Latest Official Warlords of Draenor Screenshot

Published:Apr 16. From:harriet 0
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Blizzard just announced a screenshot of the Warlords of Draenor. See the official post below: With development on World of Warcraft: Warlords of Draenor well underway, the Screenshot of the Day section on the World of Warcraft community site will now feature unique Warlords of Draenor images every day, showcasing a variety of new creatures, characters, and environments from the upcoming expansion. Be sure to stop by daily for the latest look at what’s waiting within Draenor.     

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How will You Be Brought Back to WarCraft by Warlords of Draenor?

Published:Apr 14. From:harriet 0
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I think Blizzard probably hopes that people will be attracted by one of the many new additions they’re introducing in the upcoming expansion Warlords of Draenor. If all the new features fail to grab people’s interest, there’s still one other thing they can hopefully fall back on: peer pressure.  Peer pressure only works, of course, if enough of your friends are also into the same thing. This seems to be one of the major reasons why Warlords of Draenor allows you to jump one character straight to level 90. Blizzard’s senior game designer Steve Burke, speaking to GameSpot at PAX East 2014, said the ability to jump to the highest starting cap allows groups of friends to start the new expansion at the same point.  "As the game has gone on and we’ve created more content, the delta between the player who’s been playing for a long time and someone who’s coming back into the game is becoming bigger and bigger. It just felt that this was the right time to bring people back to the same point," he said."Expansions are big events, people come back to the game for expansions because they want to play with their friends. And people who are still playing want their friends to come back. But there’s always this problem of 'well, I'm still level 85, or 80.' Some people just take an expansion off. (But now) everybody is at the same point, everybody is at the same content, so let's just started." Jumping to level 90 is, of course, a very handy thing if you don’t have the time to spend leveling up a character. But it also has drawbacks. Getting to a high level without gaining the experience, skill, and nous that develops from playing a character for hundreds of hours means that the newly playable land of Draenor could fill up with players with poor skills (but excellent gear). So how does the experienced player looking for good team members for a high-level raid sort the wheat from the chaff? Blizzard PvP designer Brian Holinka says Blizzard has a solution for that problem--requiring players to earn a silver ranking in specific roles in Proving Grounds before they can join Heroic-level dungeon raids. "You’ll still be able to get into dungeons with others, it’s not going to be a stiff arm to the content, but it’s going to make it so that those veteran players aren’t inundated with people they feel they have to retrain, and it’s not going to dumb down the game too much for them. But also for the new players they’re not going to be intimidated by these veteran players who’ll just be shouting at them the whole time," Holinka said. With Warlords of Draenor, returning players will also see something that hasn’t been seen in any of Warcraft’s previous expansions--a significant visual upgrade. The visual bump is readily apparent. Characters--both players and NPCs--feature much more detail and animation, with a dwarf character I saw sporting actual, moving fingers, as opposed to the oven mitt-like movement in previous expansions. Burke, half-jokingly, points out the new details in character facial hair, praising Warlord of Draenor's beard technology. "We keep saying we have awesome new beard technology," he says smiling. "But seriously, the beards are awesome." "We just felt that this (introducing a significant visual upgrade) was the right time to do it. Mists of Pandaria, the worg and the goblins, those were times we introduced races. And we were kind of developing our technology and making it better. And the panda was our test case for getting this new thing up and going. And once we got it going for one race, well then we decided to propagate it for the rest." "You can actually see the evolution of getting to this point from the worg, goblins, to pandas, to now spreading it out to all races. It’s not as if we woke up yesterday and decided to do this, it's actually been a long process getting to here." As for how this upgraded visual fidelity will affect the game's recommended specs, Burke says he has no specific information yet on what those specs will be. But he does insist that the game will still perform well for lower-end systems. "We have some low-res versions of the character models, so there's the ability for players to have lower performance requirements for the characters. We’re very conscious of the fact that players can play this on almost any computer out there, so we want to preserve that. But at the same time we felt it’s time to provide some higher fidelity," he said. Warlords, of course, isn’t all about looks and skipping to level 90. There are numerous changes and additions--big and small--planned for Warcraft’s fifth expansion. One of the biggest is the concept of garrisons, which has players build and maintain their own home base in Draenor. This base will be a way to farm resources, as well as be a “home” for certain NPCs that will become your allies. Expansions are big events, people come back to the game for expansions because they want to play with their friends. And people who are still playing want their friends to come back. Blizzard's Steve Burke "One of the cool things about garrisons first of is that you’ll have a mine, you’ll have a barn, and a farm you can start with straight away. All of these are going to do, sort of what the farm did for you in Pandaria, but blown out. Those are going to be producing resources for you even when you’re logged off," Holinka said. "You’ll always have more buildings than plots in your garrison, so you’ll have to make some tangible choices. Each one of those buildings will have specific benefits." "But also as you’re leveling up you’re going to encounter a lot of NPCs that are recruitable and that you can send back to your garrison. And they can do a few things--you can plug them into your crafting--a blacksmith can hammer away, and he’ll level up his blacksmithing skills, he’ll discover new recipes for you. You will also be able to open up missions, and these are basically quests for your minions." World of Warcraft: Warlords of Draenor is set to hit PC and Mac in fall 2014.  Source: gamespot.com

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Dev’s Blog on Redesigning Daughter of Argus

Published:Apr 10. From:harriet 0
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Guys, it’s not an April Fools’ joke! Blizzard is now redesigning the female Draenei. Get details from the dev’s blog below: “Hello again! I’m Senior Art Director Chris Robinson, and today we wanted to give you a super quick look at our current progress with the new female Draenei.After the April Fools’ joke we wanted to ensure you weren’t waiting too long to see where we’re at with her actual character model update. Keep in mind that she’s still in-progress, and doesn’t have any animation to pose her body or face.  Animation is a big factor for the female Draenei specifically, so it’s important to keep it in mind when comparing the two. The original female Draenei has some fairly extreme posing that happens when she’s animated. If you were to see the static model of the original without any posing you’d see that it looks very similar to the new one. With her pose applied her shoulders stretch backward, her pelvis rotates forward, and her chin lowers—causing her head to angle downwards. The curvature in her lower back, and why the head shape looks slightly different, are also due to the new model not having the same posing applied yet. She also looks a lot taller! Ultimately all of those things will be addressed when we animate the new model, they just don’t take place until she’s rigged and sent on to the animation team.  We hope you enjoyed this super quick look at where we’re at right now, and we’ll continuing sharing more in-progress art as we go forward. The next article in the Artcraft series we’re planning is a look at the creation of the Spires of Arak, a new zone coming in Warlords of Draenor. Thanks for stopping by!”

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World of WarCraft Male Tauren Redesigned

Published:Apr 8. From:harriet 0
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Blizzard has announced the new model of male Tauren in the expansion Warlords of Draenor. You can know how the model is created from the dev’s blog below:  “Hey there everyone, I’m Steve Aguilar, lead animator for the World of Warcraft animation team. Today we’re showing off the male Tauren, and with some help from the rest of the animation team, we’re going to give you a look at the animation processes we use to bring this big guy to life.  Before we even started animating him, we already knew the Tauren was going to be a blast to work on based on all of the detail the character art team added.As we begin applying animations, we’re extra careful not to stray too far from the original. It’s important to us to retain the essence of the original animations, because how a characters walk, move, and carry themselves help to define their personality. We use all of the original animations as a starting point, and then go through the process of cleaning them up and adding additional articulation. Let’s delve into what that process looks like.The Re-AnimatorSteve Aguilar The normal “stand” animation is one of the most important animations because this is what you, the player, see the majority of the time. When you stop moving or walk up to an NPC, the stand is the key pose that is being used. A huge chunk of animations also rely on this pose so they can easily transition into and out of it.When we import the original stand animation onto the new model, we then look to see if there are any weight shifts, odd rotations, or hitches that we need to fix. After we’ve cleaned up the pose, it goes through another sanity check to see if other animations will still be able to transition into and out of this new stand pose. If we happen to change the pose too much, it can cause a domino effect and possibly harm all the existing animations. After touching up the pose, we move on to re-animating the standard idle motion. Slight changes on how muscles move, limbs are carried, or feet hit the ground can get across a better sense of weight for whatever creature it is we’re animating. Tweaking the male Tauren was a lot of fun because we were able to add a lot more weight than the previous model had and make the Tauren feel bigger and beefier. Another thing that stood out was the lack of motion on the nose ring, braids, and especially the face. With the addition of a facial rig, we were able to get his brows, nostrils, ears, and cheeks to react with his breathing motion. Getting these subtle motions to work added so much to the simple standing pose, I imagined the Tauren looking up at me and saying "thank you."Here’s a side-by-side comparison of the old and new models.  Next up is Kevin to talk about the face rig and what that process entails. Face OffKevin “Snap ‘n’ Point” Rucker Since the facial animation system worked so well with the Pandaren in Mists of Pandaria, with the updated models we wanted to add the same life and emotion they deserved. In the past the character models only had a jaw bone that could be animated, but now we’re able to add movement to the brows, eyes, cheeks and mouth. We’re able to properly make them smile, look angry, and talk.We start with a base mesh and add joints to specific spots that will allow us to mold the face. We then add influence, or “skin” the mesh to those joints and shape them into poses: jaw open, eyebrows down or furrowed, for example. We hook up those poses to main controls to make the process of animating the face faster and more cohesive between several animators. For instance, instead of having to move 9 individual joints to shape the eyebrows, we just need to touch 2 controls which include a sub-set of attributes for more detailed shaping. After that if we still need to tweak the poses, we can always go back to the original sub controls for additive fine tuning.  We also create a “face file” with several preset expressions the animators can use while working. It’s a lot faster than creating a new pose from scratch. If they need a sad or angry face, they can start from the preset ones, and then adjust from there to make it more unique. We also create several mouth shapes, or phonemes, for use in talking animations. Again, posing the face is time consuming, so having a jump start is extremely helpful. It also makes the character feel like it was animated by one person, when there’s actually a big group of us working on them at one time.  Body Movin’Jeremy “Goonies never say die” Collins On a certain level, how you move in the game is one of the most important things you experience as a player. It’s your main interaction with the world around you. For Warlords of Draenor, we wanted to improve the locomotion of WoW’s player characters with brand new rigs. These new rigs are capable of doing so much more in terms of fidelity of motion for our characters, and we wanted to showcase that as much as possible Everyone who plays WoW is familiar with their character’s idle and run animations—those are the two you see the most. We wanted to really take a look at what made the old player model animations successful, and what made them so iconic. Our job was to then retain the spirit of the old animations, but clean them up so they would look epic on the new rigs. That proved to be a really fun task. Part of the joy of cleaning up an animation like the Dwarf male’s run is going back and seeing what the original animators were thinking about when they first worked on these characters. Some of these runs and walks were animated over 10 years ago!The first thing we did when we cleaned up an animation was ask ourselves a series of questions. What are some of the areas that could use touching up? Does the center of gravity on the character feel skewed? Is the character leaning appropriately when moving in a direction? How can we shift the timing to give this animation a greater sense of weight?All of our rigs are manipulated with the use of controllers. Controllers are curves that drive the joints the tech artists have placed that ultimately deform deform the model you see. When we open an older animation, we’re manipulating what is called "baked data." Baked animations havekeys on every attribute on every frame. In some cases, it’s necessary for us to delete some keys to make the animation curves easier to manipulate. Here’s what we see inside of Maya. Every one of those colored curves represents rotation or translation of that foot controller.  Once we had identified what needed polishing we went straight into Maya and got to work. A popular method of cleaning up locomotion animations would be saving the contact poses, major breakdowns, deleting the in-betweens, and smoothing out the motion from there. Emotes were also super fun to work on. We would often times shoot video footage of ourselves acting out emote animations for reference—and no you don’t get to see them. We’d then use that reference as a jumping off point for setting key frames in Maya.  Glass Case of Emotion: Part ICarman“Boba Muscles” Cheung For the majority of the character cleanup phase, the team focuses on three main things: cloth, hair and the face. Cloth includes a front and back tabard and a cape. Hair can be anything from a back ponytail, a front ponytail, pig tails, beards of varying sizes and shapes, or a combination of all of these. We also add facial animation, which adds a lot of character and life to the model. Occasionally, we will also fix minor posing issues or any errors, like jittering.  All of our character animations are hand keyed, and not dynamically simulated within the game engine or created through motion capture. This allows us to have complete control in shaping the movement and style for each character, and it adds a unique life to the characters you can’t really get any other way. Glass Case of Emotion: Part IIDavid “Coffee Corn” Edwards My favorite part of the entire process is adding the facial expressions, or fixing up the timing or posing of a character. It is astounding how adding a simple facial expression can instantly bring a character to life. It’s always incredibly rewarding to take an old animation and see what even small changes can do to vastly improve it.As a contrast, the most difficult part of the process, at least for me, is having to hold myself back from wanting to fix or adjust every little thing for every single animation. Due to the sheer volume of animations that exist for player characters, our goal of having updated models in time for Warlords of Draenor, and the need to animate all the new creatures and objects going into the expansion, we have to prioritize our time. We’ve broken the cleanup passes on character revamp animations up into phases. Phase 1 has all of the locomotion animations (walk, run, etc.) as well as all the emotes and spell casts. Phase 2 deals with the combat animations (attacks, stuns, etc.), and phase 3 is a catch-all for the remaining animations (swimming, fishing, etc.). Regardless of the phase, every animation is touched in some form or fashion, but phase 1 gets the most love since those are the animations are seen the most.At the start of each animation we always focus on cleaning up the body first, since this motion drives all of the secondary animation. Below is a video showing the finished product after it has gone through the cleanup process.”

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World of Warcraft: Warlords of Draenor alpha testing in progress

Published:Apr 4. From:harriet 0
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Blizzard has started the alpha test for World of Warcraft’s Warlords of Draenor expansion. It stands for that those of you on the list could be checking out the new content right now. We’re certain the timing has nothing to do with the launch of a competing major subscription MMORPG today. Hem hem. In a Battle.net post, Blizzard described the test as being at a “very early stage”, and the developer is currently testing new technology with “friends and family”. However, it anticipates data-mining leaks to begin detailing the new content. “The expansion content available during this first phase will be quite limited—many of the expansion’s major features, such as Garrisons, won’t be available until a later point in the testing process. This early phase of testing will help us ramp up for our larger beta phase later on, when we’ll be inviting more players,” Blizzard said. One of the major back-end changes brought by the expansion is a change in file format from Mo’PaQ to CASC, and Blizzard expects to roll out the change to all players in a patch before Warlords of Draenor launches.  The new format should help prevent errors during installation, increase game performance, quicker patching, hotfixing of clients, better streaming data support and future-proofing. Register a beta profile if you want to join the Warlords of Draenor’s testing. Thanks, Massively. Source: vg247.com

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Developer’s Discussion on Revamping the Female Draenei

Published:Apr 2. From:harriet 0
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Blizzard is considering how to revamp the female Draenei model in World of WarCraft. The developer’s discussion is available below. Take a closer look to get details. 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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Awesome World of Warcraft-Themed Weddings

Published:Mar 31. From:harriet 0
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Though not meeting online, Jen and Nick have developed their relationship through playing World of Warcraft together. They finally decided to get married and build their entire wedding—a real one, not one in Stormwind's Cathedral Square—around WoW. Some photos about the wedding are available below. You can see loot tables, WoW weaponry, and with Alliance and Horde flags in them.       Photos by Stephanie Wales Photography, via the Huffington Post

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Legendary CEO: Warcraft Is Easier to Adapt as a Film than Mass Effect

Published:Mar 24. From:harriet 0
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Recently, we got an opportunity to chat with Legendary CEO Thomas Tull. During our conversation, we talked about how they approached unlocking the best story for Warcraft, where they're at with the oft-discussed Mass Effect movie, and why, in some ways, it was easier to adapt World of Warcraft. Q: Given the expansive nature of World of Warcraft, what was the key for you guys in coming up with a story structure that worked as a film? I know a lot of people struggled with that for a long time. Tull: Oh, yeah. That's great. So here's what that boils down to: At Legendary, if our logo's on it, we want it to be great, not just an okay way to spend two hours. So with Warcraft, the reason it took so long to develop is because the world does not need another bad video game movie.  Q: Yup. Tull: Frankly, our attitude from the beginning -- we have an amazing relationship with the guys at Blizzard, and they care very much about their universe as storytellers -- if it were just the game, we would not have known how to make Warcraft, which is a video game experience, into a movie. But, because they've done such an incredible job of building out the lore -- they have something like a hundred books -- there's a real story and deep history behind the characters and races and everything. So that's really what we mined and got into. Like, what are some of the main characters that make this such an interesting universe, and what are the stories that we want to tell? We were finally able to get a script and story that we felt was incredibly compelling, and that's how we're able to get a director like Duncan Jones.  Tull Cont.: Frankly, the bar for us was not, "Okay, if 50 million people play Warcraft, then I guess we could sell some tickets." It's "Ignore that anybody plays any video game. If there was no such thing and there was no brand, would this be a great movie or not?" If the answer is "No" or "Maybe," then we're not doing it. So that's why we took our time wanting to get it right. We're very excited about the cast we have, and Duncan's such an interesting and gifted filmmaker that it just all came together in that way. So I'm excited for you to see it. Q: Is there any element of the film that feels like an RPG? Is that inherent in the story, or is it about creating an immersive experience for the viewer? Tull: It's exactly the second thing. Those are two different experiences: being in an RPG versus seeing a movie -- and trying to be clever and saying, "Let's create some kind of cutting-edge RPG thing." That is scary to me. This is about, can you take this lore and this universe that they've created and turn it into a great movie? If you couldn't answer with a resounding "Yes!" then we simply would not have done it. Q: In terms of other video game properties, you guys decided not to move forward with the existing Mark Protosevich Mass Effect movie script last year. Where are you with that project now? Tull: That's another story that we love, and it's incredibly sprawling and complex. We're not going to screw up Commander Shepard. That's another one of those things where we're being a little bit precious about it, but unless we feel like we can absolutely crack it and know what the movie is, we're just not in the position where we have to make stuff just because we have to. That's the way we treat every one of these. I'm a huge Mass Effect fan. I play. I'm personally a fan of all these different things, and we don't to screw them up, so that's the way we go into these. The bar is very high, and that's just our approach. Q: Is there a particular challenge in adapting Mass Effect, which has these well-established characters, even more than Warcraft, which has more of an open canvas? Tull: Yeah, I think the canon they've created is sophisticated. It's very broad, meaning you can't pitch that in 30 seconds, right? It's a complex story. So it is challenging. If it wasn't challenging, the movie would have been out by now, but it is. We've just got to stick to our guns that, if it's a movie that's going to come from us, we want it to be great. If we can't crack that yet then we just have to keep working. Q: Are you guys doing any thinking about how you're going to connect audiences into a world as fantastical as Warcraft for those that are non-gamers? Is it just about the marketing approach?Tull: No, I think it's certainly showing audiences -- look, when that trailer comes out, everybody's going to have their own ideas. Our first movie was Batman Begins, and I got asked all kinds of questions about where the Batman franchise was and so forth. And so the trailer came out, and it was like, "Well, this is what Chris Nolan is gonna do." We did the same thing at Comic-Con; we showed a teaser for Godzilla that I think sort of reoriented everybody and said, "Okay, wait a minute. This is going to be something different." I think with Warcraft you'll see that, but it is imperative to us that if you've never played the game, if you don't know anything about it that you're going to go in, and you're going to have a great experience and love these characters. That's exactly -- along with Duncan -- what our plan is. Q: Can you talk about the tone a bit? Will it have a gritty feel like The Dark Knight Trilogy, or more mythic...? Tull: Well, here's what I can say about that: I only know how to do things and make things that I like personally. So, you know, Pacific Rim, for example, I think was a little bit more of a fun tone. So it's not like every time now we just want to say, "Let's take something and make it gritty." But what I would say is, the things that we love as fans and think people are passionate about, whether it's Batman or Godzilla or Superman, we want to treat those in a manner that's serious and not a wink and nod at the camera. That's just not our style or our thing. So if it calls to be a little grittier and edgier, then that's certainly in our comfort zone. But we don't just do that to make sure that everybody says, "Oh, good. The movie wasn't good, but they were edgy and gritty." We will let you know once we get any further details about the Warcraft and Mass Effect. Stay tuned to us. 

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A Level-90 Character Boost Available for Preordering Warlords of Draenor

Published:Mar 18. From:harriet 0
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Warlords of Draenor is expected to go live this autumn. Now, you can boost a character to level 90 if you pre-purchase the expansion digitally.   To stop Garrosh’s engines of conquest, you’ll need to recruit allies to your cause and construct a mighty Garrison; explore all-new zones, dungeons, raids, and scenarios across Draenor for resources to aid in your quest; and achieve new heights of power on the way to the new level cap of 100. Interested in boosting more than one character to level 90 right away? In addition to the boost you get with your Warlords of Draenor pre-purchase, you also have the option of buying additional character boosts directly through the Shop in-game. Check out the video below to learn more about how it all works:  Warlords of Draenor is available for pre-purchase digitally in standard and Digital Deluxe editions. The Digital Deluxe Edition comes with a cache of in-game goodies for your favorite Blizzard games, including a Dread Raven mount and Dread Hatchling pet to accompany you in World of Warcraft, Grommash Hellscream and Blackhand Battle.net portraits to intimidate your foes with in StarCraft II, and a battle-torn Warsong Pennant to fuel your demon-slaying rage in Diablo III. What’s more, like the instant character boost, these will be available to you immediately upon your pre-purchase of the expansion. Here’s a closer look at these extras:  World of Warcraft Dread Raven mount and Dread Hatchling pet  StarCraft II  Blackhand and Grommash Hellscream Battle.net Portraits  Diablo III Warsong Pennant Warlords of Draenor will also be available as a retail-exclusive Collector’s Edition (in limited quantities), which comes with the in-game extras from the Digital Deluxe Edition along with an array of awesome artifacts from the physical realm, including a hardcover art book, behind-the-scenes Blu-ray/DVD set, Warlords of Draenor mouse pad, and CD soundtrack featuring epic music from the expansion. You can get more details if you check with your local retailer. More details about the Collector’s Edition will be shared later. Stay tuned to us.  Source: eu.battle.net/wow/ru

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Flying Mounts won’t Come to World Of Warcraft: Warlords Of Draenor

Published:Mar 16. From:Link 0
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An interesting experiment will be carried out in World of Warcraft's next expansion, Warlords of Draenor: flying mounts won’t be available in Warlords' new zones. WoW creative director Alex Afrasiabi revealed this plan during an interview with GamePlanet. He later reiterated it on Twitter:   Flying mounts were introduced to the game with the first expansion pack, Burning Crusade. All the new zones added in subsequent expansion packs have allowed players to fly through them. With Cataclysm, Blizzard went back and remade the two continents from "vanilla WoW" so that flying mounts could be used there as well.  Generally flying was restricted to players before they hit the current level cap. This forced players to stay on the ground and move through the zones with land mounts. However, Afrasiabi says that flight won't be unlocked in Draenor's zones even when players reach level 100.  I can see why Blizzard wouldn't want players to have flying mounts before level cap. They don't want players to just soar past enemies and grab quest items. It's harder to justify a complete lack of flying at cap, though. As "Dusthawk" says in that Twitter conversation, flight makes it much easier to farm up crafting materials like ore or herbs. It also cuts down on the commute time to raids or daily quest hubs.  It's also a little unseemly to make flying mounts irrelevant after this many years. Players have put a lot of time and effort into collecting these mounts. In some cases, they'vepaid money for them. You can still use them as land mounts but let's be honest, a dragon looks pretty stupid running along the ground.  Afrasiabi's assertion that an expansion without flying could be just as efficient as an expansion with flying is interesting, though. It suggests that Blizzard has some other plan for making farming or travel easier at max level. Players are going to continue complaining about the lack of flight in Draenor until Blizzard explains what their alternate strategy is.  As the fifth expansion pack, Warlords of Draenor can be already preordered. There are two editions: a $49.99 standard edition and a $69.99 digital deluxe edition. The $69.99 digital deluxe edition includes a bonus mount and pet for WoW, decals for StarCraft 2 and a pennant for Diablo 3. A free level 90 character boost will be available in the two editions. It will be unlocked immediately after pre-purchase. Players can also buy additional character boosts  for $60 apiece.   

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