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Author: FasumAga Date: Sunday, 31 August 2014
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Author: FasumAga Date: Saturday, 30 August 2014
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Author: FasumAga Date: Saturday, 30 August 2014
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Author: jovanmhn Date: Saturday, 30 August 2014

Steelseries Scope, Cataclysm MMO Mouse i periferije

Da skrenemo malo pažnju sa Blizzcon 2010, Steelseries nas je obavestio da su najavili nove periferije, koje se tiču World of Warcraft Cataclysm, kao i Score - naočare koje će vam pomoći da vidite igru kristalno jasno i bolje.
SteelSeries Scope:
Informacije o Steelseries Scope možete dobiti na:
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World of Warcraft Cataclysm MMO Mouse
Ono što nas je najviše zadivlo to je Steelseries Cataclysm Licensed mouse, koji na sebi ima 14 pogramiranih tastera koje možete da bindujete  direktno u igri, profile za 10 karaktera koji se čuvaju direktno na mišu, ergonomičan dizajn.
Tehničke specifikacije ovog miša su, 11,750 FPS-a, 5040 DPI, 2.5m kabla, lift distance 1-5mm.  Ovaj miš pustiće se u prodaju 7. Decembra 2010 godine kad i Cataclysm izlazi u prodaju, a njegova cena biće oko 100$.
{yoogallery src=[/images/stories/news/steelseries/mouse/] width=[230] height=[180]}

Mouse Pads:
Tri različite Qck Gaming podloge za miševe koji na sebi imaju artwork Cataclysm nastavka.
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Steelseries je najavio Steelseries Shift: Cataclysm Keyboard zajedno sa odvojenim keysetom
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Blizzcon 2010 Coverage: Costume Contest

Sinoć nisam uspeo da objavim sve slike sa Blizzard Costume takmičenja. Bilo je vrlo interesantnih takmičara sa vrlo unikatnim kostimima, i verovatno je samom žiriju i bilo teško da odluči ko će da pobedi. Slede slike par takmičara u njihovim kostitima. 
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Njih petoro je izabarno u finalnom krugu.
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Treće mesto  uzela je devojka u svom kostimu koji predstavlja Ysera, drugo Mesto Uzeo je muškarac koji predstavlja Illidan Stormrage, a prvo mesto uzela je devojka u svom kostimu koji predstavlja Diablo 3 Monka!
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StarCraft II Invitational Tournament and Showmatch - Day 1 Recap

Quote from: Daxxarri
The air in the Anaheim Convention Center was electric as the StarCraft II Invitational kicked off at BlizzCon today. Thousands of StarCraft II eSports enthusiasts filled the seats of the RTS Tournament Stage to watch as a field of 16 top players, selected from each region after months of fierce ladder competition, finally met to see whose skills would earn them glory and cash prizes worth over $45,000!

The games were shoutcasted by an all-star team including Nick "Tasteless" Plott, Dan "Artosis" Stemkoski, and Sean "Day[9]" Plott, not to mention Blizzard's own Rob "Voice" Simpson and StarCraft II Game Director Dustin Browder.

Since the tournament encompasses so many games, the majority of the matches were played offstage -- but you can find an up-to-date bracket of all the BlizzCon 2010 StarCraft II Invitational Tournament games on the BlizzCon Tournament page here. That page will be updated with replays of these epic games soon!

Showmatch - SlayerS_`BoxeR` vs. Fruit Dealer

In what was possibly the most anticipated match of the day, BoxeR, known throughout the eSports community as a strategic innovator and a living legend of the StarCraft: Brood War professional gaming scene, faced off against the universally hailed and extremely skilled champion of the TG-Intel GSL Season 1 tournament, Fruit Dealer (AKA Cool). The RTS Tournament stage was thronged by a roaring crowd full of fans cheering both players, eager to witness the battle between these two titans. Would Fruit Dealer's mad skills and cool resolve be enough to best the legendary BoxeR? Would BoxeR, experienced and respected but relatively new to the StarCraft II scene, manage to take down the reigning champion and emerge victorious? Spoilers ahead!

The showdown started with a match on the Lost Temple. The action was fierce, with both players drawing explosive cheers from the crowd with their world-class play. BoxeR almost took the win early in the match with a brutal, expertly micro-ed marine and marader timing push, but Fruit Dealer managed to eke out a defense and went on to keep BoxeR contained in the south of the map, countering BoxeR's signature inventive play and surprises with almost supernatural skill to finally come out on top.

The second game took place on Metalopolis. BoxeR punished Fruit Dealer's early expansion and almost took the entire match by sealing the zerg into their starting position with a pair of well-placed bunkers. While a move like that might seal the fate of a lesser player, Fruit Dealer broke through, and in an incredibly gutsy move, took the rich mineral patch adjacent to BoxeR's terran base to get back into the game. This match was marked by incredible back-and-forth action, and things looked grim for Fruit Dealer as BoxeR made a heavy mech push with calculated siege tank placement to eventually wipe out Fruit Dealer's game-saving rich mineral base, but yet again, Fruit Dealer managed to take the win with a mix of steely-nerved macro and the liberal application of roaches and banelings drops.

These wildly entertaining and tense games were an epically satisfying conclusion to the first day of StarCraft II action, but we’re just getting started -- so don’t forget to join us for the conclusion of the BlizzCon StarCraft II Invitational tomorrow. If you weren't able to join us at the convention this year but want to witness these epic battles firsthand, you can catch tomorrow's action via the BlizzCon 2010 tournament stream or on DIRECTV.

StarCraft II Custom Maps and Editor Panel & Secrets of the Masters

Quote from: Lylirra
The StarCraft II Custom Maps and Editor panel, new this year to BlizzCon, proved to be a treasure trove of information for aspiring mapmakers and anyone interested in the StarCraft II custom map scene. Lead Level Designer Matt Morris, Senior Level Designer Richard Khoo, Level Designer Jason Huck, Level Designer Matt Gotcher, and Data Specialist Justin Klinchuch discussed a variety of topics with the audience, including their design philosophy, mapmaking tips and suggestions, official custom map previews, and a critical look at the StarCraft II Editor.

Custom Map Philosophy

The panel kicked off with a breakdown of the design team’s approach to mapmaking into three clear steps:

1) Find the “fun factor.” No matter how intricate or perfectly coded your map is, if it isn’t fun, no one will want to play it. Because of this, it’s a good idea to get your map working as quickly as possible, holding off on final polish and fine-tuning until you know the map is truly fun to play. This can help you avoid a situation where you’ve invested countless hours into a single map, only to publish it and discover that your original vision was never truly realized.

2) Make sure the map is easy to learn. Ideally, players should be able to join your custom map for the first time and feel like they can compete right away. This doesn’t mean your map can’t be elegant or complex, but it should be accessible and intuitive, with gameplay elements that are clear and easy to pick up.

3) Actively seek and encourage feedback. Don’t be afraid to ask questions or act on constructive criticism you receive.

The designers emphasized that, above all, the team’s goal in creating official custom maps is not to upstage player contributions, but to continually provide better, more robust tools for the mapmaking community. By using the StarCraft II Editor to produce official maps, the designers can identify ways to improve the process, making it easier for aspiring and veteran mapmakers to get their work published on and maybe even create the next big thing.

All-New Blizzard Custom Maps: Left 2 Die, Aiur Chef, and Blizzard DOTA

The team then went on to discuss how their design approach is applied in practice, using three upcoming Blizzard-made custom maps as examples. They also gave audience members some insight into each map’s inspiration and the overall gameplay.

Left 2 Die

Left 2 Die offers a cooperative take on the StarCraft II: Wings of Liberty campaign mission Outbreak (i.e. the mission where it was only safe to go out during the day), which received a lot of positive feedback from the community. Feeling that Outbreak created a dynamic, fun environment that encouraged coordination and promoted the importance of both offense and defense, the design team adapted this mission into a team-based mini-game that allows players to share tech trees, earn research points by destroying infested buildings during the day, and create elaborate ground defenses, all in the hopes of surviving through the night against hordes of slavering zerg zombies.

Aiur Chef

Players will get to wear the hat of zealot warrior chefs skilled in the arts of cooking and killing in this round-based mini-game. Every round of Aiur Chef will feature a theme ingredient, and players will need to fight (sometimes to the death) to collect components scattered around the map to make a variety of succulent meals. Each dish created using the theme ingredient will award points, and the player with most points at the end of all three rounds will be named Executor Chef, culinary guru of the entire Koprulu Sector.

The designers also shared the origin story for "Aiur Chef," noting that the inspiration for this particular custom map came while browsing through the unit list in the StarCraft II Editor. Upon discovering that there were a number of food objects available, the idea for a cooking-based mini-game where zealots skewered delicious treats on their psi-blades was born.

Allez cuisine!

Blizzard DOTA

After seeing so many great player-made maps based on Aeon of Strife and Defense of the Ancients, the designers felt inspired to create their own adaptation of these legendary StarCraft and Warcraft III custom mods using updated graphics, customized character models, and epic new environments.

Blizzard DOTA will be a 5-vs.-5 mini-game with a chess-board theme, featuring three lanes, two bases, creep-based farming, and an emphasis on protecting key structures. Players will get to choose among 12 iconic heroes from the Blizzard universe, including superstars like Kerrigan, Sylvanas, Jim Raynor, and Muradin Bronzebeard, each with his or her own unique abilities and tactics.


It's important to note that all of these custom maps are still in their formative stages and do not yet have a release date. While BlizzCon attendees have a unique opportunity to check out early demos, these maps will continue to be tuned, polished, and possibly even augmented as the development process continues to ensure that they’re epic, balanced, and—most importantly—fun to play.

StarCraft II Editor

Next, the developers showcased several short videos demonstrating the variety of cool visual effects that are possible to create using Trigger and Data Editors to manipulate existing art assets, encouraging avid mapmakers to seek out similar ways to really make their maps shine.

Embodying the design team's appreciation of community feedback, the panelists then highlighted an upcoming addition to the StarCraft II Editor that was directly inspired by player discussion on the Custom Maps forum. In patch 1.2.0, the next major feature and balance patch for StarCraft II: Wings of Liberty, players will be able continually track the mouse position in triggers. A video demonstration of the new functionality in action and a final reminder to the audience that "Feedback Becomes Features" served as a transition into an open Q&A session.

But Wait, There's More...

For those attending BlizzCon this year or watching from home via the BlizzCon 2010 Virtual Ticket, we encourage you to check out tomorrow’s StarCraft II Art panel at 12:00 p.m. PT (pacific time) on the Development Stage to learn more about how our artists are taking custom game graphics to the next level.

Thanks for tuning in!

Quote from: Daxxarri
StarCraft II Game Director Dustin Browder, Project Director Greg Canessa, Game Balance Designer David Kim, and Associate Game Balance Designer Matt Cooper took to the Development Stage on the first day of BlizzCon to share unique insights and expertise with newer players seeking to improve their StarCraft II gameplay during the Secrets of the Masters panel early Friday afternoon.

Leagues & Ladders

One of the most basic elements of competitive StarCraft II gameplay is the league and ladder system, since it determines how you are ranked and what kind of opponents you're likely to face. The matchmaker is an adaptive system, which means that the more a player plays, the better the system gets to 'know' his or her skill level, with the ultimate goal being for each player to be paired with opponents of equal skill so they win around half of their games. The matchmaker tracks wins and losses and creates a hidden skill rating for a player over time (which is actually a rolling average composed of several different numbers). It can't see how you won a match, so it doesn't know if you won with a cannon rush, or as the result of a lengthy, well-executed strategy. How much your rating changes after a win or loss is determined by how your skill rating stacked up against your opponent prior to the start of the match. On that note, a given player's skill rating is tracked separately for 1v1 and team games, but is not tracked separately by race. While a player's skill rating changes over time, it remains intact from season to season, even if other stats are wiped. A player is initially assigned to a ladder and a division of 100 players based on the results of the placement matches played when first venturing into multiplayer, and that assignment will change over time based on overall performance. Wins and losses will change a player's hidden skill rating as well as a visible public rating, and it is that visible rating number (not the raw win-loss record) which determines their position within the division. The goal, of course, is to ascend to the top of your division and graduate to higher leagues as you become a better player. There are 5 leagues (Bronze, Silver, Gold, Platinum, and Diamond), and all StarCraft II players in a region are split into these leagues by 20% increments. So, Diamond league players represent the top 20% of players in their region.

Just as units are constantly being monitored and adjusted for balance, the leagues and ladders system has also been steadily tweaked and improved since StarCraft II: Wings of Liberty launched, and that process will continue. Several adjustments have been made over time to improve the quality and speed of 1v1 matchmaking, as well as to improve matchmaking in team games. Players who perform exceptionally well can expect to see promotions to higher leagues more quickly. Meanwhile, other adjustments are being made to improve the ladder experience for players just getting into competitive gameplay.

There are also some pretty exciting changes coming to in the future that have been based on our players' feedback and our own research. Season 2 is coming, and it will bring with it a ladder wipe, but at the same time, each player's profile will be upgraded with new UI elements, including awesome new artwork which denotes a player's rank within their division, as well as a record of performance in prior seasons, improved detail pages that are more colorful and rewarding for top players, featured replays, and many more. Matchmaking rating will be preserved, so a single placement match will be all that it takes to find your place on the ladder once again. On top of all these new features, two new leagues will be introduced to highlight the top players in each region: the Master League, which places roughly the top 5% of Diamond players in their own league, and the Grandmaster League, a very special, elite league which is comprised of the top 200 players in each gameplay region, which will be visible to other players

Improve Your Game

Many players seem to believe that in-born talent is the primary factor regarding whether a player has the potential to go pro in StarCraft II -- that either you've got the nerves that let you get to 300 APM (actions per minute) or you don't. While talent does play a role, no one emerges from the womb ready to own face at StarCraft II. The truth of the matter is that pro players work, and they work hard to become the best of the best. Most pros play 12+ hours a day, both on the ladder as well as in custom game scrimmages against teammates and associates. Pros also spend a lot of time studying the game when they aren't playing. They analyze their own replays, as well as the replays from other professionals from league games, custom games, and tournaments to formulate strategies, identify weaknesses, and find ways to improve. Most pros also focus their efforts intently on playing a single race, getting to know it inside and out, upside down and backwards, so play always feels second nature. The most important thing to keep in mind is that, even if you aren't a great StarCraft II player now, you can become a great StarCraft II player with practice, study, and commitment. A few pros lent their insights to panel attendees via quotes, and they reflect the kind of attitude that it takes to be a champion:

"Don't stress over losses. Use them to learn your faults. No pain no gain." - Select

"First of all be a fan of the game and enjoy it, then make sure to be 100% committed or you will fail, and last watch day9!" - Huk

"If you're not attacking you're probably losing" - QXC

"Practice a hell of a lot, watch replays of the top players and check out their strategies, and in most cases copy them :). After that refining your play mainly consists of watching your own games -- and ironing out the faults." -Demuslim

The panelists took some time to share insights on each of these points. Keep your head in the game -- wins and losses don't matter as long as you're learning; after all, the matchmaker is working at its best if you're losing half of your games to equally skilled opponents. Psychology is a huge factor in StarCraft II, and if you let yourself get psyched out by a loss, it can cost you games. If you enjoy StarCraft II, then you'll be dedicated to playing, and having fun is vital! Getting better at the game means putting on your thinking cap; don't discount what you can learn from members of the StarCraft II community, such as day9 and others, who provide commentary for the game and take the time to deeply analyze StarCraft II's mechanics and game theory. The insights these members of the community have can go a long way toward you take your game to a new level. Stay aggressive -- it's easy to develop tunnel vision and lose track of what your opponent is doing. Don't get complacent in your own little world, stay on top of them, harass them, and don't let them get into a groove. Sometimes defense is the right way to go, but if you can force your opponent to react to you, and keep reacting, then you've taken control of the game. Finally, find strategies that work, but it's important to keep reaching -- winning is good, but reaching new plateaus as a player is better, and hopefully, more satisfying.

Know Your Limits

Of course the vast majority of StarCraft II players aren't pros. While pro advice is valuable and watching their replays is an excellent way to learn tactics, strategies, build orders, and maps, that doesn't always mean that what the pros are doing (or not doing) is best for you! Watching the replays of pro-gamers is useful if you want to get better, but so is knowing your limits as a player. Some choices seen in pro replays may rely on the kind of skill and execution that's out of bounds for the average player, and so may not be the right approach for someone who isn't at a pro's level of ability. Conversely, don't be afraid to try new strategies, including strategies that would never fly on the pro level. For example, hidden expansions almost never pay off in pro games, but your league game might be a whole different story. Your opponent may not have the multi-tasking skills to deal with your harassment, keep his own economy going, and scout every expo on the map at the same time, so you might be able to turn a tactic like that to your advantage. Don't limit yourself, try new things, and use what works at your gameplay level and against the kind of opponents that you face on the ladder.


One way that a lot of newer players falter in StarCraft II is how they handle their economy. It's easy to get distracted by building new combat units and teching up. At a certain point, you might get involved in combat and stop making workers or get involved with other tasks. A number one tip for new players: never stop producing builders! Stay ahead of your unit cap, but hotkey your base and when one worker finishes, build another and keep building them -- the income they provide can make the difference between success and failure. You don't even have to have amazing micromanagement skills if your economy (macro) is great -- you might be able to overwhelm an opponent with sheer numbers.

Vespene gas is another source of confusion. When should a refinery be built? How many refineries? How many workers to commit to gas production, and when? It can seem almost random, and the choices to be made in the early moments of a match regarding how much gas to collect, and how many workers to commit can be significant. It's definitely not random, though, and it's best to have a plan, run a build order, and figure out how much gas you're going to need and when you'll need it. Is it a small map with short rush distances, and you plan to overwhelm your opponent with a ton of zerglings with some roaches on backup? You probably don't need to max out two extractors, since one might give you just enough gas to achieve your goals, and you'll want a lot of minerals. On the other hand, a protoss player might want to push a stalker and colossus build. That takes a lot of gas, so maxing out two assimilators fairly early on might be the right way to stay ahead of the curve and keep unit production and tech improvements on track. Of course, if you find that you frequently have a surplus of gas and a deficit of minerals, then it could be that scaling back your early gas production a bit is the right way to go. What's important is making choices that back your overall strategy. Of course, these are the early moments of the game; as you move into mid-game, there's every reason to make sure that you're well supplied with gas, hopefully including income from an expansion or two.

Don't be a miser. Another common mistake from less experienced players is that they don't spend their minerals and gas! Being rich is bad -- minerals in the bank mean units that aren't on the field! Spend those resources, and spend them all the time. Are you attacking? Hotkey your unit-producing structures and keep manufacturing units. Those units you're building now can help secure your victory, or stave off defeat if your opponent counterattacks!

Another vital part of StarCraft II that players struggle with at first is expanding. When is the right time to expand? Where should you expand to? A good rule of thumb to follow is that if you've got a good enough army to protect your expansion, then it's reasonably safe to go for it. You can also expand during a successful attack, but it's usually not a good idea to expand undefended, because you become very vulnerable. Where you should expand, and how swiftly, is dictated by the map you're playing on and the kind of army you've got on the field. Sometimes the decision is easy, and some maps include close, easily defended natural expansions. Do you have a highly mobile force though? Perhaps expanding rapidly, and further away is an option, whereas a slower moving army might want to 'turtle up' on a few expos that are close together and feature useful chokes or exploitable terrain.

Scale it up! Once you do expand, don't keep the same number of unit producing structures. Unit producing structures are pretty cheap, and always good to have around. Best of all, they let you use your newfound riches to build a larger army faster. A good rule of thumb in a situation like this is to double up. If four gateways was good with your starting location, then 8 to 10 is better once you've got your expansion going.


Map knowledge is an extremely important aspect of StarCraft II gameplay, and one that is often overlooked by players still learning the ropes. There are a few basic things to look for when you take into account your strategy and what to expect from an opponent on a given map. Is it a small map with short rush distances? You might want to adjust your strategy to take that into account. Even if you aren't planning on rushing yourself, it's the sort of strategy you can expect from your opponent on a map like that. On the other hand, some maps, such as Scrap Station, have long ground travel times, but very short distances between bases by air. It's wise to anticipate an air attacks or drops on a map like that, or take advantage of the short air distance in your own build. Also, every map has choke points. Where are the chokes on the map? Most players are familiar with the chokes close to the starting positions,but it's useful to learn and take advantage of the chokes that exist elsewhere on the map. In some cases, controlling the right choke point can yield massive map control and opportunities to expand, such as the central choke on Lost Temple. Learning them and using them to your advantage, or avoiding engagements near them if your units are vulnerable at a choke, is key. Finally, where's the natural expansion on the map? Is it close, and easy to defend? Is it hard to cover and vulnerable to attack? How do cliffs and chokes factor in? What about other expansions on the map? This information plays a critical role regarding if, when, and how you'll expand in a given match.


One of the most compelling and fun, yet hardest to master elements of StarCraft II is combat strategy and micromanagement. Micromanagement is the fine control which lets you get the absolute most out of your units. While a player's skill in maneuvering units on the small scale can decide a battle, it's equally important to know the terrain and how it affects a matchup. Terrain can dramatically and powerfully alter the balance of power between opposing forces. A good example is the role that choke points play. Take, for example, a small group of zealots and a group of marines of equal value. If the zealots catch the marines out in the open, they'll make short work of them. On the other hand, the marines' gauss rifles offer them a range advantage, so even units not on the front line can still attack. Defending the zealot attack from a choke will turn the tables and give the marines a victory. Even backing up against a handy wall or cliff can prevent an enemy from flanking you or getting a 'surround' and cutting your units to ribbons.

Flanking is another tactic to learn and put into one's arsenal, though it's most useful with fast moving melee units or burrowed zerg. Take a large group of zerglings facing off against a group of marines that they've caught out in the open. All is well, right? The zerglings manage to surround the marines and start going to work, but it takes them time to get into position, and by then the marines are already firing away. A well timed stim, and the zerglings lose the engagement, leaving a few marines to wipe zerg parts off of their armor and gloat. On the other hand, split the very same group of zerglings into three, get a faster surround on the marines -- and even with stim used at the same time, the zerglings come out on top, making mincemeat out of the marines.

Things get fancier when individual unit micro starts coming into play. For example, two opposing forces of protoss stalkers, evenly matched, face each other in battle. If every unit is attacking, one side or the other may come out just slightly ahead. If one group of stalkers is carefully microed -- blinking damaged units to the back of the line and focusing fire on one foe at a time, one group can eliminate the other without taking any casualties at all!

Needless to say, developing unit micromanagement skills is vital to becoming a better StarCraft II player, but there are times when investing too much micromanagement might win you a battle, but cause you to lose the war. As always, tunnel vision is the enemy. While you were busy microing your units to victory against a small enemy force, your opponent might be mopping up the last of your workers halfway across the map. It's important to gauge when and how much to invest in microing your units. Sometimes the right way to go is to attack move your army at a target, then get busy building your economy and more units.

Finally, getting to know counters is important. There are hard counters (units which have massive advantages against others) and soft counters (units which situationally or in sufficient numbers might counter another) in StarCraft II. Once you know what the enemy has, it's usually a good idea to build the right units to counter what they've got, right? That's almost always the case, but there are exceptions. First, there are a few 'true' hard counters. There's not much that a marauder can do against a void ray attacking from the air, for example. Not all counters are absolute, nor are they supposed to be. Some counters can be broken by good micro. A group of marines is normally a hard counter to a couple of banshees, but a skilled player can take advantage of the banshees' superior range and mobility to stay just out of range as the marines advance, and 'kite' them to death. The same is true of other counters, so making do with what you have and learning how to use micro and terrain can turn a losing situation around.

BlizzCon 2010 Day 1 Wrap-Up!

BlizzCon 2010 Day 1 se upravo "tehnički" završio, pa je vreme da vam u jedan post okačimo linkove ka svim coverage-om ovog dana! Pristupite svakom artiklu posebno prosto tako što kliknete na onaj koj želite. Ne brinite, svaki article se otvara u novom prozoru :)

Blizzcon 2010 Coverage: WoW Quests and Lore Pane

Quests i Love Panel je završen. Mi ćemo objaviti listu pitanja i odgovora na engleskom jeziku jer smatramo da ne treba prevoditi ovo na srpski jezik. Uglavnom najinteresantnije napomenuti je da ćemo dobiti novi Legendary Staff u Cataclysm! Nezoth / Nezoth je novi Old God, koji je odgovoran za probleme nastale u Emerald Dream. Kalecgos će postati novi Blue aspect!
Originally Posted by Blizzard Entertainment
We've seen over the years the overarching dangers etc, it has been getting bigger bigger and bigger. Are there any plans to take some more bigger things down? Will we take down Alexstrazsa for example?
She's the Aspect of Life man, can you really punk her down for long? A careful way to answer this question is, obviously Deathwing is the bad guy and in the subsequent patches similar to how WotLK worked, ultimately when we develop the final combat with Deathwing to put him down, there is really good money on the fact the family will get involved. Their greatest and most horrible hour, the will perform the function they were created for. It's probably best to let the specifics breath at this point. Deathwing is so gnarly, how do you defeat something undefeatable? Can he be defeated by any martial mean? How will the family (AND THRALL) pull this off?

Oh I just have to say it, you know Thrall is a shaman now. So what Aspect is missing from the family? Neltharion is out, the family has been broken for 10,000 years, what of the 5 aspects are you missing? Earth. So I'm just saying. Maybe that's a way Thrall can distinguish himself helping the family back together for a big win.

Can you give any spoilers of a location of an Old God in this expansion. and elaborate on the theory that if all old gods are gone the world would explode?
OR IS IT? You haven't seen who pays Deathwing's bills. Have you played any Cataclysm? ... like where the world blows up? Have we publically announced the...? You might see it's name uttered in a few places in Cataclysm... Nezoth/Ni'zoth? He has was the creature responsible for the spark of the Emerald Nightmare, and he has all sorts of weird shit going on.

What are you guys doing with Kalecgos and the blue dragons?
- Something amazing.
- Do it.
- Kalecgos will be the new blue aspect. And just in time.

When we first met Garrosh Hellscream he was kind of an annoying kid? Now he's the leader of the Horde. Are we going to get a Warchief out of this guy?
We know that the whole Garrosh thing is "contentious" and it's part of a much larger storyline involving Thrall. Thrall is the most important person on Azeroth, the Garrosh storyline has a lot to do with Thrall. Thrall is a Clark Kent type character who doesn't really know his true strength, he was pushed into leadership very young and Garrosh is used as a counterpoint to Thrall. He's a hothead against someone who thinks a lot. Ultimately the story isn't about Garrosh, it's going to be some of the best storytelling that WoW has ever done.

Regarding Thrall, are Thrall and Jaina ever getting together and have a family?
Think Jaina got green fever going on? I don't want to spoil it, I dont mean this in a marketing way at all. Thrall is meeting a nice girl from Nagrand and gonna have little brown babies. Let's put it to bed. Funny choice of words there.

Will we ever see a redemption or resurrection of Illidan as a Character?
A BOY DO I WANT TO DO THAT. That'd be badass. I don't think anyone at all has ever talked about it. But I love that shit. I'm a sucker for a good redemption story.

Is there any update of the wow movie?
You didnt get the memo? Kiefer sutherland. I like kiefer sutherland. (/joke) Like a month ago we had a session with Sam Riami we kicked the shit out the story. It's really great, we are waiting for the green light regarding Riami's multiple projects going on atm, but we broke through a very serious wall. We showed him what we had, it was like a geek cyclone.

Are we going to see another caster legendary weapon that isn't a mace?
- What do you want? What would make you happy?
- A big stick.
- Staff, it's coming!

We are almost 2 expansions past outland, are we ever gonna find out what happened to High General Turalyon
We have every intention to deal with that character in a very important and epic way. no plan yet. you're gonna love it though." /sarcasm

Is there going to be anything in Cataclysm about CoT or the Bronze Dragonflight?
You can count on it. AND IT'S SO BADASS!

I'm a big fan of the Saurfangs but I never knew what kind of clan they're from.
- Blackrock
- You sure?
- 80%

Did the philosophy behind the Burning Legion change, and did Kil'jaeden shape it for his own personal gain?
The philosophy hasn't shifted. (Really long and complicated question/answer, might go back to this one)

After the battle of Andorhal when our favorite Death Knight gets Chain Hooked back to us for Reeudcation is there going to be any revisiting to that?
The forsaken storyline is a complex one, you will definitely see that somewhere.

What happened to Kul'tiras?
We have to save something for the future patches, that time isn't now. We will deal with that in the future.

So for the story contest i wrote what might have happened to Kael'thas what happened between tbc and the bt
Actually a number of years ago, one of our lead writers wrote a 80 page novel about that, and its bitching, we've been struggling where to put it out, i would like to put it out at some time.

About Legendary caster weapons earlier, are you adding Medivh's staff back into the game?

Will we see a reuniting of Sylvanas, Vereesa and Alleria?
We'll have that wrapped up along with the Turalyon storyline.... in Stromgarde... with Atiesh. (sarcasm)

Will we see more lore about the Eredar and the Draenei in the future?
You know, we haven't really explained it all that well. We had it in the War3 book where Sargeras came across the Eredar and they were this bad race. Then I wanted to revamp it with TBC and the Draenei to where the Eredar corrupted him. That went over as well as a fart in church. But I still stand by the new story.

How are Trolls related to Moonkin at all?
We've developed a lot of the Troll Druid lore in-house. I'm not sure if we're going to release all of that with Cataclysm, but it will be explained.

Will legendaries from the past scale to be useful at 85?
Yeah we don't have that planned. We don't want to make items that last forever. I won't say never, you may see Atiesh at some point, but we don't really have it planned.

[...] missed a couple of questions there, will update in a few.

Q in Burning Crusade Illidan didnt see very involved in quests, and Arthas was everywhere in Wrath of the Lich King, how about Cataclysm?
In WotLK we might have cartooned Arthas out a bit, with Deathwing its a little harder for him to show up and not just kill you. What you do see is if you see Deathwing, he will kill you 99% of the time. His name ain't Socialwing!

In the book Stormrage serious stuff happens which in my opinion is a little more intense than cataclysm, is everyone going to forget what happened to them in cataclysm? Regarding the nightmare taking over the world.
So the question would be: do we reference the events of Stormrage in Cataclysm? A there are things in our literature that are harder to pull off than other, that's one of them, especially in a expansion in which you destroy the world things get cluttered, it will be softly touched upon but nothing big. We will be talking about it.

I'm an old school tabletop roleplayer, I can assume you are too, I'm in a guild of an rp server, we absolutely love storytelling, will there be any tools implemented into the game for Roleplaying?
Yes. You mean sort of a character story panel? I wouldn't rule it out, we don't really discuss it but we can bring it up again.

There's a lot of lore with deathwing in the old RTS games and is there going to be any connection to the Demon Soul or anything like that? In Outland there was a hint that the Netherwing might be related to Deathwing, will the relationship be clarified?
Yes. can't really too much bout it, but you'll see something (soon). Chris: SOMETHING AWESOME

I know that the Paladins got a lot of attention, Silver Hand, Argent crusade etc, EPL and WPL being rebuilt etc, are the Paladins still playing a big part in cata?
The Argent Crusade is cleaning up atm, the Plaguelands was their base of operations. Theyr'e spreading out with the Cenarion Circle cleansing the lands. Will there be a dungeon? No nothing planned.

In WotLK, it seemed in endgame raiding content from Ulduar to Coliseum to Lich King wasn't very coherent. In Cataclysm is there going to be more cohesion?
Yes. That's a tricky question isn't it? interesting. Lich King's raiding there actually was a story there, was it pulled off as masterly as it should have been? No, I dont think so. I definitely think that in this expansion there will be a lot more.

Nerz'hul/Bolvar storyline; is it finished or whats going on..?
Yes, uh.. yeah Nerz'hul is done. The lich king idea is the ultimate expression, Nerz'hul is done. Relative to Bolvar its kinda weird, where my instinct goes regarding storyline, but seeing were not building a new northrend thing anymore its kind of an issue with the present day like we dont have any outland stuff either. Bolvar is keeping a lid on the scourge, we are unlikely to chase that for the next little while

I hear all this stuff about Caster DPS and Ranged DPS Legendary Items, but what about Tank DPS?
You are preaching to the quire here, I want one. Yeah! So you said it right, when we do a legendary it covers a role, unfortunately the tank role is smaller than dps role, maybe even than healer role. So not out of the question we're gonna do that staff (from earlier) first.

GC promised us a moose. WHERE IS OUR MOOSE?
Yeah. He did. Damn that guy. We gonna find him. and ask him. Yourself. No damn idea. I want moose, chris wants a moose. Muhh. Where is it? No idea?

About Ragnaros, I remember back in the Molten Core days when you woke him up, and he just one shot everyone is he gonna do that again?
Yeah... yeah.. you want him to do that? Like three guys.. five? seven? MORE DEATH. Firey glorious death

Now that Arthas is dead how or will you be able to make Worgen or Goblins or any other race Death Knights?
A there is actually a story here, so when you play the DK area arthas exists. why does it still happen? its a different pocket of time. worgens are probably minions of arugal then or something, goblins are already around so no problem. Chris: Necromancy is not exclusive to the lich king, it existed before nerzhul changed to the lich king

BlizzCon 2010 Coverage: Dungeons & Raids

Classic Heroic Dungeons
  • Boss-evi u redzajniranim istancama Deadmines i Shadowfang Keep će se pojaviti kao questline u Westfall i Silverpine Forest.
  • Velike promene u klasičnim istancama (prave ih da budu više kao što su u tbc i wotlk)
  • Mnogo izmena u istancama videćemo u 4.1 Patchu. Neke istance imaće dva krila. Ulduman će biti odvojen i napraviće se iz dva dela. Maraudon će takodje postati istanca sa dva mala dela -"living" i "Princess" sekcija.
  • Sunken Temple odredjene sekcije se ukidaju, čime će se smanjiti trash. Zvuči kao da će skoro ceo gornji sprat da se smanji u 4.0.3 Patchu.
  • Wailing Caverns' maze sekcije se uklanja. "Some of these decisions weren't too hard to make."
{yoogallery src=[/images/stories/news/blizzcon/2010/dungeons_raids/classic_heroics] width=[180] height=[140]}
  • Blizzard je želeo da ima više raid zona kad je Wrath of the Lich King startovao. Oni žele više oblasti na početku, nego neke beskrajne gotičke oblasti kao Naxxramas, koja je i bila primarna istanca u Wrath of the Lich King.
  • Blizzard želi da raid bude kao "bite sized chunks" u Cataclysm - u prevodu jedan raid da se završi za jednu noć.
  • Moguće je da linkujete vaš raid lock na kanale, što je dobro za raid lidere. Kada igrač klikne na raid link može da vidi koji su bossevi ubijeni, a koji i dalje dostupni.
{yoogallery src=[/images/stories/news/blizzcon/2010/dungeons_raids/raid] width=[180] height=[140]}
Patch 4.1 Preview
Firelands Raid
  • Firelands raid će biti dodatu 4.1.0 patch. To je deo Hyjal Planine, i to je mesto elementala vatre. Ovaj raid kulminira Hyjal priču.
  • (Molten Core was merely a setback.) - Ragnaros je veći i mnogo besniji u Firelands.
  • Firelands će imati 7 boss-eva. (Oni žele da igrači odrade više istanca u jednoj nedelji, umesto da cele nedelje rade Ulduar ili ICC.)
  • Reka lave prolazi kroz Firelords, sa Sulfuron Keep, Ragnaros castle, prema severu. 
  • Concept raid istanci kreće radovima 2D crtanja koje su posle pretvarali u 3D Modele od samog starta raid dizajna.
{yoogallery src=[/images/stories/news/blizzcon/2010/dungeons_raids/firelord_raid] width=[180] height=[140]}

  • Od sada pa na dalje, novi patch će uvek sa sobom doneti 5man istancu. Abyssal Maw je jedna od istanci koja će biti ubačena uz patch 4.1. Mesto puno vode, ali ne kao Oculus - Poredjenje oculusa je zato što ova istanca ima 4 bossa i do njih ćete doći prolazeći kroz vazdušne balone.
{yoogallery src=[/images/stories/news/blizzcon/2010/dungeons_raids/abyssal_maw] width=[180] height=[140]}

Enhanced Maps

  • Poboljšane mape istance, dodaće se u Cataclysm patch, uključujući boss informacije, lore , loot i njihove mogućnosti.
  • Blizzard ne želi da nam kaže kako boss ustvari radi ... ali želi da vam da neke informacije bar šta taj boss radi, bez toga da ne morate u toku raida da alt tabujete i da odete na wowhead. Poboljšane Mape će takodje imati integrisane 3D portrete bosseva, i radiće u Raid i Dungeon Istancama.
{yoogallery src=[/images/stories/news/blizzcon/2010/dungeons_raids/enchanced_map] width=[180] height=[140]}

Originally Posted by Blizzard Entertainment
Enhanced Maps
  • The 2D maps for each dungeon was the first step.
  • Detailed boss info will be added to the map, including loot, lore, and abilities! (Yep, in-game AtlasLoot)
  • You won't have to pull a boss and die anymore to find out what he does.
  • "We're not going to tell you how the boss works, but we want you to have an idea of what you're getting into."
  • 3D Portrait of the bosses will be available.
  • It will work in both Dungeons and Raids.
Patch 4.1.0 Preview - Firelands Raid
  • The Firelands are on the Elemental Plane of Fire. Lava is all over the place.
  • Ragnaros encounter will be completely different. They want to give you an idea of his true power.
  • The instance will have 7 bosses
  • Plane of Fire is an outdoor area similar to the Hyjal Raid (the layout, not the terrible waves upon waves)
  • To the north is Sulfuron Keep, you'll go indoors here to fight Ragnaros. Sulfuron Keep looks very similar to the area in Cataclysm's Hyjal levelup zone.
Patch 4.1 - Abyssal Maw 5-Man Dungeon
  • Blizzard wants to release a 5-man Dungeon with each content patch to make sure that nobody feels left out.
  • It will be a continuation of the story players are going through in Vashj'ir and Throne of the Tides.
  • Abyssal Maw is the Elemental Plane of Water.
  • "Nothing like The Oculus"
  • The dungeon has 4 bosses.
  • "Risen areas" where you fight and then travel to the next
Classic Heroics (Heroic SFK / Deadmines)
  • New quests and encounters are now available in the dungeons.
  • All dungeons in Cataclysm now have their quests inside the dungeon right at the front. They no longer are part of huge quest chains outside of the instance.
  • The instances have been updated and completely revamped, they are not like Naxxramas in WotLK and you can expect a brand new instance. Normal difficulty is also updated.
Classic Dungeons
  • Classic dungeons have been revamped to be made shorter and less confusing. Dungeons such as Maraudon or Uldaman were really really long to get through.
  • For example dungeons can be split into multiple wings. Uldaman will be broken up into 2 wings. Ironaya will be the final boss of the first wing for the Dungeon Finder.
  • Maraudon will also be broken up into 2 wings as well. The dungeon now has a "living" section, and a lower section where Princess Theradras is.
  • Other dungeons will be trimmed. The top portion of the Sunken Temple has been removed and only the bottom floor remains.
  • Wailing Caverns's maze has been removed and bosses have been moved around to just make the instance smaller. Moving bosses wasn't hard because bosses didn't really have their own rooms.
Raid Philosophy
  • Tons of new mechanics have been added to the game, "Try to be as quiet as possible so this big blind dragon doesn't kill you." , "Players flying through the air during the fight."
  • These mechanics are added to the game in bite-sized chunks to make sure that players aren't overwhelmed.
  • One of the most important goal is to have content for everyone, the normal/heroic mode system worked out great in WotLK and they will keep doing it.
Flexible Raid Locks / Difficulty
  • Ulduar Heroic encounters worked fine, Blizzard decided that they could just make the whole instance Heroic (Trial of the Crusader). They decided to make the difficulty dynamic in Icecrown Citadel because ToC was just a pain in the ass.
  • With the new system, you can join multiple raids of either size but you can only defeat each boss once per week.
  • Heroic Difficulty works just like it in Wrath of the Lich King - Once you kill a heroic boss, you're locked to that raid group with that raid ID. However, if heroic bosses get too hard you can kill normal mode bosses with other people. (You can't do the same boss on Heroic and Normal in a week)
Raids & Dungeons Q&A
Q: Will there be a better system to prevent "ninja" looting on the LFG system?
There are a couple of improvements in Cataclysm. The loot system is more strict and people aren't able to roll on something they cannot wear.

Now that 10 and 25-man raids have the same difficulty, how do you balance them and make them the same difficulty?
Balancing is very hard but it's also a very high priority, encounters should be roughly the same difficulty. It might take some time but developers will get them to the same difficulty.

With the flexible raid lock system, is there anything to prevent people from leaving the group as soon as something bad happens?
It will get better over time, as player gets better and get used to the new system you will most likely end up getting a much better PuG experience.

Legendary weapons, with 10 and 25 man lockouts being combined in cataclysm are there any plans to go back to Ulduar and Icecrown citadel in regards of Shadowmourne and Val'anyr
Are we going to go back and change the way fragments drop? That's a good point, will bring that up in the office on monday. It's a great suggestion.

Are you changing BRD as well in Cataclysm?
I've done a pass on most of the old dungeons, trimming a lot of the suck. Things like 20 seconds sleep and 10 seconds disarms and things really really obnoxious. Unfortunately breaking up BRD is very tricky, so what we did do is put up some teleporters, there's a teleport past the bar, in the city, etc ... There are also teleports in Cataclysm dungeons such as Shadowfang Keep, Deadmines. Graveyards are also super close now, all dungeon graveyards are right outside the portal now. Developers want you to do the encounters, not run so much.

I'm concered about encounter mechanics like more hard stuff, my main concern is that the binary sort of thing that certain mechanics are big and flashy or something really subtle or obvious but it wont kill you immediately. Is there any middle ground there?
We talk about that quite a lot, and it's actually a pretty nasty design problem. Tanks and healers have a lot of things on their hands, if you are taking a little bit of damage you're probably going to blame the healer. We're trying to make things more visual and hopefully you won't have to look at a buff stacking for an encounter, one of the new things we have in Cataclysm are meters that the dungeon guys can script to make some of the mechanics more visual and make sure players know why they die. The blind dragon (Atramedes) for example needs you to be quiet, that's visually indicated with a sound bar.

Is there any plan to make a legendary weapon guild bound due to achievements
It's not something we're looking into, there's an achievement for it but we have no plans to make a guild wide legendary. It's an idea that came up but there are a lots of design problems with that, it was more complicated than what it was worth. For the time being, in the future legendaries will be for one person.

Originally Posted by Zarhym (Source World of Warcraft Dungeons & Raids Panel)
This year's Dungeons & Raids panel with Lead Content Designer Cory Stockton and Lead Encounter Designer Scott Mercer focused on the developers’ design goals for Cataclysm -- starting with a look at what’s in store for two classic dungeons, Deadmines and Shadowfang Keep.

A New Feel for Classic Dungeons

In World of Warcraft: Cataclysm, many classic dungeons will be updated to reflect our ever-evolving design philosophy, and the reworked Deadmines and Shadowfang Keep should serve as two good examples of how classic dungeons can be greatly improved without losing their “classic”; feel. Even after players have long memorized every last corner of a dungeon, classic dungeons can be made to feel fresh again by adding new quests, new encounters, and interesting lore lead-ins from their respective zones (in this case, Westfall and Silverpine Forest). This subtle approach helps revitalize classic dungeons for low-level characters and provides meaningful content for level-85 characters through Heroic versions, while still retaining the spirit of what made the dungeon popular in the first place.

One exciting new change that Stockton announced was that all key dungeon quest givers will now be located just inside the dungeon entrance. You will no longer have to beg your party to share their quests with you, or make your way to a dungeon only to find you haven’t completed a mandatory quest chain.

The primary goal for touching up any classic dungeon is to make them less confusing, shorter (in the case of the most sprawling crawls), and -- overall -- more fun. One way to accomplish this is to tweak the layouts and divide larger dungeons into separate wings. Come Cataclysm, players will see this philosophy in action in places like Uldaman and Maraudon, now separated into wings that are easier to navigate. Other dungeons are better served by trimming away the excess, as in certain sections of Sunken Temple and the maze-like portion of Wailing Caverns.

Raid Philosophy

One of the first things level-85 raiders will notice in Cataclysm is that more raid dungeons will be accessible right off the bat, in the form of multiple, smaller-scale raid dungeons. Our goal is to provide a dynamic and wide range of raid content that offers a little something for everyone.

Ever since Ulduar, our philosophies for Heroic raid dungeons and lockout systems have been steadily evolving. Ulduar presented players with the first-ever opportunity to toggle the difficulty of a raid boss for a greater challenge and access to better loot -- but the system was somewhat confusing, requiring players to know how to trigger Heroic difficulties through specific gameplay mechanics that varied by encounter. In Trial of the Crusader, players were granted the ability to toggle Heroic difficulty directly through UI, but could only change it for the entire dungeon at once. In Icecrown Citadel, we melded the mechanics of Ulduar and Trial of the Crusader to give players the flexibility to choose between normal and Heroic difficulties via the UI on a boss-by-boss basis… and we’re still making tweaks to give players even more options.

Patch 4.0.1 introduced the flexible raid lock system, which will be used in Cataclysm raids. While the Heroic raid lockouts will function the same as they did in Wrath of the Lich King, normal raids will lock players to specific boss kills each week, rather than to entire dungeons. This system is designed to give players with fluctuating schedules more flexibility to progress through content, to help keep players from being locked out of raiding for a week if an emergency comes up, and to give raid leaders more options when scheduling raids and maintaining a raid roster.

Patch 4.1

The panel closed with a first look at the Firelands, an all-new raid coming in patch 4.1. Continuing the quest to save Hyjal from an elemental invasion, players will be called upon to enter the Elemental Plane of fire and extinguish seven unique bosses… including Ragnaros himself. Too soon?

Also coming in patch 4.1 is the five-player Abyssal Maw dungeon, which takes players into the Elemental Plane of water to challenge four new bosses…and while it’s technically an underwater dungeon, the designers promise that the layout and mechanics are nothing like those in the Oculus.

Another major feature of patch 4.1 will be enhanced dungeon and raid maps. While dungeon maps currently show the dungeon layout and locations of bosses, 4.1 will allow players to find a host of new information for each boss, including 3D boss portraits, the lore behind the encounter, a full loot list, and a breakdown of boss abilities (by phase, if applicable).

At this point the audience was shown video footage of two new raid zones being introduced in Cataclysm, Bastion of Twlight and Throne of the Four Winds. That's all from the World of Warcraft Dungeons & Raid panel. Thanks for reading!
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