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Cataclysm Login Screen

Cataclysm Login Screen objavljen je zvanično na Blizzcon 2010: Art Panel-u. Do sada najbolji login screen ikada uradjen !
 
 
{yoogallery src=[/images/stories/news/2010/Oct/24] width=[345] height=[260]}

BlizzCon 2010 Day 1 & 2 Wrap-Up StarCraft II Panela!

Evo mesta gde možete naći sve panele koji su vezani za StarCraft 2 u ova dva fenomenalna dana! Uživajte klikom na koj god panel želite, ispod!
 
 
 
 
 
 

Blizzcon 2010 Coverage: Open Q&A


Na ovom Open Q&A panel-u govorili su J. Allen Brack Production Direcotor , Greg Street (Ghostcrawler) Lead system designer, Cory Stockton Lead Content Desinger, Chris Robinson Art Director, Tom Chilton (Kalgan) Game Director, Alex Afrasiabi Leade World Designer. Oni su odgovorili na sva postavljena pitanja, koje možete pogledati dole.
{yoogallery src=[/images/stories/news/blizzcon/2010/openqa/] width=[180] height=[140]}
 
Originally Posted by Blizzard Entertainment
Q: Currently in the game you can use the dungeon finder to put together 5 man teams within a battlegroup, is there any possibility you can revisit that for making raids?
A: The way we tune our raids demands the players use several compositions, buffs and debuffs represented and it gets pretty hard to apply there, you may not always have the best players with you.

Q: I was wondering if in the future they were any plans to make races across the board more customization, when you place all armor on them they look the same
A: Currently there aren't any solid plans but we are tossing around some stuff.

Q: Any plans of adding a guild merging system?
A: we don't have any plans for a feature, but merging a guild is easier to do in cata due to the easier interface.

Q: I love what you guys done with wow, I love you have a lot of strong female chars, I wonder if we can have some that didnt look like they came out of victoria's secrets catalogue?
A: Which catalogue would you like them step out then? we feel ya, we want to vary our female chars, so yeah we'll pick different catalogues

Q: With the talent tree overhaul, are you guys planning to do more passive talents?
A: We're still in phase 1 of the balance and those going live, so we'll tweak them over time especially with 4.1.

Q: In PvP, some people can be crowd controlled up to 20 seconds consecutively. Switch to PvE, one target can be CC'd for 1 minute. Not much skill to that.
A: Seems like more of a statement than a question.

Sorry, what's your philosophy with CC now and what might change in Cata?
A: It's a different answer depending on PvE or PvP. In PvE we want people to use more CC than they did in Lich King. We want stuff to be as CCable as possible. Any time we make something immune there's a lot of consideration. Do we really have to do this?
As it relates to PvP, the approach we're taking right now is to slow down the pace of combat. Any time you slow it down then CC has less of an impact.

Q: Lich King has a lot of really cool abilities DKs could use. Have you given any thought into giving us Defile or Infest?
A: Level 90 abilities right there! Thanks.

Q: Are there any plans to add a legendary dps dagger?
A: Not really. We don't make legendaries often, so we try to make them useful for a lot more people. We decided on a staff yesterday by the way.

Q: Will I be able to get my warglaives in Cataclysm?
A: Yep, everything except Atiesh. Because teleporting to Karazhan is important at 85.

Q: With all of the specs being viable now, can arenas finally be balanced around comp instead of the viability of each class?
A: I think we'll still have arenas balanced around viability, but we're always looking at changes. One change coming up for beta is that Mortal Strike -- the effect -- will only reduce heals by 10%.

Q: Did you not add a moose mount because you hate Canada?
A: Well we discussed it, we wanted one. But you can't always get what you want.

Q: Are we ever going to see the Emerald Dream again aside from a phase?
A: You can count on it, it's just a question of when. But you'll definitely see the Dream again, and the Nightmare.

Q: Theres a lot of great mounts coming out, I was wondering about profession crafted multi-passenger mounts, if so engineering needs mini-van
A: heard about the new alchemy mount? itll be fun to see who gets that first. Who doesn't want to mount their friend? i mean..

Q: Will the legendary be available in both 10 and 25 man, will it scale similar to the way Val'anyr did?
A: At this stage we want it to be available to both 10 and 25 man. We want legendaries to last longer than normal items, it's always hard to balance these expansion wise.

Q: Basically, I originally liked the idea you had about lowering the talents, but now i really hate the fact there is no uniqueness anymore, everyone is the same number/combo of talents atm are you ever going to extend it again for more options?
A: Do you think the specs in the deeper trees were very different from each other? They weren't. It's a new design, the last 10 points are the most exciting ones to spend, we'll see what specs develop. hopefully we can tweak things. There were cookie cutter specs before this change, and there probably will be some for this as well.

Q: Do you intend to make anything except heirlooms account bound? Pets, Achievements, etc?
A: Sure we would like doing that, things that are not char power oriented will have a higher chance of being account bound in the future, it's something we'll like to do in the future. Most of the archaeology items and the guild mount are account bound already.

Q: I would like to ask for a closet, we get all this awesome stuff from events but have no place to put them
A: We actually hoped to do that for cataclysm, there's still some issues with that that we need to resolve

Q: The horde curently has two very good battlecry's, can you give some characters somewhere to shout back (alliance)?
A: "Have mercy!". We've experimented with a amount of battlecry's for the alliance, but none of them match up with "For the Horde!". We'll keep trying to find one. "We'll keep trying" is not the battle cry though.

Q: You stated that you want mastery to dynamically change up your gameplay but some of them are just flat damage bonuses and aren't very exciting
A: Crit makes you hit harder, Haste lets you do more things, Mastery generally makes you better at what you do, particularly for mages haste does a pretty good job at that already but the goal isn't necessarily to modify your rotations.

Q: I'm working on insane in the membrane, with all the changes to Dire Maul north will I still be able to achieve this achievement?
A: The biggest problem is the changes to the bloodsail buccaneers, that kinda put a bullet in that feat of strength for now. It's fun to do painful things in WoW. If there's a huge outcry for it we'll try to put something equally brute in the game.

Q: With the existance of Pandarens being hinted at, are Pandarens still being excluded away?
A: I don't see them flying out of the cracks.. we'll see. They're a super cool race and an awesome concept, maybe we can see them in the future. We'll see.

Q: In terms of voice acting, I noticed that I missed Metzen on the panel. every new major character sounds like Thrall, are you guys willing to open auditions for players?
A: Deathwing is actually not Metzen. We have a process (believe it or not) we've had a lot of talented actors, not just Chris (he has a lovely voice), we'll keep adhering to that process.

Q: I'm desperate for another character slot, give us some more room!
A: Do you need twelve for you 12 step program? I can offer you another 10 slots for 15 bucks a month! It is something we've talked about just right now its not what we are going to do, we'll have to wait and see.

Q: Regarding Cataclysm Raiding. What is the incentive to do a 25 man since the gear is the same in 10 man?
A: Something you might enjoy more? It's something we are focusing on, it's a daunting task but we're working on it.

Q: I have a lot of low level friends, are you planning something for me to quest with them, without them being penalized?
A: It's one of our philosophies to let people play together as much as we can, we've talked about a sidekick system, where your char would play as a low level char something we'd like to do in the future.

Q: People love legendaries, maybe trade them in for a heirloom version so they can level with it?
A: That'd be awesome, but we dont want people to need to going back to old content to get legendaries

Q: When are we getting a tabard tab?
A: We would like to do it, the only reason why we didn't do it yet is because we have click on-use tabards but we kinda want a dropdown or something.

Q: Any better plans to integrate the TBC races into the lore?
A: We've kinda failed at bringing Draenei into the wow culture, we tried to do it more in Cataclysm. We're not there yet but it's better.

Q: About the balance between horde and alliance characters, now I have to level up all my chars, it's gonna be 20 vs 100 horde fighting
A: we just need a better battlecry for the alliance, its definitely something we are keeping an eye on, it's just the psychology of the coolness of the horde that makes them more popular, making the allies be proud of them being allies is a thing to solve in the long run

Q: Could you make the heroic training dummy more interactive, could you change the stats or give it buffs/debuffs, built in recount?
A: We'd like to do more with the dummies, just a question of time and priority at the moment.

Q: Are you going to implement the dance studio?
A: Yeah well you got goblin and worgen dances who are pretty awesome, we've been doing some work on that, we just want to see when to introduce it, we need to make sure to add a LOT of new dances, whenever the animators have free time we make them make new dances. We wanted it to be a cool feature too, there wasn't much gameplay in the barbershop for example, we want to add more gameplay.

Q: Are you going to add more alchemy research-ish things for old content recipes?
A: It's always a good question on how much to support the older raids, its something we should take more seriously.

Q: Blood Elves weren't a large part in WotLK, and is lorthemar actually going to be a leader instead of just a reagent?
A: In cata we have a new faction, they counter to the explorers league. Lor'themar is absolutely being developed to a more leadership-ish position. we absolutely want to put him in the front.

Q: Will there be predictable high damage phases where healers and tanks can plan their cooldowns together?
A: We have planned areas in some bosses where you need to coordinate your cooldowns.

Death Knight
Q: Has anybody given a thought to changing the glow on DK eyes to blue, red, green depending on their spec or what presence they're in?
A: No, we haven't. It might get a little to christmas-tree-y. I mean the current glow, it gives the feeling of "death". We like the way the glow represents the feel right now. Generally we use red to represent demonic, blue for Scourge influence, etc.

Druid
Q: Are there any plans for female druid forms?
A: I might have seen concept for something like that yesterday, we'll do what we can.

Hunter
Q: I like the dog pet a lot (Gilnean dog pet) any plans on making it more ferocious?
A: Maybe we can make them a little meaner, give them rabies or something.

Mage
Q: Blade's Edge arena, I'm on a bridge as a mage and blink, and I blink backwards. I mean what the hell?
A: Well when you blink, make sure you're facing the right way. Any time we find bugs with that we obviously try to fix that. The geometry especially, like Blade's Edge. Things don't line up correctly and it causes a hiccup. We try to fix that.

Q: Any chance for mage water elementals to get new abilities?
A: We don't have plans right now, we'll have to see for the future. We have to see how the permanent water elemental works out. It's something we'll probably consider for a future expansion.

Paladin
Q: Can you move the interrupt from HoJ to something else for prot paladins?
A: Yeah we've talked about that. We would like to eventually move the interrupt to something else so they have a more consistent interrupt.

Q: If you decided to cut out abilities for prot or ret paladins due to rotations being too complex, what would they be?
A: We've been looking, we probably could take out Avenging Wrath and bake that into Zealotry. Same thing with Inquisition, we could move that somewhere else.

Priest
Q: Why did you remove the support role of the Shadowpriest?
A: Players didn't want to be there to make everyone else awesome, they wanted to be awesome themselves.

Rogue
Q: Shadow Dance has turned into more of an energy increasing ability instead of a DPs increasing ability. Was that the intent?
A: The challenge with Subtlety is we want that to be the spec where the rogue feels sneaky. The problem is that if you pull it off, they're dead -- that's great. If you screw it up, you're dead. We'll have to see how it plays out at 85 in PvP since we haven't seen a lot of that. We didn't try to change the core function of it.

Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Q: For enhancement, burst vs abilities that need to ramp up, is there any consideration of addressing the problem in PvE where it's hard to ramp up during an encounter?
A: We've given a lot of considering to mix things up so that every spec has to adapt and have tried to add ramp up abilities to every spec. That way you can sometimes have the quick burst, or may need to ramp things up depending on the encounter.
At 85 it works really well.

Warrior
Q: Are there any plans for making fury good in pvp?
A: Fury did get some love in cataclysm because we changed the talent trees around, short heroic leap gives them a little more tools compared to before. We also expect players to play a lot more in Rated Battlegrounds and things will be different there, Arenas will still be around but we expect the focus to shift to Rated Battlegrounds during the next year.

Blizzcon 2010 Coverage: Class Q&A

 
Na ovom Class Q&A Panel-u govorili su Greg Street (Lead Systems Designer), Chris Sierhut , Owen Langren, Ian Hasekostis. Svi Blizzard zaposleni su članovi sistem dizajn tima (system design team) i dali su odgovore na razna postavljena pitanja. 
 
Originally Posted by Blizzard Entertainment
General
Q: How do you avoid the slipper slope of designing classes based around roles rather than a unique feel for each class?
A: We try to make the resource systems for the classes feel unique, so even though you do the same thing, picking up a class feels different.

Q: Are we ever going to be able to change our class? I've been playing a Warrior for a long time and have wanted to switch to a Paladin. (insert Paladins are OP QQ)
A: Not really. We don't want to add quests so that when you feel Rogues are doing better than you that you just switch your class to a Rogue. We want the classes to be balanced instead so you feel like sticking with your class.

Q: Racials are a trainwreck right now. Haste vs underwater breathing. Are you ever going to get to the point where we have a consistent useful activated ability, a passive for each, and whatever else? Right now they're all over the board.
A: To be honest, probably not. If you take that troll mage with activated haste into the arena, and you get feared, then you wish "Aw man I wish I was undead again".

So, no, they're not going to be the same. We're mindful of keeping the relative power balance the same though. Like how we changed the worgen 1% damage bonus because it was very powerful as a passive.

Q: Can we give the Alliance goblins and worgen and we get murlocs?
A: Murlocs are special to all of us. We can't give them to anyone.

Tanking
Q: Are you happy with Vengeance right now for tanks? It punishes survival gearing especially.
Gearing for survival vs threat has always been a tradeoff to an extent, block and expertise vs dodge and parry gear. Having to make that tradeoff is interesting, but when Vengeance falls off it does feel crappy.

Vengeance is a rolling average over time, so a few dodges and parries shouldn't hurt you. That said it shouldn't feel mandatory. It's to help tanks feel like they're scaling more with DPS.

With Wrath you had Misdirect and Tricks, and we want that to be more on the tanks shoulders to generate more threat and do decent damage at the same time.

PvP
Q: Why do we have to take PvP talents now to reach the 31 point talent? Like the Shaman talent to take less magic damage?
A: Well isn't that useful in PvE too? I mean if you're not tanking most of the damage will be magic based. So that's really something that helps your healers use less mana.

That's part of the reason we changed things is so you could take these "utility" talents to help your healers, increase survivability, etc.

Well I play a mage, so I shouldn't be taking damage anyway.
Right, in a perfect world something like Combat Res wouldn't be needed either because no one would die. But that isn't the case.

Death Knight
As a DK, I've experienced a lot of prejudice as a tank. A lot of people kick me out of the raid. Are you going to make them more viable?
My guild used a DK tank. It had a bad rep because you could start at 55, so people that didn't know what they were doing could get there. And you'd be competing with them. But we think they're viable. We also tried to make the tree fun and unique compared to the other tanks, like with the DK mastery.

How are you going to make sure Runic Empowerment doesn't become overpowered like original sword spec, Windfury, etc.
We don't think it will ever have that kind of balance problem. It mostly is designed to give you extra resources to spend.

Druid
Q: Wild Mushrooms, currently it does a lot of damage if you stack 3 on top of each other. It has a small range though, and the targeting makes it a bit hard to stack on them. Are there any plans to change it at all?
A: I don't think players have grasped the best way to use it yet. In beta we see Ferals putting mushrooms where adds spawn, then detonate when they spawn. That's a pretty good use of it.

The gameplay though is that you have to stack them if you want to do good burst damage.

There are two groups of druids on the forums right now. Those complaining about the new tree, and those curious about the change to Nomnomnom.
We introduced a new glyph to let you use the old Tree of Life model. Personally, I loved Nomnomnom, but these guys all told me we had to change it.

But why the change?
It's an internet meme that will be less funny in a year, and will embarrass us in 3 years.

Hunter
Q: Are Hunters ever going to get a fun "melee" enchant or are we going to be stuck with the same enchants?
A: For now you're going to be stuck, but we're going to be evaluating the scopes to make them more interesting. So if you get that cool proc enchant, it will come through that.

Q: Hunters are the only class in the game with a minimum range. This hurts us a lot in raids. They can stand directly in front of you, they can repeatedly stand in front of you and use a ranged attack, why can't Hunters do the same thing and stack near the boss?
A: It's a theme for the class. Larger hit boxes on bosses cause a problem, and that's something we'd like to address.

Well is there something to be done to give us an advantage for that?
You can shoot while moving for one, mages can't do that. Rogues can't really do anything while running from spot a to spot b, but you can. Different classes, different situations.

Paladin
Q: Can Grand Crusade be changed to proc other effects so it's not worse than Reckoning?
A: We definitely want to tweak it so that it's not weaker than Reckoning, but that is mostly numbers not adding more effects.

Q: Other classes have multiple types of schools, Paladins holy only. And there's nothing to allow you to resist it. Why is that? It makes them feel like a steamroller.
That's why we've changed it over time for Ret to have more physical abilities than holy. We can't really give them another school because they're... holy. As a quick followup, holy doesn't really have as much of an advantage anymore, because we don't really make gear with resists anymore. If you're losing to a paladin it's probably not because of holy damage.

Q: Why did you add Holy Power? Where did it come from to give Paladins combo points?
We decided mana feels good until it runs out. It's dependable over short periods of time then it goes away. The idea was "Oh the mana bar constantly goes down, then it gets filled again." You were playing off of cooldowns, playing whack-a-mole.

Ultimately they needed a real resource. Sort of that build up and then hit really hard kind of deal. It's not really like combo points, you can kind of ignore it where a Rogue can't. It's a new resource though where we'll have to iterate, but we wanted to get away from the cooldown whack-a-mole gameplay for Paladins.

Q: Paladin healing is not as potent at 85 as the others but they have a lot more mana.
A: We've tweaked that a lot and Paladin healing is a lot more potent now at 85.

Q: Holy Power generation is gimped for generation of threat overall. Do you have any plans to give Judgment a guaranteed proc for Holy Power? Or maybe a chance to proc free Holy Power? Do you have any ideas to fix this problem?
A: One trap we want to avoid is that you can keep Inquisition and Holy Shield up at the same time. We don't want you to have both of your "finishers" that buff you up at the same time.

But one problem is warriors are generating too much threat. We fixed that last week.

We changed it so Divine Plea will generate 3 Holy Power when used so you can start with Holy Power on the pull.

Q: Zealotry clashes with Ret's mastery and the Divine Purpose talents. It's sort of reducing how many Crusader Strikes we can generate (wat?). Do you feel it's clashing, or that you'll reevaluate it as a talent?
A: We're looking at it. Some people claim it's not a dps increase at all, but we're confused by that. We might change it so Divine Purpose procs 3 Holy Power while Zealotry is up.

Priest
Q: How do you feel about the Shadow Priest mastery balance?
With mastery we're trying to really give each spec that feeling of awesome for their specific style of play. We want to change your gameplay up with mastery. Shadowpriests have been known for being these incredibly bursty casters, in PvE we want you to capture that vibe, that explosion of awesome. We're going to be tweaking the numbers over time to get it right obviously. We want to make sure to control the burst damage potential as much as possible.

Q: Healing through Smite isn't much better than healing from a Shadow Priest. Are you happy with that?
A: Yeah we're happy with it, it isn't compelling on live because healers still have unlimited mana, but it's working well in beta.

Q: As Disc, Power Word: Shield feels too powerful right now. Are you planning to diversify it so I don't have to just spam Power Word: Shield?
This is probably on live? It's a numbers thing, really. In beta you're not supposed to be able to sustain chaining Power Word: Shield. It's not reflected on live currently, which kind of sucks.

Rogue
Q: Are there plans to add a disparity between the weapons for rogues so that we can have something other than a fast dagger in the offhand?
A: We might be changing rogue mechanics a bit so you don't care quite that much about having a fast offhand. Or we could change weapons a little, but we like having a variety of weapons for rogues to use.

Q: The dps for rogues, Mutilate is great but Combat and Subtlety are way behind right now. Especially Combat, where's that at?
A: Combat needs help. Next beta build, the mastery for Combat is being roughly quadrupled. One of their passive damage spec bonuses will be brought up too. We want it to be up there with Assassination.

The overall intended design of Combat is the macro specialization, paying attention to Bandit's Guile in conjunction with trinkets, etc.

Q: What is the intent behind Bandit's Guile? The damage is kind of low with Rupture so you only really Eviscerate still.
A: The intent is that when you're on a single target for a long time, it's cyclical damage, it rises then stays there for a while, then resets. It's so you can use your trinkets or cooldowns when it's at its peak.

Warlock
Q: Right now Demon Soul seems like a trinket, and doesn't feel fun, why did you think warlocks needed an ability like that?
A: The design intent for pretty much all the classes, we didn't want to give anyone another "Frostbolt" ability. We wanted to give players stuff that they used in specific situations because of how many keybinds people have already.

Warrior
Q: Inner Rage, why did it change from a passive to an active?
A: Inner Rage was a solution to the problem of a warrior that generated too much rage. We think it could be useful for protection where you turn it on. If it becomes a problem where warriors won't need it, we can change it. We have to see all the scaling and how it works out with haste, higher gear levels, etc.

Blizzcon 2010 Coverage: Cataclysm Cinematic

Cinematic panel nije imao mnogo toga da pokaže sem 90% slika i video zapisa, gde su nam cinematic developeri govorili kako su napravili prvo model Deathwing-a, koji je po veličini veći od fudbalskog terena, sa najviše detalja na jednom modelu kojeg su ikada napravili. Pored toga tu je bilo informacija kako su napravili Cataclysm Cinematic, na koje su probleme nailazili i kako su bili uradjeni efekti. Na kraju smo odgledali premijerni Worgen Cinematic Ingame Video!

Worgen Cinematic Ingame Video
 
Izrada Modela Deathwinga:
Slike prikazuju artwork Deathwinga, i njegov postepen razvoj do 3d modela. 
{yoogallery src=[/images/stories/news/blizzcon/2010/cinematic/deathwing] width=[180] height=[140]}

Izrada Cinematic Videa:
Slike prikazuju kako su cinematic developeri modelirali video zapise.
{yoogallery src=[/images/stories/news/blizzcon/2010/cinematic/video] width=[180] height=[140]}

Izrada Efekta:
Slike prikazuju kako su effect developeri posle modeliranja komplet video zapisa ubacili efekte. 
{yoogallery src=[/images/stories/news/blizzcon/2010/cinematic/effects] width=[180] height=[140]}

BlizzCon 2010 Coverage: StarCraft II Art

 
Development Stage: StarCraft II Art (21:00 - 22:00)
 
Da li je neko rekao Samwise Didier? Da, upravo tako! Tu je ceo art team na development panelu, i spremni smo da počnemo sa StarCraft II Artom! Prikazivaće nam i objašnjavaće art za nove custom mape: Samwise, Alen, Jay i Brian.
  • Blizzard DotA je čist primer oživljavanja likova iz WC3 u SC2 engineu
  • U Left 2 Die baneling postaje Baboomer, Brutalisk je Hunterling, Infestor je Choker, Overseer postaje Spotter i Ultralisk postaje Stank i svi imaju nove modele i lude teksture na sebi
  • U doti imamo blademaster modele za obe strane, kao i mountain king koji liči na maraudera više, i skroz je melee nabudžen i spreman da ubija! Takođe, abomination je tu sa unikatnim modelima, kao i Grunty murloc marinac, i naravno Sylvanas Windrunner sa naravno dva modela za obe strane u doti! Tu je i Tauren Marinac, i naravno Aiur Chef koji izgleda nenormalno smešno - Zealont sa tiganjem i kuvarskom kapom.
  • Detalji efekata su mnogo kompleksniji, kao na primer kada vaš lik dobije nivo u doti, ili kada umre, i svi efekti su skroz nenormalni i pršte na sve strane.
  • Animacije: Kod blademastera na primer, animacija je tiho prikradanje kada je sve bliže i bliže meti da je napadne, ili na primer kada uradi whrilwind na više meta itd... Sylvanas (archerka) ima klasičnu archer animaciju, dok Mountain King ima vrlo smešne animacije napada i pokreta jer je sav mali i debeo kao marauder. Tauren marinac je praktično krava s puškom i repom koji se random pomera kada treba o.O, dok Abomination ima samo jedno oko, njegov stomak je vrlo živ, i creva mu se vide sa svih strana, dok salo skakuće kada napadne nekoga...
  • Environment: u Aiur Chefu sve izgleda kao kuhinja, imate rernu, vagu, i frižider i zamrzivač! Takođe, imaćete noodle, jaja, batake, sir i tako dalje... i naravno power upove kojima ćete sabotirati druge igrače!
  • Okruženje dota mape je izuzetno detaljno i kule izgledaju kao šahovske figure. Knight kule izgledaju kao konji u šahu, i naravno Rook kule su vrlo unikatne i na kraju King kule, koje kada se unište je game over (nexus, world tree, kako god to zovete sada u doti ili lolu). Takođe, ima healing padova.
  • Cela dota mapa izgleda kao šahovska tabla i arena i klasično ima tri puta na mapi.
  • Programi koji se koriste najviše u ovom procesu su Photoshop, 3D Studio Max, Maya..
  • Blizzard DotA je ubedljivo najomiljeniji mod art tima do sada.
  • Art direction će biti identičan kao i za WoL za Heart of the Swarm. Takođe, možete da očekujete čak i veću rezoluciju nekih stvari u samoj igri.
  • Cliffovi u SC2 imaju preko 200 verzija. Dakle, sve ivice u igri za brda, i sve ostalo je zaista kompleksno.
  • Cinematics tim je pravio mnogo postera, sličica i detalja u samoj kampanji
  • I za kraj Samwise nam je prikazao concept art za Heart of the Swarm! Kao i animaciju infested bunkera za Heart of the Swarm!

BlizzCon 2010 Coverage: StarCraft II Multiplayer

 
Development Stage: StarCraft II Multiplayer (22:30 - 23:30)
 
Tu su David Kim, Matt Cooper i Dustin Browder! Pričaće o onome šta planiraju i kako balansiraju igru u multiplayeru.
  • Svaka alatka koju je blizzard ikada probao za balans nije uspela 100%. Rešenje je bilo da se sve alatke koriste u isto vreme! Na primer neke:
  • Community! Fansajtovi, igrači, pro igrači i njihov feedback o samoj igri. Community je najbolji izvor balansiranja same igre, i prosto što se više postuje i igra to će igra biti balansiranija.
  • Pro feedback je komplikovan, jer pro igrači se uvek fokusiraju na jednu rasu, i ne predstavljaju uvek isti, objektivni feedback za balans.
  • Tournament igre su najbolji izvor saznanja za bagove i sitne greške u igri.
  • Fruit Dealer je pobedio kada su svi mislili da su zergovi bili underpowered i tako blizzard je ostavio zergove za sada i optimizovali ostatak igre u detalje.
  • Igra se ne balansira samo za diamond ligu, jer ako neko u bronze pobeđuje na vrlo čudan način, naravno da će se igra patchovati kako bi se i druge lige izblansirale bez stvaranja dodatnih problema i imbalansa.
  • Spreadsheetovi su vrlo korisni za analiziranje damage per seconda, udarca, random brojeva i analiziranje svih igara. Igra je vrlo kompleksna kada krene borba, i tako mora svaka stotinka da se računa.
  • Programi specijalizovani u analizi microa, terena, i borbe resursa, gde se računa koliko resursa je izgubljeno, koliko je sačuvano i sve ostalo nakon borbe određenih vojski.
  • Blizzard naravno ima replayeve svih živih igrača na battle.netu, i prosto na taj način mogu da subjektivno ocene vašu igru i tako vide koje jedinice jesu izbalansirane a koje ne, i kakve situacije mogu da se dogode.
  • Vrlo kompleksa matematička procedura se koristi za prosek pobeda između rasa, i postoji u pozadini ratio pobeda svih mogućih liga i rasa.
  • Pro igrači sa njihovim feedbackom (subjektivnim) donose dosta interesantnih informacija oko blanasa direktno blizzardu.
  • Blizzard će i dalje gledati najviše PvT matchup, i svestan je da ovakav matchup ima nekih problema. Analiza i dalje traje vrlo aktivno širom sveta.
Q/A:
 
Q: Da li ćemo moći ikada da igramo offline i da uzimamo achievemente?
A: Pričaćemo o tome, ali ne trenutno.
 
Q: Šta mislite da ubacite bonus damage na mutalisku na +3 light?
A: Ne verujemo da mutalisk ima problema trenutno. On jeste jak na početku air wara, ali kasnije je zaista izbalansiran.
 
Q: Kada ćemo imati full customizable keybindinge?
A: Postoji interfejs za to. Ali je zaista komplikovan. Moramo da ga uprostimo i onda ćemo ga izbaciti vrlo uskoro za vas u patchu.
 
Q: Kada će custom map marketplace izaći?
A: Verovatno kada izađe HotS.
 
Q: Proxy rushevi ili Thor rushevi... kako pokušate da izbalansirate te strategije?
A: Vrlo lako izbalansiramo ovakve strategije, jer ti rushevi nisu nepobedivi, i jesu jedna opcija za napad. Koristie radnike, radite nešto sa t1, i prosto ako ste igrali multiplayer challenge biće vam mnogo lakše!
 
Q: Kako da kaunterujem mass hidre sa protosom?
A: Zavisi šta je mass, ali definitivno želite da izbacite hidre sa creepa i da ih napadnete sa brzim jedinicama. Zealot charge, sentryji.
 
Q: Da li ćete unaprediti scorescreen gde ćemo moći da vidimo mnogo više detalja, damage, jedinice, resursi, apm graf itd?
A: Mnogo ćemo unaprediti score screen. Najkasnije u HotS. Definitivno.
 
Q: Da li je bila ideja da zerg uvek outmacroje protivnike pošto ne može da napravi choke i da funneluje jedinice tek tako kao što rade terani i protosi?
A: Zergovi su unikatni, mi želimo da terani budu choke rasa, dok su zergovi swarm rasa. Želimo da vidimo mnogo creepa na mapi, želimo da vidimo haos na mapi i invaziju overlordova kao što radi Fruit Dealer. Morate da budete agresivni i u macrou.
 
Q: Da li mislite da warp gate tehnologija dolazi previše rano?
A: Nadamo se da je warp gate sasvim ok. Jer, zerg može da rodi od jednom 25 zerglinga na primer, terani mogu da imaju reaktore i mule boostove, pa tako mislimo da warp in rushevi nisu više toliko efikasni :)
 
Q: Da li mislite da je hunter seeker missile underused?
A: Nerfovali smo Ravene zbog toga što strategije sa hunter seeker missile mogu biti zaista ružne i neizbalansirane. Ali takođe nećemo ni buffovati. Slažemo se da je missile malo sada underused. Videćemo!
 
Q: Kako gađate patcheve za tournamente?
A: Trudimo se da major tournamenti ne budu pogođeni glavnim patchevima kada je neko bitno finale. Trudimo se da razvijemo tournament servere gde ima nezavisnih verzija igara i da se tournament održi na istoj patch verziji kroz ceo svoj tok.
 
Q: Što thor pobeđuje 1v1 protiv Ultraliska?
A: Jer nisu namenjeni da ih tako napadnete. Oni imaju svoju posebnu ulogu za određene situacije. Nećete koristiti ultraliske da ubijete thorove ako pored toga ima marinaca!
 
Q: Da li imate statistike koje računaju i gde se igrači spawnuju i njihov win loss ratio tada?
A: Da, možemo da vidimo gde su se spawnovali igrači i videti ako su zbog toga pobedili ručno, ali sistem očigledno ne može da nam kaže da je jedan igrač pobedio jer se spawnovao direktno iznad drugog i takve stvari :)
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