editor - 00:00 - 01:00
StarCraft II Story Q&A - 01:30 - 02:30
StarCraft II Tournamenti od 22:30 - 05:30
Day 2: Subota, 23 Oktobar
StarCraft II Art - 21:00 - 22:00 
StarCraft II Multiplayer - 22:30 - 23:30
StarCraft II Finals Tournament Feed - 01:30 - 03:00
StarCraft II Tournamenti od 19:00 - 22:00 i 00:00 - 03:00
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