Najnovija Diskusija na Forumu

User Avatar on Forum
Author: ScepticuS Date: Saturday, 23 May 2015
User Avatar on Forum
Author: FasumAga Date: Friday, 22 May 2015
User Avatar on Forum
Author: FasumAga Date: Friday, 22 May 2015
User Avatar on Forum
Author: Frame Date: Monday, 18 May 2015

Nedeljni Rated Battlegroundi od sada samo 10v10

Originally Posted by Blizzard (Source)
We’re in the process of developing a hotfix to push before next Tuesday that will change all 15vs15 rated battleground weeks into 10vs10 weeks.

Looking at participation, the 10vs10 rated battleground weeks have been far and away more popular than the 15vs15 weeks. The difference in organizational requirements as well as battleground map popularity have been a couple big factors that have led to the 10vs10 weeks seeing a great deal more action. By making this change and supporting the popular option we hope to encourage even more players and teams to participate, as they won’t have to wait out every other week, or struggle to beef up to 15 players to match the requirement.

We also have plans to adapt additional battleground maps in the future to work in the 10 player bracket to increase the variety of maps available.

Ink Traders u Stormwind i Orgrimmar gradovima

Bashiok je skoro pomenuo da će Ink Prodavci biti dostupni u glavnim gradovima kada Patch 4.0.6 bude postavljen na live serverima. Ubuduće nećete morati više da idete u Dalaran kako bi ste kupili Vaš Ink!

Originally Posted by Bashiok (Source)
Ink Traders are being added to Stormwind and Orgrimmar in 4.0.6.

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Tol Barad Issues (Source We would love some dialog on Tol Barad)
I'll try to answer for you what little I can. As I'm sure you've seen, we've made some smaller adjustments to Tol Barad to help some right now, but we know that these changes are just that, minor. That said though, we spent a lot of time developing Tol Barad and want to make sure that it is utilized and enjoyed as originally intended. We are continuing to discuss ways in which we can do this, but it's going to need additional development time. We do have some plans that we'd like to put into play, but I can't enlighten you on what those are as of yet and can only say that they will be done in the future at some point. Unfortunately, I can't give a better time table than that. I know that seems lacking, but Tol Barad is not "out of sight, out of mind for us." 

No LVL 85 Food/Water on Mammoth mount vendors (Source Update Vendors Please!)
The multi-seater mammoths have a very Northrend-specific feel to them, so we don't necessarily want to just straight update their vendors. We like the idea of having mounts with usable vendors in general, though, and are looking into the possibility of adding new ones in the future (ones that would provide higher level food and drinks). There are already a few ideas incubatin', but nothing that we can reveal just yet.

[...] Your gold wasn't spent needlessly. The multi-seater mammoth mounts still have a fast run speed, can hold up to three passengers, and allow nearby players to sell and repair their items. That functionality is available to everyone, regardless of when the mount is or was purchased. 

Cataclysm Questing is too Linear? (Source Cataclysm Questing is So Linear)
For Cataclysm, we wanted to create more immersion with better storytelling, and we wanted your characters to feel connected to ebb and flow of Azeroth. This was something we hoped to accomplish through a number of mediums including quests.

Overall, we think we were successful in achieving those goals and making the leveling experience more story-driven, but we realize we may not have hit the nail perfectly on the head. For example, we've received a lot of feedback that suggests we made questing a bit too linear this expansion, and we're not in total disagreement. It's cool that your character has a visual impact on the world and can watch as key events unfold, sure, but sometimes it can feel a bit awkward when you're unable to explore content at your own pace because you're still locked to a particular phase. We also hear your concerns about cut-scenes, tradeskill nodes, and the effects phasing has on groups.

We're taking all these criticisms in stride and will be using them to improve the questing experience for future expansions and, to an extent, future patches. When it comes to questing, it's matter of finding a good balance between story and gameplay, and that tightrope can be a hard one to walk. Your feedback keeps us from swaying too far in any one direction, though, so we greatly appreciate threads like this one. Keep it up.

LFD Tool Long Queue Times (Source Looking for Dungeon Queues...)
There's a false perception that we don't want to change things or iterate on things regularly. This is not true. We are always looking at ways to improve the game and the systems within it. Finding the right solution though doesn't always happen as quickly as some would like, and when trying to account for human nature, things get a bit more difficult to predict. We can only provide the tools, see how things go, iterate on them, and see if things improve for you. But, these things take time and there's an awful lot of differing opinions out there.

No one is saying, "This is it, take it or leave it", we're simply saying, "This is our intention. Here's how we designed this to work/play out. Try it out and let us know how it goes."

We're still going to keep pushing to do better, to make things as balanced as possible, and to provide an epic and entertaining gaming experience. We just won't be able to do it overnight.

The Looking For Dungeon queue times are understood to be of issue for some people. If/when we find a better way to get you in to a dungeon quicker, we'll let you know. 

Dungeon Difficulty (Source Dealing with the vocal minority)
That's a pretty heavily stacked way to ask the question, but I'll see if I can provide a satisfying answer anyway.

As is often the case, the truth is somewhere in the middle. Realistically, I recognize that a lot of the concerns that have been brought to bear address issues beyond dungeon difficulty alone, so, on that basis 'learn2play' isn't a particularly valid argument by itself, no.

Conversely, (and I think this is what those arguments are really getting at) we're coming from an expansion where, through much of its existence, whole swathes of class abilities - crowd control, certain types of heals - went virtually unused. We've gone from there to a place where if a group doesn't use crowd control, or otherwise employs reasonably good play overall, their chance of success dramatically decreases. We want to reward good gameplay, so the tuning on dungeons is less forgiving than it was. Despite that, as average gear quality and know-how increases, it is inevitable that more and more players will have easier and faster runs over all.

On the other hand, maybe things have come too far in the other direction. While we're seeing that player assembled groups have very good success, Dungeon Finder groups are having significant issues. That's something we're planning to address.

The World of Warcraft development team and Blizzard as a whole aren't composed of a single kind of player. We're players of all sorts, we suffer from the same issues (and enjoy the same triumphs) that you guys do. We’re keeping an open mind and taking into account all perspectives as we move into 4.0.6 and beyond.  

Patch 1.2.1 Now Available on PTR!

Quote from: Blizzard Entertainment

StarCraft II: Wings of Liberty patch 1.2.1 is currently in development and now available for testing on the PTR. This minor patch contains several bug fixes as well as a sneak preview of new ladder maps. By participating in the PTR, you'll be among the first to test out the latest changes and help us ensure that when the patch is released it's of the highest quality possible.

To participate in the public test you must have a full North America product license. Further details on how to access the PTR can be found in the FAQ. Once you've had the chance to try things out, be sure to visit the Public Test forum to discuss the patch.

StarCraft II PTR Patch 1.2.1 Notes


  • A special sneak peek at new ladder maps is now available!
  • Matchmaking has been updated to better match players queuing with pre-made teams in 2v2, 3v3, and 4v4 brackets.

Bug Fixes


  • Fixed an issue where the title of a conversation window was scaling rather than truncating.

  • Fixed an issue where the Match History score screen was displaying "Null" for the map info for all games played before Patch 1.2.

  • Fixed an issue that would sometimes cause players to be improperly disconnected from a game.

  • (Mac) Fixed an issue that would cause the Control key to become stuck when holding Control and minimizing the game window, then going back to the game window and attempting to use Control+1 to create a control group. 


  • Fixed an issue with foliage that would die and become visible through the fog of war when a player spawned as zerg.

StarCraft II Editor

  • Fixed an issue where copied-and-pasted units were not set to the correct height in-game.

  • Fixed an issue where the table view scroll-bar position was reset when switching objects.

  • Fixed an issue where secondary sort priorities were not working properly. Model name is now the secondary sort so that models are listed in alphabetical order after being sorted by the mod they are contained in.

As this is a test server, please anticipate uneven game performance, and note that restarts and downtime may occur without warning. We'll provide information regarding extended downtimes, should they occur, in the Public Test forum.

Nefarian US First Kill - Guild Blood Legion

Blood Legion (US-Illidan) je prvi US guild koji je savladao Nefariana kao 25 Man Heroic Mode! Sve čestitke, momcima na velikom uspehu!

Conquest Points - Breaking Skulls and Buying Stuff

Blizzard je objavio kratak članak koji objašnjava kako funkcioniše skupljanje Conquest Poena. Ovo je malo kasno objavljeno i nepotrebno za sve PvPere, ali korisno za nove igrače koji žele da se oprobaju u Rated Battlegroundu.

Originally Posted by Blizzard (Source)
Bone-shattering PvP conflicts can be harrowing and demanding, but smart gladiators know that if you want to emerge triumphant, you need to walk onto the battlefield well-equipped.

In World of Warcraft: Cataclysm, certain PvP pursuits reward players with a new kind of currency: Conquest Points. Conquest Points can be exchanged for the very best PvP armor, gear, and weapons in the game, allowing you to hone your competitive edge in the ring and on the battlefield.

Those Gladiator items are calling, but how do you get the Conquest Points to buy them? There are three main ways to do so:

  • Winning Arena matches
  • Winning Rated Battleground games
  • Winning your first Random Battleground game of the day

Each time your team wins a Rated Arena or Rated Battleground match, you're awarded a certain number of Conquest Points; no points are awarded for losing, however. Your first Random Battleground win of the day will also net you 25 Conquest Points.

There's a limit on how many Conquest Points you can gain over the course of a single week, and points earned from all sources count toward that total. Everyone starts at 0 personal rating with a weekly cap of 1,343, which is the most points you can accrue over the course of a week. Unlike Honor and Justice Points, Conquest (and Valor) points do not have an overall cap.

Note:There's no benefit to hoarding large amounts of Conquest Points since they'll be converted into Honor (or Justice Points, for Valor) when the next tier of items becomes available, and there are no plans to extend the 4,000 point cap on the lower-tier currencies. That conversion is still rather far in the future, though, and we plan to provide plenty of advance warning before it happens. In the meantime, feel free to purchase items you want as soon as you can afford them.

If you want to be able to earn more than 1,343 Conquest Points in a single week, then you'll need to increase your personal rating above 1,500 by participating in Rated Arenas or Rated Battlegrounds. Only your best personal rating counts, and as you improve and bring your rating over 1,500, your weekly point cap will rise as well -- and if you manage to achieve a very high rating, your weekly cap could approach 3,000. Here are some sample ratings and corresponding point caps:

Rating Weekly Points Cap
1500 1343
1800 1940
2100 2533
2400 2849
2700 2964
3000 3000

You can check your current total number of Conquest Points at any time in your character's Currency tab. For more detailed information, open the PvP menu and click on the Conquest tab, where you'll find how close you are to the weekly cap and how many points you'll earn by winning an Arena or Rated Battleground match. You can check out what the Conquest Point vendors have to offer in the Champions' Hall in Stormwind or the Hall of Legends in Orgrimmar.

Now that you know what you're fighting for, it's time to show Azeroth your incredible PvP skills. Confront your foes. Fight! Win!

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Outland "difficulty" in Cataclysm (Source please improve outland)
Hi Syrenea. While I certainly commend your desire for difficulty, I don't think we want to slow down the leveling experience. I think most people will agree that they're either leveling an alt and want to catch it up quickly, or they just started playing and want to catch up to their friends.

Certainly some of the lessons we've learned in quest flow, mechanics, rewards, etc. could make Outland quests better, but we don't have any plans at this time to go back. And certainly not to slow the process down. While the Outland zones maybe aren't as awesome as Cataclysm zones, they definitely aren't horrible, and the speed at which you rocket through them certainly helps the majority hit their end game goals.

If you're finding the process of being a minor god squishing Outland creatures in your palm a little tedious, maybe find some ways to up the challenge. Pull a few more mobs at a time. Maybe even challenge yourself and add one more every time. Or how about every enemy you kill in under X seconds you remove one piece of gear. I don't know, I think there are things you can do to keep it interesting. If you have any you use and enjoy, share them! 
Copyright © 2005 - 2014 AdriaCraft - Adriatic Gaming Community Fansite All right reserved / Sva prava zadržana.
Posetioci ovih stranica obavezuju se da će poštovati uslove iz Pravila o korišćenju web stranica Pročitajte tekst: Uslovi korišćenja.