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 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

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:
Daily #233 - TLO vs White-Ra:
Daily #252 - Secrets of Hotkeys, APM and Mouse Movement:
MaNa vs Naama Game 3 from DreamHack:

Social Links


The Day[9] Daily is shown at 7:00 p.m. PST Sunday through Thursday on

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Reasons behind the Patch 4.2 Crowd Control change (Source)
Dungeon Finder has suffered in Cataclysm because many of the Heroics are quite difficult for uncoordinated groups. That point is almost impossible to dispute. Some of the more elite players may say, “Good! Dungeon Finder was a stupid idea.” If you don’t adhere to that argument -- and we don’t -- there are basically two choices: make the dungeons so easy that they don’t require communication, or make the communication easier. We like for dungeons to be challenging, but we don’t like when the challenges are logistical in nature. You still need to know which targets to CC, which creatures are immune to which forms of CC, make sure you don’t break the CC, etc. And that is ignoring all of the many ways to fail that aren’t related to CC (such as say most boss encounters).

Related, even with Call to Arms, tanks are often in highest demand for Dungeon Finder, and we think this is largely because tanks are expected to lead and set the pace of a dungeon run. It’s a ton of responsibility. A tank I work with said recently, “I don’t even mind doing all that, but it’s just such a pain to have to manually mark targets every single pull while the other players just wait around for me to tell them what to do.” With this change, there is less need to sit down and try to communicate about which is the sheep target and which is the trap target. And if someone CC’s the wrong thing, there is more chance for recovery. It’s the way Sap has worked for years, and you don’t generally see players calling for groups with 3 rogues just to make the trash that much easier.

We promise that the average group will still wipe in dungeons even with this change. We have plenty of data to back that up that supposition.

Patch 4.2 Dungeon Journal is not a walkthrough (Source)
You mistake this implementation as a walk-through. While you will be told the items and abilities the boss will employ, it will not tell you when, how much damage, where to stand etc. This is merely an extra in-game tool to help players get into the encounters, understand them a little better, and enjoy them. The ability to take down the boss is still soundly within player hands and abilities.

Cross-Server BOA Item Mails (Source)
Yeah, that's sort of a solution, but not a very good one. The accusation you're making (in the OP and subsequent replies) is that since we're not implementing a bad but easier solution, that we have no intention of ever implementing the correct one.

We do intend to implement the correct solution, of being able to mail BoBA items to any and all characters on the same account. That's the right way to go about it. Whether you believe that will ever happen or not is another matter.

Bad players in dungeon finder (Source)
If you run pick up groups then it's inevitable that, in the course of playing World of Warcraft, you'll eventually run into a player who is less skilled or knowledgeable than yourself. Obviously, there are a lot of ways to deal with that situation, ranging from the cruel to the kind.

My personal approach runs toward the kind end of the spectrum, because I think that my World of Warcraft experience is improved when everyone I'm in a group with is having fun. I also believe that by volunteering information, I improve my potential future pick up groups too. It's sort of a pay-it-forward, be-the-change-you-want-to-see kind of thing... There's an added benefit in that my vote kick also gets saved for players who truly deserve it, such as those who are genuinely rude, or who are simply griefing.

The vast majority of the dungeons I've been in have run smoothly. In those situations where I can see that a player is struggling though, I take the initiative and explain the fight, including their specific role. I whisper them and let them know they can ask me questions, and I won't blow up on them. If they aren't performing to a level where beating a fight is possible, I've even let players know that we need to replace them, as well as why. I've actually had players bow out in those situations where they weren't able to perform. Most of the time, the player who was struggling was just a little confused, and steps up and makes it work. Personally, I find those runs much more fun and gratifying than a simple speed run full of over-geared players. There could be something wrong with me.

Anyway, I digress. My bottom line is that it's amazing what you can accomplish just by treating others with a little dignity.

4.2 Crowd Control and Fear (Source)
Fear functions very differently. It's a bit wonky to allow a target to run around aimlessly under the effects of Fear and not drawing aggro from anyone. What we might do is add this CC change specifically to the Glyph of Fear.

Patch 4.2 PTR Informacije - Patch 4.2 PTR Uskoro!

Blizzard je objavio ranu verziju Patch 4.2 Informacije, i prvi deo je samo kratak pregled izmena kod klasa.

Originally Posted by Blizzard (Source)
Classes: General
Crowd Control
  • Many crowd control abilities no longer cause creatures to attack players when they are cast. The creature will not attack the player when the crowd control wears off, and nearby creatures will not become hostile to the player either. However, if a visible player gets too close to the target creature, the creature will remember and attack the player when the crowd control effect wears off. The intent is to make it easier for dungeon groups to manage crowd control assignments and pulling packs of hostile NPCs. The abilities affected by this change are: Hibernate, Entangling Roots, Wyvern Sting (will still cause hostility when it begins to deal damage), Freezing Trap, Polymorph, Repentance, Shackle Undead, Blind, Hex, Bind Elemental, Banish, Seduction.

  • Druids now gain 1 attack power per point of Strength, down from 2. They continue to gain 2 attack power per point of Agility while in Cat Form or Bear Form.
  • Entangling Roots and the equivalent spell triggered by Nature's Grasp no longer deal damage.
  • Innervate now grants an ally target 5% of his or her maximum mana over 10 seconds, but still grants 20% of the druid's maximum mana over 10 seconds when self-cast.

  • Insect Swarm now generates 8 Lunar Energy for druids with Eclipse.
  • Moonfire now generates 8 Solar Power for druids with Eclipse.
  • Sunfire now generates 8 Lunar Energy for druids with Eclipse.

  • Glyph of Innervate now causes the druid to gain 10% of his or her maximum mana over 10 seconds when Innervate is used on a friendly target, in addition to Innervate's base effect.

  • Ring of Frost now has a 1.5-second cast time.

  • Beacon of Light can no longer be dispelled.
  • Speed of Light now increases movement speed when Holy Radiance or Divine Protection are cast.

Priest Bug Fixes
  • Players will no longer prematurely cancel a channeled spell when clicking on the Lightwell.

  • Blind duration against enemy NPCs is now 1 minute, while the duration against players remains 8 seconds.
  • Stealth now once again begins its cooldown once the rogue leaves Stealth.

Warlock Bug Fixes
  • It is no longer possible to leave combat while channeling Drain Soul.

  • Overpower now has a 1.5-second cooldown and global cooldown (Taste for Blood's Overpower cooldown has not changed).
  • Retaliation, Recklessness and Shield Wall no longer have stance requirements.

Dungeons & Raids
  • Dungeon Journal is in the process of being implemented. While some UI elements may exist in the current Public Test Realm build, the feature is not yet complete.

  • The Reins of the Dark Phoenix, purchased from the Guild Vendor, has had its art improved. It's now less transparent and indisputably more awesome.

  • Eye of the Storm has been added into the rotation as a 10-man Rated Battleground. The tug-of-war style capture points have been replaced with Arathi Basin style capture points to better support 10v10 competition. This change applies only to Rated Battlegrounds. Eye of the Storm is otherwise still a 15-player Battleground with tug-of-war style capture points.

War Games
  • Many improvements are being made to the War Games interface, though the changes are not yet fully functional.

User Interface
  • Characters can now be reorganized at the Character Selection screen. This feature not yet fully functional and the reorganization of characters doesn't save at this time.
  • The cast bar can now be moved to display below the Character frame.
  • Move Pad is a mouse-click interface for movement which is now built into the base interface.

Games, Entertainment, and Science Forum!

Here at Blizzard Entertainment, we embrace our inner geek. We love games, movies, books and comics, computer hardware, tech and science, the list goes on. But most importantly, we love discussing these things. Since we know a lot of you are just like us, and we already have these forums, we thought why not create a cozy location here on our official site where like-minded gamers, movie snobs, bookworms, and technophiles could congregate?

With that unanswered question hanging briefly mid-air, we're happy to announce the launch of a new forum based on games, entertainment, and science:

Gaming, Entertainment and Science -- Games, Movies, TV shows, Literature, Tech and Science! Embrace your inner geek and discuss with your peers.

We invite you to jump in and begin discussing each of these topics, but please be aware that we're going to be taking an extremely strict moderation policy with this forum to ensure that it doesn't become an off-topic wasteland. We want our forums to become awesome places to discuss these specific topics, and we'll be protecting that intent without tolerance -- be warned!

Uskoro u Patch 4.2: the Dungeon Journal

Originally Posted by Kaivax (Source)
With 4.2, we’re introducing the new World of Warcraft Dungeon Journal. The feature is currently deep in development, so while we don't have anything to show off just yet, we’ve put together a FAQ with a bit of information. Please enjoy!

Q: What is the Dungeon Journal?

A: The Dungeon Journal is a new piece of UI in World of Warcraft that players can use to find out more about specific dungeons, and the bosses within those dungeons, including what abilities they have and the rewards they offer.

Q: How will I access it?

A: While in a dungeon, hitting "M" (the default key for Map) will open the Dungeon Journal. A new button will also be available in the navigation tray. The Dungeon Journal can be accessed from anywhere - in a dungeon, in a raid, on a boat, etc.

Q: Will I have to experience a dungeon or encounter in order to see the associated Dungeon Journal content?

A: There won’t be any "gating" or limitations placed on what content a player can see in the Dungeon Journal. All boss/dungeon/raid information will be available to all players regardless of level, gear, or content experience.

Q: What will it show me?

A: The dungeon/raid map will display the locations of each boss in their respective locations, marked by unique icons.
Players can access boss information by clicking on boss icons on the map, or by clicking on the boss’ name in the associated tab of the dungeon/raid map page.

General loot information for the dungeon/raid can also be accessed from the dungeon/raid main page by clicking on the Loot tab. This will show all loot dropped - from bosses and trash - in the instance, of a certain quality.

Boss abilities will be available via the boss’ page, either by clicking on the map or by going through the Dungeon tab. The Dungeon tab on the boss’ page will list out all major spells, abilities, and phases for that fight.

Q: Are the descriptions going to be simplified or detailed?

A: Descriptions will be verbose and complete. Our goal is to give a lot of context to the abilities in terms of how they’ll play out; however, we will not be giving any strategy tips in the Dungeon Journal. For example, while the Dungeon Journal might say something like "This ability will cause all players in the affected area to take damage," it won’t say anything explicit like "All players except the tank should stand behind the boss during his Shield phase."

Q: Will this include adds?

A: Yes. If a boss has adds, like Ascendant Council or Erudaxx, their abilities will be listed, too.

Q: What bosses will be included in 4.2?

A: That's still being determined. We want to include as many as possible and add more as we go along. We'll provide additional information on availability as we progress through the Public Test Realm process.

We'll provide a more comprehensive look at the Dungeon Journal, including the interface and examples of the information it provides, as we move closer to the release of 4.2. Have fun storming the castle!

New Maps and Mods Tutorial: Missile Movers

Quote from: Kaivax

We’ve just expanded the StarCraft II Maps and Mods page with the Missile Movers tutorial, located here. The missile mover system allows the map maker to control motion in dramatic and entertaining ways. While typically used to configure missile-based attacks, the underlying motion defined by the missile mover system can be used to drive a reaper’s body when it jumps or a spine crawler’s tentacle when it attacks. Add this tutorial to your toolbox and get more out of your custom map creations.
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