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Author: Axie Date: Monday, 21 April 2014
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Author: Atena013 Date: Monday, 21 April 2014
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Author: Warheart Date: Sunday, 20 April 2014
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Author: Atena013 Date: Sunday, 20 April 2014

Artcraft - Remaking the Female Draenei

Blizzard je objavio novi Artcraft Blog o novom Female Draenei modelu!
Originally Posted by Blizzard (Source)
Welcome to Artcraft! I’m Chris Robinson, senior art director for World of Warcraft, and today we’ll be discussing the revamp of the female Draenei model. In this blog, we'll touch on how we approached this redesign, show before and after images, and talk about our art process with this particular model.

When we first discussed throwing away the old model and making a new female Draenei from scratch, one topic that kept coming up was the connection between the Lost Ones and the Draenei; visually, there wasn’t one. We wanted to help a player understand, more viscerally, the connection between the Lost Ones, and their seemingly perfect cousins—the Draenei. Ready to challenge long-standing design conceits, we rolled up our sleeves and got to work.

Lead Character artist Tyson Murphy explains: “The original model was never very popular among players, and while certainly there are the few who dearly love playing a female Draenei, we felt like we needed to start over. The best way for us to do that was pretty clear from the start: rely on the lore. I wanted to create a new face that got across the idea that this was someone you know, the proverbial “blue space demon next-door”, while playing up her connection to the Lost Ones. We brought out her eyes, created a more natural “Lost Ones” jaw line, brought her waistline in to more realistic proportions, and took the hairline up to create some visual parity with the male designs.”

Lead Animator Steve Aguilar:

“A lot of what we try to accomplish with art in the game is to tell a visual story through the textures, props, and animation, giving you a sense of what something is without having to outright explain it through text or voice. Most people forget that the original Draenei survivors on the Exodar came from one specific mountain family clan, and the Draenei female you know and love was actually conceived en route to Azeroth. We wanted to rough up her edges a bit, and tell a story that has been told many times before—the story of a rebellious young girl cooped up on her family’s floating crystal ship that’s just crashed on a fantastical planet. When you get your hands on Warlords of Draenor, be sure to take a look at some of the unique emotes the animation team has created for her. Some of my favorites are: /twerk, /ew, /chewgum, and /whatever. Also keep in mind that the models shown here are using a temporary pose, which may make her appear more animated and lively than she will in the final product.”

Character Artist Dusty Nolting adds:

“The Draenei, like all of the game’s races except the humans, are essentially anthropomorphic representations of animals, so a lot of care went into conveying that. Playing up the capra-like slender reverse-ankle and hoof, and adding tasteful amounts of fur, were both changes players have been asking for since Burning Crusade. We also know a lot of you have been requesting full “back side” shots to properly compare the before and after. Hopefully this helps!”

That’s all we have for the female Draenei right now. We hope you continue to enjoy this series as we invite you to meet the team, get insight into our development process, and sneak early looks at some of the art we’re creating for Warlords of Draenor.

See you next time!

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WoD - Hydra Pets Tameable, Niuzao Temple Hotfix, WoD PvP Blog, Blue Teme

Warlords of Draenor - Hydra Pets Tameable
Izgleda da će novi Hunter pet u Warlords of Draenor biti hydra!

Uskoro Siege of Niuzao Temple Hotfix
Siege of Niuzao Temple uskoro će biti hotfixovan kako bi brže startovali waveove Vo'jaka.

Warlords of Draenor - PvP Blog Uskoro
Holinka je na svom twitteru najavio Warlords of Draner PvP Blog, koji će biti dostupan u Aprilu.

Patch 5.4.7 - Arena Rating Izmene
Originally Posted by Blizzard (Source)
We recently implemented a hotfix to address a bug that allowed Personal Ratings to exceed Matchmaking Rating. As a result, some players may notice that they do not gain or lose Personal Rating in the wake of a match. As more matches are played, these ratings will normalize and converge to the correct rating, and Personal Rating will then rise or drop accordingly.

In the meantime, we will continue to monitor the situation and make further adjustments if necessary.

Make-A-Wish® Charity Pet: Thank You!
Originally Posted by Blizzard (Source)
Thanks to the epic outpouring of generosity from World of Warcraft players around the world who purchased an Alterac Brew Pup pet, we’ve raised $1 million to benefit Make-A-Wish in their continuing efforts to grant the wishes of children throughout the world with life-threatening medical conditions.

Last November, we announced that 50% of the Alterac Brew Pup’s $10 purchase price would be donated to Make-A-Wish, and the WoW community rushed in to lend their support. Thanks again for helping to make a difference in the lives of children.

Learn more about Make-A-Wish America at and Make-A-Wish International at

World of Warcraft Short Story: The Untamed Valley
Originally Posted by Blizzard (Source)
In Pandaria’s Valley of the Four Winds, modest farmers have worked the land for generations. They are the true backbone of Pandaren society, feeding an empire with an honest day’s work...scant preparation for war.

Though Garrosh Hellscream has been defeated, the flames of his hatred still rage in the hearts of his followers. When the worst of these descend on Pandaria, closely followed by Alliance heroes Maraad and Lyalia, the humble Tillers find their farms transformed into battlefields.
The Tillers are committed to their homes and the earth they cultivate, but will they give up their lives to protect them? Worse, will they give up their lives for nothing?

The answer is in the 7th Pandaria faction story, “The Untamed Valley,” written by Robert Brooks. It’s available now on the Destination: Pandaria site as a free download. Enjoy!

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Buffovan Drop Legendary Kroz Hotfix

Blizzard je buffovo drop rate Legendarya u Torment 1 - 6 jačini.
Originally Posted by Blizzard (Source)
Hey everyone, 
As a quick heads up, we have two buffs to Legendary item drop rates coming down the pipeline. 
  • First change: We're increasing the drop rate for Legendary items (this includes Set items) in Torment 1-6.
  • Second change: We're significantly increasing the chance for an item purchased from Kadala to be a Legendary.
Both of these hotfixes are somewhat proactive, but are aimed to help improve the reward curve for players as they start to reach higher Torment difficulties. We look forward to hearing your feedback as a result of these changes!
The hotfix was actually just pushed live. You may need to restart your game in order for them to take effect.

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Hero Quest Fixevi, Queue Time,Ping Interfejs

Hero Quest
Xuzaca je potvrdio na forumu da će Hero Quest sistem biti ispravljen i poboljšan u budućem patchu.
Originally Posted by Blizzard (Source)
So I finally completed the 6th hero quest, and was a little disappointed at the final reward. Don't get me wrong, 1.5mil xp is awesome, but it would really seem better to bump the 3rd skin color unlock as a reward for the final quest rather than the 4th.
There's a lot of wonkiness, clarity issues, and bugs with the current hero quest system, and we have a ton of fixes and improvements on the way in our upcoming releases. Ultimately, we'll have a much more clear - and cool - escalation in rewards across the progression system that should feel more fulfilling, so please bear with us in this early phase and post your feedback as those changes are coming in.
Queue Time
Ponekad stvarno queue time za pronalazak tima potraje u Heroes of the Storm. Kad bi smo bar mogli da pogledamo questove za heroje dok čekamo...
Originally Posted by Blizzard (Source)
It be nice if I could browse the shop and quests while sitting in que for a match. It gets kind of boring for long ques. Also with the short ques can glance at heroes/skins/mounts while waiting on seeing you may want to buy next. Oh also being able to look at quests also to see what you need to do with your hero would be awesome.
Hello! Thanks for the feedback, and know that we agree that you should have the ability to do other things while queued, and this support is on our hit-list as we continue to build out the UI features in the game.
Timski Ping Interfejs
Ping interfejs biće poboljšan u budućem patchu!
Originally Posted by Blizzard (Source)
I've noticed the ping system is fairly annoying to use. Sometimes when I try to do a quick ping it doesn't go off. Sometimes I have to ping three times in a row to get a single ping to go off. Also, its annoying that there is no missing ping available. I applaud the attempt to avoid the 'no mia, gosh' mentality,but its frustrating not having a quick way to let people know that your opponents are suddenly absent, and could be ganking.
I wholeheartedly agree with you on the responsiveness of the current Alpha ping system, and this is something we're actively working on improving. We'll keep an eye on the feedback regarding other desired ping types (like Missing) as we continue to develop the system and we'll see how the final list of ping options shapes up.

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Rank Sezona Jedan Počinje 1 Aprila!

Prva Rank sezona počinje uskoro, a Zeriyah je podelio par informacija o pozadinama karata koje će biti dostupne u toku sezone. Učesnici će dobiti (Pandaria Pozadine za Karte) svima koji su dostili Rank 20 u toku sezone.

Blizzard će takodje pozvati top igrače na turnir kako bi dobili Grand Mastera Hearthstone!
Originally Posted by Blizzard (Source)
Hearthstone Ranked Play Season 1 - Pandamonium!

The first official Ranked Play season is coming to Hearthstone starting on April 1, and we’ve got some exciting updates to share with you.

Now that Hearthstone has officially launched for the PC, the cards are on the table for you to become one of the world’s most Legendary Hearthstone players. Battle your favorite Heroes of Warcraft on the Ranked Play ladder to earn a beautiful Pandaria-themed card back that will only be available during the month of April.


These card backs replace the art decorating the reverse side of all your cards, and are a great way to show off your Hearthstone accomplishments. Add the Pandaria card back to your collection by hitting Rank 20 in Ranked Play mode. The Pandaria card back will be awarded to you at the end of April’s Ranked Play Season. 

Don’t forget—the further you move up the Ranked Play ladder, the more bonus stars you’ll receive next season. In Ranked Play Season 1, you’ll receive bonus stars based on your performance from Test Season 4—one bonus star per rank you attained. For more details, check out our first mention of this feature in the last patch notes blog here

If Rank 20 isn’t enough of a challenge, perhaps you can aim higher . . . and become a Hearthstone Legend. You can also get the “Legend” card back by achieving the Legend rank in Ranked Play. The Legend card back will be awarded to you as soon as you hit Legend rank in Ranked Play. 


For those brave and dedicated enough to join the ranks of the Ranked Play Legends, be sure to give it your all each season because we’ve got more plans on the horizon. We’ll be inviting top Legend players to participate in a grand tournament later in the year to determine who will be the next world renowned Grandmaster of the Hearth. Invites will be based on performance across each Ranked Play season, so do your best! More details will be announced at a later date.

Craft a deck, take a seat in the tavern, and create some Panda-monium of your own with the first official Ranked Play Season, starting on April 1!

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WowCraft - Episode 1, Blue Tweetovi

WowCraft - Episode 1
Carbot je predstavio svoj prvi WoWCraft video danas!

Blue Tweetovi
Originally Posted by Blizzard  
What is the diff between glyphs and talents? They seem to accomplish the same thing (mod spells) on a different UI panel.
Talents are more transformative and strictly increase your power. Glyphs offer lateral customization and cosmetics (Minors). (WatcherDev)

There needs to be a feature to be able to blacklist 1-2 random dungeons just like blacklisting random bg's
Which ones would you blacklist? (WatcherDev)

Make fire/acid/void zones really punish DPS by debuffing their damage output. Healers would love if you did this.
In LFR, that'd punish everyone by making the fight longer if DPS were unaware; healers can at least compensate currently. (WatcherDev)

I'm not sure if you have answered this, but I was curious how many healers a mythic group should expect to have on hand for WoD?
Likely 5 on average. Aiming to avoid some of the under/overhealing extremes we saw in the last portion of SoO. (WatcherDev)

Is there a magic number for tanks in mythic raids? 2 or 3? Would like to know cause of planning our roster
Generally 2. You'll probably be well served by having a third player who has a tank spec, but doesn't expect to always tank. (WatcherDev)
Is that for fights that have 3 hard-hitting targets, or so you can swap to a "more ideal" tank class/spec for a fight?
The former. We're not going out of our way to make 3-tank fights, but we're less constrained when it'd add to the design. (WatcherDev)

This is a big issue. Going from 7-8 healers to 4-5 and vice versa is hard. Would like more consistency.
I'd say 4-6, 5 average for Mythic. We're going to try to avoid 3 or 7 ever feeling like the right answer. (WatcherDev)

When you design a fight, what comes first, the boss or the mechanics? Like was the "miasma fight" always going to be Malkorok?
Usually the boss; occasionally the mechanic. With Malkorok we just knew he was a Y'Shaarj-corrupted orc soldier and went from there (WatcherDev)

No spoilers cap'n PVP but how's Ashran going? Looking good on the pvp front?
We are iterating on the design a lot. Really trying to nail a rewarding, persistent sandbox zone focused on PvP. (holinka)

do you consider making pvp gems(esp.resilience)a more viable option? would love being able to change that more situational #scaling
Don't feel like gemming is the right medium for situational choices. Glyphs and talents fit that niche better. (holinka)

in all the other regions th PvP action is 90% horde,15m queue times are ruining the game for most casual
The worst region has 55% horde queuing for bgs vs 45% alliance. This is queue data not realm data. (holinka)
funny how that doesnt match players experience with queue times, including mine, ohh well :P
or that's the amount of imbalance that's causes these queue times. Not denying queue time problem. (holinka)

pvp scene in EU is 90% alliance. You're heavily nerfing horde racials and buffing ally racials. How do you think that'll pan out?
EU BG queues have a very close ratio. Not concerned. (holinka)
The high end scene is going to pick one side or the other and flock there. Mostly concerned with battle ground queue times. (holinka)

Are the embodied spirits in the Fallen Protectors fight dead, or just memories of the bosses' allies?
The sha unleashed when Garrosh ruined the Vale claimed many victims, including those charged with protecting the Vale. (WatcherDev)
But some of the Embodied adds in that fight are still alive, like Ren Firetongue.
Ah, I didn't catch that you meant the ones summoned by Desperate Measures. Those are projections of negative emotion. (WatcherDev)

Warlords of Draenor
When MoP challenge modes are gone, will those reward skins ever be obtainable again?
People who got 9 Golds will be able to re-purchase from the vendor if needed. Otherwise, not planning on it. (WatcherDev)

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Dustin Browder Govori o Team Experience i Levelovanju

Dustin "Rock" Browder objavio je informativan blog na zvaničnom Heroes sajtu, koji nam govori o timskom čevelovanju.
Originally Posted by Blizzard (Source)

When we first set out to make Heroes of the Storm, we had an idea of how the game should play. We imagined Support characters as pure healers moving to help their allies. We imagined Siege characters (now called Specialists) charging into battle, and clearing away enemy armies and fortifications with ease to make way for friendly forces. We imagined heroes claiming objectives like the Dragon Knight, or collecting Doubloons to gain the power of characters like the undead pirate, Blackheart. 

When we first started, we had individual hero leveling like many games in the genre. We liked how it forced players to split up into different locations, and coming together was a cost and a risk. We also liked how individual experience rewarded players for doing well, and really encouraged players to do their best; knowing that they were falling behind if they started to give away too many victories.

We made a large number of tweaks to this system to make Support and Siege heroes work with individual leveling, and everything worked. --but then we ran into Abathur. Here was a hero who never went into battle at all. He hid back in base, and attacked the enemy from afar. This helped inspire us to consider the possibility of more extreme heroes in the future. What if we had more heroes who supported the team in strange ways? 

We were also running into trouble where players didn’t want to leave a battle in order to engage with a map objective or help an ally. Moving to capture a Dragon Shrine was a very risky move if it cost you experience and you fell behind in levels. Players were too fearful to move away from enemy minions to actually engage with the various locations and characters on our Battlegrounds. When we played, we noticed that the players that were actually doing the most to help their team by fighting over Battleground objectives were often several levels behind. 

Moving from one part of the Battleground to another to heal an ally or kill an enemy was also risky.  If you did it too often you would find yourself behind in levels. With individual leveling, all players had to stay in a lane next to a battle most of the time.

This was not the freeform strategic experience we were hoping for.  

We started to experiment with team leveling. In this new system, many elements (like killing towns) give map-wide experience to the whole team, even if there is nobody near the town when it is destroyed. Enemy minions give experience so long as someone is nearby to collect the experience. If you have two heroes near an enemy minion when it dies you do not collect double experience. As long as you have a single hero next to a battle you are collecting the maximum experience from that battle for your team.  

Team leveling solved a lot of problems for our game. Characters like Abathur just worked. All of our Battlegrounds were suddenly alive with possibility. Players had the freedom to go where they wanted to go, when they wanted to go there, with the knowledge that their allies were helping them by collecting the experience that minions created. At any given time one to three players on each team could be anywhere they wanted to be. They were free to roam to help their team, kill enemies, or complete map objectives with full knowledge that their allies were still getting maximum experience from the Battleground.

Teams that try to send all five players to one location can continue to do so, but at a severe cost.  If the other team is split up, the team that is all-in at one location will find itself falling behind in levels. 

In the end, this was what it was all about. Creating an environment where it was easy to cross lanes to help one another, or kill an enemy. We want an environment where you can all run to a Cursed Hollow tribute, or everyone can do a mad-dash for a Dragon Shrine, secure in the knowledge that your allies have your back. 

I hope that helps people understand what we are doing, and why. As always, your feedback for our Alpha is greatly appreciated, and has already helped us make Heroes of the Storm a better game.

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