Archive for the ‘Jane Public’ Category

Azeroth Metblogs Call for Writers

Have you been sitting on the sidelines, reading and enjoying the Azeroth Metblogs but wishing you could make your own voice heard? Maybe you’re an avid World of Warcraft player and you’re looking to speak your mind about the game, your favorite class, your RP antics, or the WoW community in general, but you don’t really want to start your own blog?

Well, the Azeroth Metblogs could always use more dedicated writers who are willing to talk about any and all things WoW-related! Your personal experiences, your guild, your opinions, you name it!

To apply, either leave a comment here or drop me a line at phoenix [at] novawerks [dot] net and let me know what you think you can bring to the site, whether it’s a really cool column idea, or just some readers in the form of your WoW-playing buddies and friends. The only thing we ask is that you have some solid proficiency in English, play World of Warcraft enough that you can speak to it confidently, and be committed enough to at least 1-3 posts per week.

So, interested? Drop us a line! Sadly I have to admit that I’ll need to take my attention away from the Azeroth Metblogs here very soon, so it would be great to put the blog in the hands of someone who’ll appreciate it, take care of it, and keep the site updated. Here’s hoping that’s you!

Notes from the Blizzard Developer Q&A, No. 5

And we’re back to another Blizzard Developer Q&A – this time the questions and answers focused around achievements! As usual, you can find the full thread here, and we’ll take a look at some of the questions and answers that I found most interesting. Ready? Let’s go.

Q: Will we ever be able to spend our achievement points on something? Or will there be a feature where it will be required to have x amount of points? – Nordicberry (Europe [English]), Hogosha & Wulkuhr (Europe [German]), Neroth (Europe [French]), Kularia (Northa America/ANZ), Trafalgarlaw (Latin America)

A: We want Achievements to remain as an optional thing you can do as bragging rights, or to challenge yourself. As soon as we add any kind of player power, or use them to gate anything, then they feel mandatory for a lot of players. In fact, we think one of the reason achievements are fun is that the drive to complete them is totally up to you, which keeps them (hopefully!) from feeling like a chore. If you want to go after some achievements that’s a choice, and choosing not to care about achievements doesn’t mean you’re making your character less powerful.

We do offer pets, mounts and titles for specific achievements, and we’re unlikely to ever do anything much more “mandatory” than those.

So essentially, this translates to “Don’t hold your breath.” Which I don’t entirely mind, honestly. I think that there are enough must do things in the game without making achievements one of them – enough point systems and enough things that you do to earn other things to spend on more things. Achievements? I’m fine with achievement hunting being something you do to get titles, or something you do a lot of and get a special award. Sure that means achievement points aren’t terribly useful right now aside from being a status symbol, but you know – I’m okay with that.

Q: Currently, the achievement rewards are more focused to common tasks, such as raids, events, PvP. Have you considered creating achievements with rewards that ask to do crazy things around the world, like for example, soloing bosses or mobs, or more achievements like the “Jenkins” one, that are meant to do crazy things. – Thodyr (Europe [Spanish]), Khaelthas (Europe [French]), Assmira (Europe [German])

A: We like for achievements to be fun, but we don’t want for players working on achievements to have a huge negative impact on other players. At first glance, soloing a boss mob might sound like a decent achievement. But consider that if the achievement is very easy to do then hitting all those dungeons may just feel like a chore. On the other hand, if it’s challenging to do then we suddenly have to go back and worry about class balance in a way we never had to before. Blood DKs for example excel at soloing older bosses because of their self-healing mechanic, but the same isn’t true of most other classes and specs. We try not to have achievements that require you to ask your group to do something really bizarre or not fun. “Run a dungeon without picking up any loot,” would just be frustrating every time you had to debate with your group whether you were going for the achievement or not. “Jenkins” is fun for a silly achievement, considering its history, but too much of that sort of thing would get tedious pretty quickly.

Wow – that’s actually a really interesting answer to a question that a lot of players have had. It’s difficult to walk the line between giving people really fun and interesting achievements based on fun and interesting things to do, and then giving someone something to do that winds up being a bore or a pain in the neck for other people you may be playing with.

I think there’s more of a dividing line though – Blizzard could very easily make some solo achievements that reward really amazing feats – like many of the ones that already exist – without upsetting gameplay for other players, so there’s room to maneuver. I like to think they’ll take it, but we’ll see.

Q: There are still no Achievements beyond “Collect 75 unique companion pets”. Can I expect a reward for 100 companion pets in the future? – Whitewnd (Korea)

A: Patch 4.1 has achievements for 100 and 125 companions. Those particular achievements don’t reward pets, but we’ll probably do another reward at some tier in the future, perhaps 150 or 200 pets.

Oh crap. I know some pet collectors that are going to freak right out with this news.

Well then – that does it for this round! There were tons of great questions this time, although many of them seemed to expound on one another and essentially come down to limitations of how the game was designed. We’ll see how Blizzard adapts or changes those features in the future.

What about you? Any questions about achievements you would have asked the devs that weren’t included? Let me hear them in the comments!

Blizzcon Tickets Go On Sale May 21st and 25th

Ready to head out to Blizzcon this year? Well get your credit cards ready, tickets for Blizzard’s all-things-Azeroth/Diablo/Starcraft/etc conference will go on sale May 21st at 10am PST and May 25th at 7pm PST, for — get this — $175.

Yup, that’s a $25 increase over last year. The price increase hasn’t stopped the WoW community from going nuts over the announcement though, with more than a few people I’ve seen over at Twitter (follow me @halophoenix!) bemoaning the price hike but clearly saying it won’t stop them from attending.

There’ll also be a special series of $500 tickets on sale on May 28th for those lucky folks with more cash to drop and who want to attend a special pre-con dinner to benefit the Children’s Hospital of Orange Country.

As usual, if you can’t make it at all, you can snag the virtual tickets for $39.99, which gives you access to live streams of the panels and all of the events.

And remember – the convention itself will be October 22nd and 23rd of this year, so even if you think you might want to attend, you should probably snag a ticket if you can!

Blizzard Wieghs in on WoW’s Difficulty

A lot of people have a bone to pick when it comes to the overall difficulty of World of Warcraft – many of them go right out and say that they think the game has become easier over time, that Wrath of the Lich King was probably a low-point in the simplicity of the game and the changes made during that period made the game so simple that you could play without paying attention. Those same people are generally grateful that Cataclysm has seen the pendulum swing back in favor of a more difficult game overall.

At the same time, there are plenty of people who think that the game was fine early on in Vanilla WoW, and hit a pretty broken and difficult period in The Burning Crusade. They’ll say that the balance and difficulty were adjusted in Wrath of the Lich King, and the game found its sweet spot during that expansion, and that the changes in Cataclysm to make the game more challenging were unwarranted and the game now has just too steep a learning curve to really be accessible to anyone but people who play all of the time.

I’m curious what you think, but before we get to that point, Bashiok – one of the blue posters at the official forums – had a few things to say on the matter, and they’re worth reading:

I understand and respect gaming masochism. But, I think that changing mechanics to be more reasonable and less punishing is an improvement, not a detriment, to games in general. Many of us Original Gamers pine for the days of D&D-based yore when games were seemingly intended to break us down into sobbing masses created by an uncaring necromancer of pain and suffering, or at least didn’t try to avoid it. Overcoming all of the obstacles (I CHOOSE NOT TO SHOOT HER WITH THE SILVER ARROW… NOOOOO) was a big part of what gaming (I HAVE 1 LIFE!?), and especially PC gaming (HOW DO I LOAD MOUSE DRIVERS?), were about. But, I feel we’re lucky to now be in an age where those ideals (intended or not) are giving way to actual fun, actual challenge, and not fabricating it through high-reach requirements (I NEED A FAIRY MONK WITH A MAGIC LOCKPICK?).

What we’ve always been trying to do, what WoW has always been about (and to which much of its success is due) is to make an accessible MMO. Anyone that looks back at the game at launch and wishes it was as challenging now as it was then is not aware of the painstaking effort put into making this game accessible as compared to its predecessors. Since release we’ve refined that intent, eventually evolving the very few masochistic designs WoW actually ever started with, but ideally still offering those same prestige goals that give that feeling of achieving something great if you’re able to pull it off. We’ve made a lot of progress toward striking that balance and continuing to evolve the game, but it’s not something we’re ever likely to perfect, and we’ll be constantly working to hit that elusive goal. Hopefully it’s to the benefit of everyone playing and enjoying the game, and they’ll continue to enjoy the journey that a living, breathing, persistent universe will take us on.

I have to hand it to Bashiok partially for slamming so many old school gaming references into such a tiny addition to the thread, but he has some good points too: there’s a sense of nostalgia among people who have been playing video games – especially PC games – for a long time and remember the days when games were still fun and exciting, but far more punishing and difficult. But he does pose the question: does difficulty and punishment for making the wrong decisions make a bad game? Does a strict game with rigid gameplay styles automatically equate a GOOD game, or does it just make it a game that some of the most dedicated and determined gamers will love but no one else will ever play?

It’s a difficult line to walk, I have to admit, and while I have no real complaints about the difficulty level in Cataclysm (while I will be one of the people to say things in Wrath of the Lich King were a little on the easy side, and I thought Burning Crusade was a good place, especially with some of the changes Blizzard made at the tail end) I can see how difficult it is for them to walk it. At the same time, I think it’s clear that Blizzard isn’t fooling themselves: they know they can’t make everyone happy, and they shouldn’t try to – stick to their principles and their guns, and the game will continue to be successful.

What do you think? Is Cataclysm just too damned hard, or are people complaining about nothing? Sound off in the comments!

Notes from the Blizzard Developer Q&A, No. 4

The fourth round of questions and answers with the Blizzard developers on the official forums just wrapped up: this time the theme was centered around topics including weapons, armor, and overall gear and goodies. As with the last three, you can find the full thread here.

Weapons and armor tend to be pretty controversial topics, so the questions this time around are…uniquely interesting, although the devs picked some good ones to answer. Some of the ones I thought were specifically interesting:

Q: Is there any chance we could have caster weapons involved in casting animations? It would look cool to be holding a staff and casting a spell through it, at least as a customization option. – Dromanthis (NA/ANZ)

A: This is something we would dearly love to do. We agree that melee specs get to see their weapons a lot more often in combat while it’s easy for casters to forget about them. It’s definitely on the list, but understand that we have so many races now (and two sexes for all existing races) that the animations take more time to do right/well.

Okay, I know this one was the first question, but it’s one that I absolutely adore. Clearly one of the things that a lot of people love about other MMOs like Guild Wars, Rift, and even one of the things that less notable free-to-play games like to tout is their beautifully animated casting graphics. In some of those other games, you’ll see runes and symbols appear around the caster while they cast a spell, you’ll see their wand actually glow based on the spec they have or the spell they’re casting, you’ll see different looking spells emerge from their weapons – it can be pretty amazing and jealous-making.

Even so, in almost all cases, it’s one of those things that you love seeing but doesn’t really bring you anything new and interesting to the game. Still, it would be nice to have, and clearly the devs have it on their “want to do” list.

Q: Would it be possible for city quartermasters to sell the same equipment that guards wear? Stats wouldn’t matter. – Pokemonmasta (EU|English), Tajit (NA/ANZ)

A: Cool idea. We’ll talk about it.

Methinks someone just wanted a Night Elf wearing sentinel gear. Seriously – the sentinels were all over the marketing for Vanilla WoW, but that three-bladed weapon they’re seen with just doesn’t exist in the game!

Q: Will enchanters be getting back the ability to make wands? – Trustybee (Taiwan)

A: We have been discussing what role in the game wands are supposed to fill. We generally consider it a failure these days if a caster ever wants to wand for dps instead of using their spells. Working the wand into the cast animation (as in the question above) is one idea. In any event, we want to figure out what we want wands to do before we give them any more prominence.

Now THIS is interesting. While they stopped short of just saying that wands were failure, they did point out that it’s a failure if a caster has to resort to using a wand. That implies that there’s a “wrong way to play” a caster class, and that generally involves running out of mana to the point where you’re out of options to regenerate enough to remain effective. Yeah, that sounds like a pretty solid failure, but not necessarily on the dev side.

Even so, it’s almost like they’re saying wands are pretty much stat sticks that you use early in the game when they’re still effective per level and then afterward you’re so busy using your actual spells and abilities that they’re worthless for anything but a stat boost. I agree – that’s not a good place to be. Let’s see what they choose to do though: it looks like they want to rework how wands factor into the game before doing too much else with them.

Q: Do you have plans to make is so that the tabards don’t suddenly cut off whenever we wear long vestments? – Hôwl (Latin America)

A: This is a technical issue that’s fairly nasty to fix and ultimately trimming the tabard ended up looking better, at least as a short-term solution.

Hah! I used to explain to guildies that I was very sure this was technical and not a design decision – a tabard just moves and waves differently than robes and kilts do – if they tried to layer them on top of one another right now, you’d see – depending on the race, gender, and stance of the character, a tabard sticking out from under robes, or a corner of a kilt sticking out over a tabard while you run. It could be pretty nasty.

Q: Can we see gear won via need rolls become soulbound? – Lorinall (NA/ANZ)

A: Yes. We plan on implementing a system where winning an item via Need (when using the Dungeon Finder Need Before Greed loot system) will make a BoE item soulbound. We hope to have this working for the 4.2 patch.

To expand on that idea in case it’s not obvious, we don’t think players should be able to claim certain loot drops based on their class if their only intent is to sell the item. If you want to use the item yourself, awesome, go ahead and roll Need on it and you’ll get preference over players who can’t use that armor type. But if all you want to do is run to the Auction House, then everyone should have equal dibs.

Finally, finally, finally – a fix for people who roll on epic BoE items just to be able to sell them at inflated AH prices. It’s clear that Blizzard has heard the players loud and clear on this one, now let’s see how well its implemented. At the same time, this will put a dent in some of the high-end profits that some AH fans adore (go raiding with friends who are overgeared, pick up all of the BoE epics, auction them all, deposit profits into guild bank) and some lazy raiders (I have more gold than time, let’s see what purples are on the AH) but overall it’ll be a good change.

And there we have it! This one was a long one, and there were a number of other questions addressed in other Q&As or that yielded very “we want to do this someday” kinds of answers, but it’s clear that the Blizzard devs also play the game the same way we do, and want to see the game improve the same way we do. It’s really refreshing to see.

Notes from the Blizzard Developer Q&A, No.3

The third round of Blizzard’s developer Q&A just finished, and most of the questions and answers this round focused on UI elements and usability changes. The questions and answers this time were really good for those folks who are passionate about the look and feel of World of Warcraft, and how players play and interact with the game. The full thread is here.

Here are a couple of the highlights, especially some of the questions and answers that I’m particularly enamored with, starting off with the “is it possible to raid without add-ons/are add-ons making the game too easy” question we hear all too often:

Q: Some Addons are so powerful they simplified the game content to a degree (e.g., boss fights). Do you think that when the majority are using these Addons, the original reasoning behind the game design is violated? And isn’t it unfair for players who don’t use Addons? – 冷影幽光 (Taiwan)

A: This really deserves a long answer. It sounds like a good topic for a future developer blog. To tide you over until then, we can say that some addons do a great job of providing information we really should be providing (and have long-term plans to provide).This includes information like threat, the distance you are from other players , when you have a killer debuff on you and things like that. On the other hand, when addons are too helpful, they are playing the game for you and you’re just doing what the addon tells you to do. When the mod tells you so much information about the fight that you don’t even really need to pay attention to what is happening in the world at all, then we feel that crosses the line. I don’t know that we could put the djinn back in the bottle at this point though. It would feel really harsh to prevent addons from tracking some of that information, and in some cases we’re not even sure how we would prevent it.

We continue to try and come up with new mechanics that ask players to pay attention to the fight itself instead of just pushing whatever button the addon tells them to push. You might be alerted to when Atramedes emits a Sonar Pulse, but you don’t know where it is going to be. Sinestra’s Twilight Slicer requires you to look at the battle field and not just your UI. To be fair, we are also trying to do a better job of telegraphing to players when bosses will use predictable abilities. The Conclave of Wind and Nefarian for example do their special abilities at predictable intervals along their resource or health bar.

It is a fine line to decide when an addon becomes mandatory. Ideally you could raid without any addons, and some players do. Information is often power in complex raid encounters though, and we agree that in some cases we don’t provide enough information yet. Does that mean Blizzard needs to replicate some of the screenshots produced by players who install thirty mods and completely overhaul their UI? Probably not. Our raid UI is a good example of what we are going for. It provides enough information for many players (and we have plans to add more to it overtime). It’s not going to incorporate the favorite feature of every raider out there, and for them, a very customizable third-party addon is a perfectly reasonable solution.

That’s fabulous – although unlike the devs, I don’t know anyone who raids without add-ons. In fact, I know more guilds who require them than that don’t, and the only people I know who raid without add-ons are the kind who are too stubborn to install them, simply don’t know how, or are perfectly okay skating along and letting other guild members carry them through raids and dungeons instead of contributing, but I’m sure there are some people out there who are more naturalist and prefer to simply play the game the way it was designed.

Q: Would you please implement a feature that allows players to change the order of their characters on the Character select screen? – 흑풍육손 (Korea), Fanahlia (North America/ANZ), Perle (Latin America)

A: Sure. Does 4.2 work for you? :)

And boom goes the dynamite!

That was the bulk of it – there are a couple of questions that I seriously can’t believe people asked, much less wanted: like the topic of being able to buy things directly from chat (an attempt to circumvent the limitations of mail/auction house location/player location in order to quickly buy things) and the whole “I’m tired of paging through mail to get items one at a time,” point.

I can identify a little more with the latter though, I understand how frustrating it can be, especially if you’re sending yourself items, to have to load up your bags and then mail items to yourself one at a time. At the same time though, there are add-ons (like Postal, for example) that allow you to streamline the process – and the people who know about those add-ons and use them are likely the ones who will get the most benefit: eg, the people who use the AH the most, or mail themselves lots of things frequently. Everyone else probably doesn’t care so much.

So what do you think? What would you ask the devs if you had an opportunity to ask them about user interface and gameplay questions?

SwagDog Unveils New World of Warcraft Apparel

The folks over at SwagDog have taken the lid off of some of their latest World of Warcraft gear, including a pair of Alliance and Horde jerseys emblazoned with the faction’s respective logos on them, and then another customizable jersey that can be designed with a number and a name on it, both of which are shown above.

Personally, I like the ones without the numbers on them better, but they both look pretty hot. They’re hockey-style jerseys, so you know they fit loose and are designed to be comfortable. The non-designed horde/alliance ones are $99.99, and the customized ones are $159.99.

The Celestial Steed is So 2010: Make Way for The Winged Lion!

Are you all tired of riding your sparkle ponies around? Good, because the Winged Lion is on its way to the Blizzard Store!

See the guy above? MMO-Champion uncovered it in a recent datamine, and it bears all the glorious, sparkly, sunshine-y indications that he’ll be a for-purchase mount from the Blizzard Store, the same way the Celestial Steed was.

If the winged lion (which some people have taken to calling the Sunshine Lion) is the same price as the Celestial Steed, players will be out $25 USD to pick one up, and Blizzard will rake in the cash, as usual. A lot of people who didn’t like the Celestial Steed model have been commenting around the Web on how they’re really eager to get their hands on this one, and vice versa – the only thing for sure is that when it’s available, it’ll almost certainly be a hit.

What do you think? Would you spend money on a virtual mount? Did you buy a celestial steed, and what do you think of the sunshine lion? Sound off in the comments.

Notes from the Blizzard Developer Q&A

Over at the World of Warcraft LiveJournal Community, eminent news source tchernobyl was kind enough to post the results of the latest Blizzard developer Q&A session, hosted over at the new official forums.

The whole post at LJ is here, but I’ve cut a few snippets I felt were particularly interesting:

Q: Are there any plans to update Outland and TBC zones to facilitate better level flow? – Atreydes (Latin America)

A: We think the flow of the zones works out well. It is true that you can finish the continents before hitting every zone because of the accelerated quest experience (further enhanced by mechanics such as heirlooms) but most players going back through the content on new characters seem perfectly happy to get through it faster than they did with their original character. What we don’t like is the strange way you go back in time when you go to Outland and Northrend and then back to the future (heh) when you go to the level 80-85 zones. That is definitely something we want to fix.

A similar but slightly different question was asked by one of our Russian players:

Q: Will the Outland and Northrend be “renewed”? Will there be new quests? – Мандрэйк (Europe [Russian])

A: Because we did those areas more recently than Eastern Kingdoms and Kalimdor, we don’t feel the same urgency to go update them. They just don’t have the level design and quest flow problems to the same extent as the original content. We recognize though that some players are getting awfully tired of Hellfire Peninsula, and we’d like to come up with a good solution there.

This one is of particular interest to me. While I agree that the biggest issue with Outland and Northrend is that the player feels like they’re going back in time when they’ve leveled and then move into those zones to continue leveling but somehow the events of the Cataclysm haven’t happened there yet, I’m just as concerned with level tuning and story that players are missing when they push through all of those zones just for the sake of racking up dings.

I think the content of TBC and WoTLK deserve more than just a slight tweak to get the characters to give a nod to the fact that old world Azeroth isn’t the same as it used to be: I’m not saying they need to be directly affected by the Cataclysm, and I’m not saying that quests need to be reworked or zones completely changed, but I do think that when you go into outlands you should see the fruits of the past several years battle against the Burning Legion, and when you go into Northrend now you should see at least a little progress from the results at the end of Wrath of the Lich King, even if it’s only to note that the war is still open on that front and there’s still work to be done.

Q: What is your favorite escape/distraction when you arent working on WoW? – Danksz (North America/ANZ)

A: We polled the entire World of Warcraft development team and included the most interesting, unusual, and potentially terrifying responses. They included: roasting my own coffee; hiking all over SoCal; gardening with yuccas and bamboo; building my own 3D printer; attempting to turn my living room into a live action scene from Tron using blacklights, stencils and a helluva lot of paint; autocross racing my sweet ride; board games (I have over 450 of them); being spinal tapped to Tumblr, Reddit and 4chan; mastering cooking (duck confit, breads, pastas, more breads); building Star Wars Lego sets; trying to control my computer using brainwaves and an EEG reader; plein air/outdoor watercolor painting; geocaching; hockey; painting miniatures; swing dancing; crafting old-time cocktails; running 5 / 10 Ks / mud runs; motorcycling; go; blending smoothies; skydiving; work on my Jaina/Varian fanfic; baking bread; playing drums; reading sci-fi; comics; playing WoW.

Sounds like a fun place to work! Or at the very least fun people to work with.

Q: Will the devs consider giving us reason to interact in the new world of cataclysm? We sit in cities waiting on queues. Theres little reason to leave the city gates outside of farming and archeology. The *main* cities feel alive, the world however feels quite dead. – Odiem (North America/ANZ)

A: While you’re leveling up your character and gathering professions, you’re more than likely interacting with the world plenty. World of Warcraft’s endgame has centered on dungeons, raids, Battlegrounds and Arenas for some time, so it’s natural that you spend more time in cities organizing and preparing for those group-based events. We do think there is more that we can do to promote compelling solo gameplay for max level characters, though. The 4.2 patch has a pretty epic questing experience involving the Firelands and we’re really excited to see how players respond to it.

A similar but slightly different question was asked by one of our Korean players.

Q: PvP realms are getting indistinctive from the PvE realm as players are not engaging into PvP contents, since they are not finding it attractive. The only difference from the PvE realm is that it’s possible to attack opponent around zones in Conflict. Is there any plan to strengthen the difference between PvP and PvE realms? – Soulcube (Korea)

A: We don’t think it’s that world PvP is unattractive, we just think it’s just the cumulative effect of a lot of changes we made to the game to meet other goals. For example, flying mounts are really cool and convenient, but they mean you are much less likely to stumble upon someone from the opposite faction while travelling. We considered teleportation a mandatory feature for Dungeon Finder to succeed, but then you are less likely to bump into an enemy outside of a dungeon. To get world PvP back in some form, we’d have to develop something like the Isle of Quel’danas: a non-flight zone that is not a sanctuary where players congregate to finish quests or earn rewards. We’ll think about ways to do something like that again in the future.

I can’t say I’m satisfied with the devs’ answer on this one. While I agree that there’s plenty of world interaction when you’re out and about and questing and gathering and boosting your professions, I think that the concern of PVP players is probably more serious for them than the devs are really picking up.

Back in the vanilla days, when mounts were both expensive and far off, and when beginner mounts were slow enough that you could still be ambushed on one successfully, it was pretty hazardous playing on a PVP server during those early levels. I remember trying to just quest as a poor level 25 Tauren Druid and getting repeatedly ganked in Stonetalon by level 60 Night Elves coming through the pass.

Admittedly, I moved on to play on PvE servers after that, but I understand how global combat is a core component of playing on a PVP server, and between flying in old world and earlier/faster mounts, it’s become all but a moot point.

Q: I think a lot of people would like to see some more options for inventory storage are there plans for any of the following? Bank slots/Equipment manager storage/Upgrade backpack/storage for costume, cosmetic, toys/tabard storage. – Shinysparkle (North America/ANZ)

A: We do have some storage solutions in the works. We’d like to convert tabards in particular to something like the current UI to manage titles. We don’t want to just keep giving players larger and larger bags in which to lose items. We’re focusing more on better ways to organize items.

Finally! A fix is coming for my tabard addiction!

Q: During the expansions released since vanilla, the specialities of the different classes were watered down more and more. By now, many classes can do almost everything and almost none is still special. Are there any steps planned to give the classes more “charisma”, so that they are more distinguished from each other and regain their special flair? – Blades (Europe [German])

A: Sometimes when players say “special flair” what they really mean is “something so awesome that everyone will have to take me.” We really don’t want to go back to that model, which just isn’t tenable in a game with 10-player raids and 30 different talent trees. We have no problem spreading around buffs and utility that we consider more-or-less mandatory, such as the battle rezes and raid buffs. At the same time, we think there are enough unique abilities out there to make the various talent trees shine. Shaman have a great interrupt with Wind Shear. Warlocks can get out of danger with Demonic Portal. Discipline priests can mitigate a lot of damage with Power Word: Barrier, but Unholy death knights have their own version in Anti-Magic Zone. We struggle a lot with how much homogenization is good for the game, largely so that you can play with your friends, and how much is bad for the game, because then your character feels less special. It’s something we’ll continue to work on in an attempt to strike that perfect balance.

I really REALLY like the answer to this question. A lot of players who have been around for a long time miss the days when people formed their raid or dungeon groups because specific classes had “ubertalents” that were so good in the situations the raid would put you in that you absolutely wanted to have them – and it made the people who played that class feel uber as well.

In reality, that’s indicative of a lack of balance, and I’m glad that Blizzard is trying to strike a line between giving people talents that feel epic and important without being essential to specific – or every – encounters.

So what do you think? Blizzard developers took this one in stride, I think – and there were some great questions. I don’t think this will be the last dev Q&A that the developers do, so stay tuned for more in the future. What would you ask Blizzard developers if you had the chance? Sound off in the comments.

Video :: Epic Deathwing in Minecraft

Two huge games collide! Panic in the disco! Cats and dogs, living together!

It’s true – you can make just about anything in Minecraft. I’ve seen people make huge statues of their favorite video game characters, I’ve seen people make starships, massive skyscrapers, and more. But this – this is the first time I’ve seen anyone make Deathwing.

The full-size version of the dragon doesn’t fly or anything, but he certainly does look menacing and imposing, and the details and color are just right. He’s pretty impressive, and Nessy should be proud of the work he’s done. Glad he’s earned a place in the hall of fame – we wouldn’t want any random adventurers to happen upon Deathwing and decide to take him down, now would we?

Terms of use | Privacy Policy | Content: Creative Commons | Site and Design © 2009 | Metroblogging ® and Metblogs ® are registered trademarks of Bode Media, Inc.