Najnovija Diskusija na Forumu

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Author: ScepticuS Date: Thursday, 24 April 2014
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Author: Warheart Date: Thursday, 24 April 2014
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Author: Atena013 Date: Thursday, 24 April 2014
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Author: Atena013 Date: Thursday, 24 April 2014

Igre po meri deteta

Nedavno sprovedeno istraživanje pokazalo je da svako peto dete u Srbiji za računarom dnevno provede po nekoliko sati surfujući netom ili igrajući video igrice. Čak 77 odsto dece koja su učestvovala u istraživanju, navelo je da u igrama vidi samo izvor zabave dok je tek 10 odsto dece smatralo da iz video igara može nešto i da nauči.
Skoro polovina ispitane dece izjavila je da najviše voli akcione igre, za strategije se opredelilo 22 odsto, dok  je 19 procenata ispitane dece na prvo mesto stavilo sportske igre.
Igre za decu su nesumnjivo ogromno tržište i postavlja se pitanje u kojoj meri roditelji smeju izbor video igara da prepuste detetu, naročito ako se uzme u obzir da mnoga istraživanja upozoravaju da video igre mogu da podstaknu agresivno razmišljanje i sklonost nasilju kod dece. Istovremenu postoje i brojne studije koje ističu da iako pune nasilja video igre nemaju štetan uticaj na decu i njihov mentalni razvoj već da prvenstveno imaju za cilj da zabave pa čak i da edukuju.
U svakom slučaju, naročito kada su u pitanju najmladji, roditelji bi pre nego što prepuste tastaturu mališanu i sami trebalo da potraže video igre za decu prilagodjene njegovom uzrastu.
Igre za decu koje mogu i da zabave i da edukuju, a pri tom nemaju nasilan sadržaj mogu se naći na internetu. Bratz igre  su tipičan primer takvih igara. Bratz memorija, ko što i samo ime kaže ima za cilj razvijanje pamćenja tako što dete, okrećući po dve tablice, treba da spari po dva ista predmeta skrivena na njihovoj poledjini.
Bratz moda namenjena je svim malim modnim dizajnerkama koje na ovaj način mogu da doteraju Cloe, Yasmin, Sashu i Jade po svom ukusu. Za najmladje, tu su i Bratz bojanke i more drugih zanimljivih igrica.
Na kraju, deca će u svakom slučaju igrati videti igrice. Zato je bolje potruditi se da one budu vedre, zabavne i prilagodjene njihovom uzrastu.

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Patch 4.0.1 Na Test Serverima

Patch 4.0.1 je dostupan na PTR (Public Test Realm) serveima. Igrači koji nemaju Cataclysm beta test, imaju priliku da testiraju neke od mogućnosti koje nam dolaze u Catacysm nastavku.
Ovo je upravo isti build kao Catacylsm Beta medjutim, većina stvari je isključena. Izmene starih zona, novi quest-ovi, i ostalo nisu dostupni, ali biće na live serverima za igrače bez Catacylsm nastavka kada naravno to bude omogućeno.
I naravno pošto će da pitate, sledi lista koja je to razlika izmedju PTR i Cataclysm Beta server:
  • Izmene svih classa, novi talent build, novi glyph (koji trenutno nisu još do kraja implementirani) su DOSTUPNI
  • Izmene starih zona NISU dostupne
  • Nova grafika (texture, efekti vode su NEDOSTUPNI
  • Archaeology NIJE dostupan
  • Guild leveling NIJE dostupan
  • Letenje kroz Azeroth NIJE omogućeno
  • Nove zone NISU dostupne
Ovo je sasvim dovoljno da odgovorimo na vaša pitanja.

PTR 4.0.1 Patch Notes

Originally Posted by Zarhym (Source PTR 4.0.1 Patch Notes)
World of Warcraft PTR Patch 4.0.1

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/
The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patch...atchnotes.html

General
  • Copied Test Realm characters are not copied with their achievement history in order to better facilitate the character copy process.
Classes: General
  • Many class talents, spells, and abilities have been overhauled, added, or removed.
  • All spell and ability tooltips will now display damage averages rather than minimum and maximum damage potential. This feature is on by default but can be changed via the Display settings under User Interface options.
  • Ammo has been removed from the game.
  • The character levels at which classes gain new spells and abilities have changed.
  • Many item and class stats have been changed or removed.
  • Rage has been normalized.
  • Spells and abilities no longer have multiple ranks and now scale with character level.
  • Talent trees have been altered. All player talent specializations have been reset, allowing for free re-specialization.
    • Each specialization has been reduced to a 31-point talent tree.
    • Players will now get a total of 41 talent points to spend.
    • Players will be asked to choose a specialization at level 10. Doing so will result in the unlocking of a spell or ability unique to that specialization, as well as one or more passive bonuses.
    • Once a talent specialization has been chosen, players may only place points in the primary tree until at least 31 points have been spent there.
    • The initial announcement regarding these talent tree changes can be found on our Cataclysm forum: http://forums.worldofwarcraft.com/th...26290449&sid=1
Death Knight
  • A dedicated tanking tree (Blood) has been implemented.
  • The effects of Blood Presence and Frost Presence have been exchanged.
  • The way in which runes recharge has changed.
Druid
  • A new Eclipse mechanic has been added for druids.
Hunter
  • Five pets can now be stored with the hunter at all times. Any one of these five pets can be summoned via the Call Pet ability.
  • Focus has replaced mana as a new resource.
  • Hunters now start with a pet at level 1.
  • The Stable will now store 20 pets. If a pet is moved into the Stable, its talents are wiped.
Mage
  • There is now a new spell fly-out UI feature for mage portals. Clicking on the Teleport or Portal buttons will expand the list of choices available.
Paladin
  • Paladins now have a new resource bar.
Warlock
  • There is now a new spell fly-out UI feature for warlock pets. Clicking on this single button will open up the list of available pets to summon.
  • Soul Shards have been removed from the game as items. Instead, they now exist as a resource system necessary for using, or altering the mechanics of certain spells.
Items
  • Resilience no longer reduces the chance a player will be critically hit by an opponent.
  • Durability: cloth, leather, and mail now have as many points of durability as plate, making the repair cost on death much closer to equal for all classes.
Professions
  • The glyph system has been updated to now feature three different types of glyphs. Many class glyphs have been added, altered, or moved to different glyph types.
User Interface
  • Spell Alerts have been added to notify players when procs on select spells and abilities occur. A visual notification will display around the character and the activated ability will be highlighted on the action bar.
  • The Arena Teams pane has been improved.
  • The Character pane has been redesigned. Character stats can now be shown or hidden via the Show All Details/Hide All Details button on the bottom left. When shown, all character stats will be visible in a window to the right of the pane. Stat sections can be reorganized by clicking and dragging them up or down the pane.
  • The Professions panes now have more filtering and search functionality, as well as buttons to easily link recipes in the chat frame.
  • A Professions screen has been added to the Spellbook to better display the details of a character’s primary and secondary professions.
  • Many of the yellow System Messages that would display in the chat frame when leveling up have been removed.
  • New text animations now alert players as they level up, also providing information on when new talents, spells and abilities are available.
  • Professions and Class Trainers windows have been altered to more clearly display available and upcoming purchases.
  • New Raid frames are now. They can also be used in place of the standard 5-player party interface via the User Interface options.
  • The Spellbook interface has been improved for greater ease-of-use and visual appeal.
  • For additional notes on Lua and XML changes please visit the UI & Macros Forum: http://forums.worldofwarcraft.com/bo...&forumId=11114

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Cataclysm - Nove sposobnosti Pet-ova

Hunter i Warlock pet-ovi  dobili su interesantne nove sposobnosti!
Warlock
Imp
  • Singe Magic - Warlock dispelling is now divided between the Imp, which dispels friendly targets, and the Felhunter, which dispels enemy targets. As of the current build, this ability no longer does damage.
  • Flee - The new defensive ability, replacing Phase Shift
Felguard
Hunter
Exotic
Other
  • Play - Foxes get a neat cosmetic ability.
  • Tailspin - Foxes also get the attack speed debuff.
  • Snatch - Birds of Prey can now disarm.
 


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Golden King Video

Kody je objavio kratak video zapis, Golden King - Alliance lion guild mounta. On trenutno na beta serverima košta 200 gold-a i zahteva da guild ima Dungeon Diplomat achievement. Prazan deo na mestu sedla je predvidjeno da prikazuje guild tabard, ali je trenutno on zabagovan na beta serverima.



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Kako Archaeologija funkcioniše

Ghostcrawler je na zvaničnom forumu objasnio kako Archaeology funkcioniše.
Originally Posted by Ghostcrawler (Source How Archaeology works)
Archaeology just went in this build for the first time and we don't yet have any of the support around it to teach players what to do. It has been informative to watch players learn to swim by drowning, but we thought it was time to offer a little more direction.

Digsites
Once you train archaeology, you can see digsites on your map (not your minimap - your map). There are always 4 digsites per continent. These will not change until you dig one out. Most of the time, you're probably only going to be concerned with the 4 sites on your current continent, but at higher character and archaeology skill levels, there will be 16 sites active at one time (4 each in Eastern Kingdoms, Kalimdor, Outland and Northrend.)

You will only find sites in zones of your level or lower. A level 25 player will have all 4 sites per continent in level 25 zones. (This means Outland and Northrend will have no sites at this time.) A level 80 player will have all 4 sites in any zone. A low level Kalimdor player might have sites in Ashenvale and Stonetalon, while a level 82 might have Uldum, Ashenvale, Stonetalon and Silithus.

Sites are race specific. You can usually guess the race by the location. Kalimdor tends to have a lot of night elf ruins. Eastern Kingdoms tends to have a lot of dwarf ruins.

Some races are only available on some continents (such as orc and draenei on Outland). You need to have a minimum character level and a minimum archaeology level to use these. Currently you can see them if you are a certain character level but can't gather from them until your archaeology skill is higher. For Outland, the skill is 300. While somewhat consistent with other gathering skills, we think this is confusing and we will change it so that you don't even see the digsites until your archaeology skill is sufficiently high. Tol'vir artifacts are the most rewarding, but also require near max archaeology skill to recover.

Some players are reporting some issues with digsites not showing up correctly. We'll look into these bugs.

Unlike other gathering skills, digsites are player-specific. Other players will be searching in different locations. There is no competition for digsites.

Fragments
Each digsite can be searched 3 times before it despawns and a new site spawns. If there is a digsite somewhere too far away from you or otherwise inconvenient, just ignore it and hit the closer ones. You won't run out.

To search a digsite, use the Survey ability. The survey tool will spawn and point in the approximate direction of the artifact. Red means you're far away. Yellow means you're close. Green means you may be within 40 yards or so. When you discover your find, you'll get fragments specific to a particular race.

There are two main strategies to surveying. You can attempt to triangulate by moving around the outer edge of a digsite. (Like quest blobs, the digsites are not necessarily circular.) Other players just keep surveying, heading in the direction the tool points until they strike paydirt.

Remember, the thing you uncover is yours. There is no competition with other players and nobody can gank your node.

Artifacts
Whenever you get a new fragment for a race, you'll start a research project. You can only work on one artifact per race at a time. When you have enough fragments, click Solve to complete that artifact. You won't waste excess fragments -- they will just start the next project. You can be working on one project for each race at a time.

Most artifacts are common. These give you a little bit of lore or flavor text and an item you can sell for a small profit (presumably to a museum!) The profit increases as the value of the artifact increases. You can estimate this by the number of fragments needed to finish the artifact. You will only find cheaper artifacts at low level, but you can find cheap and valuable artifacts at higher level (the reason for this is we want players to be able to find all the artifacts if they want to). You won't find a second copy of a common object until you have found all the artifacts of that race. If you get stuck at a certain skill level of archaeology or character level, you may find an artifact more than once until you reach the next tier.

Some artifacts are rare. These always make a blue or purple item. Many of these have no in-game power and are toys or for flavor. Some of them are actual weapons and armor. The latter items are all bound to account. They aren't heirlooms in that they don't scale, but you can pass them around. So if you are level 80 and you find a level 60 axe, you can always have another character use it when they are level 60. You will never get a rare artifact more than once.

The future
We designed archaeology to be easily expandable, so we plan to add much more content in future patches, including new races to research (though to be fair, there's a sizable amount of content already). We also have a feature that is not available on beta yet, that allows you to use your archaeology skill for a slight (think Fish Feast-level) bonus in the Cataclysm dungeons.

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Zahrym o izmenama u Beta Buildu 12942

Random Character Services Buttons

Originally Posted by Zarhym (Source Random Character Services Buttons)
In the latest build players will notice paid character services buttons appear next to characters at random on the Character Selection screen. These are the buttons you would normally see after purchasing any service, such as race, realm, or faction changes, or character customization. If a character service button shows up next to one of your characters, you can click it to make use of a free race change or character customization (faction change coming soon). You can make use of these buttons as often as you like, but the services for which you’re selected are randomly chosen for you and will update every hour. So, say if you don’t want to change your race but would like to customize your appearance on a specific character, you will need to wait for the right button to appear.

Please note that these buttons are only for beta testing purposes and are not intended to be released for free on live realms. We want beta testers to stress test our paid services so we can ensure they are operating smoothly when World of Warcraft: Cataclysm is released.

New Flight Skill

Just in case you missed it.
Originally Posted by Zarhym (Source New Flight Skill)
We’ve added a new flying skill called Flight Master's License. When World of Warcraft: Cataclysm is released, players who purchase the expansion will see this skill available from flight trainers for 250 gold once they reach level 60. This new skill is required for flying around all Kalimdor and Eastern Kingdoms zones, including the new level 80-85 zones.

Battleground Titles and Achievements

Originally Posted by Zarhym (Source Battleground Titles and Achievements)
Honor titles have been added into World of Warcraft: Cataclysm. These titles are earned when specific Battleground Achievements are completed, and are triggered when specific Battleground rating milestones are met. The titles remain the same as the original PvP titles, however, players who obtained these titles from the original Battleground ranking system will not lose them. The Feats of Strength associated with the original titles have been altered slightly to denote that they were earned under the old system, although the titles themselves remain the same.

As of now, the first ranks -- Private for Alliance and Scout for Horde -- are earned when a player reaches a Battleground rating of 1100. The ranks increase every 100 rating points, up to Grand Marshal/High Warlord at 2400 rating. Titles earned through the new system are yours to keep and will not be wiped with each season.

In addition, all-new titles and Achievements will be added for top performers. Hero of the Alliance and Hero of the Horde will be awarded to players who finish a season in the top .5% of the rated Battleground ladder. These titles will be wiped at the end of each new season, however, a new Achievement will be awarded to players who earn this title each season. Let’s see how many seasons in a row you can stay in the top .5%!

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Cataclysm Preview: Ashenvale

Blizzard je objavio još jedan zvaničan pregled zone, ovog puta to je Ashenvale.
Quote from: Slorkuz (Source Cataclysm Preview: Ashenvale)
Today we're covering the changes being made to Ashenvale in World of Warcraft: Cataclysm as the Warsong Outriders and the Silverwing Sentinels continue to vie for domination of the region. Quest designers Eric Maloof and Steve Burke sat down with us to discuss what it's been like iterating on a familiar yet evolving Kalimdor territory.

Q. What was the original concept for the zone?
A. The concept for Ashenvale was to show the effects of the Cataclysm while taking the opportunity to streamline the zone's level design. There were areas of Ashenvale that were pretty unfriendly in terms of accessibility and quest flow. The level designers and quest designers worked together to alleviate the problem areas and highlight the big changes.

Q. Who will be using this zone (what levels/factions?)
A. Both Horde and Alliance players, roughly from levels 20–25. We anticipate that this will be a well-traveled zone in terms of general player flow.

Q. Without giving up any spoilers, what's the general storyline for this zone? How has it changed from the original design?
A. Among other catastrophes, an enormous volcano has erupted in central Ashenvale. As the night elves struggle to deal with the chaos caused by the Cataclysm, the Horde is seizing what it perceives to be a golden opportunity. Garrosh Hellscream's forces are now bearing down upon the night elves and have overtaken several key positions that once served as Alliance strongholds. There is a definite feeling that the balance of power in this region now teeters on a goblin tripwire….

These changes also mean that Horde players will have much more to do in Ashenvale.

Q. What do you think is the most exciting new feature of the zone?
A. Visually, it has to be the volcano. It's stunning, and it provides a great landmark in a place otherwise known for its dense forest. Thematically, the tension present in the zone gives it a whole new feel. The Horde is barricaded inside the walls of Splintertree Post under a massive assault by the night elves and their allies. Meanwhile, Astranaar is desperately fighting off waves of Hellscream's forces. Practically everywhere you go in Ashenvale, it's impossible to escape the fact that it has become a warzone.

Q. What goes into redesigning a zone like this?
A. A bit more than meets the eye, we think. Ashenvale is deceptively large, and previously there were many issues in terms of quest flow and Horde/Alliance content balance. Soon after we rolled up our sleeves and broke ground, we realized that our work was cut out for us. There were numerous quests we wanted to keep, but there were also a great many that no longer fit or didn't play out efficiently. We also needed to create a variety of new quests, especially ones "For the Horde"™.

Q. What was the most challenging aspect about implementing these changes?
A. It can actually be a bit tougher to come in and "do surgery" to an existing zone than it is to completely gut it and start from scratch. Given our ambitious time constraints, trying to determine what stays, what goes, and what other changes to make is certainly a challenge.

Q. What should players do or go see first?
A. Horde players should visit the Mor'shan Rampart first. There's a new Horde contingent there who is fighting hard to make sure that no night elves escape Hellscream's onslaught -- not that they'd make it far into the Northern Barrens! Alliance players who come down from Darkshore will want to help defend Maestra's Post and Astranaar as both settlements struggle to keep from falling under Hellscream's control.

Q. Who seems to have the upper hand in the zone: the Horde, the Alliance, or the elementals?
A. The Horde and the Alliance are throwing themselves at each other on many fronts; neither has a clear upper hand here. The elementals in Ashenvale are a minor nuisance in comparison to the faction struggle.

Q. Should we expect any changes within Blackfathom Deeps?
A. There are no significant changes planned for Blackfathom Deeps at this time.

Q. What has happened to Silverwind Refuge?
A. The Horde has happened!

Q. What has changed the most: the storyline or the terrain?
A. The amount of change has been pretty equal between storyline and terrain. The terrain is much less frustrating than before, and the visual results of the Cataclysm tell the story as much as the quests do. Story-wise, the theme hasn't changed so much as its intensity has.

Thanks, Eric and Steve, for taking the time to tell us about the work you've done to evolve a classic zone in World of Warcraft: Cataclysm!

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