@ucaniguana We are working on something for this, hoping to debut it with 6.0. Should have more details soon.- Mumper (@mumper) July 1, 2014
Posts with tag graphics
Mists of Pandaria requires an expensive computer to run smoothly at the highest possible graphic settings, and yet it will still run on hardware from 8 years ago. Do you know of many other games with a spread like that?
There have been innumerable threads on the official forums pleading for the return of dark nights. Blizzard has been listening and in patch 5.4 they added a "test case" for darker nights, but only in Stormwind, Orgrimmar, and Vale of Eternal Blossoms. The difference is there, but you need to compare before and after screenshots to really notice it. It still doesn't scream "night has fallen."
Filed under: Breakfast Topics
After eight years, we've had ample time to grow weary of the ugliest graphical glitches that persist in the game. The old character models get cited for a variety of abuses. Night elf hands/mittens, anyone? Creepy. Sometimes, it's their expressions -– the terrifying rictus on a female night elf when she's "smiling." Just look at that screenshot up there. Definitely zombie material. And I know this isn't a superficial issue, because I swim. Ever looked up the skirt of a robe-wearing class while they're swimming? You can see their brains.
Blizzard's deft art direction and over-the-top, cartoon-ish fantasy aesthetic smooths over a multitude of aging and sins, but at some point, rough edges simply refuse to stay hidden. What do you find to be the most appalling graphical eyesore in today's WoW? Is it part of the older character models or landscapes and dungeon textures? Is there some aspect of WoW's graphics that shouts "old and tired" every time you see it?
Filed under: Breakfast Topics
World of Warcraft is a game built out of all of these separate elements combined. It's got excellent sound design, both in music and in sound effects (although I can't watch a TV special on dinosaurs without recognizing a sound from World of Warcraft nowadays), which the graphics build on top of to create the world we experience. As such, I'm simultaneously interested in yet afraid of the long awaited character model redesign Takralus mentions. Yes, it's somewhat ridiculous that human wizards and warlocks, if male, have arms like coiled pythons, but by now I'm so accustomed to it I don't know if I could accept a more slender build for a spellcaster.
There is of course more to it than that. In order to keep World of Warcraft's system requirements low from the start, the designers purposely created a simple yet beautiful style. It also really set the game apart from other MMOs at the time. It is a bit cartoony, though, as critics have said over time.
I used to play EverQuest during its cartoony days. I know my gnome looked like every other gnome, but she was my gnome and I loved her. Then The Shadows of Luclin landed and brought with it increased system requirements and a non-cartoony graphics "upgrade." Bye-bye, adorable gnome -- and bye-bye EQ for me.
Personally, I want WoW to keep its iconic look, but I agree with just about everyone else that it's time for an overall upgrade. Don't give me an attempt to look realistic. I want the developers to say, "Here is your beloved character, now with more polygons!" The pandaren still fall in line with WoW's original art style -- but the animations, the details! So wonderful.
Do you like the art style of World of Warcraft, or do you think that it should be less cartoony? Let's assume we all agree that the older races need graphics upgrades. Do you think they should drastically change? Do you want to keep the same look, just prettier? Or do you want a full overhaul with a more realistic slant?
Filed under: Breakfast Topics
Likewise, gameplay has evolved in leaps and bounds. We no longer suffer extreme death penalties, and we can find random people to run dungeons and raids with by only clicking a couple of buttons. New gameplay ideas are being presented seemingly with each patch, and to a lot of success -- a simple gameplay hook can keep people coming back and playing a game for months, even years.
But are the two mutually exclusive, and have they become so?
Obviously, in an MMO, no one wants to run around an ugly world populated by trees that look like pipe cleaners, but is it a deal breaker? Would you rather play a fun, fulfilling game that looks a bit dated or play the most gorgeous, graphically stunning MMO that may lack good mechanics or an involving story?
Filed under: Analysis / Opinion
Competitive World of Warcraft players are always looking for an edge, whether it is being able to get the drop on your opponents in battleground and arenas, or being able to see that boss ability or spell effect clearly in order to topple that encounter. With each expansion of WoW, the graphics of the game have gotten more robust, more complex and more stunning. Cataclysm brings a brand new graphic engine from the developers at Blizzard that has the ability to produce some truly amazing visuals. The brand new water and light effect that's adding so much depth to the world and all the new models and spell effects being added into the game make for quite the visual feast. Those views come at a cost, though, and many players have started replacing older graphics cards for newer updated models.
Is it really worth it to make sure you have a good graphics card? Does it really make that much of a difference? That's what we're going to talk about today. NVIDIA has been gracious enough to supply us with not one but four graphics cards to compare for you here today, and we would like to take a moment to thank them. We will be looking at the NVIDIA Geforce GTS 450, the Geforce GTX 460, the Geforce GTX 470, and the Geforce GTX 580. These cards were produced by Gigabyte, MSI, Palit, and PNY.
As the dust begins to settle in the wake of the great patch-aclysm of 2010, it's time to look back with a little perspective and see exactly what we've been left with. The most immediately visible effects revolve around the drastic changes to many of our favorite classes, but frankly, a bit too much hubbub has been made over these already. The WoW community is -- to put it delicately -- a rather passionate bunch, so we tend to react strongly to the need to relearn our classes. Realistically, though, it's just a matter of figuring out which playstyles suit us the most, adapting to them and hoping we don't lose any friends and guildies as casualties of evolution.
Damage numbers are also relatively meaningless at this stage in the game. While we're sure to see some frustratingly unviable specs in Cataclysm like we have in the past (*cough* PvE subtlety), for the most part, the developers can tweak code through patches and hotfixes to ensure that we all eventually see appropriately-sized numbers flashing before our eyes.
Since the order of buttons we press to succeed is in a constant state of flux anyway, we'll eventually forget that X skill or Y talent even existed. But some things will stick with us longer. I believe Patch 4.0.1's legacy depends more on permanent game changes that we'll one day take for granted.
Filed under: Guest Posts
Every once in a while, Blizzard truly raises the bar in designing a raid. My personal favorite is Ulduar from patch 3.1. The boss encounters required strategy, while still remaining unique, and the graphics in the zone are some of the coolest things in the game. However, one of the only things that a character can permanently keep from a raid is the loot.The legendary mace Val'anyr, Hammer of Ancient Kings and the Starshard Edge off Algalon the Observer are by far some of the coolest item graphics I've seen in this expansion.
Even in Icecrown Citadel, few items can measure up to the epicness of these stellar designs. After all, one can only see so many bone-spiked maces before they begin to get old. While a few items like Bryntroll the Bone Arbiter are pretty exciting and unique, Blizzard didn't even create new item models for the climactic boss in the Lich King: only two of the 28 weapons (excluding heroic versions) that the final boss drops are unique, and one of those is repeated between 10- and 25-man. In my opinion, Blizzard could have taken a few more days to design some really exciting and unique weapon designs before releasing the Lich King. While I'm no hardcore raider, I would really love to sit in Dalaran exhibiting a one-of-a-kind weapon from the hardest boss in the expansion, just as the Ulduar raiders could back in 3.1.
What do you think? Is there an item that sets the bar in graphic design? Do you think Blizzard should spend more time on item graphics so there aren't as many repeats for end-game encounters, or does a simple recoloring make the item cool enough for you?
Have you ever wanted to write for WoW.com? Your chance may be right around the corner. Watch for our next call for submissions for articles via Seed, the Aol guest writer program that brings your words to WoW.com. The next byline you see here may be yours!
Of course, other MMOs are usually the purvey of our sister blog, Massively, but in this case, something caught our eye in a recent report on the making of Lego Universe by the Denver Westword News: The article claims that the number of 3-dimensional surfaces on a single 16-stud Lego Universe brick is twice as many as found on your average World of Warcraft character.
Filed under: Breakfast Topics
This particular tidbit comes from the Warcry network interview with J. Allen Brack and Samwise Didier about the game's anniversary, and it's about a subject near and dear to our constantly-complaining hearts: new character models. They might even be coming in Cataclysm.
That's pretty big news."Even though things would be better with new (character) models, we'd probably spark a lot of player outrage. So we've talked about giving players a choice between the classic models or the new ones, but it might not be something we want to take on at the same time as we remake Azeroth."
Unfortunately, they're only taking signups for the beta of the service right now, and while you can watch a show in action on the technology demo, you can't make your own quite yet. But it seems like a very impressive tool for raidleaders, both to share plans with the public and players seeking help, as well as your own raid members. It'll be great to be able to make a quick and easy visual display of where to stand and what to do during boss fights and instance encounters.
Fortunately, there's a way to turn both of those off -- you just have to dive into the config.wtf file in your World of Warcraft installation's WTF folder (open it up with Notepad on Windows or TextEdit on Mac, though be careful in there, and save a copy before you do it: if you accidentally edit anything else, it could cause problems on your game), add SET ffx "0" to the end of the file, save and close it, and then you shouldn't see that fog effect any more.
This update by Chuanhsing even fixed the issue I was having where all my models came out textureless. I have no idea what it was happening in the first place, but I'm glad to see it gone.