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Author: Neonkitza Date: Wednesday, 29 July 2015
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Author: FasumAga Date: Sunday, 26 July 2015
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Author: FasumAga Date: Sunday, 26 July 2015
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Author: Platin Date: Sunday, 26 July 2015

Ubili ste Heroic Nefariana? Želite da radite za Blizzard?

Originally Posted by Blizzard (Source)
You have Heroic Nefarian on farm, Cho'gall is a two-headed joke, Al'Akir is a bag of hot wind, and you have detailed documents on how all of these encounters could have been improved. If you're looking for the next great challenge, have you ever though about working for Blizzard?

We have Quality Assurance (QA) positions open and we're specifically looking for those with high-end raiding experience to join our teams, test future content, and provide feedback on Heroic raids, class balance, and general game experiences.

http://us.blizzard.com/en-us/company...tml?id=100008C

Only full-time positions at our headquarters in Irvine, California are available, so if you're serious about applying be aware that no telecommuting is possible for employment. But with the Blizzard campus offering an on-site cafeteria, library, volleyball and basketball courts, gym, multiple arcades, and movie theater, (not to mention we're 30 minutes from the beach) why would you want to?

Good luck!

Ažurirana Blizzard Art Galerija

World of Warcraft: Cataclysm i Leaders art galerija ažurirana je sa tri nova radova koji predstavljaju Warcraft Univerzum.

{yoogallery src=[/images/stories/news/2011/Apr/22/leaders/] width=[230] height=[180]}

Novi Warcraft Fan Art

Blizzard Fan Art Sekcija ažurirana je sa sedam novih radova Warcraft univerzuma.
{yoogallery src=[/images/stories/news/2011/Apr/22/fanart] width=[230] height=[180]}

Blizzard: Making the Scene

Originally Posted by Blizzard (Source)
The goblin mail cannons recently "delivered" Issue 4 of the World of Warcraft Official Magazine to subscribers, or at least to their general vicinity. Did you get your copy? If not, what are you waiting for? If you subscribe today you can get articles like this exclusive interview with the Blizzard Entertainment cinematics team, along with much more. Check out the excerpt below for a taste of what you're missing.

Participants:

Jeff Chamberlain – Cinematic Projects Lead
Marc Messenger – Cinematics Project Director
Fausto De Martini – Cinematics 3D Art Director
Chris Thunig – Cinematic 2D Art Director
Jonathan Berube – Cinematic VFX Art Director

World of Warcraft Official Magazine: Blizzard cinematics have a distinctive look, but all of you probably have your own personal influences. What has influenced your work?

Fausto: I can say that for a lot of us, movies are a huge influence.

Jeff: Star Wars, Lord of the Rings, anything sci-fi or fantasy. We all dig that a lot.

Fausto: Aliens. Blade Runner.

Jonathan: Definitely, more recently, Avatar -- because they use a similar pipeline as we do. So it shows you what someone else is capable of doing with the same tools you have in your hand. And when you see it, you're like, "OK, what are the differences here? How many people do they have? Do they have more budget? Different ways of approaching it? What is it?" That always makes more of a ripple effect than the other movies you get to watch more as a spectator enjoying the finished product.

Chris: Besides that, influence is really everywhere, right? I mean, we see it on trips, we look at the classical paintings. We go out and shoot whatever it is that we need to wrap our heads around. A lot of us grew up with pop-culture influences, obviously, but we really want to look at any type of inspiration out there and just take it all in.

Marc: One of the challenges with some of the effects on Cataclysm was that we didn't have a whole lot of frame of reference for what things should look like. What does the sky look like when it’s completely full of fire? What does a dam breaking a giant head with all this water coming out of it look like? Where are we supposed to go on YouTube and find a video of that? There was a lot of research and development to try to figure out what that should really look like. One of the hardest shots in there is the shot where we pull out and the three battering rams are all coming in and pounding on Deathwing. Then the hand comes out covered in lava and slams down and all the rocks go flying, and then we pull back and all this smoke is rising up around Deathwing's head. I think everybody in this room and practically everybody on our team had a hand in that shot because it was such a big deal. It was such a big camera move and encompassed so many different things happening. I think for that reason it stands out in my mind as one of the most successful shots that we did, because it was truly a team effort.


From Left to Right: Fausto De Martini, Chris Thunig, Marc Messenger, Jeff Chamberlain, and Jonathan Berube


Jonathan: I get a lot of inspiration from the Navy, funnily enough. I think they have some of the most sophisticated design. It's because the Navy is a business, right? And they have a very precise task. All of the design around any engineering they do is to fulfill a goal. There's no sort of artistic input in any of their design -- or very little. It's just forms full of function. To me, that's such a strong visual language because you look at a piece and know exactly what it does. Sometimes, as we design something, we try to just make it look cool. And then sometimes, it's hard to make it read well in terms of what it's going to do. I have a whole new sort of respect for the designers and engineers from the Navy or anyone who's a transportation designer... people who design cars or a car dashboard, the whole functionality behind forms and the layout of how things are placed.

Chris: Goes with the principle of not designing out of thin air, right? Having something to base your ideas on, something that people will recognize in some way, shape, or form.

Fausto: Yeah. The challenge for us is always combining that to make something memorable. You want to make sure whatever you're doing, especially for the main character, is something that's going to have a memorable, powerful silhouette. It’s like, "OK, that's Kerrigan." So combining and balancing all those elements is the challenge we always have in front of us.

Jonathan: Yeah. Designing something that has a lot of character in its appearance or the details reveals more and more information about the personality behind it. That's always very fun. Every time you add an item on a character or adjust a layout on a film set, it's like asking, "Who lives here? Are they tall? Are they short? Who made Deepholm? Was this a thousand years ago? If they crafted these crystal combs, what tools did they use? What were their resources? How tall were they? How big were they?" It's a study of who's responsible for this -- because that's not me. I'm not the engineer here. I don't live here. I'’s these people, and how can you make any item recognizable in terms of who drives it or lives in it?

Jeff: There are so many great artists at Blizzard, any time you get artwork from another team, it's just so inspirational. You get a 2D illustration of the new Diablo or something, and you're just like, "We can't wait to build that, to tell that story."

Jonathan: One of my biggest inspirations, funnily enough, is the game. I don't play the game at all. I had never played World of Warcraft until I had to make a character when Derrick Simmons, an ex-producer, came and gave me the CDs for World of Warcraft. I was getting coffee in the morning and I didn't know how to name my troll priest, so I named him Konablend because that was the type of coffee I drank every day. Every time I played the game, I wouldn't actually play the game. I would just look around and say, "I get it. Now I want to see the movie version." And there goes the cinematic.

When we go to a movie theater and we see the photorealism, it's such a deep visual language, and there's an insane amount of detail, but the ideas are sometimes not that cool. In the game, you see these crazy layouts and scenery and the ideas are really, really cool. We take that and deliver it in a language that people see every day. That, to me, is the reason why I’m in cinematics. I don’t play the game, but I watch people play. I don’t want to be a tauren; I just want to go have a Coors Light while sitting on my siege tank. I want to see that and take a group photo of my character with a siege tank. To me, that's the dream.

To see more of this interview and other articles like it, subscribe to the World of Warcraft Official Magazine here.

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Hunter
Glyph of Greater Proportion > Glyph of Lesser Proportion (Source)
That was actually an error in the patch notes. The new glyph decreases pet size slightly:

Glyph of Mend Pet is now Glyph of Lesser Proportion, which decreases the size of the pet slightly.

[...] The patch note collection process is an interesting one. When wormholes and such are involved, it's no surprise that a note could come out with the exact opposite meaning.

I get a headache every time someone even asks me about patch notes, potentially because I quantum leaped into this body the moment prior to the question. 

Dev Watercooler -- Critical Hits (And Misses)

Originally Posted by Blizzard (Source)
‘Dev Watercooler’ is a blog series that provides an inside look into the thoughts and discussions happening within the World of Warcraft development team. In our first entry, Lead Systems Designer Greg "Ghostctrawler" Street laid down a few ground rules:

  • No promises.
  • Don’t read too much between the lines.
  • No whining about the choice of topics we cover.

Critical History Lesson

In the original combat rules of World of Warcraft, melee classes could get 200% crits while casters could only get 150% crits. This was back when all the designers presumably played rogues instead of mages, which according to the forums is what we all play now (which makes our dungeon testing interesting, I gotta tell you.)

Over time, we added talents to allow various casters to get 200% crits as well. Warlocks “could” spend 5 points on the Ruin talent, for example, which you pretty much had to do to be a good warlock. As part of the Cataclysm talent tree evolutions we decided all DPS specs should be able to get 200% crits without investing talent points. There are still some inconsistencies though. Death knights can get 200% crits with both their melee and spell effects, while Assassination rogues get 200% crits with their physical attacks but only 150% crits with their poisons. Healers have always gotten 150% crits, both with their damage-dealing spells and with heals.

The overall design could be described as one that is simple to learn but complex to master. Or put another way, you know most of what you need to know if you’re told that crits do more damage. How much extra damage they do is one of those nuances that more experienced players learn over time and one of the things that makes classes feel different.

Or does it?

You could argue that we’re just keeping old rules that don’t really benefit the game. Is it very interesting that rogue poisons or Enhancement Lightning Bolts don’t have big crits? Does it make you feel different when you pick those classes or specs? Does it feel rewarding when you learn those subtle distinctions? I’d posit perhaps not. Homogenization is something we fight against all the time and one of the primary reasons that we don’t make class A’s ability work just like class B’s ability.

Homogenization -- A Dirty Word

If I can be snarky for a moment, players tend to beat the “homogenization!” drum too emphatically when they are losing something that is overpowered, and like to mock it as “flavor!” when we refuse to give them a cool ability that another class has.

Too much homogenization is a bad thing, no question. But do weird crit rules really fall into that category? There is a difference between being complex (which adds depth) and being complicated (which might just add confusion). We’d rather spend our “complexity points” on things that are really meaningful differences. Pick Assassination because you like daggers or poisons or maybe Rupture, not because you like small crits.

There are balance issues to consider too. Assassination rogues are never going to value crit as much as other characters are as long as some of their crits are smaller. We ran into the same issue with the damage-over-time-based specs when their dots couldn’t crit.

Healers Love Big Numbers Too

It can be an issue for healing as well. In Lich King, critical heals were virtually wasted because much of the time they were going to be overhealing. In Cataclysm, where healer mana matters more and even big heals can’t trivially top someone off, crits are more valuable. But they aren’t valuable enough. Getting 10% haste allows you to get a heal to a target 10% faster. Getting 10% crit allows you to heal a target 5% more. Is it any wonder that crit tends to get devalued for most healers? Resto shaman like it, but look at how many talents they have that make crits better for them. We’re strongly considering just letting all heals crit for double, just like most attacks. We don’t think this would have huge PvE consequences. Healers will heal for a little more, but even if they choose to start stacking crit, they’re going to do that at the expense of Haste, Mastery or Spirit. It could have bigger PvP consequences. Most PvP healers don’t have crit chances beyond say 10% or so, so they aren’t going to crit often.

We’ve been considering whether healing is too strong in PvP anyway. You may have noticed that we made the tooltips for Mortal Strike and equivalent debuffs intentionally vague for 4.1. As I write this, those debuffs are still at 10% healing, but we’re concerned that healing is too hard to counter and we might change that number. Changing it back to 50% would probably lead to the Mortal Strike debuff being mandatory for Arena comps again, but we never got much of a chance to see its effects at say 20%. A 20% Mortal Strike debuff could easily counter any excessive healing caused by 200% crits.


Changes Ahead?

Letting rogues and Enhancement shaman get 200% crits with non-physical damage would be a larger change, and not the kind of thing we would do mid-expansion. But it’s definitely something we’re considering for the future. That would only leave the damage spells cast by healers at the 150% crit range. We think we could make those full 200% crits as well. If we want to make sure the DPS specs still do a lot more damage, we have the knobs to do that. For example, we could buff passives such as Moonfury (the damage bonus for Balance druids) or Shadow Power (the damage bonus for Shadow priests) to make sure their spells still landed a lot harder than the healing specs did, even if the healers got big crits.

If we made all those changes, then any crit in the game would be at 200%. It would be a very simple rule, and I’d argue any loss of class distinction is more than made up for by the positive balance ramifications. As always with this blog series, this is just speculation. You’re more likely to see 200% healing crits sooner, but even that isn’t something we’ve fully embraced yet. It’s just the kind of thing we discuss when hanging out at the bar... er, I mean watercooler.


Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He crits on a 19 or 20.

Novi Dark Legacy i Teh Gladiators Stripovi

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