Prompting wow gold people to comment "it looks too Disney."
The achievement system.Sakamoto learned about the achievement system a year before the game was meant to ship, which means he had to figure out what the designers wanted and how to implement the new interface panel in an attractive way. The process starts with a simple black-and-white wireframe provided by the design team. From there, Sakamoto whipped up some mockups in Photoshop of what the final version might look like. Repeated iterations in Photoshop help the team to pin down exactly what they need before any code is written. The last step is to take the final art and build a finished version. Thompson defined the three steps as "design it, artify it, and program it.While the wireframe for the achievements panel was straightforward, it went through dozens of revisions during the art phase, and Sakamoto showed many of them to the audience. One version had too much information and looked like a mess. In response to comments that the display looked too dark, Sakamoto created a bright red fiery design that everyone thought was too much. He also experimented with creating prominent faction emblems at the top of the interface, prompting wow gold people to comment "it looks too Disney," or "it's too ugly, like your face."We have Blood, Frost and Unholy at pretty similar dps at the moment so I'm not sure why Blood would feel underpowered for you guys. Bloody Vengeance alone gives Blood a big boost to white damage, while Frost really doesn't have much that can compete.