Rob Simpson:
Welcome to BlizzCast! I'm Rob Simpson from the eSports Team -- part of the team that helps to produce the Battle Reports we've all come to love and enjoy. Today, we've got a great show in store for you! The wait is finally over, beta is upon us and we have marked today's episode to focus on all the fun things to expect for beta. Later in the episode, Zarhym and Bashiok will go over some of the hot issues brewing in the World of Warcraft and Diablo communities. But first, we have two of the main guys behind StarCraft II, Production Director Chris Sigaty and Game Director Dustin Browder. Glad to have you both here with us today.
Rob Simpson:
We touched lightly on macro mechanics and that gameplay feature has been getting a lot of attention. What distinguishes each race's macro mechanic and what are the design goals for each of them?
For the zerg, the queen can be used to create a lot of additional larvae for the zerg on the hatchery. In this case, again it's an ability you probably want to use so there is a little bit of tension because the queen has some other abilities. The queen can be used to spread creep which gives you a movement bonus on the ground and sometimes you need to connect your bases or you want to spread the creep out on the map. The queen also has the ability to heal your buildings, your units, more importantly your base defenses, which again is some more tension for you. So yes, you want to use the queen probably almost every chance you get, but sometimes you want to hold back some of her energy so you can use these other abilities. Of course for the queen, once the larvae is made is the choice of how do you use those larvae. Am I using them for more drones, am I using them for more combat units? What kind of choices are you going to make.
Rob Simpson:
The single player campaign, which isn't available to beta testers, has seen some changes like the research point system and some new UI features. Can you talk about how that has been shaping up and are there any other noteworthy updates for the Wings of Liberty campaign?
Bashiok:
Welcome everybody to the Q&A portion of BlizzCast. I'm Bashiok, your Diablo III Community Manager and with me here as well is Zarhym the World of Warcraft Community Manager, say hey.
Bashiok:
One of the debates currently going on is in Icecrown Citadel, the 25 player modes; there is some debate whether the difficulty is too hard or too easy. Some players say people are bad at playing the game and it's too easy and the other ones say they are exaggerating and its way too hard. So what is the difficulty of ICC25 supposed to be? And is releasing the content in small incremental bits over a few months -- does that change the difficulty?
Zarhym:
So it has been said, Bashiok, that in the end of all things all classes are going to use different resource systems. Why? What's wrong with mana? And third, why are you ruining the game?