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Author: Silencer Date: Thursday, 26 February 2015
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Author: fukara77 Date: Sunday, 22 February 2015
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Author: fukara77 Date: Sunday, 22 February 2015

Patch 1.3 Map Changes

With StarCraft II Patch 1.3, we're making some changes to the ladder map pool (as originally announced in this forum post). We've prepared some additional information to explain which maps are remaining, why certain maps have been removed, and what players should look for in the new maps we're adding.

We're going to be watching these changes closely and reading your feedback, so let us know what you think. In addition to these changes, we also have a few more maps in the works to add to the ladder pool, including a player-created map currently being featured in the GSL. We’ll have more information on those as it becomes available.

 

Changes to 1v1:

1v1 Maps Carrying Over:
(2) Scrap Station
(2) Xel'Naga Caverns
(4) Delta Quadrant
(4) Metalopolis

1v1 Maps Removed:

(2) Blistering Sands
We wanted to reduce the number of rush maps in general, and Blistering Sands was one of them. On top of that, Blistering Sands matches resulted in too many all-in games due to the rocks into the main base. The frequency of all-in roach/speedling, 4 warpgate push, or even mass marine/marauder stimpack push by breaking the rocks was a bit too high, so we decided to pull this map from the ladder.

(2) Jungle Basin
Jungle Basin has a few traits that make it extremely favorable for terran, so we decided to remove it from the ladder. These include:

  1. It's possible to set up siege tanks right below the main base of your opponent and harass his natural expansion while preventing his forces from leaving his base.
  2. Too many choke points everywhere on the map made it difficult for zerg to deal with marines, marauders, or siege tank-based skirmishes.
  3. Difficult access to second expansion
  4. High ground right in front of the ramp leading down to main. Setting up units at both this high ground as well as part of the low ground was too powerful, especially for terrans that use siege tanks.


(2)Steppes of War
Again, we wanted to reduce the number of rush maps, and Steppes was the most rush-friendly rush map we decided to cut. It’s not that we don’t like rush maps, but we have learned over the course of season 1 that two-player rush maps are generally more one-sided than four-player rush maps. For the ladder map changes, the rush-possible maps we’ll have will be four-player maps only.

(4) Lost Temple
Problems of Lost Temple:

  1. If one side controls one of the center watch towers, there's no alternate ground-based route to half of the map, meaning it's too easy for the game to become a stalemate with each side taking half of the map.
  2. Small islands in the corners were problematic in that they were difficult to assault as each of the three races. We noticed it's possible to hold out at one or both of these islands and drag on a game for longer than needed. It was also problematic in that in some matchups, these islands were just free expansions that almost never get attacked, which is not what we wanted in an expansion.
  3. The choke point by the natural expansions were too small; it was possible to block them off easily using only a few buildings.


(4) Shakuras Plateau
This map we decided to remove for a different reason. There isn't a huge problem with this map, but we feel there aren't enough interesting features. The natural expansion is easy to take and defend; there are only two possible attack paths, only one of which is generally used, and main bases aren’t easy to harass. For a change, we wanted to replace this relatively plain map with something new.


1v1 Maps Added:

(4) Backwater Gulch

Backwater Gulch has a familiar main to first expansion layout. Early gameplay on this map should feel familiar, and there probably aren't too many early-game threats or difficulties in terms of gimmicky strategies you need to worry about. The second expansion, however, features a high ground area that is accessible by two ramps, meaning it can be easily harassed. The center area has two watch towers as well as two high-yield expansions that will be difficult to maintain, and the key to victory in some games could come down to how long you hold one or both of these center expansions.

(4) Slag Pits

Metalopolis was one of two favorite maps across the different skill levels of players. We decided to introduce a very similar map, but slightly more macro heavy. We took out Shakuras Plateau, which was a very plain macro map, and added this map instead. Some of the key features of this map are the low-ground high-yield expansions, the two lines of shrub area that can be used to position units, as well as the low-ground watch tower that watches over all of the low-ground center.

(4) The Shattered Temple

The Shattered Temple is a newer version of Lost Temple that's more balanced. Improvements to Lost Temple found in this map include:

  1. Wider center area
  2. Watch tower changed to cover only a part of the center of the map. It's possible to sneak units around the corners of the central area without getting detected by the watch tower.
  3. Rocked-off islands. This creates an alternate attack route and reduces stalemate situations that islands cause.
  4. Larger choke point by the expansion makes it more difficult to block off.


(4) Typhon Peaks

This map has a lot of the fun traits of previous maps. Rocks by the sides of the map are positioned similarly to Scrap Station to reduce rush distance in vertical start locations. The center has two watch towers and provides the main attack path like in Shakuras Plateau, and the second expansion is similar to the setup of Xel'Naga Caverns. Even though this map is brand new, players will be able to utilize some of their existing strategies that have been used on other maps, and potentially combine them to fit the unique play style of this new map.


Changes to 2v2:

2v2 Maps Carrying Over:
(4) High Orbit
(4) Monlyth Ridge
(4) Red Stone Gulch
(4) Scorched Haven
(8) Tempest

2v2 Maps Removed:

(4) Arid Wastes
Team play maps where your base is too far from your ally tend to favor race compositions that can use mobile armies. This is the reason why we will avoid having maps like Arid Wastes in the team play ladder in the future.

(4) Tarsonis Assault
This map has a similar feel to Scorched Haven or Monlyth Ridge. The main difference is that distance to future expansions are very far. We wanted to remove one of these three maps since they’re similar in style, and Tarsonis Assault was the worst one out of the three.

(4) Twilight Fortress
This map is an extremely macro-heavy map we wanted to try. The gameplay on this map is very different, but the average length of games was too long, so it is being taken out of ladder play.

(4) War Zone
War Zone suffers from similar problems as Arid Wastes. It's nearly impossible for certain team setups to help each other, and in team games, we want to have maps that are more team-play based.

 

2v2 Maps Added:

(4)Gutterhulk

Like Scorched Haven or Monlyth Ridge, this map has a center area between the two allies where each player can safely expand. However, the main difference is that there are rocks blocking off the back of the main bases, meaning harassing either players’ main bases is possible. In terms of main attack routes, there are five different attack paths to your opponents, meaning that control of the two watch towers is key to success on this map.

(4) Khaydarin Depths

This map was first showcased during BlizzCon 2009 even before the game launched. This map features an easily defendable high-yield expansion in between you and your ally. However, this expansion is blocked off by destructible rocks, meaning you have to choose when to break this rock vs. when to attack or defend vs. the opposing team. Controlling the center of the map gains you access to most of the center of the map, but there are still back-door routes around to the opponents’ bases by breaking one set of destructible rocks.

(4) Omega Sector

Omega Sector is a two-player version of the popular 3v3 map Arakan Citadel. The start locations are very similar on both maps, and side expansion areas are a bit more easily accessible by the opposing players. This map has three possible paths to attack, and although the center is the fastest route, the other two routes will be used very frequently because there are no watch towers overlooking them. As with Arakan Citadel, your ally is slightly far away from your base, so consider this when placing your first production structures.

(4) Ruins of Tarsonis

Ruins of Tarsonis is a more balanced version of War Zone, which is being removed from the map pool. The biggest downside of War Zone was that it was nearly impossible to assist your ally if you didn't have a mobile army. However, with the shared choke points on this map, it's now possible to play as any race combination without obvious disadvantages. In the mid/late game, however, there are back-door attack paths leading to your second expansion areas, so be sure to defend those locations as well.

 

Changes to 3v3:

3v3 Maps Carrying Over:
(6) Arakan Citadel
(6) Colony 426
(6) Dig Site
(6) Frontier
(6) Monsoon
(6) The Bio Lab
(6) Typhoon
(6) Ulaan Deeps

3v3 Map Removed:

(6) Quicksand
This map was removed for the same reason as a couple of the 2v2 maps. The only strategy teams can do on this map is rush, and the side with more mobility and that gathers its army the fastest wins.

 

Changes to 4v4:

4v4 Maps Carrying Over:
(8) Extinction
(8) High Ground
(8) Lava Flow
(8) Megaton
(8) Outpost
(8) Sand Canyon
(8) Toxic Slums

4v4 Map Added:

(8)District 10

This map is divided in half for each team to control each side. Make sure to take control of the two watch towers in order to control your team's side, and pay close attention to the destructible rocks leading into the main base shared by you and your teammates.


Changes to FFA:

FFA Maps Carrying Over:
(4) Metalopolis
(6) Quicksand
(6) Tectonic Rift
(8) Abyss

FFA Maps Removed:

(4) Lost Temple
Being replaced by the newer (4) The Shattered Temple.

(4) Kulas Ravine
This map is being removed and will be replaced by (4) Slag Pits, as Kulas is no longer part of any ladder pool.

 

FFA Maps Added: (descriptions above)

(4) Slag Pits
(4) The Shattered Temple

StarCraft II Top 200




Here are the top 200 players in North America. We'll update this list approximately every week until it's time to have them compete.


Congratulations to these players. Your skill is an inspiration to the entire StarCraft II community.

  Rank Character Name Wins Losses
1 SeleCT 701 257
  2 iGware 321 204
  3 Katari 1950 1220

Mesto gde je sve počelo pre 6 godina

Pozdrav svima. Danas sam se odlučio na ovaj korak da upoznate malo mene i da vidite odakle je sve počelo pre 6 godina, kad je nastao World of Warcraft :: Serbian Community. U ovom video zapisu Vas upoznajem sa prostorojim gde se obradjuju informacije, kodira sajt, renderuju video zapisi, sredjuju screenshotovoi, kao i ono najbitnije datamining WoW MPQ fajlova odakle izdvajamo nove modele i iteme koji nam dolaze uvek uz novi PTR / Patch ili uz novu ekspanziju u vreme beta testa. Nadam se da ću dobiti Vašu podršku, za dalji rad. Jako mi je i drago što sam danas saznao da mi je Youtube odobrio upload-ovanje video zapisa veličine veće od 2gb kao i duže od 15 minuta! Što će nam omogućiti da Vam još bolje prikažemo sve novo što nam dolazi u svim Blizzardovim igrama.
 
Hvala još jednom što nas podržavate šest godina, a uskoro ćemo 16. Aprila 2011 godine proslativi šesti rodjendan WoW-Serbia.com sajta!
 

Ladder Map Changes inbound!

Izgleda da je blizzard odlučio da nam malo promeni takt na ladderu, pa tako su upravo promenili sve map poolove za sve brackete! Lepo je videti da se trude da igračima malo promene igru na ovaj način, i sa 1.3 promenama očekujem još više interesantnih taktika i mečeva među najboljima!




To improve overall map balance and keep StarCraft II ladder play fresh and engaging, we’ve recently made several changes to the ladder map pool. The list below comprises all maps currently available, separated by bracket. Maps that have been removed are italicized, new maps that have been added are listed in bold.

 

1v1

Blistering Sands (2)
Jungle Basin (2)
Steppes of War (2)
Lost Temple (4)
Shakuras Plateau (4)
Scrap Station (2)
Xel’Naga Caverns (2)
Delta Quadrant (4)
Metalopolis (4)
Backwater Gulch (4)
Slag Pits (4)
The Shattered Temple (4)
Typhon Peaks (4)

2v2
Arid Wastes (4)
Discord IV (4)
Tarsonis Assault (4)
Twilight Fortress (4)
War Zone (4)
High Orbit (4)
Monlyth Ridge (4)
Red Stone Gulch (4)
Scorched Haven (4)
Tempest (8)
Gutterhulk (4)
Khaydarin Depths (4)
Omega Sector (4)
Red Stone Gulch (4)
Ruins of Tarsonis (4)

3v3
Quicksand (6)
Arakan Citadel (6)
Colony 426 (6)
Dig Site (6)
Frontier (6)
Monsoon (6)
The Bio Lab (6)
Typhon (6)
Ulaan Deeps (6)

4v4
Extinction (8)
High Ground (8)
Lava Flow (8)
Megaton (8)
Outpost (8)
Sand Canyon (8)
Toxic Slums (8)
District 10 (8)

FFA
Lost Temple (4)
Kulas Ravine (4)
Metalopolis (4)
Quicksand (6)
Tectonic Rift (6)
Abyss (8)
Slag Pits (4)
The Shattered Temple (4)

Patch 4.0.6 Hotfixevi - 25 Februar

Novi Hotfixevi postavljeni su na live serverima, izgleda da je Blizzard odlučio da nerfuje par Raid encounter-a.

Originally Posted by Blizzard (Source)
Here you'll find a list of hotfixes that address various issues related to the recently released World of Warcraft: Cataclysm patch 4.0.6. Hotfixes are updates we make on our end without requiring you to download a new patch. Some of the hotfixes below will go live the moment they are implemented, while others may require your realm to be restarted to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. We will continue to update this thread in the days ahead as additional hotfixes are applied. Visit our Bug Report forum for a list of 4.0.6 known issues.

February 25
Dungeons & Raids
Bastion of Twilight
  • Blackout will no longer hit players sent down to the Twilight Zone by either Valiona or Theralion.
  • Collapsing Twilight Portal should no longer close faster when a person uses it while on Heroic difficulty. It now has a set duration.
  • Devouring flame maximum damage has been reduced.
  • Theralion's damage should now be more consistent with Valiona's on 10-player Heroic difficulty.
  • Twilight Blast damage has been reduced on 10-player Heroic difficulty.
  • Twilight Protection now lasts 6 seconds, up from 3.
  • Players should now always receive the Twilight Protection buff when entering the Twilight Realm.
  • Twilight Sentries have slightly lower health on 10-player Heroic difficulty.
  • Twilight Zone damage has been lowered slightly.
  • Unstable Twilight's search effect has been lowered to a 1-yard radius, down from 2.

PvP
  • Players in Battle for Gilneas and Twin Peaks who are Neutral with the associated factions should no longer experience issues resurrecting at the appropriate graveyards.

Ažurirane PTR 4.1 Patch Informacije - 25 Februar

Patch 4.1 PTR Informacije ažurirane su sa dve nove izmene.

Originally Posted by Zarhym (Source)
Important: These patch notes are not final. Additional updates will be made, and all existing changes are subject to revision during the course of the testing process. More information regarding patch 4.1 can be found here. Visit our Public Test Realm forum for more information about the testing process.

Hunter
Survival
  • Deterrence no longer requires a melee weapon to be equipped.

Warrior
Fury
  • Raging Blow damage has been increased back up to 120% weapon damage (up from 100%).

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Patch 4.1 and beyond (Source)
We have more in store even past patch 4.1 and we'll be sharing more details about them before much longer. We'll also be sharing a more complete look at Zul'Gurub and Zul'Aman (including the updated mounts.) Though, testing on the PTR will get you a look at it more up front and personal.

We are not near the "end" of things in World of Warcraft nor at the "end" of our ideas. Development takes time though and we plan to make sure that experiences in game continue to be epic. 

Druid
Low Level Tanking (Source)
We do think this is a legitimate concern. While we spend most of our fine-tuning at max level, we also want things to feel good at lower levels as well.The new bear AE rotation was based around Thrash, which is a high level spell. It works at high level, but without Thrash there is a lot of down time and it can be hard to AE tank. Since lower level dungeons don’t tend to be balanced on a razor’s edge, AE’ing is the norm, which can feel bad for lower level druids. We do think this is a problem and we’d like to address it at some point in time. 

Feral PvP (Source)
We’ve been over this issue quite a bit, but the core issue is that Ferals used to not have a lot of utility in PvP, but were also really hard to control. We watched as players told us over the years that they wanted more utility so that they could actually be a valuable member of their team, so we gave Ferals a lot of utility they didn’t have before, but in turn we thought it was fair to make them slightly easier to control. We realize there are a few different ways we could have gone on this and that some players would no doubt have preferred to keep the iconic ability to not be crowd controlled instead of gaining things like an interrupt and better crowd control of their own. 

Bear threat (Source)
We just don’t see this issue at level 85. All four of the tank classes seem to be performing well in both 5-player dungeons and in raids. We see all four tanks being used at a variety of levels. We just disagree that the difference is that obvious. Savage Defense might make bears take more damage on AE pulls in 5-player dungeons than other tanks, but we don’t think AE threat generation is a problem (again when in reference to max level). Bears don’t have an ability that mimics Shield Slam as a very hard-hitting ability that can help establish initial threat, but that is more of a raiding problem in encounters with frequent spawning adds and not really an issue with Swipe or Thrash. 

Hunter
Aspect Swapping (Source)
Aspect swapping has come up quite a bit. In this thread, more than one of you expressed some annoyance with ‘sound spam’ generated by Aspect swapping. We're interested in addressing the concerns about sound spam, and as a matter of fact, we've been thinking about sound design quite a bit lately, and we’d like to emphasize sound design more in the future. For example, we'd like sound to serve more consistently as a gameplay cue. That strays away from the point, though, which is that we want there to be a trade off for hunters between standing still and doing more damage versus moving and doing less damage but getting mobility and potentially other benefits. For now, the best way to achieve that is via Aspects. 

Freezing Trap (Source)
Freezing Trap also came up quite a bit, in reference to multi-trapping. This ability was changed because we wanted hunters to be somewhat more consistent with the crowd control potential of other classes, and we didn't want any one class standing out as the absolute best at crowd control. We realize that it rewarded skill, and we like mechanics that do that. This wasn’t the right place for it though, and we think that hunters can be rewarding to skilled players in other ways.  
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