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Author: h2GVaka Date: Wednesday, 20 August 2014
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Author: Nidzex Date: Friday, 15 August 2014

StarCraft II: The Balancing Act

Quote from: Daxxarri

At BlizzCon 2010, a panel of developers, including StarCraft II Game Director Dustin Browder, Project Director Greg Canessa, Game Balance Designer David Kim, Senior Game Designer Josh Menke, and Associate Game Balance Designer Matt Cooper, participated in panels that answered many burning questions players had about StarCraft II, and the ladder system, how to become a better player, and how matchmaking is balanced. One of the questions that has emerged from these discussions involves the term 'adjusted win percentage,' and we hope to shed a little light on just what that means.

One of the many measures we use to assess balance in StarCraft II is the relative win rate for each race matchup. However, if the matchmaking system is working properly, then players of any race should be so well matched versus their opponents that their win/loss ratios should be very close to 50%, even if the races weren't particularly balanced. In effect, the matchmaking system could be hiding balance issues -- if we didn't use an adjusted win percentage which takes the matchmaker's effects into account.

What's an adjusted win percentage? While the math behind calculating an adjusted win percentage is extremely complex, it can be summed up as the 'true' win percentage of a given race, produced by removing the skewing effects of the matchmaker and factoring in player skill. By combining information from millions of games being played, hundreds of thousands of players, their hidden skill rating, and a little math, we can generate reasonably accurate figures to compare how successful each race really is against the others.

These stats can then be sorted by league, region, specific stretches of time, or any other way we might want to arrange the data for analysis. The end result is the information that we use (in combination with many other resources) to piece together a picture of what current StarCraft II balance looks like.

Now that you might have a clearer idea regarding what they are, we'd like to share some recent adjusted win percentages from November 11th for several regions around the world. Before you review these numbers, we'd like to address some common misconceptions. First, these numbers shift fairly rapidly as newly discovered strategies spread through the community -- and they're changing all the time. Also, due to the way the numbers shake out, we expect a variance of +/- 5% in these results; win/loss ratios that are +/- 5% suggest balance between those races. So, if a win/loss ratio is approximately 55%:45%, then that's still within acceptable boundaries. By contrast, win/loss ratios exceeding 60%:40% could indicate that a small imbalance might exist and merit further investigation.

In any case, these numbers aren't the last word in, nor the only component of, our balance analysis. It's best to consider them a point of interest and one step along the path to fine tuning balance, rather than the final destination. We'll also take a look at how the races fare versus one another from region to region.

NA – Global – 11/11

PvT: 59.8%
PvZ: 51.7%
TvZ: 50.3%

NA - Diamond – 11/11

PvT: 55.3%
PvZ: 52.1%
TvZ: 48.4%

Korea – Global – 11/11

PvT: 57.0%
PvZ: 49.7%
TvZ: 54.2%

Korea – Diamond – 11/11

PvT: 58.0%
PvZ: 43.0%
TvZ: 46.1%

Europe – Global – 11/11

PvT: 51.0%
PvZ: 48.6%
TvZ: 51.5%

Europe – Diamond – 11/11

PvT: 48.3%
PvZ: 51.5%
TvZ: 51.4%

Cataclysm Preview Tol Barad

Blizzard je zvanično objavio svoj prikaz Tol Barad Battleground-a. Takodje uvek možete pročitati i naš prikaz Tol Barad Battleground-a.
Originally Posted by Blizzard Entertainment
An island off the coast of the Eastern Kingdoms, Tol Barad is a historic land now sought-after by the leaders of the Horde and the Alliance. Its strategic, isolated location makes it an ideal stronghold from which to conduct military strikes. In World of Warcraft: Cataclysm, a battle will be waged to seize control of this prized territory. Should you triumph, unique rewards await you. Read more about this all-new world PvP and questing zone here.

During the Second War between orcs and humans, Tol Barad served as an island citadel of Stromgarde. Tol Barad was of great use to the Alliance as an isolated port for preparing military strikes... until it was invaded by the Horde and decimated. Years later the nation of Kul Tiras reclaimed Tol Barad, establishing a magical prison over the ruins of the old fortifications to contain enemy magi, demons, and a host of other deadly criminals. The existence of such a prison remains unknown to most citizens of Azeroth. In the wake of the Cataclysm and with tension building between the Horde and the Alliance, this will all change. Tol Barad will once more serve as a strategic location for amassing a deadly armada of vessels to lay siege upon enemy strongholds within the Eastern Kingdoms. Because both the Horde and the Alliance are prepared to pay in blood for control of Tol Barad, it is yet unknown which of the two factions will emerge victorious from the war-torn island.

The Fight for Tol Barad

Similar to Wintergrasp, Tol Barad will serve as an open world PvP zone, although there is also a hub on Tol Barad Peninsula for both factions to complete daily quests. Reachable by portals in Stormwind and Orgrimmar, Tol Barad will accept up to 100 players per faction to engage in brutal combat across the island's surface. Unlike Wintergrasp, Tol Barad will not have Tenacity buffs. Instead, the queue system will match each side at a 1-to-1 ratio down to a minimum of 25 players. Battles will take place every two hours and thirty minutes, giving the offensive faction a chance to claim territory.

Tol Barad will feature capture-point gameplay. There are three keeps and three towers for the defending side to hold. When destroyed by the attackers, each tower will add five minutes to the standard fifteen-minute battle timer. In order to win, though, all three keeps must be captured and controlled by the attackers until time runs out. If these keeps cannot be held by the attacking forces until the timer expires, the defending faction will claim victory in Tol Barad. Similar to Eye of the Storm, Tol Barad determines whether a keep has been captured by the number of players from each side in the immediate area. There is, however, a new twist: each time a member of your faction is killed in the immediate vicinity of a keep, a slider bar will move slightly in favor of the opposing faction. So not only does the size of each force in the area determine who controls each keep, but losing allies during the contesting process determines control as well.

In order to destroy the defenders' towers, attackers will have access to an all-new type of war machine: Abandoned Siege Engines. A set number of these Siege Engines will be placed around the map, and these vehicles can be used to bombard the towers. In contrast to the Siege Engines of Wintergrasp, these machines cannot attack players or buildings while the vehicles are being driven. Instead, players must drive them within range of a tower and jump out, allowing the vehicle to transform into an automated cannon that can lay siege to the tower. The Abandoned Siege Engine will continue to damage the closest tower in range until the machine is destroyed by opposing forces. Destroyed Siege Engines cannot be repaired or replaced, so defending them while they are attacking the towers is key. If all machines are destroyed before the towers can be leveled, all remaining towers will be safe for the rest of the battle.

To the Victor Go the Spoils

Players who win the battle for Tol Barad will be awarded honor points in addition to Tol Barad commendations. These commendations can be used along with new reputations as currency with special vendors who sell rare and epic items, mounts, and more. In addition, the controlling faction will have unique access to extra daily quests. Similar to the Vault of Archavon, Tol Barad gives those who control it the chance to best foul beasts locked within the magical prison for precious rewards.

Questing for a Living

Aside from the battle to control Tol Barad, there are many quests available to both factions just off of the main island on Tol Barad Peninsula. Members of the Horde will assist Hellscream's Reach, an all-new faction vying for control of Tol Barad. At odds with the Horde are Baradin's Wardens, an Alliance faction also seeking to command the territory. Six unique quests, randomly determined from a larger pool of missions, will be offered daily. This will allow for diversity in completing quest objectives as you explore Tol Barad Peninsula over time. The faction that controls Tol Barad will also have sole access to six additional daily quests. Completing each of these exclusive quests will award experience, gold, and Tol Barad commendations. By accomplishing these tasks, players will learn of the perilous inmates held within the prison on Tol Barad, as well as why this isolated land is of great importance to Hellscream's Reach and Baradin's Wardens. In addition, increasing reputation with these new factions will grant access to incredible rewards.

With so much at stake in the wake of the Cataclysm, Tol Barad will be fiercely sought-after by the Horde and the Alliance, but it's up to you to help determine which side makes this island the next great military port of the Eastern Kingdoms.

{yoogallery src=[/images/stories/news/2010/Nov/16/tolbarad] width=[180] height=[140]}

Elemental Invazija - Finalna Faza je počela

Stvari postaju obzbiljne i elementali su počeli da napadaju glavne gradove.

Elemental Invazija
  • Stražari pokušavaju da evakuišu gradjane, low level igrači mogu da iskoriste portale kako bi napustili grad od napada.
  • V prvo morate da postavite vreće sa peskom (Sandbag) kako bi napravili barikade i odbranili grad od napada.
  • Onda ćete morati da uništite elementale koji se nalaze u svim delovima gradova, Orgrimmar je veoma oštećen i u toku napada većina gradjevina je pod vatrom.
Tripping the Rifts Achievement
Ovaj achievement je sada mnogo lakši da se završi, sve što treba da uradite je da odbranite grad i ubijete 4 različita elementala.
  • Earth i Fire elementale možete naći u Ironforge i Orgrimmar.
  • Wind i Water elementale možete naći u Stormwind i Thunder Bluff.
  • Kako uspešno odbranite grad, imaćete šansu za kontra napad kako udjete u veliki portal koji se stvori u glavnim gradovima (Ili korišćenjem LFD sistema), gde ćete se boriti protiv četri vrste boss-eva.
  • 4 Bossa - Grand Ambassador Flamelash u BRD, Crown Princess Theradras u Maraudon, Kai'ju Gahz'rilla u Zul'Farrak i Prince Sarsarun u AQ20.
  • Boss-evi se pojave odmah posle kraja invazije i pošto uspešno odbranite grad. Nema mogućnosti da za ove boss-eve stalno možete da preko LFD udjete u Queue sistem za čekanje.
Sva četri bossa dele isti loot table.
Twilight Bosses Loot

Level Type Spec Slot Name
251 Shield Melee Off Hand Barrier of the Earth Princess
251 Plate Heal Waist Girdle of Oblation
251 Plate Melee Chest Tectonic Plate
251 Plate Melee Chest Salamander Skin
251 Plate Melee Wrist Twilight Offering Bands
251 Mail Physical DPS Legs Sacrificial Mail
251 Leather Heal Feet Flamewaker's Treads
251 Leather Physical DPS Chest Pulmonary Casing
251 Cloth Heal Chest Earth Bride's Gown
251 Cloth Physical DPS Back Cloak of Mocking Winds
251 Cloth Spell DPS Back Zaetar's Deathshroud
251 Cloth Spell DPS Feet Sandfury Sandals
251 Finger Melee Finger Old Gods' Blessing
251 Finger Physical DPS Finger Sulfuron's Favor
251 Finger Spell DPS Finger Ring of the Three-Headed Beast
251 Neck Heal Neck Pendant of Burning Spirits
251 Neck Melee Neck Flamelash Amulet
251 Neck Physical DPS Neck Amulet of the Centauri
251 Neck Spell DPS Neck Amulet of Evil Winds

Invasion Screenshots

{yoogallery src=[/images/stories/news/2010/Nov/16/finalinvasion] width=[180] height=[140]}
Boss Screenshots

{yoogallery src=[/images/stories/news/2010/Nov/16/bosses] width=[180] height=[140]}

Patch 4.0.3 na live serverima ove nedelje

Ništa zvanično, ali ako sve ide po planu, Patch 4.0.3 trebalo bi da bude postavljen na live serverima ove nedelje. OVO NIJE PATCH KOJI ĆE PROMENITI IZGLED STAROG SVETA, Patch 4.0.3a će uvesti Novi izgled Azeroth-a u igri, ali to će da se desi kada krene "Shattering of Azeroth".
Originally Posted by Blizzard Entertainment
World of Warcraft Client Patch 4.0.3

The latest patch notes can always be found at

The latest test realm patch notes can always be found at

  • Much of the data being downloaded in patch 4.0.3 will pave the way for the shattering of Azeroth shortly before the release of World of Warcraft: Cataclysm on December 7.
  • The leader of Wintergrasp raids can no longer kick players from the raid (this change will also apply to Tol Barad in Cataclysm).
  • When in a Looking For Dungeon group, using an instance portal to that instance will now take players to the Looking For Dungeon entrance point instead of the normal destination of that portal. This will make it easier to return to the instance after dying in an LFD group.
  • Honorable Kills are no longer awarded for killing players below level 5.

User Interface
  • Added pets to the new raid unit frames when displayed in party.
  • The default UI Scale has been altered so it will be set at a 1:1 pixel/texel ratio. This will result in a smaller UI appearance for higher resolution monitors.
  • Players may now adjust the local "Lag Tolerance" time for better precision of spell timing. This is an advanced-users-only feature found in the Interface Options (Combat) panel.

Bug Fixes
  • Macros now handle spell variant transitions better. For example, Trap Launcher causes a different version of Frost Trap to be cast. Previously the macro system was not handling this transition properly.
  • Queuing in Looking For Dungeon for a different wing of the instance a player is already in now works properly. For example, a party can now queue for Scarlet Monastery - Library after completing Scarlet Monastery - Graveyard.
  • Killing High Interrogator Gerstahn before killing Emperor Dagran Thaurissan in a Blackrock Depths - Upper City random Looking For Dungeon run will now provide the proper reward. This also applies to Archmage Arugal and the Crown Chemical Company bosses in Shadowfang Keep during the Love is in the Air holiday event.
  • Repeatedly inspecting other players should now function correctly.
  • Area heal-over-time effects should no longer cause players to stand up.
  • Male blood elves have received a crash course in dancing and now know to stop dancing when they run.
  • Drake mounts have gotten bored with gliding and will flap their wings again when flying forward.
  • Druid Flight Form now properly appears in the Spellbook before Expert Riding is learned.
  • Sunfire's damage-over-time effect now deals damage at the same rate as Moonfire's damage- over-time effect.
  • GM Ticket messages should now displace buff icons instead of obscuring them.

Tier 11 - Izgled na svim rasama

Napokon smo uspeli da uradimo sve Tier 11 Heroic izglede za Rase koje mogu da budu sledeće klase:
Death Knight Tier 11


Druid Tier 11


Hunter Tier 11


Mage Tier 11

Paladin Tier 11

Priest Tier 11

Rogue Tier 11

Shaman Tier 11

Warlock Tier 11

Warrior Tier 11

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Complicated designs and hidden maths (Source Arms Rage Concerns (PvE))
Yes, and no. Having a design that isn't trivially easy to model can be a good thing, because it promotes experimentation and discussion instead of just being a solved problem. I have seen a lot of theoretical discussion about how a simple talent like Incite works, and that's the kind of thing that keeps the theorycrafting portion of the community engaged.

What we really don't like, somewhat ironically, is simple but hidden math. When there are two talents and one is a 10% dps increase and one is a 5% dps increase, and every savvy player knows that intuitively and every beginner gets caught by the "trap," then that's not cool. Armor penetration was just a god stat for many classes, even though that might not be apparent without some kind of insider knowledge. If armor pen had a slight edge over say crit in some circumstances with some gear levels and some talent builds, then we probably would have kept it. It becomes an interesting decision instead of a no-brainer. 

Vanish (Source Vanish needs its improved stealth back.)
This is correct, provided you aren't using Hunter's Mark or some kind of "I still see you, dude" ability. If you have a rogue targeted, and they Vanish, you should lose your target.

This is the case in beta as far as we know. There are some situations on live where it does not work, but they are all fixed in beta and therefore will be fixed when the Shattering occurs.

As I said before, make sure when you're reporting a bug that it is a legit bug and not "I wish Vanish made me immune to spells because that was cool when it worked even though it didn't work often."

EDIT: Faerie Fire should prevent you from using Vanish. If you use Cloak of Shadows to remove Faerie Fire, you should then be able to Vanish. It should not make you waste the Vanish cooldown and it should not let you Vanish but let the druid still see you.

vanish removes hunter's mark
We have changed this (Hunter's Mark behavior) back and forth quite a bit, so I'm not comfortable at this point saying one way or the other. Excluding a few cases like this though, Vanish should work as described above.

Slam (Source Arms Rage Concerns (PvE))
If you're the kind of warrior who just doesn't like Slam or think it should scale with haste, that's fine feedback to provide, but not the kind of thing we are going to change before Cataclysm.

If Slam isn't worth using for a level 85 Arms warrior in reasonable gear, that's a problem. "Isn't worth using" means that it isn't a dps gain to use Slam, not "I don't like using it." 

Arms Rage Starvation (Source Arms Rage Concerns (PvE))
If Arms at 85 in reasonable gear doesn't have enough rage to hit Mortal Strike, Slam, Rend, Overpower and Colossus Smash nearly every time they are up, then that is a problem. Things like shouts and Deadly Calm should cover up a few rage gaps, but in general you shouldn't be standing around waiting for enough rage to Mortal Strike again. If Arms can't always hit Heroic Strike, that is intended. 

Rage Generation Balance (Source Arms Rage Concerns (PvE))
We felt that for the high-end Lich King PvE warrior that rage was largely irrelevant. You could hit whatever buttons you wanted to when they were off cooldown. If you put electrical tape over that red bar, your gameplay wouldn't change much.

In Cataclysm, we want rage to matter. We want you to have the gameplay of managing a limited resource. We want the electrical tape scenario to make the game almost unplayable for you.

It's easy to take that to extremes. We do not want warriors to hit say Mortal Strike then have to autoattack several times before they have enough rage to hit Mortal Strike again. Standing around waiting too long isn't managing your resource -- it's just standing around (assuming you didn't blow your rage through poor decisions generally involving Heroic Strike).

However, when I write stuff like that, it's easy for players to then say "Aha! Any time I can't hit my abilities on cooldown, then my rage income is too low," meaning that they are trying to get back to their existence not being limited by rage again.

That's why I said "nearly." Are there going to be moments where you avoided a lot of damage or had your damage avoided or were in the middle of moving or (heaven forbid) wasted rage on something that you shouldn't have? Most likely. In those moments, use something like Berserker Rage, Deadly Calm or Battle Shout to get a little rage. But you shouldn't ever feel like you're in a position to take say Slam off your bar because you can just never afford it.

Slam's balance is also tricky. We nerfed its damage at a time when beta warriors were considering not using Mortal Strike at all. But Heroic Strike should never look more attractive than Slam for Arms. Heroic Strike is for times when you've hit every button and still have rage. We realize with certain amounts of haste that Slam may eventually fall behind, but we don't think we'll be there in the first tier of content so we have time to evaluate how the rest of the mechanics and abilities are working before we make any changes there. If we're wrong, and Heroic Strike does fall higher in the priority than Slam for Arms, then we'll nerf one or buff the other. 

Haste (Source Arms Rage Concerns (PvE))
The actual explanation is that haste (in Cataclysm) gives melee more resources, and all of our melee (though Ret still the least) can often do more when they have more resources. To use your warlock comparison, the lock can cast faster (i.e. "do more") with more haste. Warriors already have that, because haste gives them more rage, which lets them hit more buttons. If haste provided more rage *and* more damage, then there is a chance that melee would scale better than casters and that haste would trump every other secondary stat (except possibly hit) for Arms. (By contrast, giving warlocks more mana over short time periods wouldn't really do anything for them.)

It's definitely possible that haste isn't good enough for Arms yet, but we want to avoid it slipping into the master stat. We might be able to make say Rend or Slam scale very slightly with haste to make up the difference. It will be confusing if some melee attacks scale damage with haste and some don't, but that might be the lesser evil.

Rage Cap (100) too low? (Source Arms Rage Concerns (PvE))
I don't think that's it. We just like the design (of rage capping at 100). Usually when players want deeper pools, they are asking for more slush room so that they don't waste resources if they unexpectedly get more than they could handle or didn't get to spend it as efficiently as they anticipated. But that's part of the challenge of the resource. You have to keep the max in mind and base your decisions around not wasting it. Procs (of all kinds) get wasted all the time, by almost every class. One of the marks of skill of good players is trying to minimize that loss, and by extension, knowing when it's okay to take that hit.

Remember, our goal isn't necessarily to try to make things as easy as possible for you.  

Elemental Invazija - Treći deo na live serverima

Treći deo inzvazije elementala pred izlazak Cazaclysm'е је počeo na Live serverima. Doomsday Kultisti obilaze gradove, a na Vama je da pokušate da zaustavite njihove čudne rituale.
Ova treća faza je dodala nova pet questa u glavnim gradovima svih fakcija. Kompletna lista sa quest-vima i malo objašnjenje možete naći dalje u tekstu. 

Originally Posted by Blizzard (Source Wrath of the Elements)
Little progress has been made toward mending Azeroth's dire condition. Thrall has nonetheless continued forging ahead in search of answers. Most recently, he journeyed to his ancestors' lands in Nagrand on the shattered world of Outland. At the fabled Throne of the Elements, he has met with other wise shaman, including the venerable dwarf Gavan Grayfeather, hoping to glean even the smallest shred of insight that could help him save Azeroth from ruin. Meanwhile, Twilight's Hammer cultists have been caught infiltrating Orgrimmar and Stormwind City, sparking panic and suspicion among the two great cities' inhabitants. Although the cult's earlier bid to wreak havoc on these capitals had failed, this new development has raised fears that the Twilight's Hammer is poised to launch another, far more devastating attack.

The events leading up to Cataclysm are underway and a great disturbance of the elements has erupted. Don’t miss out on the all-new quests featured during this one-time-only series of events.

Sledi drugi deo priče o Twilight Hammer'-u. Nakon što ste sprečili napadan na Ogrimmar i Stormwind, Garrosh i Varian su odlučili da napadnu svoje neprijatelje. To će biti na Vama da zarobite par kultista, naučite njihov ritual i zaustavite u daljem radu. Takodje ovo će biti važan put gde ćete upoznati nekog veoma važnog u Nagrand-u i saznati više o Elemental invaziji.

Show me your Papers / Show me your Papers Arrest the Infiltrators / Arrest the Infiltrators
  • Sada treba da pronadjete pet kultista (Cultist Infiltrators) koji se kriju u gradu - uglavnom možete ih naći skoro svuda u gradu kako cast-uju neku magiju.
  • Upotrebite Heavy Manacles / Heavy Manacles na Cultist Infiltrator-a kako bi ga uhapsili.
  • Dovedite ih to Stormwind Stockade / Ring of Valor i kliknite na jednog od njih kako bi ih ispitivali.
Back Under Cover / Back Under Cover
  • Obucite svoj Recruit's Robe i odite nazad do Lake Orchard / Jaggedswine Farm i razgovarajte sa Overseer-om kako bi dobili Book of Incantations.
  • Čitajte knjigu pored Altara kako bi vežbali.
I Said the Words ... / I Said the Words ...
  • Pronadjite ritualne krugove kultista u Orgrimmar-u i Stormwind-u i upotrebite Book of Incantations kako bi ih sabotirali. Otvorite World map-u ukoliko ne možete da ih nadjete. 

Kada ovo završite ponudiće Vam se novi quest koji traži od vas da odete u Nagrand.

A Gathering in Outland / A Gathering in Outland
  • Samo odite do Nagrand Throne of Elements i razgovarajte sa Gavan Frayfeather / Thrall. Ovim se završava deo dogadjaja Earthen Ring-a.
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