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Patch 1.2.1 Now Live!

Quote from: Game Patch Notes
StarCraft II: Wings of Liberty - Patch 1.2.1


  • Matchmaking has been updated to better match players queuing with pre-made teams in 2v2, 3v3, and 4v4 brackets.

Bug Fixes

  • General
    • 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.
  • Maps
    • 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.

Novi Stripovi

Patch 4.0.6 - Home / World latency

Patch 4.0.6 promenio prikaz latency-a, sada imamo "Home" latency i "World" latency, BrianI sa Tech Support foruma objasnio je što to u stvari znači i kako letancy funkcioniše u World of Warcraft.

Originally Posted by BrianI (Source)
We have been seeing a lot of confusion regarding some of our recent changes to the User Interface, specifically in regard to the new in-game latency meters. With 4.0.6, we have split the two separate connections the client forms to our game servers into two different ratings, labeled 'Home' and 'World'.

The speculation regarding what these ratings mean has been very interesting and some of the guesses as to what the numbers actually refer to have been pretty imaginative. Some have speculated that 'Home' referred to your personal latency and 'World' was Blizzard's latency. This is incorrect.

In essence, 'Home' refers to your connection to your realm server. This connection sends chat data, auction house stuff, guild chat and info, some addon data, and various other data. It is a pretty slim connection in terms of bandwidth requirements.

'World' is a reference to the connection to our servers that transmits all the other data... combat, data from the people around you (specs, gear, enchants, etc.), NPCs, mobs, casting, professions, etc. Going into a highly populated zone (like a capital city) will drastically increase the amount of data being sent over this connection and will raise the reported latency.

Prior to 4.0.6, the in-game latency monitor only showed 'World' latency, which caused a lot of confusion for people who had no lag while chatting, but couldn't cast or interact with NPCs and ended up getting kicked offline. We hoped that including the latency meters for both connections would assist in clarifying this for everyone.

As is probably obvious based upon this information, the two connections are not used equally. There is a much larger amount of data being sent over the World connection, which is a good reason you may see disparities between the two times. If there is a large chunk of data 'queued' up on the server and waiting to be sent to your client, that 'ping' to the server is going to have to wait its turn in line, and the actual number returned will be much higher than the 'Home' connection.

"Well, great," you may say, "but what does that mean to me?!"

Not much, maybe, but I wanted to focus on how local (or network) factors can (and will!) affect these numbers.

Here are the most common causes of high pings/latency (on both Home and World):
  • 1) Wireless
  • 2) Packet loss
  • 3) Almost-but-not-quite-broadband*
  • 4) Addons (yes, those wonderful UI modifications)
  • 5) Firewalls (some firewalls do interesting things to latency... try playing without it to see if it helps!)
  • 5) Mis-configured or defective home routers (please temporarily bypass before anything else)
  • 6) Quality of Service and Traffic Management Systems performing packet queuing of some sort.
  • 7) Net link saturation (not necessarily your ISP, but somewhere between you and Blizzard)

*As of July 2010, the 'official' definition of Broadband Internet (per the FCC) is '4Mbps downstream and 1Mbps upstream'. Anything lower than this is not 'officially' broadband.

Lowering video settings (especially view distance) has the added benefit of lowering the amount of data your connection is asked to convey, as well, so even that can be a valid troubleshooting step.

If your 'Home' connection latency is low and your 'World' connection latency is high, that frequently indicates that there is some sort of QoS congestion controls being applied to your internet connection, at either the micro (LAN) or macro (WAN) level. A common symptom would be that you would be able to chat, but not to cast.

If both connections report high latency, that means your connection to our servers, in general, is almost completely saturated, or 'overflowing'. Without making any claims where that saturation lies, that seems to have been the most common case to date.

Please refer to our support pages (such as or contact a technical support representative directly for further information and troubleshooting.

Patch 4.0.6 Latency Izmene
BrianI je takodje objavio zašto su neki igrači videli da im se dramatično poboljšao letancy u patch 4.0.6, i kako su morali da odrade izmene kako bi svi bili srećni. Dobre vesti su da mnoga nova poboljšanja su predvidjenja za Letancy.
Originally Posted by BrianI (Source)
With 4.0.6 we made a couple changes to our instance servers in an attempt to lower latency. Unfortunately, with those changes came increased bandwidth requirements. Due to the nature of the feedback we received, we have temporarily reverted those changes, as of around ~6pm PST last night. Are you still experiencing issues?

Could you go into a little more detail on this? You said the change done with 4.0.6 caused a bandwidth problem but was said problem on my end, your end, or somewhere in between? If this change did cause a problem on my end how can I prepare for when it has been reimplemented?

In a nutshell? That's a bit hard to explain clearly, but I'll try. Some people have an ISP whose peering link to their tier 1 backbone provider is oversaturated. Some people have ISPs that are throttling their connection in some way. Some people are on wireless connections, or are using old routers that are causing issues. Some people simply have a misconfigured or malfunctioning LAN device. Some people just have lower bandwidth connections. I’ll explain further below.

Unequivocally, the bandwidth problems were not internal to our network. We never came close to capacity. The actual total peak transfer data rate was around 1/5th of our maximum capacity.

When we performed maintenance the day we released 4.0.6 we made a couple modifications to our instance (BG/arena/dungeon/raid) servers. One of these changes had the effect of lowering latency for a very high percentage of our users... around 99% or so. The numbers were pretty staggering, to be honest. My personal ‘instance server’ experience was a drop from 120-150ms average ping down to 12ms. No, really, 12 ms. From my home residential connection. It was amazing. Raiding was glorious. The vast majority of our users saw similar improvements.

Then again, I have a very stable high bandwidth cable connection with a well designed internal LAN, and I had no problems handling the requisite increases in bandwidth. You see, part of that reason the latency went down is that a lot more packets were being sent. In some cases, the bandwidth almost tripled. For those who don't (or can't) meet all of our minimum system requirements (e.g. broadband internet*) or who are having issues with their connection or are on a flaky wireless connection... things weren't so pretty. We ended up rolling back that change until a later date when we will be able to selectively turn on that performance enhancement on a ‘per client’ basis. Unfortunately, that will require another patch, so we’ll just have to wait a bit.

Yes, we really did roll back that change for something that negatively affected less than 1% of total users. We really do care about providing the best environment we can. We do things like this frequently.

We do understand that some people do not have the options available to them that others do. We know that people are playing on 6 to 8 year old computers (in some cases, even older) with a flaky 3G or satellite connection, even though this does not meet our minimum system requirements. Not everyone can afford newer or better and not all areas have a faster connection available, currently. We do see people connecting from all over the world from backbones that are throttling their connections due to the cost of transmitting data over transoceanic cables. We see all these things… and we feel some of the same frustrations these people do when trying to have a smooth gaming experience. It is actually difficult to be unable to help someone due to situations outside your control.

To be honest, World of Warcraft was not designed for these types of setups. That is why we are very clear with our ‘minimum system requirements’ and what, exactly, is supported. Will we still try to help you connect and do our best to help you out, anyway? Absolutely. We just can’t make any promises or guarantees, as much as we would like to. The actual bandwidth requirements are not that high. In ordinary play, WoW shouldn’t end up taking more than a few hundred megabytes a month. What is important, however, is the stability of the connection and width of the ‘pipe’, due to the bursts of data that need to be transmitted at times. While total bandwidth may not be high, there will be short periods where a ton of data is being sent simultaneously (like, you know, raid boss fights or even when first logging on to a server when your toon is in a capital city).

We may wish it were otherwise, but if we tried to send and receive less data we wouldn’t be able to provide the immersive, complex, top-notch gaming experience (most people) have come to know, love, and expect from Blizzard Entertainment. I wish there were some way to do both, but there really isn’t, at least with today’s technologies. Either we can provide an intense environment that over 98% of people who play WoW have no problems with, or we can lower our standards to unacceptable levels and try to get that extra ~2% in, as well.

Anyway, I apologize for the lengthy post, and I’m sure this will be lost in the thread, but I’ve been meaning to post some thoughts on this for awhile. I hope you’ve enjoyed the read… it was fun to type, at least.

Blizzard se nada da će Diablo III biti u prodaji 2011!

Posle objave Activision Blizzard Četvrtog kvartala Finansijskog Izveštaja 2010 godine, Diablo Fanovi su se malo uzdrmali. Oni su bili nezadovoljni sa govorom koji je održao CFO Thomas Tippl - Activision Publishing:

Originally Posted by Blizzard (Source)
Blizzard has not announced a release date for its next global release. If we don’t release a major title in 2011, then for planning purposes we would expect to launch two titles in 2012.
Ove reči nisu izbacile mogućnost da Diablo III izadje 2011 godine. U svakom slučaju, istina je izgovorena na ovakav način: Blizzard nije sasvim siguran da li će završiti Diablo III u toku ove godine.

U svakom slućaju odmah posle konferencije četvrtog kvartala finansijskog stanja Activision Blizzard, većina korisnika krenulo je da traži neki odgovor na zvaničnom forumu. Postojala je jedna zanimljiva izmena reći izmedju Diablo III Community Managera, Bashiok, i nezadovoljnih fanova. Bashiok je bio brz da odgovori da 2011 nije u potpunosti odbaćena kao moguža godina za Diablo III !!!

Activision Blizzard akcije pale su za 11% od samog početka konferencijskog nastupa, ne samo zato što Blizzard nije objavio nijedan naslov za ovu godinu, ali i zbog ostalih Money-Making mašina, Guitar Hero, i prestanak izrade nekih ostalih naslova. Iako se akcija neznatno oporavlja, sa ovom pozadinom trebalo bi da dodje do iznenadjenja od Blizzard Osnivač Mike Morhaime i Rob Pardo izvršnog potpredsednik za dizajn Blizzard Entertainment igara, i odluče da malo odstupe od uobičajne norme ćutanja u vezi špekulacija izlaska Diablo III.

Ovo su imali da kažu Kotaku:

Originally Posted by Blizzard (Source)
[Brian Crecente of Kotaku:]"Will I be christening my new computer with Diablo III this year?

"We really, really hope so. That's our goal," Pardo said. "Our goal is to get there. But you know, at the end of the day, we are going to get it right. That's more important.

"We're going to promise, we're going to get it out there when it's awesome. And, we're crossing our fingers, maybe it will be this year."
Jedno je sigurno rad na Diablo III se ubrzava, i da li će on izaći kasno ove godine ili u toku 2012, zavisi od toga da li ga imaju gotovu odradjenu igru. Znajući 20 godina kako Blizzard posluje sa svojim visokim standardima, lično mislim da će fanovi moći da se opuste jer činjenićno stanje nam govori da je igra skoro i gotova da izadje krajem 2011 godine. Ali ukoliko je uvek potrebno još dodatnog vremena da se sve dotera do najsitnijeg detalja, mislim da ne bi bilo ni problem sačekati izlazak igre početkom 2012 godine. 
Nemojte zaboraviti da u Maju ove godine možemo čuti nešto i o Beta testu kada će biti objavljen i prvi kvartal finansijskog izveštaja 2011 godine.

The Exalted Title

Originally Posted by Bashiok (Source)
Recently we changed 'the Exalted' title to require 50 exalted titles up from 40, which meant those that had achieved it were now asked to get 10 more reputations to gain the title back. We felt this kept the title as a difficult reward given the additional reputations introduced with Cataclysm, and also avoided the problem of achievement inflation as the game continues to grow, devaluing the reward.

We didn’t let people know beforehand that we were making this change. A pretty cut and dry error on our part. We take full responsibility for not communicating the change properly, and apologize for the frustration it added to the situation. Unfortunately, that frustration in some people’s cases went to an extreme. Over the past couple days we’ve handed out innumerable suspensions to people who were unable to stay within the forum code of conduct while posting about this change. We of course understand passions can run hot, but some of the violations were extreme enough to remove people’s posting privileges permanently. It’s unfortunate because rational, calm, and constructive posting is the type of feedback that’s taken, discussed, and can help encourage real change. For those that were able to adhere to those posting ideals, we truly thank you for your efforts in keeping your cool.

We took your constructive posts and points, and after discussing the change for quite a while with the designers, the decision has been made to move ‘the Exalted’ title back to require 40 exalted reputations. We’re going to attempt this change with a hotfix, but are unsure at this time if it will be able to be applied through a hotfix. It’s possible that a client patch will be required. (We’ll let you know if it does.)

The 45 and 50 exalted reputation achievements will continue to exist, but for the time being won’t provide anything beyond achievement points. As some have questioned why the title isn’t grandfathered like ‘the Loremaster’ or ‘the Explorer’ titles, these function differently mechanically. While their requirements have changed, the actual achievement is the same. There’s no tech currently that allows us to give a title for an achievement and then move that title to a different achievement altogether and have people keep them. We are however working on such a technology that will allow players to keep items or titles associated with achievements even if we decide to change that criteria. So, say if we eventually decide to move ‘the Exalted’ title to an achievement which requires 60 reputations in the next expansion (just as an example), players who already earned the title at 40 reputations will get to keep the title when the criteria changes. This technology would allow us to let players keep titles or items they’ve already earned, while ensuring we don’t get stuck in a position where we have to continually generate new rewards just so those who earned them originally don’t lose them.

Thanks again for your feedback.

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Death Knight
Chillbains & Diminishing Returns / Frost Spec (Source)
The root from the Chilblains talent being exempt from diminishing returns was a bug, which was resolved. In situations where shared diminishing returns are an issue, there are other tools available to Frost specced death knights to apply snares or otherwise close the gap. We think that death knight PvP mobility is in a good place now, but we're paying close attention.

We're also keeping a close eye on Frost single target dps at the moment. On a related note, it looks like Frost area of effect output is competitive, despite the changes to Howling Blast. We're also pretty happy with the layout of the Frost tree in general.  

Patch 4.0.6 Hotfixevi i 4.0.6a Izmene - 11 Februar

Originally Posted by Blizzard (Source)
Here you'll find a list of hotfixes that address various issues related to the recently released World of Warcraft: Cataclysm patch 4.0.6. Hotfixes are updates we make on our end without requiring you to download a new patch. Some of the hotfixes below will go live the moment they are implemented, while others may require your realm to be restarted to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. We will continue to update this thread in the days ahead as additional hotfixes are applied. Visit our Bug Report forum for a list of 4.0.6 known issues.

February 11 (Patch 4.0.6a)

  • Players are no longer encountering errors when having their items bid on in the Auction House. The Auctions tab also updates appropriately reflecting the bid.

  • Area-of-effect abilities such as Consecration, Efflorescence, Healing Rain, Holy Word: Sanctuary, Ring of Frost, and Smoke Bomb now function correctly when cast on any trapdoors (ala Cho'gall) or transports even while the caster is not standing on one of those same objects.

Death Knight
  • Death and Decay no longer damages the death knight's currently selected friendly target when it does damage to nearby target dummies.

  • Starfall no longer exceeds 20 stars within its duration.
  • Frost Nova, Tranquility, War Stomp, and Starfire are all properly scaled when used by or on a druid in Tree of Life form. The previous temporary hotfix which removed the ability to use War Stomp while in Tree of Life form has been reverted.

  • Auto Shot was not firing while the hunter was moving under certain conditions. Auto Shot should now always function correctly while the hunter is moving.
  • Having a melee weapon equipped no longer causes the tooltips for Cobra Shot and Steady Shot to incorrectly display extra benefit from haste.
  • The cooldown for Master's Call has been increased to 45 seconds, up from 35. In addition, it can now be dispelled.
  • The Warp Stalker ability Time Warp can no longer be used on paladins with the Divine Shield buff active.

  • The Quad Core buff provided by the Sanctified Bloodmage 4-piece set bonus is now properly removed as soon as a spell is cast if the mage does not have 4 pieces of the set equipped.

  • Glyph of Dazing Shield correctly causes Avenger's Shield to daze the target, and only allows Avenger's Shield to trigger the dazed effect.
  • The area-of-effect attack of Hammer of the Righteous no longer has a chance to miss secondary targets when the primary attack hits the paladin's target. If the primary attack of Hammer of the Righteous fails to hit the target due to miss/dodge/parry/block, no enemies will be affected by the area-of-effect attack. Rogues who are under Cloak of Shadows, however, are able to resist this damage.
  • The Warp Stalker (hunter pet) ability Time Warp can no longer be used on paladins with the Divine Shield buff active.

  • Inner Focus can no longer be cast before the effect of its preceding spell completes (Inner Focus will only be applied to spells that are cast after it).
  • Sin and Punishment now works properly when two players of the same faction are fighting each other (including in Arenas). A string error may appear when the opponent is feared even though the talent functions correctly.

  • All raid bosses are now properly immune to Suffering (Voidwalker taunt ability).

Dungeons & Raids
Blackwing Descent
  • Drakeadon Mongrels can now be taunted.
  • The debuff from Pyreclaw's Flame Buffet now only lasts 8 seconds.
  • The Golem Sentry's Flash Bomb damage has been reduced in the 25-player version.
  • The health of Drakeadon Mongrels and Drakonid Slayers has been reduced in 10- and 25-player versions.
  • Nefarian's Blazing Inferno damage and knockdown radius has been reduced to match the spell effect graphic.

  • Some Vicious Gladiator's weapons (item level 359) incorrectly had their costs increased. This has been corrected. Two-hand and ranged weapons now cost 3400 Conquest Points, while one-hand and caster weapons now cost 2450 Conquest Points.
  • All Vicious Gladiator's weapons (item level 372) have been temporarily removed from the Glorious Conquest Quartermasters until the time is right to officially introduce them into Azerothian society.

  • Many items incorrectly rendered unusable in rated Battlegrounds and Arenas have been made usable again.

Battle for Gilneas
  • The banners at each capture point now take 8 seconds to capture, up from 5. Note that when the banners are neutral and have not yet been captured by either faction at the start of a battle, they will display the wrong location names (Mine says Farm, Waterworks says Blacksmith, and Lighthouse says Stables).

  • Gift of the Naaru now has a maximum limit to the amount healed when used on friendly NPCs with large amounts of health.
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