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Author: nemanjatony Date: Friday, 18 April 2014

World of Warcraft dostigao 12 Milliona igrača

Dosta je vremena je prošlo od kako je Blizzard ponosno objavio broj pretplatnika, tada je cifra bila 11.5 miliona.

Danas Blizzard nam objavljuje da je World of Warcraft probio cifru od 12 Miliona korisnika!!! Nijedna igra ne može da pravi veliki skok za dve godine kako je objave, ovde govorimo o igri koja ulazi u svojoj šestoj godini postojanja. Pitanje je što se tolko dugo čekalo na povećanju broja? Glavni razlog bili su Kinezi (koji su uglavnom uvek krivi za sve), i kašnjenje Wrath of the Lich Kinga tamo.

Medjutim, sa novim nastavkom, Blizzard ima atrimbuta da prodje još jedne prekretnice. Oni takodje smatraju da iščekivanje Cataclysm je povećalo interesovanje igrača da se vrate u igru i da se spreme za novi nastavak.

Bez obzira na to zašto je ljudi igraju, oni je jednostavno igraju. I zbog ovoga World of Warcraft je još više živ nego ikada!
 
Originally Posted by Blizzard (Source)
IRVINE, Calif. -- October 7, 2010 Blizzard Entertainment, Inc. announced today that the subscriber base for World of Warcraft®, its award-winning massively multiplayer online role-playing game (MMORPG), now exceeds 12 million players worldwide. This milestone was reached in the wake of the mainland Chinese launch of World of Warcraft's second expansion, Wrath of the Lich King®, and also as global anticipation continues to mount for the December 7 release of the game's third expansion, Cataclysm™.

"The support and enthusiasm that gamers across the world continue to show for World of Warcraft reaffirms our belief that it offers one of the best entertainment values available today," said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. "We are as committed as ever to taking the game to new heights, and we look forward to demonstrating that with Cataclysm in December."

Since debuting in North America, Australia, and New Zealand on November 23, 2004, World of Warcraft has become the most popular subscription-based MMORPG around the world. It was the bestselling PC game of 2005 and 2006 worldwide, and finished behind only World of Warcraft: The Burning Crusade®, the first expansion pack for the game, in 2007. For 2008, the World of Warcraft series represented three of the top five bestselling PC games, with Wrath of the Lich King finishing the year at #1, and in 2009, World of Warcraft titles claimed three of the top six spots.*

World of Warcraft is currently available in eight languages and is played in North America, Europe, mainland China, Korea, Australia, New Zealand, Singapore, Thailand, Malaysia, Indonesia, the Philippines, Chile, Argentina, and the regions of Taiwan, Hong Kong, and Macau.

To keep pace with the continued growth of World of Warcraft as well as development on other Blizzard Entertainment games, the company is currently hiring for numerous open positions. More information on career opportunities available at Blizzard Entertainment can be found at www.blizzard.com/jobs.

For further information on World of Warcraft, The Burning Crusade, Wrath of the Lich King, and Cataclysm, please visit the official website at www.worldofwarcraft.com.

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BlizzCon 48-Hour Sale: Kupovina pre predstave

Krenuli ste na Blizzcon 2010? Planirate da kupite neke suvernire pred sam dogadjaj? Od 9 oktobra pa sve do 11,, Blizzcon 2010 korisnici sa svojim kartama moćiće da kupe razne suvernire na zaničnom Blizzard eShop sajtu.
Originally Posted by Zarhym (Source BlizzCon 48-Hour Sale: Shop Before the Show)
Heading to BlizzCon 2010? Planning to purchase some souvenirs at the show? From October 9 at 10 a.m. Pacific time until October 11 at 9:59 a.m., BlizzCon 2010 ticket holders will have the opportunity to purchase select BlizzCon 2010 store merchandise online (while supplies last). Items purchased through this sale will be shipped directly to your home, giving you more time to take in the panels, tournaments, and other events at the show. To participate, log in to the online Blizzard Store during the sale hours using the Battle.net account provided when you purchased your BlizzCon 2010 ticket (viewable in the buyer's Order History), and head to the More Products section. A second 48-hour sale for BlizzCon Virtual Ticket purchasers will be taking place beginning October 13 -- place your order by October 10 to participate.

http://us.blizzard.com/store/

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Deepholm

{yoogallery src=[/images/stories/news/cataclysm/zones/deepholm/map] width=[345] height=[200] title=[Deepholm Map and Loading Screen]}
Deepholm (takodje imenovan Deephome i Deepholme) je kontinet koji se nalazi daleko ispod Skywall-a. Površina je gruba, prekrivena kraterima i praskovima i redovno je pogadjaju zemljotresi. Kada vatrena oblast ispod prodre, masivni vulkani se formiraju, dok Earth elementali princeze Therazane ne zaustave upad.

Deepholm čine nizovi pećina, tunela i beskrajnih prolaza. Crvi i ostale podzemne kreature vrve. Dragulji svih vrsta, takodje i oni nepoznati Azerothu, se mogu naći, mada se oni smatraju posedom princeze Therazane. Rudarstvo je zabranjeno u njenom carstvu. Neki mudraci veruju da par dragih kamenja poseduju jaku urodjenu magiju, ali istina o ovome nikada nije potvrdjena.
Površina ove zemlje nije prijatna za život, ali ovde postoje jake biljke i zivotinje. Život za njih je kratak i opasan, ali Therazane the Stonemother ih neguje kada god može. Napadajući one koje ona smatra svojom "decom" je najbrži način da se zaradi njeno neprijateljstvo.
Na par retkih mesta, površina Deepholm-a podseća na kameni, napušten deo Azerotha. Posetioci Elementalne ravni se mogu odmoriti ovde, iako se zemlja trese i podrhtava sve zastrašuje redovno. Ispod zemlje, putnici ne samo da nailaze na zemljotrese, već i na klizišta i ostale opasnosti.

Jedno od četiri "nivoa" Elementalne ravni, naseljeno Earth elementalima. U World of Warcraft: Cataclysm, Deepholme će biti centralna zona kao Dragonblight.

Deepholm (takodje poznata kao Elemental Plane of Earth) je mesto gde je Deathwing negovan posle dogadjaja Day of The Dragon. Kada se oporavio, on se probio kroz središnji deo Deepholme-a, iznad Temple of Earth, hram u kojem je smešten World Pillar. Neko vreme, hram je bila glavna baza operacija Twilight's Hammer sekte, ali posle probijanja The Earthen Ring preuzli su kontrolu nad hramom i pokušali da stabilizuju naprsli World Pillar. U medjuvremenu, Deathwing-ov povratak na Azeroth je prouzrokovalo da sve četiri elementalne ravni postanu nestabilne, dopuštajući Lordovima Elementala da posete površinu.

Od dosta unikatnih odlika, igrači će naleteti na raznovrsne kamene i kristalne kreature, uključujući i dobre poznanike kao sto su zmajevi, paukovi i crvi sastavljeni samo od kamena i minerala.

U početku je objavljeno da će igraci naći Deathwing-ov ulaz u Azeroth iz Deepholma u oblasti koja se zove Deathwing Scar, severno od Stormwind grada, Maelstrom će biti iskorišćena za ovo. Nije poznato da li će razni portali koji se nalaze u novim, high-level oblastima Azerotha biti korišćene kao ulaz u Deepholm, kao što je planirano i da li će Deathwing Scar biti glavni ulaz u Deepholm.

Therazane će biti u obavezi za dnevne zadatke i reputacije fakcije, slične kao Sons of Hodir.

Gunship-ovi poput Orgrim's Hammer i The Skybreaker će biti prisutni u Deepholmu, ali je Hordin srušen i igrači će imati zadatak da saznaju kako se to desilo.

Unutar Deepholme-a je Temple of Earth. A unutar hrama se nalazi kamen koji se zove World Pillar. Nosio je tezinu svih elementalnih i magnetnih sila u Deepholme-u. Medjutim, skrhan je kada je Deathwing izašao u Azeroth. Ako se ne sastavi, Deepholm će se srušiti zajedno sa  Azeroth-om.

Video:

Part 1
Part 2

Screenshots:

{yoogallery src=[/images/stories/news/cataclysm/zones/deepholm/] width=[140] height=[100]}

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Developer's Corner: 1v1 Game Balance

Quote from: Dustin Browder



Since the release of Wings of Liberty, the StarCraft II balance team has been diligently studying how the game is being played, playing it ourselves, and seeing how evenly the three races match up on the battlefield. While we regularly examine Battle.net player data and statistics from all regions, the information we're examining in this blog was pulled exclusively from the North American region for simplicity's sake.

Protoss are played 38.5% of the time.
Terran are played 38.0% of the time.
Zerg are played 23.5% of the time.

These are overall percentages, but they're mirrored in nearly the same exact separation through each of the leagues. This clearly shows that zerg are played less often than the other races. When we look at things like the Top 200 we like to have this data in-hand so we can ensure that it's proportionate to the amount of each race actually being played. We don't want to have a huge chunk of zerg players sitting somewhere further down unable to rise through the ranks.

Let's take a look at win percentages on a race-versus-race basis. This is something else we look at to see how matchups are faring over many games. These numbers take individual player skill into account, which helps to avoid the 50% win/loss percentage effect that the matchmaking system can impart on straight win/loss ratios.

Win % in Diamond (accounting for player skill)
49.6% win rate for Protoss when fighting Terran.
52.8% win rate for Protoss when fighting Zerg.
49.6% win rate for Terran when fighting Zerg.

Win % in Platinum (accounting for player skill)
56.3% win rate for Protoss when fighting Terran.
47.3% win rate for Protoss when fighting Zerg.
44.5% win for Terran when fighting Zerg.

Win % in Gold (accounting for player skill)
61.0% win rate for Protoss when fighting Terran.
61.1% win rate for Protoss when fighting Zerg.
49.5% win rate for Terran when fighting Zerg.

Win % in Silver (accounting for player skill)
63.6% win rate for Protoss when fighting Terran.
50.7% win rate for Protoss when fighting Zerg.
51.6% win rate for Terran when fighting Zerg.

Win % in Bronze (accounting for player skill)
59.0% win rate for Protoss when fighting Terran.
55.1% win rate for Protoss when fighting Zerg.
45.4% win rate for Terran when fighting Zerg.

As you can see there are some issues with Protoss vs. Terran in many of the leagues. From our own play experience, as well as feedback from the community, this matches pretty closely with what we're already aware of. We're working on solutions. What we're also aware of is that while the numbers don't necessarily support the need for zerg changes across all leagues, the feedback from the community as well as our own play experience tells us that improvements are necessary to make zerg matchups feel and play better.

The balance changes in our next patch will primarily focus on improving the zerg.

Here are a few of the changes we currently have planned:

  • We're increasing roach range. This will allow roaches to be more effective in large groups, giving the zerg more options in the mid to end game.
  • Fungal Growth will now prevent Blink, which will give zerg a way to stop endlessly Blinking stalkers which can be very challenging to deal with in large numbers.
  • The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.
  • The reaper speed upgrade will require the Factory, which is meant to weaken a lot of the early terran reaper attacks that dominate so many matches, especially in team games.
  • We're making a number of increases to the health of zerg buildings, which will make the very vulnerable zerg technology structures more resistant to raids. We don’t expect these hit point changes to have a super significant impact on the game, but the current numbers felt way too low.

We want our avid and talented StarCraft II players to know that we're here, we're listening, and that our intent is to continue making careful and measured approaches to balance based on community and fansite feedback, our numbers and data, watching pro players and tournaments, and our own time on Battle.net playing the game alongside you


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Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Level 80 Balancing in 4.0.1 (Source Re: Conflag haste scaling intended?)
Here's the deal: level 80 is going to be a little crazy. There is a reason we're going to end the PvP season before the next patch goes live. There is a reason we had to make PvE adjustments, such as Chill of the Throne. Critical new abilities aren't available until higher level. Combat ratings are much higher than they will be once everyone starts leveling, and likely higher than they ever will be again. Health ratios are much lower than they will be with higher level gear.

We're not totally throwing up our hands at level 80, but it's also far less of a concern than level 85. If there is truly broken stuff going on, we'll fix it, but some things will also fix themselves once you can level again.

The "lame duck session" before a new expansion goes live is always a little odd and exciting. My advice is to chill a little, sit back, and watch Deathwing destroy your world.

Tank Threat buff in latest build (Source Re: Tanks Rejoice!)
We did recently buff the threat generated by Defensive Stance and its equivalents.

Note that with this change, the threat generated by tanks will be about the same as it is on live, which is that a tank can generate about three times as much threat as a dps class.

On live, remember that classes like rogues have an innate threat reduction, warriors have reduced threat in Battle or Berserker Stance, and mages had talents to reduce threat generated. We removed all of those. Until this recent change, that left tank threat slightly low relative to live. We hoped Vengeance would have made up for the loss of Tricks, Misdirect and (to a lesser extent) Vigilance, but in retrospect we think we were still underestimating how much they were buoying tank threat.

If you never used Tricks or Misdirect, then threat should feel about the same in Cataclysm as it does on live. If you use Tricks and Misdirect on live, then you might need Vengeance stacked before you feel the same, but at the same time Tricks and Misdirect still work just fine for establishing initial aggro before Vengeance has a chance to stack anyway.

AE Tanking and Crowd Control (Source Re: Tanks Rejoice!)
it seems like Blizzard wants to take tanks back to the Vanilla days of "Tank 1 mob and CC the rest".
We think doing that sometimes and AE'ing sometimes is preferable to the world of AE'ing everything all the time. If all you are doing is trying to process dungeons as fast as possible to get to the badges, then I can understand that mentality, but it's not one we want to foster. 

Paladin
Retribution and Crowd Control (Source Re: A question regarding Retribution.)
We think there is a risk that Ret is overly susceptible to spammed snares or roots. One idea we are trying (standard no promises) is to let Cleanse remove snares or roots when a Ret paladin uses it on himself. That implementation would keep one of the most important uses of Cleanse, without letting Ret strip away buffs and debuffs, which is something we're really trying to clamp down on (for everyone).

We also discussed the oft-suggested idea of making Freedom not dispellable when used on yourself, but our concern there was a Ret would never ever Freedom anyone else and face the dispel risk, so something that was once group utility just becomes a self buff. (As I have referenced before, one of our goals around Ret PvP is to make the spec more of a team player and less of a guy who has an answer for everything.) We still think undispellable Freedom, even for Ret only, is just too powerful. 

Single Target/AE Healing (Source Re: Sick of Being Designed Around Gimmicks: C)
My point, and maybe it was said a little too tersely, is that Pallies are BY DESIGN supposed to have slightly weaker AoE heals than everyone else, with the counter-balance that their single-target (tank) healing is slighly stronger than everyone else. If you don't like that, then you will be much happier in the longer term rerolling a different healer, since Blizz does not seem like they are budging on this viewpoint.
It's not that we want paladins to be single target healers. It's that we felt like we had to give the healers very similar single target spells (a decision that many healers object to, I should point out) so we are loathe to just give paladins Chain Heal or Circle of Healing. Yes, Holy Radiance and Ray of Light (and even Beacon) are pretty unusual spells. That doesn't mean they have to be terrible by definition. We understand that it's pretty common for the community, upon finding something wanting in their class, to look across the aisle at another class and say "Ooh, I want that!" It's a challenge to keep the 5 healing specs unique, but it's also very important to us. The OP calls those gimmicks. We call it trying to avoid homogenization. 

Warlock
Conflagration change in latest build (Source Re: mmochamp--> conflag at 60% and loses do)
We added the dot back when the burst was too high, but it was always kind of weird to consume a dot to cause a dot, and we figured now was a great time to fix that.

Go hop on the PTR. Cast Conflag. You should be happy. 

Conflagration scaling (Source Re: Conflag haste scaling intended?)
Conflag behaving a little differently with regard to haste is cool, and certainly better than the alternative, which is that it doesn't care about haste at all.

So then the question is whether it does too much damage with high haste. It might at level 80 and probably won't at level 85. 

Shadowbolt (Source Re: mmochamp--> conflag at 60% and loses do)
He's been doing that a lot to us lately.. "Shadow Bolt will be affliction's filler when not refreshing dots etc." But it has been proven that DL is indeed better than SB as afflictions filler on the ptr/beta.
Again, in this case, my information is more up to date, and I predict you'll be using Shadow Bolt. 

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Cena Heirloom Opreme u 4.0.1

Originally Posted by Bashiok (Source Re: Cost of Heirlooms in 4.0.1)
The current cost of 1-80 hierlooms on the PTR is much higher then it should be. Teir 10-251 gear costs 695/1100 JP, whereas the heirlooms cost 2700/3500 JP.

Can you confirm that we can still do the ToC dailies in ice crown for those badges and buy heirloom items with them after 4.01/cata is released?
They'll still be available and purchased using Justice Points, and Justice Points will be the currency that drops from ... pretty much everything. Anything that dropped any emblem or badge anywhere will drop Justice Points (as long as you're of the correct level range). (Source)

On the current PTR build, they still cost Champion's Seals at the Argent Pavilion.
Yes, and they will continue to. Confirmed that there are no planned changes for the Argent Tournament heirlooms prices or otherwise.

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Ladder Map Changes

In an effort to provide the best competitive ladder experiences possible, we have made changes to the 1v1 ladder pool.

Desert Oasis and Kulas Ravine have been removed from the 1v1 ladder pool and replaced with Jungle Basin and Shakuras Plateau, respectively. While Desert Oasis and Kulas Ravine are no longer available for 1v1 ladder games, they remain playable in custom games.

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