Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Quest Design (Source)
I'm reading that as you want quests to be interesting but easy and fast to get people to endgame.
Yes and no. When designing quests, it's important for us to keep in mind all the different kinds of players that'll play through them and what their interests might be. For example, some World of Warcraft players just want to get to max level as quickly as they can. That's a totally valid style of play, so we try to make sure that quests don't arbitrarily complicate or impede the leveling process.

That's just one thing we consider, though. We know that there are a lot of players who absolutely love questing -- quest chains, daily quests, low level quests, all of it. (Loremasters, represent! \o/) And we absolutely want to appeal to that group of players, too. With respect to the OP's suggestions, our concern is that, if we implement quests that are too challenging or too similar to dungeon content, then we risk forcing players into roles and types of gameplay that they may not appreciate. Not everyone likes running dungeons or feeling pressured by having to learn encounter mechanics, so overloading quest content with those kind of scenarios may not be the best course of action.

Could we do more to vary up the kinds of quests you play through, though? Sure. We feel that we can still provide a streamlined, straightforward questing experience without always relying on the simple "collect this," "kill that," "okay, now kill that again, and then be a good sport and collect a variety of gross things from their corpses" objectives that everyone has come to love. Those kinds of quests certainly have their place and will likely remain a staple in World of Warcraft, but we're trying some new things with the 4.2 daily areas that we hope players will enjoy, and want to continue that trend with future content, as well.

Ask the Devs (Source)
I'm not going to bother getting into the specifics of what was answered or why or any fansite articles bashing the process; it's been covered many times before.

But, at the core, I think we agree it's not working. While we could (and do) lament over the reasons why a scheduled Q&A based on question popularity doesn't sit well with people, the bottom line is it can't go on as it is.

We don't expect people will ever be completely happy with any Q&A. Regardless of how they're conducted we'll never get to every question, so there are always going to be complaints that we didn't answer the right ones. But Ask the Devs is different. While there are certainly arguments that answers didn't say the right things, or didn't give a firm answer on how a problem would be resolved, the process just doesn't work because of the format.

We've spent a lot of time discussing why it doesn't work, and while that's interesting to us, the bottom line is that once we've finished the role Q&A's with healers, we will be ending the Ask the Dev series.

Our goal with Ask the Devs was always to increase interaction with the developers, to provide a direct conduit to their thoughts and process. We're in the planning stages for a new Q&A process that will replace Ask the Devs, and while we're absolutely certain people will continue to be upset we didn't answer every question, we think it will overall be a far more successful approach.

Death Knight
Tanking and Survavibility (Source)
DKs have a lot of control over their survivability. While the other tank classes spend a lot of button clicks on generating threat, DKs can regularly hit Death Strike, which heals them. This puts a very powerful tool in the hands of the player. Played well, you can mitigate a lot of incoming damage and even choose when it is important to mitigate that damage. But you also have the possibility of playing poorly. It probably isn’t the kind of play style that is going to appeal to everyone.

You can look at the recent discussion about the paladin Holy Shield as a microcosm of this debate. Some players wanted more control over their survivability, and the new Holy Shield provides that. But it is more work to control an active button and there is a larger penalty for doing it badly. Death Strike is like Holy Shield on steroids in this regard. There are good and bad times to use Holy Shield. There are definitely good and bad times to use Death Strike. We see some DKs attempting to hit Death Strike as much as they possibly can, and then getting frustrated when they can’t squeeze more Death Strikes into the rotation. What they are perhaps missing is that the timing of when they Death Strike is very important. Used optimally, it’s a powerful reactive tool.

One thing we have discussed is giving players more control over whether they make this decision (trading higher risk for higher return) or not. In many driving games for example you have the choice of an automatic or manual transmission. Many players choose the automatic, suspecting that they are probably not going to be as fast as a player who is awesome at managing their clutch, but it means they never have to mess with the clutch and can still win plenty of races. On the other hand, imagine that the player who plays the manual perfectly is performing at 100% and the player who performs the manual poorly is performing at 25%. Choosing an automatic transmission for 75% performance may be perfectly acceptable. You give up a little theoretical performance in return for having less going on. Tanking can often have a lot going on. Maybe there is a talent choice that lets DKs have a more powerful Death Strike in return for weaker passive mitigation. Some players would take that talent, and some might only take it for some encounters.

Related, we understand that some DKs don’t like having to make the decision about whether to Death Strike or whether to apply tanking debuffs. That’s really the tension that’s supposed to be at the heart of any resource system -- I have a limited allotment of X, so at this moment do I want to use X on this one ability or on a separate ability? Again, a possible solution is to put the choice of which play style to use in the hands of the player. We could offer a talent or glyph (or something) that lowers the cooldown of Outbreak for instance, without turning Blood DKs into a spec that can play optimally by pushing nothing but Death Strike. It’s something we’ll consider.

(Assuming Blood is the manual transmission, and the other three classes are automatic)

Amazing DKs aren't 25% better than Amazing Paladins/Warriors/Druids, so what is the point of a system that is incredibly punishing and only slightly rewarding?

The 25%, 75% and 100% percentiles weren’t meant to be taken literally. If a DK feels like he or she has to work much harder than other tanks to achieve about the same amount of survivability, then that feels bad (and to be fair, we had this exact problem with paladin tanks being too easy to play well in the previous expansion). On the other hand, if a DK played well completely trumps all other tanks, then the very best guilds for whom the skill cap isn’t an issue, will just use DK tanks. We see a pretty good spread of DK tanks among both great raiding guilds and all raiding guilds for that matter, so we don’t think the numbers are so far off that groups are either flocking to or avoiding DK tanks.

Novi World of Warcraft Fan Art

Blizzard Fan Art Sekcija ažurirana je sa četri nova radova koji predstavljaju Warcraft univerzum.

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Valor Point Konverzacija u 4.2

Originally Posted by Blizzard (Source)
World of Warcraft update 4.2, Rage of the Firelands, will introduce the first new raid tier in Cataclysm, and with that it will also introduce the first conversion from Valor Points to Justice Points. For anyone running Heroics and raids, this is important information to ensure you spend your points wisely before release of the patch.

With the release of patch 4.2 all Valor Points will be converted down to Justice Points up to the 4000 point cap, with any points over the cap being converted to gold at a rate of 47 silver per point. In addition, all previous Tier 11 Valor items will now be purchasable with Justice from the Justice Point vendors, and new Tier 12 Valor items will be available from the Valor vendors.

For example: I have 3300 Justice Points and 1600 Valor Points. Upon logging in after 4.2 releases I’ll see that my Valor has been down-converted to Justice; I now have 4000 Justice Points and 0 Valor Points. 900 of my Valor Points were over the 4000 point cap, they converted at a rate of 47 silver per point (.47x900), and so I received 423 gold as compensation.

The maximum you can have is 4000 Justice points, and Justice will be able to buy Tier 11 gear, so it’s important to go ahead and spend Valor before 4.2 if the conversion would take you over the 4000-point Justice cap and you have no need for the gold.

The Daily Blink - Lament of an Ex-Mage

Kako izgleda Ranked Arena Server

Imali smo do sada prilike da vidimo kako izgleda atmosfera na Arena Serveru, dok je bila pratice faza. Igrači su se duel-ovali ispred glavnih gradova, a neki su još razmišljali koji gem da stave, enchant ili da probaju možda i neki pve gear u areni. Sada je situacija malo drugačije, aktivnost na serveru je još veća, verovatno zato što sel judi bore, da budu medju top timovima, ili jednostavno da odigraju ranked partije kako bi dobili svoju titulu i murloc gladiator mini peta. Mi smo vam naravno uradili par Screenshot-ova atmosfere ispred glavnih gradova.
{yoogallery src=[/images/stories/news/2011/Jun/14/arenapass/] width=[180] height=[140] title=[World of Warcraft Ranked Arena Pass Phase}

Trenutni Arena Pass Standing #4

Kao što smo najvili Ranked Arena faza je krenula 8 Juna, i već imamo interesantne top3 timove na 3vs3 ladderu.
1. Rshaman take zero skill - 2558 Rating
  • Warlock
  • Shaman
  • Mage
2. uKnoWhatITsZ - 2531 Rating
  • Warlock
  • Priest
  • Shaman
3. FLYIN LIONS - 2506 Rating
  • Mage
  • Rogue
  • Priest

Tier 12 Arrmor Set - Finalni zvaničan preview

Blizzard je napokon objavio kompletan Tier 12 Armor Set review! Avanturisti koji se budu uputili u Firelands (Koji dolazi uz patch 4.2) imaće prilike da dodju do novih blaga kao što je Tier 12, čiji izgled možete videti u daljem tekstu.

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