Diablo III Beta Targeted: Q3 2011, Targeted Launch: Late 2011!

Samo pre nekoliko minuta dobili smo direktnu informaciju od Mike Morhaime-a na Activision Blizzard earnings call-u da Diablo III beta se uveliko planira da krene od Q3 2011. godine sa daljim ciljem da igra izađe pred kraj 2011. godine! Igra je izgleda uveliko u "Friends & Family" alfa fazi, i da se vrlo intenzivno testira tako da očekujemo da će igra krenuti u closed betu i pre BlizzCona 2011! Još informacija kako event traje, ali trenutna najbitnija je izašla u publiku!

Ažurirana Blizzard Art Galerija

Cataclysm Art Galerija ažurirana je sa četri nova radova koji predstavljaju Warcraft univerzum.
{yoogallery src=[/images/stories/news/2011/May/09/] width=[180] height=[260]}

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Dungeon Finder Call To Arms extra mounts rewards - More mounts! (Source)
Looking back on it I have to admit it's worded fairly poorly. The intent has always been that they won't contain raid mounts, but can contain mounts from anywhere else. It's really at the discretion of the designers to choose the mounts, we just didn't want people to think it'd be dropping Mimiron's Head or anything like that. You're right, it's a bit misleading. I wish we had caught that.

Sorry for the confusion.

Battlegrounds Win/Loss Ratio - Does the Horde win more in Battlegrounds? (Source)
Assuming the numbers you referenced from a third-party site about win/loss ratios between factions are accurate -- color me skeptical -- do you believe the Horde won 10% more often in Battlegrounds because of the way the two factions are designed (in terms of gameplay)?

If so, what distinct design imbalances exist between the two factions that you believe would cause the Horde to win overall in Battlegrounds 10% more often? They'd have to be major imbalances to produce such a ratio.

If it's not by design, but by player preference -- meaning more PvP-oriented players perhaps tend to roll Horde -- then what do you suggest we do? You say people will quit if we do nothing. Would they not quit if we maybe forced a percentage of PvPing Horde players over to Alliance?

Here is my take. If there are any discrepancies in Battleground performance between Horde and Alliance, they exist in each individual Battleground (not all of which favor Horde), are almost negligible in the grand scheme of balance to which you're referring, and really aren't reflective of overall design flaws. In terms of gameplay, the two factions are roughly equivalent. We designed both with love and care -- what faction, race, and class you choose to pick should entirely be based on your personal preference.

So, while there might be very small design flaws in making all Battlegrounds absolutely even for each faction, every other discrepancy is more a sociological issue. Could you argue we've designed one faction to be more appealing than another? I guess so, but then you're really starting to press into subjective arguments.

Are bosses too hard/is information too difficult to find? (Source)
When you use the word "study" here, are you referring to a normal learning curve (which is standard for most games, even simple ones like checkers and hopscotch)? Or are you being more specific, suggesting that even if someone learns how to play World of Warcraft, the only way he or she can progress through any kind of end-level or dungeon content is by spending countless hours pouring over manuscripts of boss encounters, class specializations, and item spreadsheets?

Standard learning curves aside, I'd argue that most players are capable of tackling dungeon content reasonably well (albeit not necessarily willing to, and that's fine) without referring to outside resources . Do those resources help? Definitely. For a lot of people, they do a great job at breaking important information into palatable, easy-to-digest pieces. And, of course, the more you know about a certain subject, the easier it is to approach. The same applies for most things in life: riding a bike, driving a car -- even playing other popular video games like Portal, Smash Bros, and League of Legends.

Now, could we make it easier for players who want to become more proficient to get their hands on helpful information? Absolutely. To touch upon your concerns specifically, we think the upcoming Dungeon Journal in 4.2 will be a huge boon to players when it comes to jumping into new encounters (http://us.battle.net/wow/en/forum/topic/2456449381). We also think that the game could do more to prepare players for those situations, in general -- in terms of actual gameplay -- and have a few ideas regarding how we might be able to accomplish that in the future.

Amani War Bear Color (Source)
It's purple. Yes, the one we originally previewed is a different color and we may make use of it one day. We try to get information to you as quickly as possible via content previews. The major issue we run into though, is that we're pushing for image assets and functionality information as soon as they come off the presses from our developers. So the quicker we are about getting you information, the more likely it is that something will change between the time the preview is posted, and the time the feature/content goes live. This is one of those cases and we're trying to work on ways to minimize them as much as possible.

Flying mounts in no-fly areas (Source)
Allowing more flying mounts to be used as ground mounts in no-fly areas is definitely something we're looking into. Right now, we sort of place flying mounts into three categories: Those that already make sense running around on the ground, and look good doing it. Those that would require a few more animations before they'd really look and feel appropriate. And those that would still seem out of place no matter what kind of visual tweaks we'd make to their ground run/walk.

Hippogryphs are a good example of a flying mount that we feel could work in no-fly areas with some additional animations. It's something we'd like to do in the future, definitely, but we wouldn't be able to guarantee any sort of timeframe when a change like that could occur.

Paying for premium services (Source)
These are premium services added to better accommodate the wants and needs of players. They do not factor into what you get for buying the game/expansions and paying monthly for access to the serers. By no means do you need any of these premium services to enjoy World of Warcraft gameplay to the fullest extent. Should you desire to take advantage of some extra services to enhance your enjoyment of the game though, they're certainly there for you... if you feel it's worth the price.

We've made countless quality-of-life improvements to the game in terms of content, UI, data storage, character profiles, etc. We've expanded upon what you get for your monthly subscription by leaps and bounds since the game was first released, but the subscription price has not changed.

Everything we do and every service we add costs more money than you might realize. So, if we do occasionally add some premium services which are purely to give you more options for enjoying the game how you want (changing your realm, faction, race, name, physical appearance, etc.), we need to make sure there is an appropriate value added to those services so we can sustain them, sustain our business, and keep focusing on making this the best game possible.


Unstable Affliction Hotfix (Source)
Spell power still affects it, but we felt the buff to the "backlash" damage from UA being dispelled was a little too high when the coefficient remained the same. Now you're getting about half the spell power bonus to the UA dispel damage, but the net effect should still be a buff to that damage in 4.1 compared to 4.0.6.

[...] It was my understanding that this hotfix was to compensate for an oversight. I believe it was intended that the coefficient be changed along with the buff in 4.1, but was missed originally, then caught when we started parsing the post-4.1 class performance data. I could be wrong though, so I'll see if I can get a better answer for you when I'm not at home trying to level an alt.

Yay! Let's nerf things before we fix the bugs! (Source)
That's a bit of an oversimplification of the issue here. When I say "a bit," I'm oversimplifying how drastically off the mark your comment is.

We pushed a hotfix for the pushback issue on April 27. Around the same time a change was checked in to tone down the dispel damage of Unstable Affliction. We understand some of you disagree, but the numbers were too high. Affliction warlocks are faring quite well right now, particularly in Arenas where this change really matters.

The reduction to the UA dispel damage was made on May 2, but we also found out that a programming issue prevented the original hotfix to the pushback bug from working correctly.

Performing server-side fixes to the game is tricky. Sometimes a bit of trial and error is involved to ensure the code changes we're making don't have major adverse affects on gameplay. We've been doing extensive testing on ways to fix the pushback issue for the last few days now. It looks like a client-side patch will be required. That's still not going to stop us from making other necessary adjustments. Even with the pushback issue, UA dispel damage was too high.

[...] I take it back. The pushback fix should now be live. You might need to log out for about 10 minutes to ensure it's picked up properly. It otherwise doesn't require a realm restart though.

Patch 4.2: Tier 12 Set Bonusi

Patch 4.2 u sebi sadrži informacije o Set Bonusima Tier 12 Opreme. Ukoliko pogledate sve bonuse spazićete dve bitne stvari, prva je da su neki set bonusi smešno Overpower, a da su neki ekstremno loši. Možemo samo da se nadamo da će se ovo vremenom promeniti jer je ovo tek početak Public Test 4.2 Patcha, a kao što se vidi ovo je daleko od toga da je izbalansirano. Drugo Blitzzard je preterao sa Vatrenim texturama na nekim setovima, a sada vidimo da i sami proc-ovi imaju veze sa fire dmg? Ovo je malo i preterano, ići vatrom na vatrene mobove Hvala bogu pa ovo nije vanilla - bili bi imuni.

Death Knight


  • Item - Druid T12 Feral 2P Bonus -- Your attacks with Mangle, Maul, and Shred deal 10% additional damage as Fire damage over 4 sec.
  • Item - Druid T12 Feral 4P Bonus -- Your finishing moves have a 20% chance per combo point to extend the duration of Berserk by 2 + (20 * ComboPoints) sec and your Barkskin ability grants an additional 10% chance to dodge for 12 sec.


  • Item - Hunter T12 2P Bonus -- Your Steady Shot and Cobra Shot have a 10% chance to trigger a Flaming Arrow, dealing 0% instant weapon damage as Fire.
  • Item - Hunter T12 4P Bonus -- You have a 10% chance from your autoshots to make your next shot cost no focus.


  • Item - Mage T12 2P Bonus -- You have a chance to summon a Mirror Image to assist you in battle for 15 sec when you cast Frostbolt, Fireball, or Arcane Blast.
  • Item - Mage T12 4P Bonus -- Your spells have an increased chance to trigger Brain Freeze, Hot Streak, or Arcane Missiles. In addition, Arcane Missiles is now castable while moving.




  • Item - Priest T12 Healer 2P Bonus -- Your Flash Heal, Heal, and Greater Heal spells cause you to regenerate 2% of your base mana every 5 sec for 15 sec.
  • Item - Priest T12 Healer 4P Bonus -- You have a chance when you cast a helpful spell to summon a Cauterizing Flame. Friendly raid and party members can use the Cauterizing Flame to be instantly healed for 4625 to 5375. Lasts for 45 sec sec or 10 charges. After using the Cauterizing Flame, players cannot benefit from it again for 10 sec.
  • Item - Priest T12 Shadow 2P Bonus -- Your Shadowfiend deals 20% additional damage as Fire damage and its cooldown is reduced by 75 sec.
  • Item - Priest T12 Shadow 4P Bonus -- While you have Shadow Word: Pain, Devouring Plague, and Vampiric Touch active on the same target you gain Dark Flames, which reduces the cooldown of Mind Blast by 3 sec.


  • Item - Rogue T12 2P Bonus -- Your melee critical strikes deal 6% additional damage as Fire over 4 sec.
  • Item - Rogue T12 4P Bonus -- Your Tricks of the Trade ability also causes you to gain a 25% increase to one of your combat ratings at random for 30 sec.




  • Item - Warlock T12 2P Bonus -- Your periodic damage has a chance to summon a Fiery Imp to assist you in battle for 15 sec.
  • Item - Warlock T12 4P Bonus -- Your Shadow Bolt and Incinerate spells have a 5% chance to increase all Shadow and Fire damage you deal by 20% for 8 sec.



World of Warcraft Brzi Patch 4.1.0A

Blizzard je objavio mali live client patch koji je uključio par ispravki koje nisu bile u mogućnosti da se hotfixuju na serverima.

Originally Posted by Blizzard (Source)
Notes for all World of Warcraft patches can be found here.

Patch 4.1 hotfixes can be found here.

Bug Fixes
  • Fixed an issue that sometimes caused player to disconnect when zoning into another location.
  • The title Blackwing's Bane awarded for defeating Nefarian on Heroic difficulty is now selectable again by characters who have earned it.
  • The targeting reticule should no longer disappear when players cast spells.
  • Resolved some issues that were causing Movement Enforcement Errors.
  • Resolved an issue affecting death knight runes after switching specializations.
  • Party member positions should show up correctly when in dungeons.
  • Animations while mounted should work normally again.
  • NPCs should no longer be floating... unless they're meant to float.
  • Character legs should move properly when the character is moving.
  • Players using a single client to connect to multiple regions should be able to do so again.

Patch 4.1 Hotfixevi - 4 Maj

Originally Posted by Blizzard (Source)
May 3-4

  • An issue was preventing some players from properly mailing account bound items to other characters on the same realm and Battle.net account. If you are still experiencing this issue, we recommend you log into both characters before sending the mail. The characters don’t need to be online at the same time for this to work.
  • Children’s Week quests should no longer be unavailable to players who recently transferred factions.
  • Flying wisp form and flying mounts, both living and dead, can enter bodies of water smoothly.

  • Spells or talents which provide pushback protection should now be functioning correctly (i.e. Burning Soul for mages or Suppression for warlocks). This time we mean it.

  • Shadowstep is instantly teleporting players behind their target when the target is in motion.

Dungeons & Raids
  • Call to Arms rewards will now be displayed in the Dungeon Finder UI while a player is in the dungeon so they know what rewards they will get.

Throne of the Four Winds
  • Damage from Ice Storm in phase 1 of Al’Akir is ticking twice per second, which was causing excessive damage on Heroic difficulty. To compensate, the damage per tick has been reduced for Heroic difficulty.

  • Players are now able to get a random Darkmoon card inside of a Sealed Scroll Case, instead of always getting a Darkmoon Card of Destruction.

Quests & Creatures
  • The Innkeeper's Daughter can no longer be targeted for healing or harmful effects.
  • Players now fail The Crucible of Carnage: The Earl of Evisceration when killed by Lord Geoffery Tulvan during the encounter. Players are able to pick up the quest after it is failed and the event starts again without issue.

Blizzard Interviews Sean “Day[9]” Plott

We sat down with Sean "Day[9]" Plott to pick his brain about StarCraft II, shoutcasting, and what exactly goes into producing Day[9]tv.

How did you get into shoutcasting?

My brother was one of the first big shoutcasters for StarCraft. Around the WCG 2005, he began traveling all around the world doing commentaries while I focused heavily on improving my play.

As influenced by my brother, I dabbled in some commentary (primarily on Team Liquid) and my role was primarily as an analyst.

What are your goals for each shoutcast? Are there certain elements you try to cover each time, or is it something that you play by ear?

For the daily, I study and prepare in advance to create a focused, educational theme.  I try to avoid just hopping in and saying "Hey, let's analyze a game," and instead lean more towards watching a couple of replays and selecting the appropriate ones that fit the daily's theme.

The same prep even goes into Funday Monday's, except in that case the goal is to be funny.  :)

Can you describe your process for creating a shoutcast? What tools do you use?

For the tools, I use a fairly rudimentary setup involving VH Capture to grab the screen and Flash Media Encoder to encode to Justin.tv.

However, to actually formulate the replay, I generally have a bunch of ideas floating in my head for what I want a daily's topic to be. I will select one in the morning and try to structure the show around that.

Sometimes, I want to see how a matchup is evolving. Other days, I want to talk about how to crack a certain strategy. I will end up spending a while watching through a few replays quickly to narrow down on a clear set to use on the daily. If I am just going to focus on one specific game, I will re-watch it and sometimes compare it to other games.

There are always a bunch of replays the viewers never see that influence the discussion of the replay or content in any given daily. You'll always hear me say things like "he's heading to do X, Y, or Z, but he COULD do A or B," and that is always a consideration for any daily. The studies of the replays not shown are what gives me A and B.

Any tips for keeping track of everything going on during a match?

You have to play. A ton.

Playing StarCraft: Brood War for 12 years will train your eyes to spend most of the time staring at the minimap, not the main screen, so that makes it much easier to catch everything going on in a match.

The experience I have in StarCraft II as a player will also help remind me of things: "Oh… he has X amount of sentries right now, zerg should probably have Y roaches out by now."

In short, I think training as a player is really the only way to help you become a sharp observer.

What advice would you give to those who are looking to get into shoutcasting (or trying to improve)?

The most important thing is to keep doing it. Don't try to hide in the shadows "carefully sculpting your craft." You have to iterate tons and tons and tons. Improve publically, not privately.

Yes, playing the game and studying will help, but the best way to do anything is to just DO and not worry so much about it.

Comments and feedback can be very helpful for trying to improve, but you should always be EXTREMELY careful and analytical when reading comments. Sometimes vocal minorities will complain harshly while the majority is actually very happy and satisfied.  You have to do tons of comparisons to what comments are like over time, compare them to the casts that have the most hits, that sort of thing.

Just make sure you have a clear sense of what it is you’re working on and how you’re testing and measuring it with the public.

What is your shoutcasting/work schedule like?

Between the team members, it takes six to seven hours to produce a show, two to five hours to prepare the actual content, two hours for the streaming, and then generally another hour to do all of the associated bookkeeping (uploading, descriptions, tagging, etc). Funday Mondays generally take all day. 

Sometimes we'll do a daily on very little prep, but that's about the average. I do this Sunday through Thursday, and I also have daily meetings with my team. We don’t meet on the weekends, since I am generally casting other events.

When I'm not actively producing a shoutcast, I'm working on a couple other fun, StarCraft-related projects. :)

Basically, seven days per week, nonstop.

How did you get started on Day[9]tv?

It was a bit of a process. The forums were a difficult media to try to be an "expert" in, because so often the strong comments are drowned out by chatter and opinionated players.

Absolutely some members will eventually gain social currency by being consistent and offering strong advice, but I wanted something more concrete. I tried to drift into audio podcasts to create a level of authority.

Though initially successful, it wasn't quite true to the form of the community (very malleable and interactive) and didn't match well with the form of the underlying content (StarCraft is a game, it is very hard to try to describe micro with just words and no video). Also, audio podcasting took much longer.

So, one day I tried to experiment with the medium of live video because it was faster, and the video allowed me to demonstrate strategies on-screen. The live chat also made it a bit more interactive and community oriented as well, and from there it continued to grow and evolve into what it is today.

What's the most important factor in making a show like yours a success?

The biggest thing is commitment and dedication.  I take what I do very seriously and have never missed or "forgotten" a daily accidentally. I have been sick, or missed due to school or other events, but this is something that myself and my group of peers really put ourselves into.

Many of your broadcasts are dedicated to strategy and helping players understand the intricacy of StarCraft II. What was your motivation behind this approach?

Much of my motivation for the episodes stems from problems or curiosities that I develop from playing or watching the game. 

I'm representative of what the hardcore competitors of StarCraft II are like -- my show is an analysis show because I'm a player and I just enjoy the act of analyzing. When I sit down and start analyzing a game for a daily, I'm actually utilizing the same techniques that I use for improving my own play privately. The only difference is I'm talking while doing so.

At the end of each show, I feel like I've also learned a good bit, so I take that knowledge and go play with it!  It all comes back to the fact that I am a player at heart and the strategy and training goes hand-in-hand with that.

Do you have a favorite StarCraft II match (or daily)? Are there certain dailies that you hold near and dear to your heart?

My favorite match still has to be mana vs naama in game 3 from Dreamhack. When things get really, really tense in live matches, I tend to get excited and nervous -- it's just so tense and awesome! The whole time I was just like "oh my gosh, is mana really going to pull this off? IS HE REALLY GOING TO PULL THIS OFF?!"

As far as dailies near and dear to my heart, #100 will always  have a special place, because it's about my whole life of StarCraft. If you want to know a lot about how much this game has meant to me you should check out daily #100.

Funday Mondays are always fun, so I like those a lot. Another one that stands out is #252, because I conveyed some awesome information about new ways to approach and think about the game. That was a daily that I took lots of time to think about and delve into the mechanics of StarCraft II gameplay and training mindset and habits.

I also liked daily #233, TLO vs White-Ra. At first glance, it seems weird, but if you slow it down and think about the steps the players take, it makes a lot more sense. That one was also a bunch of fun because I collaborated with Husky on it.



We'd like to thank Day[9] for taking the time to talk to us. Check out the links below to watch the dailies and videos referenced in the interview.

Daily #100 - Day[9]'s life of StarCraft: http://blip.tv/file/3486428
Daily #233 - TLO vs White-Ra: http://blip.tv/file/4593518
Daily #252 - Secrets of Hotkeys, APM and Mouse Movement: http://blip.tv/file/4712303
MaNa vs Naama Game 3 from DreamHack: http://www.youtube.com/watch?v=L9mCj9jFMSU

Social Links
Facebook: http://www.facebook.com/day9tv
Twitter: http://twitter.com/day9tv
YouTube: http://www.youtube.com/day9tv


The Day[9] Daily is shown at 7:00 p.m. PST Sunday through Thursday on http://www.justin.tv/day9tv.

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