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Vesti -
Wrath of the Lich King
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Napisao Stevan Mitrovic
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ponedeljak, 05 januar 2009 22:11 |
Daelo je našao vremena idao nam je odgovore o težini istance Ulduar kao i achievementima koje nas čekaju za novu istancu (Source):
The reward for completing the hard modes are not going to be just
achievement points, titles, or mounts, but improved, additional item
rewards.
I think it's safe to say that Ulduar will be a bit more
difficult overall than Naxxramas, even without the hard modes. We're
still going to tune the zone for accessibility(*), but a raid group
that's done Naxxramas, Malygos, and Sartharion and obtained the gear
from those encounters should be well prepared for Ulduar. Not only is
the raid's gear better, but players should now have some raiding
experience under their belts. We also have a much more accurate picture
of what guilds are capable of from a healing, damage, and tanking
perspective then when WotLK first went live. If Naxxramas was the
introduction to raiding 101 class for players who have never raided
before, think of Ulduar as the second year class.
* There will be one optional encounter that is only tuned as a "hard mode" encounter.
I
don't think you have to worry about spoilers from Achievements, to be
honest. Seeing achievement text before you fight a boss is like seeing
a single piece of a large jigsaw puzzle. Sure, it's something, but it's
nothing really without seeing the context of the encounter as a whole.
I also expect achievements to be something tested late in the PTR
process. Implementing them is one of the last parts of the development
pipeline. |
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Vesti -
World of Warcraft
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Napisao Stevan Mitrovic
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ponedeljak, 05 januar 2009 21:06 |
Ghostcrawler nam je govorio o odnosu damage-a i klasa u areni (Source) :
In the interest of encouraging discussion, I am going to pose a question below.
Caveats:
Please don't derail this thread. It it liable to get long. Also please
do not take my comments out of context or attempt to read too much
between the lines. I hate having to communicate like a politician. :(
The
same classes keep coming up in Arena discussions: rogues, mages, death
knights and paladins. In a world with low resilience, it is perhaps
unsurprising that classes that combine burst damage with so many tools
for avoiding damage would be powerful.
Let's set aside the
discussion of these classes for a moment (and to be fair, it is
probably specs, not classes). My question is this: In an Arena
match in which none of those 4 are participating, do you feel that
damage is too high *given* that it will only come down once players
acquire more resilience?
If you can't tell, I am trying to
get the community to explore whether it is those classes or damage in
general that is causing so much consternation. |
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Wrath of the Lich King
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Napisao Stevan Mitrovic
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petak, 02 januar 2009 22:15 |
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Godina je startovala dobro sa dva nova Blue posta, koja nam govore o Ulduar istanci koja nam dolazi u patchu 3.1. Izgleda da ćemo imati dosta encountera... kao i dosta predmeta!
Itemization, haste and armor penetration rating (Source)
Couple of things:
1)
If your gear didn't have haste, it would probably have armor pen
instead. If you are imagining your gear having Str or Stam instead of
the haste, you are probably picturing Ulduar or season 6 gear. 
2)
We aren't offering the best itemized gear now because we want to have
something left for you to work up to. We don't want the next tier of
gear to look exactly like this one, but with +2 more of each stat.
3)
We do think haste and armor pen might be a little low in what you get
per rating point (at least for melee). That is something we're looking
at.
Ulduar PTR testing (Source)
Ulduar
will be on PTR in the future, but we're going to have tight controls in
place on what can be tested at any given time. Ulduar will also not be
up permanently like Naxxramas was in the WotLK Beta. If we have
something to test, we'll make the zone and encounter available. If we
don't, we'll disable the zone.
That being said, there's going to
be a LOT of encounters to test in both 10 and 25 player modes. There
will also be a whole lot of "hard modes" and achievements to test.
We're shooting for most all of the encounters to have "hard modes" that
allow raids to increase the challenge and reward level if they're up to
it. We're pretty pleased with how Sartharion and his drakes worked, and
we're going to expand on that idea extensively in Ulduar and future
raids. |
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World of Warcraft
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Napisao Stevan Mitrovic
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ponedeljak, 29 decembar 2008 23:09 |
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Dok svi uživaju uz božićne i novogodišnje praznike, Ghostcrawler i dalje prati WoW forum i pokušava da odgovori na sve postove. Sledi lista zanimljivih tema na koju je Ghostcrawler odgovorio.
Cloth PvP Survivability (Source)
First, I think the warlocks would disagree pretty
vehemently about their survivability. This message comes up pretty
regularly on the damage forums.
Second, we know it's posible to make very tough priests, because Disc
priests were exactly like that in later seasons. It took a high amount
of resilience gear and some specific talent choices, but they could
take a lot of damage and heal themselves through a certain amount of
it.
I agree we have some work to do on Holy priests in PvP.
I think the concept of a cloth class without a lot of mobiliy that is
supposed to just heal itself through damage would be a pretty hard
sell. But we try to address it on the mitigation side for priests (and
the occasional fear bomb doesn't hurt).
Damage/Healing or Survivability: Your Choice (Source)
I understand your point, but we actually do ask
players to choose between more damage or healing and survivability. It
is supposed to be an interesting decision. When you really want a
talent because it is really useful for PvP and that prevents you from
getting another talent that you also ideally want, you can argue that
means the talent trees are actually working. One of the things I like
about PvP specs is they do place a lot more emphasis on hybrid builds
in order to pick up certain talents, while a great many PvE specs
choose one tree and try to max it out.
I am probably taking the mob example far beyond what you intended, but
I think it is actually illustrative. You are going to defeat, by a huge
order of magnitude, most of the mobs you meet. In many examples it
won't even be a challenge -- you will two shot them. If the PvP
matchmaking is working well, however, you will lose 50% of every match
(and that assumes classes are perfectly balanced, which I won't pretend
to claim). It is much harder to feel like a hero in an Arena because we
aren't trying to make you feel like a hero. Psychologically, I think
that is a bigger deal than a lot of players realize.
Crown Control in PvP (Source)
Players complained endlessly about being chain
feared and stunlocked too. Still do. It's the reason there are so many
ways to break CC in the game now. You can't pretend that crowd control
was an elegant weapon for a more civilized age.
Damage in Arenas: Higher than TBC? (Source)
I can't tell if you're being sarcastic or not, but no, this was not the intent.
It is hard to nail the sweet spot on Arena balance, and what that sweet
spot is depends a lot on what role you play. At times players have felt
that they couldn't prevent someone from healing, which turns the entire
fight into mana draining, silence and crowd control, since nobody ever
dies. Damage-dealers were frustrated because they felt like just
beating on someone (which their entire spec may have been designed
around) was ineffective. Currently, the opposite is true, where players
can be beaten down very quickly and healers tend to wonder why they
should even bother trying to heal.
Resilience will make a difference - remember that not only is PvP gear
itemized for resilience, but it uses up points that would normally be
spent on +dps. The defenses are not only higher, but the offenses are
lower. Furthermore, once players can survive for a few seconds, it
tends to force everyone to worry about defenses once again. Will
resilience make enough of a difference? That is something we are
discussing right now.
We hear and understand all of the concerns. I don't have any
announcements to make of changes at this time, and honestly changes of
the magnitude we're talking would not be the kind of thing I would just
casually drop as an answer to a forum thread like this. But we do hear
you.
Player Numbers versus Blizzard Numbers: The Nerf Game (Source)
It is challenging to compare our numbers to those
that come up from the community. Since I have been doing this gig,
there have been plenty of times when players will say "Yeah, we figured
X was overpowered," but that is almost immediately followed by "but the
nerfs were too much." I have honestly yet to see more than one or two
players ever agree that the magnitude of a nerf (any nerf) was
justified. I'm just sayin.
We have to rely on our testing more than the community. That's just the
way it has to work. Your numbers, however, are a useful reality check.
In situations where the community consistently finds different numbers,
we might go check our numbers again. We will do so in this case.
Something else worth pointing out is the whole concept of "your mileage
may vary." Not every player has the same timing, gear, situational
awareness or even rotation. In many cases our calculations are based on
the higher ends of the spectrum -- the damage potential generated by
the best players in ideal situations. For a class like the hunter that
does require a fairly high amount of skill to master that may mean that
your damage didn't drop as much (because you weren't using a technique
that the experts were using to coax every bit of dps out of their
attacks) or your damage may drop a lot more (because the experts are
able to switch to other sources of damage more readily than a less
skilled player).
All I'm saying is that WoW isn't such a simple game that a 10% buff or
nerf done on our end will automatically result in a 10% buff or nef for
every player out there in every situation. |
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Vesti -
Comics
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Napisao Stevan Mitrovic
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ponedeljak, 29 decembar 2008 22:32 |
Bilo je veoma mirno ovog vikenda zbog božićnih i predstojećih praznika. Ali Teh Gladiators su ipak uspeli da objave novu epizodu stripa. Priča nastavlja temu novog peta Vallant-ina.
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Vesti -
World of Warcraft Serbia
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Napisao Stevan Mitrovic
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subota, 27 decembar 2008 23:27 |
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Po dogadjajima koji nam troše dane i godine, nerve i raspoloženje,
siguran sam da bih, kao i većina, mogao da svakog dana napisem bar po
jednu vest, ali ću se uzdržati, da ne bih i onako ne - svečarsko
raspoloženje učinio, nekome, još gorim nego što jeste!
Zbog toga se koristim ovom prilikom da se zahvalim svima
koji su se pojavljivali na sajtu i da SVIMA poželim puno sreće u
nastupajućoj 2009.godini. Sreće, koja će nam itekako biti potrebna
pored svega drugog - recimo rada, razumevanja, energije, tolerancije,
raspoloženja, ljubavi......!
©2009 WoW-Serbia.com. Prava nisu zadržana. WoW-Serbia.com logo i cela ideja je naša ali nismo stigli da ih zaštitimo. Kopiranje ove ideje za svoje lične potrebe nije fer, čisto da znate. Možete raditi šta god želite sa čestitkom, ukoliko je ostavite u izvornom obliku kao što ste je i vi dobili. Čak je možete i umnožiti i podeliti drugim ljudima (ali mi nećemo snositi dodatne troškove). Napravili smo ovu čestitku da biste se vi osećali dobro kada je dobijete. Takođe želimo posebno da uputimo najlepše novogodišnje želje svima onima koji pate od profesionalne deformacije i zapravo čitaju ovaj tekst veličine 6 pt, znamo kako se osećate i taj osmeh na vašem licu je samo dokaz da ste shvatili da profesionalne navike teško nestaju. |
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Vesti -
World of Warcraft
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Napisao Stevan Mitrovic
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subota, 27 decembar 2008 21:46 |
Uvek neko izbaci novi video, ali sa veoma velikim novimana i gura limit u pravljenju WoW filmova. Izleda da se to desilo vaš sa ovim videom:
Par reči autora:
Earlier this year I got pretty bored and decided to do something
creative in my spare time. I've been wanting to do a fight scene for a
while and decided to develop a story with World of Warcraft. There are
some great machinimas created by fans and at one point I thought about
making a machinima as well but animation is what I do and I decided to
use my skills in making something.
My thought is to make The
Craft of War a series. Each episode would spotlight a different class
in combat. To give you a hint of what I'm currently thinking TCoW2 will
be titled Mark, Counterspell, or Execute. Blind2 is also a possiblity
and there's a comedy I'd like to try as well. Of course this is all
dependent upon how Blind is recieved. If people think its crap then I
probably won't be making anymore, hehe. If that's the case let's not
ever bring this up again
I've also included the trailer for Blind at the end. I had thought
about putting out a trailer a month ago but it seems stupid to have a
trailer for something thats only 7-8 minutes long. I thought it turned
out cool so I've included it.
All that being said I got some
rather bad news a few months ago. The parent company of my game studio
has decided lay everyone off. So with this impending layoff my future
is unclear and I don't know when or if I'll be able to continue with
The Craft of War. Perhaps this video will help me somehow if people
like it and pass it around so please forward it to others. Although it's not perfect I decided to call it done and put it out there.
About
the song Hide & Seek, although I don't speak or understand Japanese
I thought the song fitting and would help me tell the story. I don't
really have to understand the lyrics of a song to like it. It's more
about the music and pacing and hopefully the song isn't about baking
cakes when I'm showing fighting. If you're offended by foreign words
then don't watch. There are some Spanish, German, and English songs
that I'm considering for future episodes and even songs from previous
fan videos you may have seen.
I don't know what kind of a
reaction I'll be getting but I may not be able to respond to all of the
emails. I'll try and answer the most frequently asked questions by
updating this summary. |
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