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Author: Warheart Date: Thursday, 18 September 2014

Patch 4.0.3a - Azeroth se menja ove nedelje

I da potvrdimo, Patch 4.0.3a biće postavljen na live servima ove nedelje i zuavek će promeniti Azeroth. Imaćete samo par sati da se oprostite sa starim svetom, pre nego što Deathwing odluči da je potreban novi izgled Azerotha. Slede zvanične informacije o izmenama.
 
Spremite se za najveću izmenu ikada u World of Warcraft svetu!
4.0.3a će biti ove nedelje na live servima, i ukoliko ste se intersovali i pitali šta će on da promeni u trenutnom svetu, mi smo spremili sledeću listu izmena.

Šta još nije implementirano a biće u Cataclysm:
  • Kreiranje worgen/goblin karaktera
  • Worgen/Goblin startne zone
  • Archeology
  • Profesije skill do 450 (ili takozvani Grand Master)
  • Guild levelovanje
  • Guild achievement
  • Eastern Kingdoms/Kalimdor flight
  • Nove Zone (80+)
Šta je ubačeno:
  • Portali u Dalaranu su uklonjeni
  • Treneri za klase u Dalaranu su ubačeni umesto portala
  • Nove kombinacije klasa za rase (ovo ne uključuje worgen/goblin)
  • Nove Gnome i Troll startne zone
  • Izmene u postojećim zonama
  • Novi Cataclysm Load Screen
  • Cataclysm Cinematic Intro
  • Novi Cataclysm Login Screen
  • Nova Muzika
  • Svaki grad dobiće Quartermaster-a, sa posebnim tabardima za reputacije
  • Ispravke raznih Bug-ova
  • Balans Klasa
  • Druids, paladins, priests, i shaman će dobiti talent reset
  • Experience koji je potreban za levelovanje od 71 do 80 je ubrzan za 20%
  • Novi Hunter petovi (Monkey, fox, dog, i beetle, takodje i novi skin-ovi za postojeće pet klase.)
Uklonjeni Portali u Dalaranu i Shattrath gradovima
Blizzard ne želi više da koristimo Shattrath i Dalran portal hubove. Poslednji Beta Build, uklonio je portale ka glavnim gradovima i zamenio ih sa Class trenerima.
{yoogallery src=[/images/stories/news/2010/Sep/27/portals/] width=[345] height=[200] title=[Dalaran & Shattrath Portals Removed]}
Mounti i Itemi koji su uklonjeni u 4.0.3
Originally Posted by Lylirra (Source)
As stated in the Under Dev page (http://www.worldofwarcraft.com/info/underdev/), patch 4.0.3 brings about The Shattering, a cataclysmic event that will forever change the face of Azeroth. As we prepare to raise the level cap and introduce two new races with the Cataclysm expansion, it's important to keep in mind that the game world is going through tremendous changes that will affect the availability of certain rare mounts and items.

Swift Zulian Tiger
Zul'Gurub is changing from a raid to a leveling zone in 4.0.3, and this mount will no longer be obtainable.

Swift Razzashi Raptor
This mount will also no longer be obtainable after the change to Zul'Gurub.

Razzashi Hatchling
With the change to Zul'Gurub this non-combat pet will no longer be obtainable.

Tome of Polymorph: Turtle Mage
This tome will continue to be available through other means.

Crusader's White/Black Warhorse and Swift Alliance Steed/Swift Horde Wolf
As the attempt-based tribute system is being removed from Heroic Trial of the Crusader, the Argent Crusade Tribute Chest will no longer spawn, and these mounts will no longer be obtainable

Reins of the Blue Drake
This mount will once again be available from defeating 10-player Malygos without needing to use the Dungeon Finder. The Reins of the Azure Drake will only be available on 25-player Malygos.

Mimiron's Head
This mount will change to be a very low drop chance when defeating 25-player Yogg'Saron with no Keepers assisting you

Invincible
This mount will change to be a very low drop chance when defeating Heroic 25-player Lich King

Although we have no current plans to introduce new ways to obtain the Zul'Gurub mounts, pets, and the tribute mounts, they may return should we find a place where they fit in the future.

Zvanične Patch informacije
Originally Posted by Blizzard Entertainment
World of Warcraft Client Patch 4.0.3a

The latest patch notes can always be found at http://www.wow-europe.com/en/patchnotes/

The latest test realm patch notes can always be found at http://www.wow-europe.com/en/info/un...testrealm.html

The Shattering of Azeroth
In the frigid wastes of Northrend, the final battle against the merciless Lich King ended in victory for Azeroth's defenders. Upon returning home, veterans of the unforgiving conflict against the Scourge were showered with praise for their valiant sacrifices, while the honorable dead were mourned. Yet as hope flared anew in the wake of the Lich King's fall, Azeroth's native elemental spirits grew confused and erratic, setting off a series of deadly natural disasters. Horde and Alliance leaders scrambled for clues about the troubling state of the world, but nothing could have prepared them for what was to come.

Without warning, the corrupted Dragon Aspect, Deathwing, erupted from the stone heart of Deepholm, the domain of earth within the Elemental Plane. Jagged fissures were torn across the earth, and monstrous waves pummeled coastal regions. From Thousand Needles to the Blasted Lands, the surface of Azeroth was reforged through violent upheavals. Now, the Horde and the Alliance must defend their homes against Deathwing and his minions, burdened by the unsettling fact that the world as they know it has changed... forever.

Azeroth Shattered
  • Deathwing's return has had an immeasurable impact throughout the Eastern Kingdoms and Kalimdor. Players will notice drastically altered terrain, thousands of new quests from levels 1-55, and updated level ranges for some zones to improve the questing flow.

New Race/Class Combinations
  • In the wake of a world on the brink of destruction, members of the Horde and Alliance have taken to new cultures and studies, mastering crafts previously foreign to them. Many existing playable races now have new class combinations. Check the official World of Warcraft: Cataclysm website for a breakdown of the new combinations.

General
  • The World of Warcraft: Cataclysm cinematic trailer and login screen have been added to the game.
  • Experience required to gain levels 71 through 80 has been reduced by 20%, which increases leveling rate by 25%.

Classes: General
  • Due to several talent revisions for select classes, druids, paladins, priests, and shaman have had their talent trees reset.
  • The damage and healing done by players from levels 1-79 has been retuned, with the base points of almost all spells and abilities reduced. This was done to bring combat times at low levels to a more reasonable length. For most abilities that deal weapon damage, the weapon damage percent now rises per level until level 80, and starts at a lower percent.
  • Healing Rain, Efflorescence, Holy Radiance, Holy Word: Sanctuary now have a diminished effect when healing more than 6 players at once.
  • Mortal Strike, Furious Attacks, Wound Poison, Widow Venom, Permafrost, Improved Mind Blast, Monstrous Bite, and Legion Strike now reduce healing by 10%, down from 25%.
  • Effects which are broken from taking too much damage (Fear, Frost Nova, Entangling Roots, etc.) now break automatically from about half as much damage taken as before.

Death Knight
  • Death Pact now heals for 25% of maximum health, down from 40%.
  • Death Strike now heals for 25% of damage taken in the last 5 seconds, down from 30%, and will heal for a minimum of 7% of maximum health, down from 10%. The tooltip may not yet be updated to reflect this change.
  • Icebound Fortitude now provides 20% damage reduction, down from 30% (now 50%, down from 60% when talented), and has a 3-minute cooldown, up from 2 minutes.
Blood
  • Rune Tap now heals for 10% of maximum health, down from 15%. The tooltip may not yet be updated to reflect this change.
Glyphs
  • Glyph of Rune Tap now heals for 5% of maximum health, down from 10%.
Bug Fixes
  • Frost Fever critical strikes now apply the correct amount of bonus damage.

Druid
  • Bear Form now provides 10% bonus health, down from 20%.
  • Nourish no longer consumes Omen of Clarity.
  • Rejuvenation has had its mana cost increased by 30%.
  • Soothe now has a 1.5-second cast time.
  • Swipe (Cat Form) can now be used even if the druid does not have a primary target selected.
  • Thorns: beginner tooltip revised to no longer imply the spell could be kept up at all times. In addition, Thorns damage has been reduced by 60%.
Balance
  • PvP set bonus redesigned. While not in an Eclipse state, critical attacks against the druid restore 5 Solar or 7 Lunar energy, whichever is more beneficial. This effect can only occur once every 6 seconds.
Feral
  • Brutal Impact now increases the mana cost of spells on the victim by 5/10% for 10 seconds, down from 15/30%.
  • Leader of the Pack now heals for 4%, down from 8%.
  • Survival Instincts now provides 50% damage reduction, down from 60%, and its cooldown has been lowered from 5 minutes to 3 minutes.
  • Swipe (Bear Form) damage has been reduced by 20%.
  • Vengeance is no longer cleared on exiting Bear Form, and instead is cleared upon entering Cat Form.
Restoration
  • Empowered Touch now procs from Healing Touch as well as Nourish.
  • Heart of the Wild: the Bear Form Stamina bonus from this talent is now 2/4/6%, down from 3/7/10%.
  • Malfurion's Gift no longer has Fury of Stormrage as a prerequisite talent.
  • Natural Shapeshifter now also increases Tree of Life duration by 5/10 seconds.
  • Revitalize is now a 2-point talent, down from 3. It provides a 20% chance to return 1/2% of the druid's total mana on periodic heals from Lifebloom or Rejuvenation. This effect cannot occur more than once every 12 seconds.
  • Swift Rejuvenation is now a 1-point talent, down from 2. The global cooldown reduction this talent provides to Rejuvenation remains 0.5 seconds.
  • Symbiosis: heal-over-time spells (Rejuvenation, Regrowth, Lifebloom) can no longer benefit from this Mastery merely by refreshing themselves. A different heal-over-time spell must be present.
Glyphs
  • Glyph of Healing Touch now reduces the cooldown on Nature's Swiftness by 10 seconds after using Healing Touch, up from 5 seconds.
  • Glyph of the Treant (new) allows druids to keep the original treant Tree of Life look... if they must. Must they?
Bug Fixes
  • Blood in the Water now refreshes Rip to the correct value.
  • Flight Form now properly appears in the trainer window before Expert Riding is learned.

Hunter
  • All special attacks based on weapon damage (except Scattershot) are now normalized.
  • Scare Beast is now available at level 36, up from level 14, and has had its training cost updated.
  • Deterrence is now available at level 78, up from level 36, and has had its training cost updated.
  • Disengage is now available at level 14, down from level 78, and has had its training cost updated.
Glyphs
  • The level requirements for glyphs that affect Scare Beast, Deterrence, and Disengage have been altered to correspond with the level changes of these abilities.
Bug Fixes
  • The Core Hound pet ability Ancient Hysteria now places its own unique debuff on affected players that has the same effect as Sated and Exhaustion.
  • Certain pets should no longer forget how to Dash.

Mage
  • Arcane Blast now increases damage of the next Arcane Blast by 10% per stack, down from 20%, reduces cast time by 0.1 seconds per stack, and increases the mana cost by 150%, down from 175%. In addition, the base cast time of Arcane Blast has been lowered to 2.35 seconds.
  • Arcane Explosion now costs 15% of base mana, down from 18%.
  • Arcane Missiles damage has been increased by 5%.
  • PvP set 4-piece bonus changed to increase damage by 5% instead of providing 5% Haste.
Arcane
  • Arcane Barrage damage has been increased by 5% and its cooldown is now 4 seconds, down from 5 seconds.
  • Arcane Concentration: Now has a much higher chance (13/27/40%) of entering a Clearcasting state. This effect cannot occur more than once every 15 seconds. The tooltip still states that there is a 3/6/10% chance, as it averages out to approximately the same chance with the internal cooldown applied.
  • Arcane Specialization again increases arcane damage by 25%.
Fire
  • Blazing Speed no longer dispels movement slowing effects (it still dispels effects that totally stop movement).
  • Fire Specialization again increases periodic fire damage effects by 25%.
  • Molten Shields now also causes Blazing Speed to dispel movement slowing effects in addition to its current functionality.
  • Pyroblast base mana cost is now 17%, down from 22%.
Frost
  • Deep Freeze: the cooldown on this ability is no longer reduced by Haste.
  • Early Frost now reduces Frostbolt cast time by 0.3/0.6 seconds, down from 0.35/0.70 seconds.
  • Fingers of Frost proc chance is now 7/14/20%, down from 10/20/30%.
  • Frost Specialization again increases all damage against frozen target by 25%.
  • Reactive Barrier is now triggered by any damage which causes the mage's health to be below 50%, even if the mage was already below 50%.
  • Shatter now also increases Frostbolt damage by 10/20% against frozen targets.
  • Shattered Barrier duration is now 2/4 seconds, down from 3/6 seconds.
Glyphs
  • Glyph of Evocation now heals for 40%, down from 60%.
  • Glyph of Deep Freeze now increases damage done by Deep Freeze by 20% (no longer increases Frostbolt damage against Deep Frozen targets).
Bug Fixes
  • Improved Polymorph now correctly shares diminishing returns with controlled stuns.

Paladin
  • Exorcism damage has been increased by approximately 50%.
  • Holy Radiance now has reduced effectiveness on targets over 8 yards away from the paladin.
  • Seal of Truth: periodic damage from Censure reduced by 25%.
Holy
  • Beacon of Light now lasts 5 minutes, up from 60 seconds.
  • Blessed Life: the effects of this talent cannot occur more than once every 8 seconds, up from every 2 seconds.
  • Illuminated Healing absorb shield now absorbs 10% of the total amount healed, up from 8%. Each point of Mastery increases the effect by an additional 1.25%, up from 1%.
  • Light of dawn has been redesigned. It no longer has an enforced cooldown, now costs Holy Power instead of mana, and scale in direct proportion to the amount of Holy Power used. In addition it now heals the 5 most injured group targets (including self) in a 30-yard frontal cone.
  • Protector of the Innocent no longer triggers from self-heals.
Protection
  • Divine Bulwark now grants 2.25% less block chance per point of Mastery, up from 2%.
  • Holy shield no longer increases chance to block. Instead, it increases the amount blocked by an additional 10%, for a total of 40% damage blocked.
  • Shield of the Righteous: Contribution of attack power halved (now 60% with full Holy Power) and base damage brought up so that a level 85 paladin in Heroic dungeon gear deals the same damage with no Vengeance, but Vengeance has less impact.
  • Shield of the Templar now reduces the cooldown of Guardian of Ancient Kings by 40/80/120 seconds, down from 1/2/3 minutes.
  • Wrath of the Lightbringer now increases Crusader Strike and Judgement damage by 50/100%, up from 30/60%.
Retribution
  • Crusade now also has a proc on kill to increase the healing done by the paladin's next Holy Light by 100/200/300% for 15 seconds, in addition to its current effects.
  • Divine Storm: This ability has been redesigned. It no longer consumes Holy Power and instead costs 5% of base mana. It shares a cooldown with Crusader Strike and hits all nearby enemies for 60% weapon damage.
  • Pursuit of Justice now has an 8-second internal cooldown, shared with Blessed Life.
  • Rebuke no longer initiates Auto Attack.
  • Sanctity of Battle now also causes Divine Storm's cooldown to be reduced by Haste effects.
  • Zealotry no longer consumes 3 Holy Power, but still requires 3 Holy Power to use.
Glyphs
  • Glyph of Beacon of Light now makes Beacon of Light free, instead of increasing the duration by 30 seconds.
  • Glyph of Divinity has been redesigned. It now grants the paladin 10% of maximum mana upon use.
  • Glyph of Light of Dawn now increases the total number of most injured targets healed by 1.

Priest
  • Binding Heal now provides roughly double the amount of healing.
  • Prayer of Healing has had its mana cost reduced by nearly 30% and its base points and Spell Power coefficient increased by 20%.

Discipline
  • Divine Aegis is now always triggered by Prayer of Healing in addition to critical heals from all other spells.
  • Grace has been increased to 4/8% stacking 3 times, up from 2/4% stacking.
  • Inner Focus now works with Binding Heal, but no longer works with Heal.
  • Power Word: Barrier has been redesigned. It no longer acts as a shared absorb shield. Instead, all affected friendly targets take 30% reduced damage for the duration of the shield, which is now 10 seconds, down from 25 seconds.
Shadow
  • Shadow Orbs: redesigned slightly. The Shadow Orbs continue to increase damage done by Mind Blast and Mind Spike and stack up to 3 times, but now when the priest casts Mind Blast or Mind Spike (consuming the orbs), the priest gains a 15-second duration buff (Empowered Shadow), which increases the damage done by all Shadow periodic spells. Empowered Shadow does not stack. Mastery increases the damage bonus of Shadow Orbs and Empowered Shadow by the same amount, 10% with the base 8 Mastery, and an additional 1.25% per Mastery.
  • Vampiric Embrace healing to the caster has been reduced to 6%, down from 12% (there was a tooltip error which stated that the self-healing amount was 15%). Party members still receive 3% healing.
Bug Fixes
  • Dark Archangel now correctly increases the damage done of certain abilities by 4%.

Rogue
  • Deadly Poison base damage and attack power coefficient have been increased by 30%.
  • Recuperate now restores 2% of maximum health, down from 3%.
  • Venomous Wounds base damage and attack power coefficient have been increased by 30%.
Combat
  • Aggression now increases damage of Sinister Strike, Backstab, and Eviscerate by 7/14/20%, up from 5/10/15%.
  • Bandit's Guile now gives 10/20/30% increased damage as the rogue gains greater insight, up from 5/10/15%.
Subtlety
  • Executioner no longer affects Recuperate.
Bug Fixes
  • Bandit's Guile now applies more consistently to all of the abilities it's supposed to modify.
  • Player guardians and temporary pets now stop attacking when a rogue uses Vanish, but city guards will not.

Shaman
  • Chain Heal mana cost increased from 17% to 20% of base mana.
  • Earthliving Weapon now only has 25% of its full chance to proc from a single hop of Chain Heal.
Elemental
  • Elemental Reach now also increases Searing Totem range by 7/15 yards.
  • Fulmination now has a Spell Alert visual associated with it, which appears when the shaman gets to 9 Lightning Shield charges.

Warlock
  • Bane of Agony damage has been reduced by approximately 12%.
  • Bane of Doom damage has been reduced by approximately 12%.
  • Corruption damage has been reduced by approximately 12%.
  • Death Coil damage has been reduced by approximately 12%.
  • Drain Life damage has been reduced by approximately 12%.
  • Drain Soul damage has been reduced by approximately 12%.
  • Immolate damage has been reduced by approximately 12%.
  • Incinerate damage has been reduced by approximately 12%.
  • Rain of Fire damage has been increased to be more comparable to other area-of-effect abilities.
  • Searing Pain damage has been reduced by approximately 12%.
  • Seed of Corruption damage has been reduced to be more comparable to other area-of-effect abilities.
  • Shadowbolt damage has been reduced by approximately 12%.
  • Soul Fire damage has been reduced by approximately 12%.
Demonology
  • Hand of Gul'dan damage has been reduced by approximately 12%.
Destruction
  • Chaos Bolt damage has been reduced by approximately 12%.
  • Conflagrate damage has been reduced by approximately 12%.
  • Shadowburn damage has been reduced by approximately 12%.
Bug Fixes
  • Drain Life: The Soulburn version of this was charging 17% of base mana instead of 12% like the normal version. This has been corrected.

Warrior
  • Cleave damage has been reduced by approximately 17%.
  • Execute damage has been reduced by approximately 17%.
  • Heroic Strike damage has been reduced by approximately 17%.
  • Overpower now does 125% weapon damage, down from 150%.
  • Rend base damage has been reduced by approximately 17% and percent of weapon damage per tick lowered to 25%, from 30%.
  • Shield Block now only increases block chance by 25%, but excess block that pushes avoidance plus block to over 100% is now converted to critical block chance.
  • Slam now costs 15 rage, down from 20, and now does 125% weapon damage, down from 150%.
  • Victory Rush damage has been reduced by approximately 17%.
  • Whirlwind now does 65% weapon damage, down from 75%.
Arms
  • Mortal Strike now does 150% weapon damage, down from 185%.
  • Second Wind now heals for 2/5% of total health, down from 5/10%.
  • Strikes of Opportunity now does 100% weapon damage, down from 115%.
Fury
  • Blood Craze now heals for 1/2/3% of total health, down from 2.5/5/7.5%.
  • Bloodthirst damage has been reduced by approximately 17%.
  • Raging Blow now does 110% weapon damage, down from 150%.
  • Unshackled Fury now gains approximately 50% more benefit per point of Mastery.
Protection
  • Critical Block now grants an equal amount of block chance and critical block chance (1.5% each per point of Mastery).
  • Devastate no longer provides bonus threat.
  • Shield Slam: Contribution of attack power reduced to 60%, down from 75%, and base damage brought up so that a level 85 warrior in Heroic dungeon gear deals the same damage with no Vengeance, but Vengeance has less impact. In addition, Shield Slam no longer generates 30% bonus threat from its damage.
  • Vigilance no longer provides 3% damage reduction, but still refreshes Taunt and provides Vengeance.
Glyphs
  • Glyph of Bloody Healing increases the healing received from Bloodthirst by 40%, down from 100%.
  • Glyph of Intimidating Shout no longer causes targets to flee slowly, but roots them instead.
  • Glyph of Shield Wall increases damage reduction to 60%, but increases the cooldown from 2 minutes to 4 minutes (talented).
Bug Fixes
  • Taste for Blood should once again proc on every other tick of Rend.
Achievements
  • The Gladiator reward mounts now award Master Riding.
  • What A Long, Strange Trip It's Been now awards Master Riding.
Items
  • Mysterious Egg now takes only 3 days to turn into a Cracked Egg and has a slightly greater chance of awarding the Reins of the Green Proto-Drake.
  • PvP set bonuses now provide 70 of stats such as Agility, Intellect, and Strength (down from 100) at 2 pieces, and 180 of these stats (down from 300) at 4 pieces.
Professions
  • Perfect Gem Cutting and Mixology have been removed as trainable skills and are instead passives profession abilities. When players reach the appropriate skill levels, they will start getting bonuses from Mixology (they must know the recipe to gain the benefit) and/or cutting perfect gems (depending on their profession, of course).
Alchemy
  • Alchemy recipes now require Crystal Vials. Deathwing broke all the others because he's mean (or because he didn't want alchemists to carry 5 different vials around with them).
Engineering
  • The Engineering Tinkering enchants will no longer provide their bonus stats, but the activated effects will stack with other enchants. In 4.0.1 the stats were there (but hidden) and are now removed.
Bug Fixes
  • Several epic gem transmutes that were missing from the trainer have been added back.

Bug Fixes
  • Certain area-of-effect abilities are no longer ignoring the area-of-effect damage cap.
  • Mobs and NPCs should no longer appear to randomly gain or lose health during combat.
  • Re-summoning pets in Battlegrounds should no longer count towards a player's total healing done.
Known Issues
  • Some tooltips may not reflect the most recent changes to certain abilities.
  • Worgen hunters are currently unable to learn Dual Wield.
  • The achievement Explore Tol Barad will not be possible to complete upon release of World of Warcraft: Cataclysm.

Darkmoon Faire Horde i Alliance Wallpaperi otključani

Darkmoon Faire sajt je postao jako aktivan i danas je otključan Horde i Alliance Wallpaper (Horde wallpaper pod nazivom "pride of the Horde" i Alliance wallpaper koji nosi naziv "Jailor of the Damned"). Oba wallpaper-a su impresivna i vredi ih pogledati.

Intervju sa Gary Platner

Ovaj video predstavlja intervju sa Lead Environment Artist Gary Platner, kako je napravljen wolrd... of Warcraft, kao i programi koji su korišćeni da bi se doveo život u igrici.


Originally Posted by Blizzard Entertainment
Rob Simpson: Hi there, I'm Rob Simpson from the Blizzard e-Sports Team and today joining me I have Gary Platner, the lead environment artist for World of Warcraft, and we've got an exclusive chance to interview him, ask him a few questions, and pick his brain a little bit about the coming expansion.

So, Gary, to get started, why don't you tell us a little bit about yourself and how you got into the gaming industry.

Gary Platner: I just answered an ad in the paper a long time ago back in about '93. I answered an ad from Sega. They needed artists, and I had just graduated so I applied, but they didn't hire me because I didn't go to Art Center. Apparently they thought I was good enough, but I didn't actually go to Art Center, so they didn't want me. But it got me into thinking about video games, so I took the first job that I could, a little game company in Costa Mesa. I worked there for a few years, I worked at Interplay for about 4 years, I was art director on Fallout 2, I was lead artist on Fallout 1, and a little bit on Torment. And then I went and started at Blizzard in May of '99. I've been here ever since, about 11 years.

Rob Simpson: Cool, cool. So tell us a little bit about what being a lead environment artist entails.

Gary Platner: Well, the environment team is very small, we only have about 4 people, and it's our job to make the world. I always say we put the "world" in World of Warcraft. We make all the natural elements to the game, the trees and the rocks, all the ground textures, the sky clouds, even water, everything like that. We also do a few other things like all the loading screens and the little in-game cinematics when you start a character, we also do that. But our main job is to provide artwork for the exterior level designers.

Rob Simpson: Awesome, so kind of give them a lot of the tools and pieces that they need to make the world happen.

Gary Platner: Yeah, we give them all the art, we make all the artwork, we work with them on how we're going to make a zone. We'll make a little demo zone with our artwork and just go from there.

Rob Simpson: So after years of conceptualizing and designing these world of warcraft environments, how have these tools or processes that you and your team use sort of evolved over the years and chnaged.

Gary Platner: Oh, they've evolved a lot. We have our own proprietary software called WowEdit. It's our own tool, and that has changed many times over the years; actually, almost every month there's something new added. We have a very active tools team. We call it tools, they're just functions and things we can put into the game, put into WowEdit, rather.

So WowEdit has really changed; it's really turned into this great art tool, it's a really nice painting tool. We can paint and texture terrain with a Wacom pen, so you can push and pull geometry and move trees and scale stuff around and paint on our textures. It's very artistic, and that has really improved a lot over the years.

Rob Simpson: And so now over the years as these environments have been changed or added with each new expansion, what kind of challenges have you been confronted with? Especially with Cataclysm; there's a lot of changes coming there.

Gary Platner: Right, right. Well, the big challenge was for us in the beginning to really make the old world look a little more updated. There's a lot of stuff we couldn't do, and a lot of people don't know this, but the reason we did a lot of things in the old world was because of our limitations of the engine. You couldn't see very far, we had a thing called LOD, which is level of detail, and it would in a sense reduce the polycount of mountainscape -- when you look in the distance, it would kind of remove a few polygons. So we would make our mountains a little bit different. Now, we don't have to worry about that; you can see much further in WoW, our mountains and terrain can look a lot better. So when we went back to Cataclysm, we wanted to make all that stuff look better like we did in Northrend, make the mountains look a little more detailed, which we couldn't do in the beginning.

Deepholm was kind of tough. We wanted to do some giant cave inside some kind of planet thing. We weren't sure how to do it, so we thought we wanted new tech, or we thought we may need it, where we could make terrain upside-down. So we'd have the same terrain up here that we could have on the bottom. We were sure we wanted that, and we got the tools team to make that happen for us, and then we decided we had a different solution, and we didn't end up using it. And the tools team was like "Well, we spent months on this, and you don't need it?" And I'm like "Well, I'm sure we'll use it, but just not today."

Rob Simpson: So what are the other steps that your team has taken to go from hearing the initial story progression plan for Cataclysm to visually incorporating and enhancing in all of these aspects of the game?

Gary Platner: Well, any time you give an artist something new that's old to work on, we want to improve it a lot. With Cataclysm, it was about the same kind of progression we would do; we would talk about a zone and talk about what we wanted to do, and all that stuff would happen on paper. For an artist, we need to see that, and we need to visualize how that's going to look, so we would do lots of concepts. Just big paintings about how we wanted things to look, so we could approve what we wanted. Once we see all the colors, that way we'll know if that's something we want to do. So we'll do a lot of artwork; we'll have Justin Kuntz, Gus Schmidt, he would do that on our team, Mark Gibbons a little bit.

So once we have a piece of art, a big concept, well from there we can just make the whole game. The concept is our roadmap. We've got the colors of the fog, we've got the lighting, the ground textures, how our trees are going to look, it's a consistent thing. You know, people probably don't realize that when you make a game like World of Warcraft, you need to make it as though one person did it, but many people would have worked on many different aspects of it. Different team doing the buildings, different team doing the trees, and lighting and everything but it's such an artistic style, you know, stylistic game, we want it to look like it was one guy who did it, like it's a complete painting.

Rob Simpson: So I know you've worked on a lot of pieces, now, over the years, what's your favorite new environment added or changed in this upcoming expansion?

Gary Platner: Oh, well there's so many that are my favorite, of course they're all my favorite, they're all really good.

Rob Simpson: Well, you can pick a favorite.

Gary Platner: I can; I do have a favorite. Vashj'ir is really amazing; it came out really good. When we first heard about it, doing a whole underwater zone was like "How are we going to pull this off? This is going to be crazy." But it came out really, really good. I really love Lost Isles, I really love Kezan, the starting zone for the goblins.

But my very, very favorite zone has got to be Gilneas, for the worgen, the worgen starting zone. That came out so good; it's just the consistency between our buildings, even the clothes the worgen are wearing and the human version of them are wearing, the ground textures, the lighting; it's just a cohesive theme and everything works so well in that zone. It's just gorgeous.

Rob Simpson: Was there anything that you can currently do now that does stand out that you couldn't do before given those tools and other things that have evolved?

Gary Platner: Right, right. Well, there are actually lots of things. To mention a few, I always talk at Blizzcon about vertex shading, one of my favorite features, where we can add color and light. We can paint that in essentially anywhere we want to, we can use it as a highlight or a shadow which adds more dimension for the game. That's always been great, and we've always done more with that.

For Cataclysm, we have a thing called point lights, which is like adding a light to, say a lamp. We can put a light on a lamp now and it will illuminate the ground around it, illuminate the character, or add color. Or say if there wasn't a lamp there or anything, we just wanted to add different color to a zone; well, we can now do that with these point lights, and add a little more color, a little more shading, stuff that we couldn't do with our lighting system before. Really cool.

But probably the best thing, the most incredible part of our tools, is a thing we call LiveUpdate. The idea is, if we're in WowEdit, and you're making something, you're pulling terrain and stuff, what you have to do if you want to see that in game, you have to level build it, you have to actually put it in your local build of the game, run your game, and see it. Now, I can work on WowEdit and have the game running and see what I'm doing. I can move a bush or move a tree or do terrain; I can see that happening in game. Because WowEdit is close to what the game looks like, but it's not exactly. I need to see how things really are looking for the player, so now we can do that. And that tool is the best tool that we have.

Rob Simpson: Alright, well, Gary, thank you very much for joining us, and thank you to all of you at home for getting us this exclusive interview with Gary Platner, the lead environment artist. We'll see you in Cataclysm.

Intervju sa Jesse McCree

Ovaj Video zapis predstavlja intervju odradjen sa Lead Level Designer McCree, gde on oposuje posao koji je morao da uradi oko Goblin i Worgen startnih zona. Uz video zapis možete pročitati i sam transkript intervjua.



Originally Posted by Blizzard Entertainment
Hi there, I'm Rob Simpson from the Blizzard e-Sports Team and today joining me I have Jesse McCree, the lead level designer for World of Warcraft.

Rob Simpson: So I know that you did a lot of work on the goblin and worgen starting areas, so what were some of the challenges you faced in integrating the goblin and worgen starting areas in this already pre-existing world?

Jesse McCree: The goblin and worgen were both pre-existing races, but they had never had a full treatment done. There were goblin around the world and they had a different style of architecture. We wanted to make a new set of architecture that would make them stand out given their own personality, and the same for the worgen. We needed to build an entire culture to kind of base their starting areas around, and we wanted to integrate those two types into the old world wherever they set up a new town. You would be able to tell from a distance "this is the new worgen", and when you see the new goblin building, ou can identify what you're walking toward or what you're in when you're there.

Some other challenges were making those areas *fit* into the world -- previously Gilneas didn't actually exist, so we had to build that.

Rob Simpson: So in terms of having literal space, or feeling like it belongs there?

Jesse McCree: Both. We wanted to make sure that it kind of blended in. We built Gilneas in the physical space off the coast of Silverpine, and we integrated some of that new architecture that we built for them and some of the style into that zone so they transition nicely.

Rob Simpson: Right, so you kind of have that consistent feeling from going from Gilneas into Silverpine.

Jesse McCree: Right, and the same thing with Azshara. When the goblins get there, we wanted it to feel like this is now their land, they have a purpose there, and it's now identifiable as a goblin zone. We did a lot of changes to Azshara to make them fit.

Rob Simpson: How did you approach each race in each design phase? What were some of the things that might have stood out, or what were some of the details that might have been parallel or consistent with each other throughout these zones?

Jesse McCree: First we had to pick which races we wanted to do. We looked at a lot of options for what races we could do, and these two were very strong. They have a lot of character and personality, and we thought they would be really fun to play.

Rob Simpson: So what are some of the major differences that the goblin and worgen areas have that pre-existing areas may not have in the World of Warcraft original release?

Jesse McCree: Players who are playing those races are probably experience players, so we don't do as much hand-holding as we do in some of the early levels in some of the other races, so we're able to make some new and interesting quests.

Rob Simpson: And that also means that you can kind of do a little more advanced things?

Jesse McCree: Yeah, those areas are definitely a little more advanced than some of the early zones.

Some of the other things we're doing in the starting area for goblin and worgen is that we're using new technology for terrain phasing. It kind of started with the Death Knight area that we made for Wrath of the Lich King.

Rob Simpson: Which was glorious.

Jesse McCree: Right. We didn't have a real terrain phasing system, but now we can kind of take the terrain, reshape it, and kind of load it in when the player's not looking, and he'll see something totally different than what was there before. So now we're able to make a volcano erupt and show the effects of that, or we also do a part where there's an earthquake in the worgen starting area and several buildings and a big chunk of land fall into the ocean. We tie quests into that, so when those things have happened, you get something new and interesting to do.

Rob Simpson: So how were the stories of the goblin and worgen races integrated into the actual level design of their areas?

Jesse McCree: To integrate the goblin, we wanted to touch a lot on their personalities. They're reckless, they're dangerous, they'll build things with total disregard for the environment. They're primarily driven by their desire to just invent and destroy at any cost.

And the worgen, their personality is a lot different. We tried to pull in some of the druidic aspects. Because they're tied so heavily with the night elves, we wanted to show their effect in the terrain was more about that.

Rob Simpson: Alright, so Jesse McCree, thank you very much for joining us, and again, thank you to all of you at home for unlocking this very exclusive interview with the lead level designer for World of Warcraft. We'll see you in Cataclysm.

Sutra počinje Pilgrim Bounty

Originally Posted by Blizzard (Source)
Pull up a chair, grab a sizable helping of your favorite food, and prepare to reflect on the year's good tidings -- you're invited to Pilgrim's Bounty!

The festivities start this Sunday, November 21, and continue all the way through next Saturday, November 27. Try your hand at cooking, hunt down a wild turkey with friends, or throw tradition to the wind and participate in an all-out food fight. There's fun for everyone, so we hope to see you there!

Bountiful Tables
Bountiful Tables are the centerpiece of the Pilgrim's Bounty celebration. They're loaded with tasty treats and surrounded by interactive chairs that allow you to eat and share food with other players via the action bar.

A Bountiful Table is laid out with five different Pilgrim's Bounty foods, one in front of each chair. Each chair has an unlimited supply of one food, and they are conveniently labeled: The Sweet Potato Chair, The Turkey Chair, The Stuffing Chair, The Cranberry Chair, and The Pie Chair. While in a chair, you may eat as much of that food as you like, as well as pass servings of that food to other players sitting in the chairs. Share the bountiful feasts with your friends!

If you eat five helpings of any single food, you'll gain benefits unique to that food. In addition, if you eat five helpings of every food, you'll gain the Spirit of Sharing, which lasts one hour and increases all reputation gained by 10%. This is accomplished much faster if you work together with your fellow feasters at passing food to one another.

Daily Cooking Quests
Pilgrim's Bounty also plays host to a series of daily cooking quests designed to help chefs master their craft with seasonal recipes plucked from a Bountiful Cookbook. These quests require players to travel between the major cities of Azeroth and to fill the stomachs of armies with seasonal food. The reward for these quests is a Turkey Caller, a prize that ensures that the accomplished pilgrim will never go hungry again.

If you're interested in learning the Pilgrim's Bounty's recipes, speak with an NPC outside any major city. Stuffing and potatoes are easy enough to put in front of a fire, but if you want to cook a turkey, you'll need to catch one first. Un-sling your trusty Turkey Shooter and prepare for the hunt.

Locations
Major Cities (Kalimdor and Eastern Kingdom Only): Stormwind, Ironforge, Darnassus, Exodar, Orgrimmar, Undercity, Silvermoon City, and Thunderbluff

Minor Towns: Goldshire, Kharanos, Dolanaar, Azure Watch, Razor HIll, Bloodhoof Village, Brill, Tranquilien, Ruins of Thaurissan, Shadowprey Village, Falconwing Square, Stonard, Hammerfall, Revantusk Village, Light's Hope Chapel, Wildhammer Keep, Chilwind Camp, Southshore, Tarren Mill, Sepulcher

While we understand that this is a troubling time for Azeroth, we still encourage everyone -- perhaps while you're fleeing from those rampaging elementals -- to sit down and enjoy the holiday's tidings. After all, if you don't give thanks for all the good things in your life, the Twilight's Hammer cultists win.

{yoogallery src=[/images/stories/news/2010/Nov/20/] width=[180] height=[140]}

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.
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