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Blizzard Store Mount - Winged Lion

Blizzard je upravo objavio sliku novog Blizzard Store Mounta - Winged Lion Mount.

{yoogallery src=[/images/stories/news/2011/Mar/22/] width=[640] height=[440] title=[Winged Lion Mount - Blizzard Store]}

StarCraft II: Wings of Liberty - Patch 1.3.0 is now live!

Quote from: Game Patch Notes
StarCraft II: Wings of Liberty - Patch 1.3.0

Table of Contents

General

  • Leagues & Ladders
    • A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region.
      • Players are automatically drafted into the Grandmaster League shortly after a new season starts, and will remain in the Grandmaster League until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in.
      • The Grandmaster League can be viewed by all players through the new Leagues & Ladders > Grandmaster page.
    • The bonus pool has been reduced for arranged teams.
    • Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period.
      • This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league.
      • Players can still utilize any bonus points they previously accumulated.
    • Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season page.
    • New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division.
    • Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.
       
  • Join Custom Game
    • Several improvements have been made to the Join Custom Game section:
      • The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game.
      • Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip.
      • Games are now organized into several pages to make finding your desired game type easier:
        • Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page.
        • Most Popular: Shows all game types, with the most played games sorted to the top.
        • By Category: This page allows you to browse through Custom Games based on Category.
        • Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular.
        • Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page.
        • Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing.
        • Bookmarks: Use this page to view your Bookmarked maps.
      • A search option has been added to the Join Custom Game interface.
         
  • Observer and Replay UI
    • New panels are now available when observing or viewing a replay of 1v1 games. These panels can be toggled via hotkeys which are shown under the Leader Panel drop-down.
      • Player Name Panel: Displays the players' name, team color, race, and supply count.
      • Stat Comparison Panels: Shows a head-to-head comparison of players' resources, army supply, units killed, or APM.
    • In 1v1 observed games, both players’ resource rows are shown in the upper right at the same time.
    • The main game UI can now be hidden/shown via hotkey.
    • You can now toggle between player unit colors and team unit colors when watching a replay or observing.
       
  • Game Options
    • A new Control page is available from the Options menu. You'll find Mouse, Keyboard and Scrolling options within this new page.
    • A new menu option is available in the Gameplay page to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely.
    • The existing menu option under the Gameplay page for Menu Bar Buttons now also supports hiding the Menu Bar.

Balance

  • GENERAL
    • Players can no longer hide units by setting them in a close proximity patrol (ex: Viking flower).
       
  • PROTOSS
    • Mothership
      • Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.
    • High Templar
      • Khaydarin Amulet upgrade (+25 starting energy) has been removed.
    • Zealot
      • Charging Zealots will now hit fleeing targets at least once.
         
  • TERRAN
    • Battlecruiser
      • Movement speed increased from 1.406 to 1.875.
    • Bunker
      • Build time increased from 35 to 40 seconds.
    • Ghost
      • EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged.
    • Tech Lab
      • Stimpack upgrade research time increased from 140 to 170 seconds.
         
  • ZERG
    • Infestor
      • Fungal Growth
        • Stun duration decreased from 8 to 4 seconds.
        • Damage increased by +30% vs. armored units.

StarCraft II Editor Improvements

  • Reworked Game Variants dialog to be more user-friendly:
    • General tab has been removed. This text did not appear anywhere in game.
    • Attributes tab has been split into Game Attributes and Player Attributes.
    • Attribute UI now more closely reflects the game lobby.
    • Default values are now enforced as necessary based on Player Properties.
    • In some cases, variants defined in previous versions will no longer be compatible and may cause problems during publishing or within the game lobby. If you are planning to republish a map that uses custom game variants, it is highly recommended that you use the new Game Variants dialog to delete and recreate them.
  • Improved loading times for some custom maps with complex tech restrictions.
  • The compiled script memory has been split into a separate block from the global/local stack block. Additional improvements will be made to provide more memory space in the future.
  • Command card editor and actor event editor will now be less vulnerable to data errors from changes made in future patches.
  • The game cursor now remains visible while loading maps.
  • Debug outputs are now displayed in the editor and in-game when using Test Document.
  • New trigger actions have been added:
    • Set Camera Data: Changes the active camera data settings, as defined in the Data module.
    • Show/Hide Resource: Shows or hides the specified resource in the UI.
    • Lock/Unlock Status Bar: Forces or resets all status bars for a player to a specified state.
    • Set Random Seed: Sets the random game seed to the requested value.
    • Enable/Disable Selection Type: A new UI Editor action to disable the various ways that players can change their selected unit.
  • New trigger functions have been added:
    • Convert Game Hotkey: Looks up hotkey as text.
    • Convert Game Asset: Looks up asset path as text.
    • Add On Child: Returns the child unit attached to the specified parent.
    • Add On Parent: Returns the parent unit attached to the specified child.
    • Catalog Entry Is Default: Returns if the specified entry is a default.
    • Catalog Field Value Get As Integer: Converts the requested field data into an integer, if possible.
  • Test Document preferences can now configure an explicit random seed value.
  • Automatic backup feature (Preferences > Documents) now includes a User Folder location option, which corresponds to a folder named EditorBackup within your StarCraft II documents folder.
  • Units can now specify a revive cost that will override an ability specific cost. Revive cooldowns & charges located on the unit will now be attached to the unit being revived.
  • Instant larva-style training will now charge resources properly.
  • Upgrades modifying units produced by Arm Magazine, Build, Merge, Morph, Train, and Warp Train abilities are now fully supported.
  • The Chance field in effects is now upgradeable.
  • Support for browsing Battle.net "Featured" and "Up And Coming" maps in the Open Document window has been added.
  • The Player Property and Modify Player Property triggers can now disable the cost for each resource type.
  • Added a text preview pane to the text editing controls.
  • Added additional states to behaviors, Set Unit State, and Unit Classification Check triggers to determine if a unit is detectable or shown by a radar.
  • Added armor to the Unit Property and Unit Type Property triggers.
  • Added Weapon Damage and Weapon Speed Multiplier triggers.
  • Added support to refresh all buffs of the same type when adding a new instance by using the new "Refresh Stack" flag.
  • Added a "Wait to Spend" flag, which is enabled by default, to effect abilities to configure whether orders wait until a cooldown or charge becomes available before they create their effect.
  • Added an "Offset Area by Angle" flag to search effects to adjust the angle of the search based on the locations involved.
  • Added an Idle Command to unit data to configure what order the unit performs when idle.
  • Added an actor message to allow models to change their hit-testable status.
  • Additional options can now be configured using the command card editor.
  • Additional data is now saved out by the data editor to overrides made in arrays of structures to try to prevent unintended changes made to the original data from breaking it.
  • Additional cheats are now available in-game when using Test Document.
    • Ally - Changes all alliance states between the selected players. By default, if you just type Ally, then all players share all alliance states with you.
    • AllianceDefeat - Changes the Defeat alliance state between the selected players. By default, if you just type AllianceDefeat, all players will share defeat with you.
    • AllianceControl - Changes the Control alliance state between the selected players. By default, if you just type AllianceControl, then all players share control with you.
    • AllianceGiveHelp - Changes the GiveHelp alliance state between the selected players. By default, if you just type AllianceGiveHelp, all players will respond to calls for help from your units.
    • AlliancePassive - Changes the Passive alliance state between the selected players. Players that you are not passive with will be considered hostile for attacking purposes.
    • AlliancePushable - Changes the Pushable alliance state between the selected players. This controls whether a player’s units will move through another player’s units, pushing them out of the way.
    • AllianceSeekHelp - Changes the SeekHelp alliance state between the selected players. Controls whether a player’s units call for help to the specified target player. The target player can choose to respond or not, depending on its GiveHelp alliance setting.
    • AllianceSpend - Changes the Spend alliance state between the selected players. Players that you are sharing resources with are allowed to spend your money to purchase things.
    • AllianceTrade - Changes the Trade alliance state between the selected players. Players that you are trading with can be sent resources.
    • AllianceVision - Changes the Vision alliance state between the selected players.
    • BehaviorAdd - Adds the requested behavior to the selected units.
    • BehaviorDuration - Sets the duration of the requested behavior.
    • BehaviorRemove - Removes the requested behavior from the selected units.
    • Charges - Toggles spell charge validation.
    • Cooldown - Toggles spell cooldown validation.
    • Creep - Adds creep at the cursor position given the requested radius.
    • DamageDealt - Multiplies the amount of damage dealt by a player's units by the specified value. By default, this will multiply the damage dealt by 10 for the cheating player.
    • DamageTaken - Multiplies the amount of damage taken by a player's units by the specified value. By default, this will reduce all damage taken to 0 for the cheating player.
    • DeathAll – Kills all units on the map.
    • DeathExcept - Kills all units on the map except the selected units.
    • DeathSide - Kills all units owned by the selected player.
    • DeathUnit - Kills the selected units. The type of death can be specified as a parameter.
    • Defeat - Ends the game in defeat for the selected player.
    • DestroyPersistent - Destroys all persistent effects within the specified radius of the cursor.
    • Effect - Executes the requested effect from the selected units.
    • FastBuild - Toggles fast building, research, and training times.
    • FastHeal - Toggles fast healing times.
    • Fidget - Forces selected units to perform the specified fidget type.
    • Food - Toggles food usage validation.
    • Free - Toggles resource cost validation and expenditure.
    • God - Turns on god mode for the selected player. Units owned by players that are in god mode will deal amplified damage, and take no damage.
    • Loot - Drops a type of loot for the specified player.
    • MakeUnit - Creates N units for the specified player. Units will be created around the cursor position, or in the center of the map if the cursor position is invalid.
    • Minerals - Adds the specified amount of minerals to the selected player.
    • Move - Moves the selected units to the cursor position.
    • NoDefeat - Disables defeat conditions.
    • NoVictory - Disables victory conditions.
    • Order - Orders the selected units to use an ability.
    • Owner - Changes ownership for the selected units to the selected player.
    • ResourceCustom - Adds the specified amount of a custom resource to the selected player.
    • SetAll - Sets the life, shields, and energy of the selected units to the specified value. By default, this will set these values to the maximum amount.
    • SetEnergy - Sets the energy of the selected units to the specified value.
    • SetLife - Sets the life of the selected units to the specified value.
    • SetShields - Sets the shields of the selected units to the specified value.
    • SetResource - Sets the harvestable resources contained by the selected units to the specified value.
    • ShowMap - Toggles fog of war display and validation.
    • TechTree - Toggles tech tree dependency validation.
    • Terrazine - Adds the specified amount of terrazine to the specified player.
    • Tie - Marks all undecided players with the tie result.
    • TimeOfDay - Sets the time of day to the specified time.
    • TimeOfDayRate – Sets the rate that the time of day changes to the specified value.
    • TrigDebug - Opens the trigger debug window.
    • TrigRun - Runs the specified trigger.
    • Uncreep - Removes creep at the cursor position given the requested radius.
    • Undecided - Marks the selected player's result as undecided.
    • Upgrade - Applies the selected upgrade to the selected player.
    • Vespene - Adds the specified amount of vespene gas to the specified player.
    • Victory - Ends the game in defeat for all players that don't share the defeat alliance state with the selected player.
    • XP - Adds a relative amount of XP to the selected units. This can be used to change veterancy levels.

 

Bug Fixes

  • Achievements
    • Fixed a bug where players were not receiving "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" achievements after completing the appropriate number of missions.
       
  • Battle.net
    • Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
       
  • Gameplay
    • StarCraft II will continue running if corrupt textures/models/sounds are encountered.
    • Conversation skipping and trigger skipping now share the same hotkey.
    • The notification that a player left the game during a paused game is no longer delayed until the game is unpaused.
    • Cheat codes now only accept official names.
    • Unit response sounds are now updated immediately when the selection changes.
    • Unit death will no longer show units on the other side of line of sight blockers that weren’t already visible.
    • Units ordered to load into a transport now follow the transport if the transport fills up and they have no other orders.
    • Units inside a Bunker no longer disappear if the bunker is destroyed and surrounded by Force Fields.
    • Units can now be revived multiple times.
    • Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can.
    • Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled.
    • The revive ability now works with multiple dead units.
    • Revived units now properly dispatch a trigger event when killed again.
    • Added additional information to unit tooltips in the tech trees.
    • An alert has been added when MULEs expire.
    • An alert has been added when the Chrono Boost buff expires.
    • An alert has been added when the Spawn Larvae buff expires.
    • Fixed an issue with not being able to land where you just lifted off if there was a nearby unit.
    • Fixed an issue where you could push Hold Position units by Move/Hold Position spamming.
    • Fixed an issue to prevent Force Fields from pushing units during construction.
    • Fixed an issue with creep destroying more foliage than it should, and made foliage destruction by creep faster.
    • Fixed an issue with custom global hotkeys in grid profiles overlapping with unit command buttons.
    • Fixed an issue placing Terran add-on buildings when multiple buildings were selected.
    • The stalemate timer will now reset when any player gathers resources, researches an upgrade, produces a unit, constructs a building, or destroys an enemy building.
    • Additional stalemate warnings are no longer displayed when the game ends in a stalemate.
    • Flying cloaked units are no longer revealed as detected when shown through the fog of war.
    • Vespene Geysers that are taken by your opponent and are under the fog of war no longer randomly flash on and off on the mini-map.
    • Enemy buildings completed while being revealed due to friendly unit death will now properly create snapshots in the fog of war.
    • Casting Neural Parasite on a Zerg Cocoon will not cancel the spell until after the cocoon completes its transformation.
    • Changes made to autocast abilities while a unit is under the effects of Neural Parasite are now reset to their default state when Neural Parasite ends.
    • Queuing multiple targets with 250mm Strike Cannons will no longer result in the Thor being stuck until the cooldown ends.
    • Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a Force Field.
    • Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal.
    • The Harvester count in the income leader panel now updates correctly.
    • Bi-directional transformations (i.e. those used by Vikings, Siege Tanks, and burrowing units) are no longer shown in the production leader panel.
    • The resources from salvaged Bunkers are no longer counted towards the resources lost in the units lost leader panel.
    • The Mute OS Microphone button has been removed from the Options' Voice page.
    • Tech trees now show icons for units that are produced by a building and display the names for units that are unlocked by a building.
    • Using Edit Box Trigger Dialogs should no longer generate trigger errors.
    • Media keys can no longer be bound to a custom hotkey.
    • Hotkeys configured in a mod are now loaded properly without having to open the Hotkeys page.
    • Mouse-based hotkeys are now handled properly when the cursor is over the mini-map.
    • Mouse-based hotkeys bound with modifiers are now displayed correctly in the Hotkeys page.
    • The hotkey for the Cancel button is now displayed when targeting with an ability if the Command Hotkey Text option is enabled.
       
  • StarCraft II Editor
    • Fixed an issue where editor control files could not be loaded in all languages.
    • Fixed an issue with pasting text values in the editor.
    • Fixed an issue where certain data fields would not list all possible values.
    • Fixed an issue where the editor would crash after pasting a placed unit.
    • Fixed a crash using the Unit Weapon Firing validator.
    • Player Properties will no longer allow all 16 players to be User/Computer, which is not supported.
    • Animations in the previewer will now display using localized text.
    • Game and player versions of the cooldown & charge triggers now interpret time values correctly.
    • Sounds played simultaneously for multiple players via the Play Sound trigger can now be heard properly.
    • Increasing the maximum number of charges with an upgrade no longer increases the current number of charges.
    • Setting a unit’s training progress to 100% will no longer cancel the training.

Season 1 Milestones and Patch 1.3: Join Custom Game Interface Improvements

Quote from: Lylirra



Patch 1.3.0 marks the beginning of our transition from Season 1 to Season 2. In this patch, we're introducing support for our new Grandmaster League, as well as the behind-the-scenes architecture that will allow us to smoothly change from one season to another. We're also adding in a brand-new season-based reward system known as milestones, which will come into play at the end of Season 1.  

Now, you might be asking yourself "What are milestones?" Milestones are seasonal rewards that will be provided to ladder players in all of our StarCraft II: Wings of Liberty leagues. Each league will have four notable milestones. Bronze, Silver, Gold, Platinum, Diamond and Master leagues will have milestones for the top 100, top 50, top 25, and top 8 players in each league division. For Grandmaster, milestones will be awarded to the top 200, top 100, top 50, and top 16 players. These milestones will each have their own unique icon (shown below) representing the league in which the milestone was earned and the actual milestone achievement.

Bronze, Silver, Gold, Platinum, Diamond, and Master League Milestones

Bronze, Silver, Gold, Platinum, Diamond, and Master League Milestones


The way these milestones will be awarded for Season 1 is pretty simple. When patch 1.3 is released, all players will be locked into their current league and division. You'll then be given one week to play out your remaining bonus pools (while promotions and demotions into and out of divisions will be disabled, you may still be able to move up or down within that division's ladder). Once the one-week "bonus pool" period is over, Season 1 will officially end and all ladder rankings will be finalized. Milestones will be awarded to the top players in each league division shortly after and we'll display the results in-game in the Leagues & Ladders section. This same process is expected to take place at the end of each season. (In a future patch, we also plan to add a dedicated page in the game UI that will save past performance history so that players can show-off all of their milestone achievements.)

Upcoming Grandmaster League Milestones


We hope that players enjoy displaying their milestones with pride, and are excited to see the close of Season 1 and the beginning of regular ladder seasons.

Quote from: Zarhym



We’ve heard a lot of feedback since the launch of StarCraft II: Wings of Liberty about the Join Custom Game interface navigation. We’ve definitely shared your concern about the current functionality and have integrated several substantial improvements.

Firstly, to clean up the interface, we’ve moved the Details panel into tooltips for describing each Custom Game. Just mouse over the games you want to know more about and you’ll find all the details you need. In addition, you can now bookmark your favorite Custom Games. This will allow you to find your favorite games easily, and the details tooltip will display the number of times a game has been bookmarked -- useful information, no?

Games are now organized into several pages to make finding your desired game type more intuitive and user-friendly.

  • You’ll find a Most Popular section which includes all game types. The most played games will be placed at the top for you.
  • The Featured section will be a collection of new games we think are fun. Our latest picks will be shown here.
  • If you want to browse through Custom Games based on a specific category you find the most entertaining, select the By Category criteria.
  • If you fancy searching for potentially fun game types that haven't yet attained Most Popular status, check out the Up & Coming section. The results you’ll find here consist of games your peers are starting to recommend frequently.
  • You can also have a go at recommending Custom Games to others by trying Fun or Not. Players who choose this option will automatically be matched together for a specific Custom Game which meets some minimum requirements. Once finished, you’ll be asked whether or not you want to recommend the game you just played. Your recommendations using the Fun or Not system will directly influence the Up & Coming section. This is a great way to play and help promote fun custom maps that may have otherwise flown under the radar.
  • At any time while using these various categories for finding Custom Games, you can bookmark your favorite games to easily find and play them again later. Just select the Bookmark page to find all of the games you’ve stored.
  • Finally, if you know the title of the specific Custom Game you’re looking for, a search option has been added to the Join Custom Game interface.

We’re excited to introduce these improvements to help you find what you want, when you want, and with greater ease. Your feedback about the Join Custom Game interface updates is greatly appreciated, as we’re always looking for ways we can further improve Battle.net functionality, and the ability to navigate through all of the fantastic Custom Games being regularly added into circulation.

Ask the Dev 2 i 3!!!

Blizzard je najavio da će sutra biti objavljeni Ask the Dev 2 "PvP" . Dok igrači već mogu da postavljaju pitanja za treći deo koji se tiče User Interfaca.
 
Originally Posted by Blizzard (Source)

Answers are in from the previous Ask the Devs, and we have a new questions thread available. When posting your question, please keep in mind that each edition of Ask the Devs is now focused on a specific topic as noted in the thread title.

The answers to the Ask the Devs session #2 - "PvP" will be posted tomorrow.

Ask the Devs - Questions #3 - "UI"  -- Ask your question, vote up the ones you like and stay tuned for the answers.


Originally Posted by Blizzard (Source)
Welcome to the World of Warcraft Developer Global Q&A. In this thread we'll be collecting questions from you to have answered by our developers. We'll be asking for your question each time a new Q&A Questions thread goes up, having the community vote on them, and posting the answers we receive approximately one week later.

Status: QUESTIONS. Ask yours now.

Here's how this works:

  • Starting at the time this thread is made you can post your World of Warcraft question for the developers.

  • Around 9:30 Tuesday Morning we're going to reply saying no more questions will be taken, and any questions beyond that point will be ignored.

  • Should the thread hit the cap (500 posts), no more questions will be allowed.

  • We'll then ask you to use the thumbs-up button to vote for any questions you'd like to see answered. (Please only vote on questions submitted before the cutoff time.)

  • Around 17:00 on Tuesday, we'll lock the thread, meaning no more votes will be possible.

  • We'll pick out posts with the most votes, collect them with questions from the other regions, and get answers to be posted the following week.

  • This process will continue on, with a new question thread going up (weather permitting) and the answers to the previous questions being posted shortly thereafter.


Rules

  • Only one question per post.

  • If your question is answered your character name will be displayed alongside the question.

  • Discussion posts are not allowed! If you don't have a question for our developers, you should not post in this thread.

  • Once the "no more questions" post is made, please refrain from making additional posts and only vote for your favorite questions.

  • You can vote for questions at any time while the thread is unlocked.

  • A highly rated post does not mean it will be answered, but we'll do our best to answer as many questions as possible.

  • Down votes don't count.


Tips

  • Don't post or vote for questions you know we won't answer. We're not going to use these Q&As to announce new features, expansions, or release dates, etc. By the same token, we're not going to answer questions that touch on subjects outside of the game and its design.

  • Stay on topic! We’re asking for questions regarding a specific topic, if your question isn’t on that topic it’ll probably be down-voted to obscurity by other posters, and more than likely deleted by us.

  • Keep your question concise. One to three sentences should be plenty to explain background and ask a question.

  • Vote for any and all questions you would like to see answered.

  • All votes count. While you can't see vote #'s, we can. Even if a post is highly rated, your vote still means something to that question (potentially) being answered.

RotterdaM University: Episode VI, A Change of Tactic




Prepare yourselves for episode VI of ESL TV’s RotterdaM University, the weekly show which follows skilled pro gamer Kevin ‘RotterdaM’ van der Kooi as he attempts to take beginner Michał ‘Carmac’ Blicharz through from Bronze to Master League in record time.

Episodes I - IV showed Carmac steadily improving his skills under RotterdaM’s guidance and advice, making his way into the Gold League relatively easily. However, is the strain starting to show? Are there cracks in Carmac’s tarmac? Last week’s episode V was certainly a tense event, but can we see a turn-around with the introduction of some new tactics?

This week, RotterdaM shares more knowledge with his protégé and the viewers on how to build an early advantage against opponents. Fast-action aggressive play-styles can be risky, for sure, but all good StarCraft players need a trick or two up their sleeves, don’t they? Tune in to the upcoming broadcast on ESL TV and look out for tips on a whole host of ways to cleverly surprise and possibly devastate your opponent!

This exciting episode will air Monday, March 21, at 19:00 CET on ESL TV.

If you missed the action from the previous weeks, you can catch up by watching the VODs:

Episode I
Episode II
Episode III
Episode IV
Episode V

TSL je live!


ili klik na http://www.ustream.tv/teamliquidtv

Novi Daily Dungeons Valor Poeni u 4.1

Napkon imamo blue post koji nam govori o izmanama daily questova.

Originally Posted by Lylirra (Source)
Right now, you receive 70 VP for the first random Cataclysm Heroic dungeon you complete each day. In 4.1, you'll receive 70 VP for the first seven random Cataclysm Heroic dungeons you complete each week. Similarly, you'll receive 140 VP for the first seven random Rise of the Zandalari Heroic dungeons (the new Zul'Aman and Zul'Gurub instances) you complete in the week, too. Collectively, you'll be able to earn up to 980 VP exclusively from Heroic dungeons, which in turn will count towards your weekly 1250 VP cap.

By transitioning random Heroic dungeon rewards from a daily format to a weekly one, we'll be able to give players more control and flexibility over how they can earn VP -- which is cool! -- but this also means that we've a lot more bookkeeping to do in terms of where those points are coming from. To help with that, we're adding a "Valor Point bar" (similar to an XP bar) to the top of Dungeon Finder UI that will track your weekly cap, as well as how many Heroics you can still run for VP during the week.

We're going to be writing up a pretty big blog about that system since it's somewhat complicated, but here's what you can take away right now:

  • In 4.1, running random Heroic dungeons for VP is now something you can do on your own schedule. Feel like spending your entire Saturday queuing up as random? No problem!

  • The first seven random Rise of the Zandalari Heroics you run for the week will award 140 VP each. This is double the VP that you’ll receive from your first seven random "tier 1" Cataclysm Heroics, since the dungeons are considered a "step up" in difficulty.

  • You'll be able to randomly queue for the Rise of the Zandalari Heroics separately from the tier 1 Cataclysm Heroic dungeons.

  • Each week you can earn up to 980 VP just by running random Heroic dungeons. If you want to maximize your VP gains, you can still reach the overall weekly cap of 1250 by defeating raid level content.

This isn't yet on the PTR for testing. We'll let you know when it is, though, and will continue to provide more information as the development of 4.1 progresses.
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