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Author: Warheart Date: Thursday, 21 August 2014
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Author: h2GVaka Date: Wednesday, 20 August 2014
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Author: Silencer Date: Monday, 18 August 2014
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Author: Dreiko Date: Monday, 18 August 2014

Sudbina Loremaster Titule u Cataclysm nastavku

Kao što ste svi upoznati shattering na Azerothu drastično će promeniti kontinente Kalimdor i Eastern Kingdom. Shattering će sa sobom odneti mnoge stare originalne quest-ove, dok će avanturisti biti pozvani da odrade nove quest-ove od 1 do 60 levela u novim transformisanim teritorijama.

Ova promena utiče na igrače koji su počeli da rade Loremast achievement, ali oni koji već imaju Loremaster of Eastern Kingdroms ili Loremaster of Kalimdor, neće izgubiti svoj achievement. Ukoliko ste započeli progres, kako bi odradili ove achievmenete, a da ih niste završili, imajte u vidu da će vam se posle shattering-a dosta quest-ova biti uklonjeno čime će i sam achievment brojač odradjenih quest-ova pasti. Ukoliko ste vrlo blizu pri završavanju ovog achievementa, preporučujemo Vam da ih velikom brzinom završite pre nego što Shattering krene.

Za nove igrače ili oni koji hoće da loremaster achievement rade u Cataclysm nastavku, sam sistem biće kompletno redizajniran i biće lakši za praćenje. Umesto da završite veliku količinu quest-ova u jednom kontinentu, kriterija će da se svede na završavanje quest-ova po zonama. Kako budete završili listu achievementa iz odredjenog kontinenta, bićete nagradjeni Loremaster Achievement-om tog kontineta. Slično kao što je uradjeno za Loremaster Northrend kontineta.
 
Originally Posted by Blizzard (Source Out With the Old: Major Quest Changes Inbound)
As you're all aware by now, the shattering of Azeroth will drastically and permanently alter the continents of Kalimdor and the Eastern Kingdoms. In the wake of Deathwing's devastation, adventurers will be summoned to embark on new quests from levels 1 to 60 in these transformed territories -- and with so much new content to be found on these original two continents, many original quests will no longer be available after the shattering occurs. These quests will automatically be removed from your quest log, while any quests you’ve accepted that still exist in Azeroth will remain in your log.

You may be wondering how the shattering will affect the Loremaster achievements. If you've already completed Loremaster of Eastern Kingdoms or Loremaster of Kalimdor, you will not lose your achievements. However, if you've made progress toward these achievements without yet completing them, be aware that any quests that are removed from the game will no longer count toward your progress, so you may see your achievement quest counter drop. If you’re close to earning either of these achievements, we strongly suggest you finish them with great haste, as Deathwing's return is imminent.

In addition, the Loremaster achievements are being redesigned slightly to make them easier to track. Rather than having players complete a huge number of quests throughout a single continent, the criteria will change so that you will instead need to complete a set number of quests in each zone. Once you've earned the achievements for each listed zone on a continent, you will then be awarded the Loremaster achievement for that continent. For those who do have Loremaster of Kalimdor or Eastern Kingdoms completed already, you can still go back and get the new achievements for questing in individual zones on those continents.

We look forward to giving you an opportunity to take on brand new adventures in these classic zones. The times they are a-changin'.

Zašto Blizzard mrzi Healere?

Ghostcrawler je objavio svoj prvi blog post na novom wow sajtu. Nismo sigurni dal je ovo bio razlog zašto je bio neaktivan na forumima par dana, ali je njegov blog post preveden na četri različita jezika, kako bi došlo do svih igrača.

Originally Posted by Ghostcrawler (Source)
You may have heard that healing in Cataclysm is going to feel different. The role will be more challenging, particularly in terms of resource management. This won’t be news to a lot of regular forum readers, but I see enough “why nerf healers?” concerns that I thought it was still a worthwhile topic for an inaugural developer blog.

As a blanket statement, healer mana wasn’t a big concern in Wrath of the Lich King. You could run out of mana sometimes, but it really didn’t affect your spell choice in the way it did prior to Lich King. We think resources should be important, though. A lot of gameplay in a wide variety of games comes down to managing a limited resource, whether it's Vespene Gas in an RTS, ammo in an FPS, or even time in a puzzle game. Managing your resources well makes you a better player. Not being limited by resources can feel empowering over a short period of time, but only because it feels like you’re breaking the rules. In fact you are breaking the rules, and once those short periods of time have ended, a game can quickly lose its luster. Godmode isn’t nearly as compelling in the long term as it might seem at first glance.

Now, it is true that resource management is an even bigger part of the game for healers than it is for other roles. “Not fair!” you might be ready to cry. I used this analogy once before, and it seemed to resonate with lots of people, so I’ll use it again. Dealing damage is like a sprint. You typically want to go as fast as you can. Healing isn’t a race though -- it’s more like darts. You want to be as precise as you can. A big part of the healing gameplay is using the right tool for the right job. The resource cost of those tools is one of the things that differentiates them. Remove the resource constraint and you lose one dimension that differentiates the tools. Good healers used to pride themselves on keeping everyone standing up without running out of mana.

For a number of reasons, all of which were completely our fault, healers had too much mana regeneration in Wrath of the Lich King. Let’s look at the consequences of infinite mana for a moment.

For starters, those expensive, fast heals were never a difficult choice. Expensive doesn’t really apply in the absence of a cost, so they were just fast heals. Why wouldn’t you want to cast a fast heal? Healer gameplay became smaller because they had fewer options. Rather than choosing the right tool, everyone picked a spell such as Power Word: Shield, Flash of Light or Rejuv, and just used that spell. Over and over. We think a cornerstone of good gameplay is making interesting decisions. When your toolbox is too small (because the expensive or slow spells are immediately discarded as tools) then you are making fewer interesting decisions.

Second, since healers weren’t really running out of mana, we had to find other ways to make those raid encounters that were designed to be challenging actually challenging. That often came down to very high tank or raid damage. So now not only did healers not have much of a choice about which spell to use, but they also had to use that spell every global cooldown or risk someone dying. This made healing stressful without the reward of having made good decisions. If you healed the wrong target, hesitated for a moment, or had a laggy connection, then someone was going to die.

Third, anything that played off of mana regeneration, such as a talent, a stat like Spirit, or even a proc from a trinket, became undesirable. Furthermore, since mana wasn’t a concern, overhealing was also not a concern, and players did it with abandon. When everything is an overheal already, then stats like critical strike chance also become devalued.

Fourth, PvP balance suffered. When healers could easily heal anyone to full without fear of overhealing or running out of mana, then battles became very binary. You either killed someone or you didn’t. Nobody sat in a wounded state very long. There was no sense of a changing tide or someone coming from behind. Imagine a tennis match where the outcome of the first serve won or lost the entire match. We could have improved this situation by increasing health pools, which is exactly what we did for Cataclysm, but larger health pools with infinite mana would just make bosses feel unthreatening.

To be clear, we don’t want healers to constantly run out of mana. We want them to run out of mana when they don’t play well. And we don’t want them to always fail. But we do want them to feel good when they are challenged, and overcome those challenges to succeed. When someone is wounded, we want healers to consider whether to use a slow, efficient heal (because they aren’t in immediate threat of dying) or a fast, expensive heal (because they are). That’s called triage, and it was notably missing from the Lich King healing environment. We think triage will make healing more fun. We’re making this change not to make healers sad by nerfing them, but to make healers happy by making the game more fun for them.

Raid Lock Wipe

U pripremi za novi flex Lock system, sledeći raid lockovi biće uklonjeni, u budućem patchu..

Originally Posted by Bashiok (Source Raid Lock Wipe)
In preparation for the new flex lock system we’ll be wiping the following raid locks at the time of the next patch release.
  • Onyxia's Lair
  • Naxxramas
  • Ulduar
  • Obsidian Sanctum
  • Eye of Eternity
  • Vault of Archavon
  • Trial of the Crusader

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Zombie Invasion / Elemental Invasion (Source My mind is not blown)
It's sort of that damned if you do damned if you don't situation.

The response from the zombie invasion was overwhelmingly negative, and so we took that feedback and made sure that future events would be fun and interactive, but not a griefers paradise.

Obviously there are plenty of griefers though, and they'll always remember it and always compare events to it. Nothing will ever be as 'fun' as the zombie event was, and that's sort of the point, it's not a type of fun that most people enjoyed.

I'll always look back on the zombie event fondly, just as I will the shattering, but for different reasons. 

Šta to sve novo dolazi uz Patch 4.0.3a

WoW igrač Sammew je otvorio korisnu temu gde je napravio listu šta će sve da doći uz Patch 4.0.3a. Ovu temu prati i odgovor Zarhym-a.

4.0.3a is on the PTR, and I was wondering what was being implemented and what wasn’t. I could find bits and pieces spread out across the forums, but no central source of information. So, I intend to make a compilation thread of everything that is and isn’t going into the new patch, so people can know what to expect, and hopefully we can cut down on needless threads asking what is and is not going into it.

What is not in:

  * Creating worgen/goblin characters
  * Worgen/Goblin start zones
  * Archeology
  * Professions past 450 (Illustrious Grand Master)
  * Guild leveling
  * Guild achievements
  * Eastern Kingdoms/Kalimdor flight
  * New Zones (80+)

What is in:

  * Portals in Dalaran Removed
  * Class trainers in Dalaran where portals once were
  * New race-class combinations (excluding worgen/goblin)
  * New Gnome/Troll starting areas
  * Changes to existing zones
  * New cata load screens
  * New cata intro cinematic
  * New cata login screen
  * New music
  * City Quartermasters, with rep tabards
  * Bug fixes
  * Class balancing
  * Druids, paladins, priests, and shaman will have their talent trees reset
  * Experience required to gain levels 71 through 80 is being reduced by 20%
  * New tamable hunter pets (Monkey, fox, dog, and beetle, as well as new skins for exsisting pet classes.

# A steam powered auctioneer, similar to the engineering only one in the Like Clockwork store, has been added next to the justice point vendors in Dalaran. They are now usable by all non-engineers.

Originally Posted by Zarhym (Source What is in it, what is not.)
Good thread, Sammew. Aside from content, also included in the upcoming patch are several class balance changes and bug fixes. Due to several talent revisions for select classes, druids, paladins, priests, and shaman will have their talent trees reset.

Experience required to gain levels 71 through 80 is being reduced by 20%.

You'll also get the Cataclysm introductory cinematic and new login screen.

Vaša sudbina vas čeka

Originally Posted by Blizzard (Source Your Fortune Awaits)
The ground trembles beneath your feet and sinister cultists speak of impending doom. Loved ones have gone missing and the appearance of angered elementals only adds to the confusion. What does the future hold for Azeroth's heroes? What fortune awaits within Sayge’s cards? Visit the Darkmoon Faire and shed light on these mysteries.

Join the ranks of the Horde or the Alliance by taking the World of Warcraft: Cataclysm personality test. Gain insight into your destiny by answering a series of questions that probe into your inner workings and draw fortune's cards to catch a glimpse of the future.

By "Liking" and "Sharing" content on the site, taking the personality test, and submitting original images or videos to our contests, you can help unlock exclusive content for the Horde or Alliance!

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Stood in the Fire Feat of Strength (Source Deathwing feat of strength for dying)
It'll be virtually impossible to predict when and where he'll show up. Deathwing does what he wants. Waiting in a random zone for him to show up is not going to be very effective. It could literally take days for him to hit the zone you're in. 

Official Forums (Source THESE FORUMS NOW READ-ONLY)
All forums are now read only. We'll see you over at the new site! 

Onyxian Whelpling (Source What ever happened to the the onyxia hatch)
It was a pet rewarded to any characters that logged on during the 5th year anniversary. While some special pets are account-wide and mailed on new character creation, the Onyxian Whelpling was not one of them. 

Loremaster in Cataclysm (Source Loremaster)
We hope to release more details about Loremaster tomorrow. Stay tuned! 

Death Knight
Horn of Winter (Source Was Horn of Winter Overlooked?)
The behavior you're describing is the result of a bug which will be fixed in the next patch prior to the release of Cataclysm. You will again be able to toot your own horn to gain runic power, you just won't get the Attack Power benefit if a similar buff is already present.  
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