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Author: Dreiko Date: Saturday, 22 November 2014
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Author: Witcher Date: Friday, 21 November 2014
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Author: Urosh92 Date: Wednesday, 19 November 2014
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Author: ImmOrTaL Date: Sunday, 16 November 2014

Halloween Buff - 100% Bonus za Gold Find i Experience

Ovog vikenda, od petka do ponedeljka, kako bi proslavili noć veštica, igrači će dobiti +100% veću šansu na gold find i experience. Farmovanje paragon levela nikad nije bilo lakše.

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Originally Posted by Blizzard (Source)
Somewhere between the High Heavens and the Pandemonium Fortress linger spirits who hunger for the company of wandering nephalem. . . . This weekend, we invite you to take part in a celebration honoring these ancient ghosts of the fallen. All mortals who log in to Diablo III this weekend on any platform will receive a +100% bonus to Gold Find and EXP! As with previous buffs, the bonuses provided will stack multiplicatively with existing in-game bonuses, including those provided by items, shrines, Pools of Reflection, and Paragon points. This bonus Gold Find and Experience period begins in the Americas region on Friday, October 31 at 12:00 a.m. PDT and ends on Monday, November 3 at 11:59 p.m. PST. Have a ghoulishly good time, heroes. If perchance you fall victim to the things that go bump in the night, be not afraid . . . you'll have plenty of company on the other side.
*For PC, the buff will start and end at the noted times in each gameplay region according to its local time zone (PDT/PST for the Americas, CET for Europe, and KST for Asia). For console, the buff will start and end in all regions at the same time, listed above. For time zone assistance, click here.

Artcraft - Level Design Treći Deo

Blizzard je objavio treći deo Arcraft bloga Level Dizajna!
Originally Posted by Blizzard (Source)
Hi again, I’m senior art director Chris Robinson. In this third installment, senior level designer Ely Cannon explains a bit more of the level designer’s role in bringing the landscape to life and how this role may be a bit different at Blizzard than what players, and even other level designers in the industry, might expect the role to encompass.

Hi, I’m Ely Cannon, a senior member of the Level Design team for World of Warcraft. I wanted to talk a little about the important role that our level designers play in developing the visual style for the zones. In a traditional level design role, you wouldn’t historically find artists; but we’re not what most people know as traditional level designers on the World of Warcraft team. We go out of our way to hire artists with design experience, or designers with art skills, for our level design team. This is essential to our process since each level designer is ultimately the gate keeper for the visual style and tone of the zone he/she is working on.


This process starts with the preproduction work for a zone. Working with an environment artist, the level designer will help to guide and define the scope of environment assets needed. These assets include terrain textures, trees, bushes, accent plants, rocks, etc. The range of models and textures needed must address not only the main zone look, but the sub environment types needed to break up the zone, all the while bringing the concept to life while remaining within the capabilities of our game engine. It can be a challenge, and often is.

Take for example the new Nagrand. Not only do we have the environment that you know of as the Nagrand from Outland, but new areas, like a wetlands, and a higher elevation arid region. The visual clash of these disparate environmental themes could be quite jarring if not handled with care. There is a constant conversation between the level designer and the environment artist about shape language, color, diversity, scale, mood, model usage, and ultimately the visual tone of the zone as a whole that keeps the zone development moving in the right direction.


While the environment artists make the models and textures, it is the level designer who sculpts and paints the terrain, places the trees, rocks, and bushes, all the while considering gameplay and the art/design direction. We approach the whole process in a very considered and intentional way, balancing visual style and gameplay all the while. A typical day for our level designers will include big decisions about the overall look and feel of a zone as well as small decisions about how one plant looks when placed next to another plant in the scene.


Nagrand in Warlords of Draenor is a good example of the color relationships between textures. The vast sweeping savannahs of verdant green which make up a large portion of Nagrand presented a challenge for our level designers. How can we get color depth into massive green fields while staying true to the concept? At first glance the fields and rolling hills seem to be simply green grass – and lots of it. On closer inspection there is a carefully selected range of green tones used to render the savannahs of Nagrand. Each of the green tones is a unique grass texture which is carefully blended with the others in the set to create the effect seen in-game. Likewise, the subzones in Nagrand diverge from the main zone color scheme in very specific ways that were defined early by level design to ensure that players would experience a diversity of environment types while playing through the zone, and ultimately when they return for max level content.


Having capable and talented artists and designers sitting behind our level editing tool allows for fast iteration, and ensures that we can create huge play areas with a consistent level of visual quality. In the last segment of this Artcraft series you’ll meet five more of these designers: Victor Chong, Ian Gerdes, Ed Hanes, Damarcus Holbrook, and Kevin Lee.

Hearthstone Patch 6898 Live

Novi patch koji smo dataminovali prošle nedelje postavljen je sinoć na serverima! Ovaj patch sa sobom, doneo je 4 pozadine za karte, dva za oktobar i novembar gameplay sezone a ostale dve su za Blizzcon 2014 i Warlords Collectors Edition promocije. Zvanične patch informacije možete pronaći u daljem tekstu zajedno sa dizajnom novih pozadina karata.

 
 "Warlords"
Warlords of Draenor CE
 "Blizzard 2014"
Blizzcon 2014 Virtual Ticket
 "Hallow's End"
Season 7 (October 2014)
 "Goblin"
Season 8 (November 2014)

Originally Posted by Blizzard 

General

  • The following card backs have been added to Hearthstone:
    • Hallow’s End Card Back – Acquired by reaching Rank 20 or higher in Ranked Play mode during the month of October.
    • Blizzard 2014 Card Back – Acquired by attending BlizzCon 2014 or by purchasing a BlizzCon 2014 Virtual Ticket.
    • Warlords Card Back – Acquired by purchasing the collector’s edition or digital deluxe edition of World of Warcraft: Warlords of Draenor.
    • Goblins Card Back – Acquired by reaching Rank 20 or higher in Ranked Play mode during the month of November.

Mobile

  • [iPad] The search field is now properly shown at the top of the screen when the keyboard is present in the Collection Manager.
  • [iPad] (China only) Login sessions are now preserved when switching between wi-fi points.

Artcraft - Level Design Drugi Deo, 28 Oktobar Hotfixevi, Anti-Exploit Mehanizam

Artcraft - Level Design Drugi Deo
Blizzard je objavio drugi deo bloga Artcraft - Level Dizajna.
Originally Posted by Blizzard (Source)
Welcome back to our ongoing Artcraft series that takes a look at the environmental and zone design for World of Warcraft. I’m senior art director Chris Robinson, and today senior level designer Michael McInerney is going to take us through a more high-level design overview, again using Nagrand from Warlords of Draenor to illustrate our level-design philosophies.

Hello, I’m Michael, and I’ll be providing insights on some of the thought processes that go into designing an iconic zone like Nagrand. Our approach to level design begins with asking many questions, and defining the answers. The one big question we always ask ourselves is “what is the story we are trying to tell?” This usually keys off the initial pitch—in the case of Nagrand, we wanted to convey that this was the sweeping pastoral home of the Warsong clan. But we also needed to determine the specifics of how we were going to communicate that visually to the player.

The obvious answer to how we tell their story is to put their homes within the environment. But that’s not the only thing that makes a place a home. The Warsong are fairly aggressive and confident, so when you first enter the zone, you’re not so warmly greeted by their war banners and fortified towers. We also knew the Warsong clan were wolfriders and traveled in large packs. This was something we could show with the large beaten-down roads that their war bands travel along. Their home base is nestled into a wind-carved canyon, and has subtle references to an Orgrimmar long past, with buildings and living spaces shaded by cliff sides. We also knew that the way they care for their wolves says something about their culture, and is noticeably different from the reverence for them within the Frostwolf clan. We illustrated that by using animal pits to get across their relationship with their wolves, instead of integrating them into the villages as the Frostwolf would. All of these elements come together to paint a different picture of the Warsong and give them character.


Nagrand also had some equity we wanted to explore; players have experienced a shattered version of the zone in Outland, and this was a unique opportunity to provide a contrasting look. Giving places a sense of history is high on the list of zone design philosophies. Some of the more obvious ways to tell a zone’s history are with ruins, when they make sense. The Highmaul ogres were once a great power in Nagrand. Now they are on the edge of oblivion. All that’s left of their once great civilization is scattered remnants, as evidenced by their crumbling towers and roads you find throughout the zone. It’s not a coincidence that the area they occupy in the zone doesn’t exist in Outland.


We also wanted to touch on the floating islands, one of the classic visuals of Nagrand everyone remembers. We needed to figure out how could we could capture that vibe and still tell a story. One way was to create geography so delicate in places you could imagine it snapping off and floating into the sky—fel energies notwithstanding. The sweeping arches and impossible rock formations also lean toward that realm of magic, without fully committing.

The player experience, and the way a player feels when they are moving through the environments is something we’re always thinking about. Moving from zone to zone, or even within the subzones and small microcosms we create, can dramatically impact someone’s perception of their progression and the game world around them. Stay too long in one area and it can get very tiresome, but move too quickly from one to another and it can feel overwhelming. We work very closely with the quest designers to move players through the world so they can experience a dramatic environmental change at the best possible points, or when we feel they could enjoy a change of scenery.


The challenge with Nagrand was creating enough variety within a theme while maintaining an organic feel. This is a zone that is essentially grassland, but we knew we couldn’t fill a space this large with only fields. Developing an ecology that feels fresh and real is an important tenet of designing a world. Mountains flow into valleys; the edges of a forest blend naturally into open fields. The high points are dryer with scrub bushes and dead trees. The low points are lush, sometimes flooded with water. The riverbanks are a subzone in themselves, covered in reeds and thick vegetation. These areas all offer variety yet stay within the fantasy we are trying to deliver.
The way the NPCs occupy the areas should also make sense. The panther-like Saberon live in roughed out caves below the rock arches. Herds of Clefthooves roam the fields. The Highmaul for the most part occupy the mountainous areas. These relationships to the environment tell a story without any reading required.


A great zone is one that, upon entering, you immediately “get” the fantasy of, and years later you still remember that moment, and I hope we’ve achieved that with the latest incarnation of Nagrand.

Tomorrow, senior level designer Ely Cannon will explain more about the role of level designers in the creation of a zone.

Anti-Exploit / Grinding Mehanizam
Igrači u beti primetili su novi mehanizam koji smanjuje XP za 90% kada ubijete istog moba na istom mestu duže vreme.
Originally Posted by Blizzard (Source)
This isn't intended to be an "anti-grind" mechanic. It's intended to be an "anti-exploit" mechanic that programmatically addresses power-leveling abuses, with the aim of letting us reward legitimate players more generously. In the past, we've often had little choice but to drastically reduce the experience awarded by certain respawning bosses or enemies that are locked in combat with other NPCs, because otherwise they'd be abused. That always felt bad to the regular player who was just passing through in the course of questing or exploration and got unexpectedly little or no experience for killing something. The goal was to come up with an approach that would be invisible to most players, but discourage sitting there and repeatedly farming the same mob for long stretches of time in order to gain experience. Alternatives like questing, dungeons, or PvP are all supposed to be more lucrative than that - WoW has never been a game in which mass-killing mobs for experience was the most efficient route.

That said, clearly this implementation is far too strict, and is triggering from a wide variety of normal activity. We're going to disable the functionality entirely and look into a much more narrowly targeted approach if and when we reintroduce it. Apologies for the inconvenience and the lack of response on the issue - we were working on understanding exactly where the algorithm was going awry, and now that we've done so, we'll be taking action in the near future.

Patch 6.0.3 Hotfixevi - 28 Oktobar
Originally Posted by Blizzard (Source)
Quests
  • Roll Club: Serpent's Spine should no longer cause players to float and allow them to complete the quest.
  • Zarhym Altogether: Spirit Chests looted during the weekly quest no longer contains gold.

World Environment
  • World Defense chat channel should be joinable once again.
  • Alliance characters taking a flight path to Shattered Beachhead should now arrive safely at their destination (rather than falling through the world).

Battlegrounds and Arenas
  • Bonus Honor for winning a Battleground is now only awarded when queued for a Random Battleground (it was incorrectly awarding the bonus Honor for any Battleground win).

Patch 6.0.3 Informacije, Blue Teme

Patch 6.0.3 Informacije
Blizzard je objavio Patch 6.0.3 Informacije koji će sutra biti postavljen na live serverima.
Originally Posted by Blizzard Entertainment
We’re planning to release a patch tomorrow that will bring the live game up-to-date with the version currently being tested on the beta realms. This includes a number of fixes and changes to address issues we've identified since the release of 6.0.2, as well as remaining assets and content to prepare for the launch of Warlords of Draenor. As we've done in prior expansions, our plan is to not require a launch-day patch, and have a smooth transition to the new expansion in North America at midnight Pacific on November 13.
 
Originally Posted by Blizzard (Source)
World Event: Iron Horde Incursion
  • Characters that have completed the Iron Horde Incursion event can now visit a vendor near their faction's respective beachhead to purchase replacement quest rewards.
  • Report to the King/Warning the Warchief: Characters with a healing specialization should now be able to select Ironmender's Totem as a quest reward.
  • Thrall received a reminder that he is currently still on Azeroth.

Character Models
  • Resolved an issue where certain helmets could incorrectly cause an Undead's jaw to disappear.
  • Resolved an issue where skin color for Human models were not matching up with their original counterparts.

Classes
  • Resolved an issue that could cause characters to remain disarmed for an extended period of time.
  • Death Knight
    • Talents
      • Breath of Sindragosa now deals reduced damage to secondary targets. Damage to the primary target remains unchanged.
  • Druid
  • Paladin
    • Protection
      • The passive ability Sanctuary, is now learned at level 10.
  • Priest
    • Shadow
      • Resolved an issue where Shadow Priests in Shadowform were not displaying a targeting outline.
  • Shaman
  • Warlock
    • Glyphs
      • Glyph of Ember Tap was causing Ember Tap to heal for more than intended. Additionally, the glyph now increases the healing of Ember Tap by 2% (down from 5%).

Creatures
  • Gulp Frog no longer drops the Wilted Lilypad.
  • Kor'kron Butcher Cleave ability should no longer deal an excessive amount of damage.
  • Kor'kron Commanders with the Hemorrhagic Shadowstep ability should no longer deal an excessive amount of damage.

Pet Battles
  • Iron Starlette should no longer be excessively noisy when their owner is on a mount.

Quests
  • A Villain Unmasked: Resolved an issue where Samuelson Unmasked was dying too quickly to grant quest credit.
  • Basilisk Butcher: Basilisk Meat should be dropping again.
  • Borrowed Brew: Resolved a number of audio issues with the quest.
  • Get Kraken!: Resolved an issue where North Sea Kraken was dying too quickly to grant quest credit.
  • Warforged Seal: Added a safeguard to prevent characters from completing the quest if they already have the maximum amount of Warforged Seal.

Dungeons, Raids, and Scenarios
Raids
  • Looting bind-on-equip items should no longer automatically bind it to the character on Personal Loot mode.
  • Resolved an issue where Guild Raid groups were not receiving credit towards Guild challenges on Mythic difficulty.
  • Dragon Soul
    • Spine of Deathwing: Blood of Deathwing should no longer deal an excessive amount of damage.
  • Firelands
    • Shannox: Rageface's Face Rage ability should no longer deal an excessive amount of damage.
  • Blackwing Lair
    • Razorgore the Untamed received a buff to increase his survivability.

Battlegrounds and Arenas
  • Battlegrounds
    • For players queued for Random Battlegrounds, the losing team should be receiving 45 Honor again.

Professions
  • Resolved an issue where Windwalker Monks were unable to craft more than one item at a time using the "Create All" button.

Items
  • Fire-Watcher's Oath should correctly have a 100% chance to grant Bloody Coins on PvP kills once more.
  • Living Root of the Wildheart's bonus armor provided by Ursine Blessing for Guardian Druids has been toned down to a more reasonable level.

UI
  • PlayMusic API should now work correctly and be able to play MP3s once more.
  • PlaySound API should now work correctly and be able to play MP3s once more.
  • Resolved an issue where quest headers in the Quest Log may become stuck in a collapsed state.
  • Game settings and macros for characters with names that contains an extended ASCII character should be saving correctly once more for users on Mac OS.
  • Resolved a number of situations where the mouse cursor can disappear on Mac OS.

Bug Fixes
  • Resolved an issue where multi-passenger vehicles entering your character's viewing area could cause them to be booted to the character selection screen.
  • Resolved a client crash that can occur if a character logs out after copying a calendar event.
  • Resolved a LUA error when selecting monitor 3 on systems with multiple video cards.
  • Resolved a LUA error from using Command+M on the Credits screen on Mac OS.
  • Resolved an issue with the skybox flashing on systems with multiple video cards.

Normal Highmaul Otvoren za Test na Beta Serverima
Originally Posted by Watcher (Source)
The full Highmaul raid is now open on all beta realms, and will remain so for at least a couple of days. Please use this thread to provide feedback or otherwise discuss the raid content. At this stage, the most helpful type of feedback will be (of course) bug reports and tuning issues. In terms of tuning targets, there should be a steady increase in difficulty as you go from Kargath, to Twin Ogron, to Ko'ragh, and finally to Imperator Mar'gok. The other three optional bosses should be scattered in the middle of that difficulty spectrum. And, of course, this is Normal mode so the target audience is friends-and-family raiding groups, with pickup groups having increasing success as gear and knowledge of the fights spreads through the community.

Blue Teme
Originally Posted by Blizzard Entertainment
Candy Buckets in Old Blasted Lands
Tagging this with blue for anyone asking how to get the candy buckets in Blasted Lands now.

 

On the border of Blasted Lands and Swamp of Sorrows, there's an NPC named Zidormi who will phase Blasted Lands to the old one if you need it. She can also phase it back to the current version when you're ready. (Source)

Arthas Costume Price
180+60+256+10 = 506.

Even if you get the absolute minimum possible, you still have enough for the costume. Assuming it's a simple coinflip for the Handful of Treats determination (50% chance of getting 2, 50% chance of getting 3), the odds of you getting the absolute minimum is

1 out of 11,150,372,599,265,311,570,767,859,136,324,180,752,990,208.

This isn't even counting the odds of you getting the absolute minimum from the Horseman too!

This is accurate (well I don't know if those odds are accurate or not, but the drops are). Even with the worst possible drops every single day you would end with 506. (Source)

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Classes
Why is poisoned arrow scaling with AP while Incendiary/Frozen arrows scale with weapon damage ?
Fits the effect. Using weapon damage when the weapon isn't hitting is quite weird. Bleeds, Poisons, etc, are always AP-based. (Celestalon)

Druid
how many stars can fall on one tick of starfall? i tried and noticed it has a cap.
20, to make it consistent with others spells' AoE caps. (Celestalon)

World
Thanks for all of the feedback on the Horde Wickerman, we'll be making some changes for next year to the flagging and the guards. (Muffinus)

Blizzcon Showmatch - Najavljeni Heroes Učesnici, Diskonektovanje na "Escape" Menu

Blizzcon Showmatch - Najavljeni Heroes Učesnici
Što se tiče Heroes turnira na BlizzCon ove godine, biće interesantna 3 showmatcha popularnih igrača na internetu, a oni su: Smosh, Husky, Crendor, Jesse Cox, Rocket Jump, i Nerdist.

FWFKE9LFQRHQ1414424303183
Originally Posted by Blizzard (Source)

To follow-up on our recent announcement for the Heroes BlizzCon Brawl this year, we’d like to introduce you to the players who will be taking part in this fun Heroes of the Storm show match at BlizzCon. These two teams will battle for glory over the course of a Best of 3. All the games will be played out, regardless of score, so you at home will get to witness three awesome Heroes of The Storm matches! Here are the players:

Blue Team

Red Team:

We asked some of the future brawlers about their experiences with Heroes and everything BlizzCon. Continue Reading]

 
 
Diskonektovanje na "Escape" Menu
Originally Posted by Blizzard (Source)
Greetings, everyone!

We're currently aware of some cases where players can become disconnected from a match where a limited Escape menu is shown. The only options available will be Options and Quit. Upon exiting the game client, relaunching will not reconnect you to the match.

Our development team is currently investigating and are trying to determine the cause. If you run into this issue, please post here with the time you experienced the issue as well as what region you were connected to. Our development team will be reviewing these timestamps to determine potential causes so that we can work on a fix.

Thank you for your help in tracking this bug down!

Hearthstone Bot Ban Wave

Par hiljada Hearthstone naloga je privremeno banovano zbog botovanja. Svi nalozi banovani su do 2015 godine, a ubuduće ukoliko koriste ponovo botove dobiće permanentan ban. Zeriyah je potvrdio na Twitteru, da će sve nagrade biti uklonjene na nalozima koji su koristili bota.
 
zzblizzardban
 
Originally Posted by Blizzard (Source)

We've recently banned several thousand Hearthstone accounts that were associated with the use of third-party programs that automate gameplay, otherwise known as “bots” or “botting.” These accounts will be banned until 2015. As we’ve stated, fair play is at the core of the Hearthstone experience, and cheating and botting will not be tolerated.

We’re committed to creating a fun and rewarding environment for our players, and we will continue to closely monitor activities within Hearthstone and take appropriate action against cheating in any form, as outlined in our Terms of Use. From this point on, accounts found to be cheating will be permanently closed without warning.

If you believe that you’ve encountered a possible bot or other form of exploitation, please let us know by emailing our Hacks team at hacks@blizzard.com.


Zeriyah Twitter

So, did bots get their "earnings" removed, or are they going to be able to keep them once they return next year
Earnings have not been removed. Future detection of automated gameplay from here on out is a permaban. - Zeriyah (Source)

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