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Senior VP Chris Metzen napušta Blizzard Entertainment

Business Insider objavio je da Senior Vice President of Story and Franchise Development Chris Metzen napušta Blizzard Entertainment, kako bi otišao na zasluženi odmor i proveo svoje vreme sa porodicom. Chris Metzen je bio Creative director mnogih Blizzard igara, a najviše u World of Warcraftu, kao i učestvovanju pravljena filma Warcraft.
Originally Posted by Blizzard (Source)
I had just turned twenty years old when I started working at Blizzard. Seems like a lifetime ago. Guess it was. Those first few years were the start of a very grand adventure for me, one that would take me around the world, introduce me to thousands of wonderful geeks just like me—and ultimately shape the course of my adult life.

Of course when I started, I had absolutely no idea what I was doing. I had no idea how to make games or build entertainment products.…

But I had an insatiable passion for ideas. For stories. For heroes.

My only real training before joining Blizzard was the long-running D&D campaign I had with my closest friends—Sam, Mike P., Daniel, and Mikey C. (you know who you are, boys…HAMRO!). Building ideas—vast worldscapes, characters, and plotlines with my friends was my first great love. I lived for it. It was a safe space amid the tension and change of some rough teenage years. The grand refuge of D&D was a glorious meeting of minds and imaginations where I felt I truly belonged.

It was a space where friendship and imagination were inextricably linked.

The sharing of ideas on the fly, the crazy, unexpected turns other players would take—it stretched our imaginations in ways we’d never have dreamt of on our own. I loved how roleplaying through adventures taught us so much about each other—and, more often than not, ourselves. Imagining together helped us make sense of the crazy world we were growing up in. It made us stronger together.

I wouldn’t really understand the depth of it for many years, but I had learned an important truth from my friends back then:

Creativity is relational.

Looking back at my years at Blizzard, I see now how profoundly this idea has shaped my career. I see how profoundly my friends and coworkers at Blizzard have shaped me as a person.

For nearly twenty-three years I’ve had the very distinct privilege of shaping worlds and building games with the brightest creative minds in entertainment. I’ve walked with giants (and stood on some giants’ shoulders, too).

In short, I’ve had the time of my life.

I pretty much had the coolest job ever—but the truth is, sometimes it was really hard. Building games with dozens of brilliant, passionate alpha-geeks with their own red-hot instincts and perspectives can be pretty tricky. Coming to consensus about certain design decisions, story motifs, or courses of art direction takes a lot of communication, patience, and “give and take.” It stretches you. Sometimes it wasn’t all that pretty. But engaging with your teammates and collaborating through the potential quagmire of all that creative tension is where the real magic happens.

It’s not just the decisions you come to—or even the final shape of the product you craft.… It’s bigger than that—and infinitely more important. True collaboration builds trust—and trust is the basis of all lasting relationships. With trust you build more than just a great product.

You build a TRIBE…that can build anything.

A family of craftsmen.

That’s what Blizzard has been for me. My second family, through all of life’s ups and downs, it’s always been there. The great, geeky backdrop of my life. I don’t just mean “the job” or even the creative mission—but the people. The people who over and over lifted me up, believed in me—and pushed me to find my potential as both an artist and as a leader all these years.

To my Blizzard brothers and sisters…I wish I had the words.

Everything just sounds…trite.

All I can think of is…

You helped me believe in myself and achieve every one of my wildest dreams.
I am forever grateful to you.

I love you all with everything I’ve got.

Thank you.

And to all of you out there in Blizzard’s vast gaming community—those of you I’ve had the pleasure of meeting in person and all of you around the world I’ve only heard about—thank you.

Thank you all for letting me be a special part of your community. For letting me belong with you. We’ve shared countless adventures together and I’ve always been overwhelmed and humbled by your passion for our games as well your commitment to each other. Thank you for all the BlizzCon hugs, smiles, handshakes, and stories over the years. You will never know how much you’ve all touched my heart and inspired me to give my all into this craft.

With that said, I’ll try to get down to the point, here. I’ve come to a turn in the road. A new, far quieter chapter in my life looms ahead.

I am retiring.

Yup.

Hangin’ up my guns.
Clockin’ out.
Takin’ the last gryphon out of Stormwind.
You get the picture.

Crazy, I know.

It’s a massive change for me, but it’s one I’ve been looking forward to for a while now. It’s ironic given the fact that things have never been better or more energized at Blizzard. Just this year alone has been incredible.

Legion’s arrival.
The launch of Overwatch.
The Warcraft feature film.

I’ve never been more proud of Blizzard and the quality of its products than I am now. It’s remarkable that even after all these years we can still reach new heights and take the world for an amazing ride. I believe Blizzard’s future is brighter than ever.

I won’t lie—it’s going to be really hard stepping away from these worlds that I love. But I’m content that I’m leaving them in the hands of the most passionate, talented, and dedicated craftsmen ever assembled.

I can’t wait to see where Blizzard’s worlds go next—and to experience them first-hand like everyone else does. As a fan. As an adventurer. Right back to the start.

That’s just so cool…

The reason I use the word “retire” is because I’m not going to some other company or starting up new projects or anything remotely like that. It’s been a long, amazing stretch of years. Now it’s time to slow it down. Rest. Lay around on the couch and get fat. Well, fatter.…

Seriously though, I’ll be focusing on the one thing that matters most to me in all the world—my family. They’re the core of my life and the source of my deepest joy and inspiration. In addition to raising our two little ones, we recently welcomed our new baby into the family! Being home with them all, having time and space to really live…to love my wife with all my strength…that’s my career now.

And I’ve never been happier.

Ever. ☺

Peace out, y’all.

I love you all.

I’ll see you online.

Chris

WoW Companion App je Live

Overwatch Sezona Patch je dostupan! Nova Mapa, Blans Izmene i Novi Competitive Format

Sezona 2 Patch donosi nam novu mapu Eichenwalde, balans izmene i kompetni novi competitive format.

Originally Posted by Blizzard
PATCH HIGHLIGHTS
Competitive Play Season 2
We've made some big changes to Competitive Play in Season 2. The most noticeable change is the introduction of skill tiers, which we hope will better communicate players' relative skill levels. Competitive Play will put a greater emphasis on skill tiers over specific ratings, and as such, a player's tier will be more prominently displayed throughout the game. We've also switched the skill rating system to a 1-5000 scale to give players more detailed information about how each match affects their specific rating.
Sudden Death is also going away in Season 2. Instead, matches that are tied when the clock runs out end in a draw—though, it should be a rare occurrence. Because of this, we've made some changes to our game modes in Competitive Play to help reduce the chance that a draw can happen.
We've also made a few minor adjustments to leaver penalties, the top 500 system, and the competitive point system. Read on below to learn more!
New Assault/Escort Map: Eichenwalde
The forest has slowly begun overtaking the abandoned village of Eichenwalde, but the scars will never completely fade. During the Omnic Crisis, Eichenwalde was the site of a key battle. General Balderich von Adler took a handful of crusaders to the village in an effort to outflank the omnic army. Balderich's soldiers were able to break down the enemy forces, giving the German military an opportunity to push back, but the Crusaders didn't make it out of the battle. General Balderich finally collapsed in the castle's great hall.

GENERAL UPDATES

General
  • When activating the "Ultimate Status" communication, Symmetra now reports the number of charges left on her teleporter
  • When activating the "Needs healing" communication while targeting a teammate, Ana, Lúcio, Mercy, and Zenyatta will now tell allies to group up to receive healing. A marker will also appear above the player's head, allowing teammates to locate the healer more quickly
  • Added Torbjörn as an AI-controlled hero in Practice vs. AI, Play vs. AI, and Custom Game modes
  • Sit and laugh emotes are now unlockable for all heroes
  • New Legendary skins have been added for Reinhardt

Competitive Play

  • Skill rating is now measured on a 1-5000 scale instead of the former 1-100 scale
  • Skill Rating Tiers
    • Players will now be assigned to a tier, depending on their skill rating
      • Bronze - 1-1499
      • Silver - 1500-1999
      • Gold - 2000-2499
      • Platinum - 2500-2999
      • Diamond - 3000-3499
      • Master - 3500-3999
      • Grandmaster - 4000-5000
    • In Bronze, Silver, Gold, Platinum, and Diamond tiers, a player will not drop out of their tier even if their skill rating falls below the cutoff
    • In Master and Grandmaster tiers, a player whose skill rating falls below the tier's minimum will be moved to a lower tier
    • Players that have reached the Master and Grandmaster tiers must be within 500 Skill Rating of their groupmates
    • Players that are Diamond-tier and below must be within 1000 Skill Rating of their groupmates
  • Skill Rating Decay
    • Players in Diamond, Master, and Grandmaster tiers that haven't participated in a competitive match for 7 days will lose skill rating
    • Players with a skill rating above 3000 (Diamond tier or higher) will lose 50 rating points every 24 hours, but their rating will not fall below 3000
    • Competing in a single match will halt skill rating decay
    • Players that haven't participated in a competitive match for 7 days will immediately drop out of the top 500
  • Map Changes
    • Several refinements have been made to the time bank system for Hanamura, Temple of Anubis, and Volskaya Industries
    • The time bank system has been added to Dorado, Hollywood, King's Row, Numbani, Route 66, and Watchpoint: Gibraltar
    • Time granted for taking objectives on Dorado, Hanamura, Hollywood, King's Row, Numbani, Route 66, Temple of Anubis, Volskaya Industries, and Watchpoint: Gibraltar has been reduced from 5 minutes to 4
  • Competitive Points
    • Existing competitive points saved from Season 1 will be multiplied by 10
    • After winning a competitive match, players will now receive 10 competitive points (instead of 1)
    • Players will now receive 3 competitive points for a draw
    • The cost of golden weapons has also been multiplied by 10 - from 300 to 3000
    • A soft cap is being placed on the number of competitive points that can be saved
      • Players with more than 6000 points at the start of season 2 will no longer accrue points by playing competitive matches
      • End-of-season rewards will still be granted to players at the soft cap
  • Instead of going into Sudden Death, tied competitive matches will now result in a draw
  • Players must now win at least 50 competitive matches to be eligible for a spot in the top 500
  • Players must now complete more matches to clear their penalty status for leaving a competitive match early

HERO BALANCE UPDATES

General
  • Ultimates that consume the ultimate meter when activated will now drain the meter more quickly (.25 second instead of 1 second)
  • Reverted a recent change that reduced the size of heroes' projectiles
  • Most hero abilities will no longer interrupt quick melee attacks
  • Ultimate abilities will now interrupt quick melee attacks

Developer Comments: Altering the size of projectiles in flight had too many unintended side effects to keep in the game, at least in its current form. We will continue watching this and make additional changes if necessary. We’re also making quick melee more consistent when interacting with enemy abilities.

D.Va
  • Defense Matrix
    • After being activated, Defense Matrix will begin regenerating following a 1-second delay (formerly .5 seconds)

Developer Comments: Defense Matrix was too efficient when tapped repeatedly, instead of being held. Now, the recovery delay matches the ability cooldown.

Hanzo
  • Hanzo will now experience a 30% decrease in speed while aiming (formerly 40%)
  • Maximum projectile speed has been increased by 30%
  • Arrow size has been reduced by 33%

Developer Comments: Hanzo has the potential to deal a lot of damage, but he can feel really inconsistent, even at a medium distance. By increasing the projectile speed, we’re extending his reliable range, making it easier to land shots without having to perfectly predict enemy movement. To compensate for the increased projectile speed, we’ve decreased the size of his arrows, meaning his shots now require a bit more accuracy.

Genji
  • Double jump no longer resets when wall climbing
  • Swift Strike
  • No longer deals damage to traps like Widowmaker's Venom Mine or Junkrat's Steel Trap
    • No longer bypasses Junkrat's Steel Trap
    • No longer interrupts quick melee attacks
  • Dragonblade
    • Duration of Genji's ultimate has been reduced from 8 seconds to 6 seconds


Developer Comments: Genji was a little too difficult to pin down, and these changes will balance his speed. Swift Strike no longer cancels the recovery time from a quick melee attack, so players will no longer be able to get a free melee attack before using Swift Strike. Lastly, Dragonblade's duration was long enough that it often felt too difficult to reasonably counter.

Lúcio
  • Amp It Up
    • The boosting of movement speed has been decreased by 30% (from a 100% increase to a 70% increase)


Developer Comments: Thanks to Lúcio's speed increase, he was almost a must pick in every lineup.

McCree
  • Deadeye
    • Now drains over a .25-second period (instead of displaying a 50% reduction on the ultimate meter when activated and 0% when confirmed)

Developer Comments: If players managed to counter or avoid McCree's ultimate, it would often regenerate very quickly since only half of the ultimate charge was spent. Now, this ultimate works like every other ultimate that has a duration.

Mei
  • Blizzard
    • Projectile now pierces barriers
    • Radius has been increased from 8 meters to 10 meters

Developer Comments: Mei has an interesting toolkit, but her ultimate often felt like it was too difficult to use effectively. Consequently, it felt weak compared to many other ultimate abilities. The freeze effect has been piercing barriers for some time now, but the projectile would still be blocked. Now, you can throw it down exactly where you want it, so it’s much easier to utilize the full radius effectively.

Mercy
  • Caduceus Staff
    • Healing Beam
    • Healing-per-second has been increased by 20%
  • Resurrect
    • Resurrected allies will be able to maneuver after 2.25 seconds (reduced from 3 seconds)

Developer Comments: Resurrection now allows teammates to jump back into the fight more quickly, which should help Mercy survive after activating her ultimate. Mercy's healing is also getting a boost to solidify her role as a strong, single-target healer.

Roadhog
  • Chain Hook
    • If the hooked target isn't in Roadhog's line of sight when retracting the hook, they will be moved back to the position where they were originally hooked

Developer Comments: This change means that hooked targets will be less likely to slide along walls, potentially ending up in an odd place after they've been reeled in.

Soldier: 76
  • Heavy Pulse Rifle
    • Bullet spread now happens more quickly when unloading fully-automatic pulse fire
    • Significantly Increased bullet spread recovery time

Developer Comments: These changes will make burst-firing feel more reliable and increase his effectiveness at longer ranges.

Zenyatta
  • Orb of Discord
    • The amount of damage amplified by a target with Orb of Discord has been decreased from 50% to 30%
  • Orb of Destruction
    • Damage has been increased from 40 to 46

Developer Comments: Zenyatta is in a far better place since the last update, but the strength of Orb of Discord has turned him into an almost mandatory pick. These changes reduce Orb of Discord's effectiveness, but his damage-dealing potential has been increased. The amount of damage that he delivers should feel largely unaffected by the change.

MAP BALANCE CHANGES
Watchpoint: Gibraltar
  • Watchpoint: Gibraltar’s first checkpoint has been removed

Developer Comments: The balance changes that were implemented in previous patches have eliminated the need for Watchpoint: Gibraltar to have an extra checkpoint.

USER INTERFACE UPDATES

General
  • A new "Allied Health Bars" option has been added (Options > Controls)
  • Contextual menus have been added on the hero selection screen, giving players the ability to report or group up with other players
  • Matchmaking UI is now purple in the Competitive Play queue
  • Made several minor adjustments to typography in the Spectator UI

BUG FIXES

General
  • Fixed a bug that allowed the kill participation metric to go above 100 percent
  • Fixed a bug in the Custom Game settings preventing the Ability Cooldown modifier from affecting Ana
  • Fixed a bug causing players to incorrectly see gains in experience points when completing Custom Games
  • Fixed a bug that caused heroes to die when first spawned in a custom game if Health and Damage modifiers were used simultaneously

AI

  • Fixed a bug that could cause AI Bastion to become stuck, continuously healing himself in the spawn area
  • Fixed a bug preventing Torbjörn from placing his turret in viable locations

Heroes

  • Appropriate sound effects now play when Ana shoots barriers, shields, and armor
  • Ana’s scope now correctly displays all custom reticle options
  • Ana’s attacks and abilities now activate the controller’s rumble function
  • [XB1 Only] Fixed a bug preventing bullet shells from being rendered in Bastion’s “Bullet Rain” highlight intro
  • D.Va no longer communicates her ultimate status for Self-Destruct while charging her Call Mech ultimate
  • D.Va’s Boosters are no longer auto-cancelled if activated while her primary fire is active
  • D.Va’s ultimate charge status is no longer reset to 0% if she falls to her death while piloting a mech
  • Hanzo's “Spirit Dragon” unlockable voice line now correctly plays when using his Okami and Lone Wolf skins
  • Fixed various issues with Junkrat's emote and highlight animations
  • Fixed a bug that kept Junkrat’s ammo from being refilled when he was resurrected
  • The alternate fire on McCree’s Peacekeeper ability now activates the controller’s rumble function for all six shots
  • Fixed an issue causing Mei's Ice Wall to push herself to the side when cast at her feet
  • Fixed a bug preventing Mei's Ice Wall from being destroyed by a moving payload
  • Fixed a bug that prevented Mei's Ice Wall from appearing at the target location when cast
  • Fixed a bug allowing Reaper to reach unintended map locations using Shadow Step
  • Fixed a bug causing Reinhardt's shield to jitter when turning in third person
  • Fixed an issue that prevented Roadhog's chain from displaying correctly in some situations
  • Fixed a bug causing Roadhog’s chain to become permanently extended if his target disconnected from the match
  • Fixed several issues with Symmetra's emotes and highlight intros
  • The scarf on Tracer's Slipstream skin is no longer stiff in the Hurdle highlight intro
  • The names of Tracer's Sprinter and Track and Field skins now display correctly
  • Fixed a bug preventing overtime from being triggered while Zenyatta is using Transcendence

Maps

  • Fixed an issue preventing Genji and Hanzo from reliably climbing a specific crate on Watchpoint: Gibraltar
  • Fixed several issues that allowed Reaper to reach unintended locations on Watchpoint: Gibraltar

User Interface

  • Competitive play leaver messaging no longer overlaps with the PvP HUD at the top of the screen
  • Fixed a bug causing the end of season banner to pop up while the player is in a match
  • Fixed a bug preventing the hero list in Custom Game settings from being organized alphabetically
  • The spectate option now becomes unavailable (the button will be greyed out) when all spectator slots have been filled in a Custom Game lobby
  • [PC Only] Fixed an issue causing in-game statistics to run off the edge of the screen in 16:10 aspect ratio
  • [XB1 Only] Fixed a bug preventing the Network Quality notifications from functioning
  • [XB1 Only] Fixed a bug on the main menu that caused the Hollywood background to appear brighter than intended
  • [XB1 Only] Fixed a bug in the Hero Details page that occasionally caused some information to be pushed partially off screen
  • [XB1 Only] Fixed a bug preventing the Button Legend in the Options Menu from repositioning when display margins were altered

Eichenwalde Mapa dostupna na PTR

Nova mapa koja je prikazana na Gamescom 2016, puštena je za test na PTR serverima. asd

Originally Posted by Blizzard (Source)
Eichenwalde is now available for testing on the PTR. The map has been added to the Quick Play and Competitive rotations. We've also added a Brawl that specifically focuses on Eichenwalde (for those who just want to test the new map).
Two new skins for Reinhardt will also be available on the PTR for your testing.
Thank you.

Patch 7.1 Return to Karazhan

Slootbag je juče streamovo Gamescom sa WatcherDev. Karazhan se vraća kao 5 man istanca u Patch 7.1!
 
 
Originally Posted by AdriaCraft
Patch 7.1 - Return to Karazhan
  • Karazhan is coming back as a large five player dungeon with all nine bosses.
  • The old Karazhan will still exist, you can still go and farm it for things.
  • There will also be a small additional raid between The Emerald Nightmare and The Nighthold that wraps up the Stormheim story.
  • Patch 7.1 will also have outdoor content associated with Suramar that pushes forward the Nightfallen story.
  • Patch 7.1 is coming to the PTR right after Legion launches!
  • Encounters have been play tested internally, it is good to go.

Game Development
  • There was a period where the team focused on faster expansions, sacrificing things that they shouldn't have. This made the experience worse.
  • The focus going forward is a steady stream of content.
  • Priority #1 is making sure that you don't run out of things to do.
  • The team is never going to rush an expansion, they will be released when they are done.
  • Ensuring there is always content in the live game while working on the expansions is important.
  • Raid tiers should last around 4 to 5 months.
  • This time around there won't be a content drought - "Don't worry, we got you!"

Overwatch Gamescom 2016 Recap

Last Bastion Short Sneak Peek

U toku Gamescom-a, Blizzard je objavio kratak video nadolazećeg Bastion animiranog crtaća. U video zapisu kojeg možemo pogledati vidimo šumu, gde se poslednji Bastion budi.

 
Eichenwalde - Nova Mapa
 
Blizzard je najavio novu mapu, Eichenwalde. Eichenwalde se nalazi u napuštenom selu Nemačke, gde možemo videti veliki zamak.
 

Legion Zone Preview - Azsuna

Originally Posted by Blizzard (Source)

Azsuna is home to the remnants of the ancient night elves ravaged by the wrath of Queen Azshara. This accursed land is rife with many mysteries, and serves as refuge to what remains of the Blue Dragonflight. 

Sacred Stone composed by Sam Cardon

We sat down with Senior Game Designer Eric Maloof to get some insights on the zone and learn a bit more about what you’ll find there.

Q. How would you describe the zone’s ambience? What’s it like?

Eric Maloof: Azsuna is a broken land. The island was cursed just before the events of the Sundering, a little over 10,000 years ago. It’s also an invaded land, and probably has the heaviest concentration of demons in the Broken Isles aside from the Broken Shore. The Burning Legion decided to use Azsuna as a major warfront, taking over the sub-island of Faronaar and also staging a fairly heavy incursion onto the Isle of the Watchers. From the Suramar side of things, they invaded and created the Felblaze Ingress, basically.

I like to call Azsuna the research park of magic for the elves. The Academy was the center of magical knowledge before Queen Azshara sundered the Tidestone of Golganneth, which caused the curse. Basically, it killed all of the elves and doomed them to an eternal existence—rather than turning into wisps and returning to the Great Tree, they’re stuck here as ghosts.

Azurewing Repose is a beautiful quest hub, where players see a different side of Blue Dragonflight from the one they’ve seen up to this point. What we see here is really a final retreat for the oldest living blue dragon, and he’s just hanging on by a thread because of the magic that’s infused in the island. The pool of magic that he’s resting in keeps him alive now—and that, in turn, is attracting the Nightfallen and others from Suramar.

Azsuna is punchy and has a lot going on. It’s probably the one zone that isn’t necessarily dominated by any one given force, because realistically no one really comes here. You don’t imagine the elves from Suramar coming here, because it’s cursed. Why would you come here? Really the only reason is because Azshara is like, “Yep, I’m after the Pillar of Creation now,” and the demons have invaded we have to stop these guys from doing this. We normally wouldn’t come here. You don’t want to go here. It’s like a horror story waiting to happen—but you really don’t have any choice.

Q. Which locations in Azsuna would you say are some of your favorites, and why?

Eric Maloof: Well certainly Faronaar, just because of what happens to a place that was night elven and then gets hit with the full force of the Burning Legion. In lower Faronaar, where you do your level-up questing, you still have remnants of the elf ruins. But upper Faronaar is almost 100 percent just demons. This is what they do. This is what happens. This is what the whole world is going to end up looking like. The closest analog would be the demon world Mardum. So it sets the stakes for what we’re really fighting against here. I think we see a little of that in the invasions as well that are happening right now, but we don’t see as complete a takeover. You see the buildings coming in, and you can extrapolate what would happen.

Another favorite of mine is Ruins of Nar’thalas and the Academy. The team did just such an outstanding job  to really get that vibe of “long, long, long ago, here was a really important point of elf civilization and it got smashed because of Azshara’s wrath.” I think the evolution—or de-evolution, when you compare it against some of the places in Suramar, for instance—is really interesting. The art kit is similar but aged and desaturated and cracked. I think it’s such an iconic anchor point of the zone.

Q. Why do you think a player would want to start in this zone first?

I honestly think all of the four level-up zones are extremely compelling. Certainly if they want to get more exposure to the immediacy of the Burning Legion, they’re going to get that out of Azsuna. 

Q. What is it that will bring players back to this zone?

I’d say that when we were plotting out Azsuna, we put in a lot of spaces for top-level content, but with the scaling tech, we had a lot of opportunity for other content that we could satisfy everyone with.

We set aside the Timeworn Strand for a PvP skirmish, so there’s a naga invasion on the west coast encroaching into these elf ruins that have slid off into the ocean. Who knows, it might have been the Sundering, it might have been the Shattering.

We have the Isle of the Watchers, which is all top-level. There, the Wardens faction has you deal with these monstrosities that have broken out of the Vault of the Wardens dungeon and set up camp in various places. In addition, the Burning Legion has taken one of the towers and is fighting the Wardens for the other tower with their felsworn—basically, the demon hunters and others who have sworn their allegiance to the Burning Legion.

Then we have the two dungeons, The Vault of the Wardens and the Eye of Azshara, which is magically connected to Azsuna. It’s effectively the dungeon staging area for Azshara’s forces as they either magically transport into the middle of the zone or swim up through the ocean, as we show when you’re coming into the zone for the first time.

So yeah, we’ve got a lot of reason to come back—plus we have profession content spread throughout the zone as well.

Q. Is there anything else that players should look forward to here?

There are so many little anecdotal things that might be too spoilery. One of the most compelling storylines focuses on Prince Farondis and his redemption. Here’s this guy who, in trying to do the right thing, damned his people for all eternity. He attempted to use one of the Pillars of Creation to stop Queen Azshara and the events at the Great Sundering with the Well of Eternity when that occurred. But in attempting to use an artifact of such immense titan power, Azshara got the drop on him, and all of his people blame him. To see him go through just being spit upon by his own people—and then going on to work with the player to help recover the Pillar of Creation—it’s really a redemption story. It’s really cool to see.

Another good story is in the north, there’s a nightfallen who’s really trying to resist his condition. You’re kind of rooting for him and you’re not sure how things are going to turn out for him.

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