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Author: Frame
Date: 24.01.18, 09:33

Author: Bajko
Date: 12.10.17, 09:11

Author: Bajko
Date: 12.10.17, 09:05 interview with Dustin!

Q: Two days ago you’ve announced StarCraft II release date, are you excited about that?

Very much so. I’ve been working on this game for over five years now, some of the guys from the team are up to seven years. I think we’re all really really excited to be done with the game and to get it to the hands of the fans. We know many of the fans have been waiting for the game over upwards of ten years. We on the team and the fans are all very excited to be approaching the end.

Q: Do you think there’s something that could change this date?

No, I really don’t see it. I would be unbelievably surprised.

Q: How long do you expect that the beta test will last?

We’re definitely gonna push it as long as we can, we have some hardware deployment that we have to do. We’re definitely be going on here for about another month and then we’ll see what we can do after that. When we have to deploy hardware, when we have to bring it down, prepare for launch but we’re gonna run as long as we possibly can.

Q: This will be few days before release date or maybe some more?

It won’t be necessarily just a few days. We do have to take down the servers to prepare for the launch so there will be some time between the launch and when the beta comes down. I don’t know how long it’s gonna be right now. There will be at least couple weeks or maybe more where the beta is down before launch.

Q: What can we expect in the future patches? We already know that there will be some Facebook integration from today’s announcement. Can you tell me something more about that? Or maybe about map publishing system?

So we’re obviously working on map publishing so that you can publish your map on and share it with all your friends. We’re adding two levels of publishing plant. We have sort of a beta test publishing which will share with just you and your friends so that you can test your map and see if it’s any good enough before you publish it live for whole world to see. At that point you will be able to control versioning of your map, decide what version of your map you want people to be playing. We also continue to polish a lot of UI elements that you guys aren’t seeing today. Like we have some very rough version of achievements in the beta right now which we’re gonna keep working on before we go live. We’ve got improved profile functionality, we’ve got lots of little tweaks and fixes across to sort of bring it up to speed. Once we go live we have patches planned in the future for things like tournament support, for things like obviously chat channels, lots and lots of little features to happen after we go live as well. We’re sorta viewing as sort of a more of a living service in StarCraft II. A little more like we do In World of Warcraft where we’re sort of adding as we go and it’s not just major games that see improvements to we also do improvements along the way. I don’t know a lot about Facebook integration functions you probably want Greg Canessa for that stuff but that is something that gonna go live with the product. They are putting it in beta patch so that will just allow you to sort of import your Facebook friends into allowing you to quickly populate your friends list with people who are playing StarCraft with you.

Q: How do you assess commitment of players in beta test? Do they provide you enough statistic data?

We’re seeing lots and lots of play on right now. The average player right now is playing over 20 games a week. Which is really great. Our highest end players up in platinum leagues are playing upwards of 50 games a week. And this is including players who tried it out for two or three games got beaten down decided they didn’t want to play anymore until game went live when they had more time to learn and left. So that means that the players that are active are playing well above 20 games. They are playing lots and lots of games. We’re seeing a lot of information about balance, we’re seeing lots of feedback on the service itself. Like all our betas it’s a great learning experience for us. The fans have really sort of jumped in with both feet, played our game is not the most polished experience yet but they played our game and gave us a lot of great feedback to improve final product.

Q: You mentioned in some interview that 2v2 won’t be balanced for obvious reasons, but most our readers like those games a lot. What is the future of those games in your opinion?

I know that numerically it’s not true, the vast majority of players are playing nothing but 1v1. But for players who are playing 2v2, 3v3 and 4v4 we’ve been working on balance of those modes and we’ll continue to work on the balance of those modes. We’ve been putting in some changes to the map pool to make those modes a little bit more fun to play. There have been some complaints about for instance Twilight Fortress map that it might be a little bit too easy to support your ally but that’s one of the things that we’ve been trying to do to those versions of game; provide maps where it’s very easy to get to your ally, to protect your ally. So it’s not a question of everybody rushing and eliminating one player and then the game is effectively over. We’ve been definitely trying to create balance in the maps and in the design that will allow you to play with your team and win and lose as the team. In addition we’ve been working on a lot of the rule sets for resource sharing after ally has dropped or have been eliminated and we’ve been working on reveal rules for when you lose your last Command Center, Nexus or Hatchery. We’re definitely working on team play and we’ll continue to work on the team play. I don’t know in the end of the day if the balance will be quite as tight as 1v1 because of all possible interactions but I think it will be pretty tight balance and I think that players will have a good time.

Q: On what stage are you in single player?

We’re coming pretty close to the end.

Q: Is there any possibility that units from the single player will be some day in multiplayer mode? Maybe in expansions?

It’s totally possible. It happened in the past, right?. Like Dark Templar was a single player unit in StarCraft and became a multiplayer unit in Broodwar. So anything is certainly possible. I don’t anticipate that at this point but we’ll be certainly looking at that stuff as we’re moving to the Heart of the Swarm and multiplayer elements of that game.

Q: So I think you have already some ideas for new units for the expansion? I think it’s right time to think about that.

Is it? I’m just pretty excited to be getting done with this game. We haven’t really started working hard on Heart of the Swarm. We’ve got a little bit idea of story, we’ve got few ideas for few missions but we haven’t worked out on how we’re gonna do it for multiplayer yet. One of the exciting challenges for multiplayer for Heart of the Swarm and Legacy of the Void is we don’t really want to add more units on top, right? That would take us to maybe seventeen units per race and in Legacy of the Void that would be twenty-one units per race. That would be insane, right? There would be no way for us to effectively balance that, there would be no way to make sure units don’t have overlapping roles, would be very difficult for a player to guess what your opponent gonna do when he has twenty-one different choices laid out in front of him. So it will be very challenging for us to find clever ways to create both fun and new content for multiplayer but not make the game too complicated.

Q: After release of StarCraft Blizzard have published some bonus maps that expand StarCraft universe. Are you planning to add similar maps in StarCraft II?

We’ve definitely been discussing it. I don’t know what gonna happen one way or another. It’s obviously something we would like to do it’s all gonna come down for us to time and polish. Like do we have time to do it to Blizzard quality or not? And that’s always our standard. We could definitely do a lot more with the team we have should we choose to do so but it would compromise our quality to sort of jam things too quickly. We’re gonna see what we can do. We definitely see the urge for it from the fans and it’s something we would like to purse but I don’t know what’s gonna happen. We’re definitely gonna be working on some custom maps to release to the community on day one with the day one patch that will go out with the game so we’re planning on putting a lot of maps out there so they will help community make custom maps and sort of provide some new games types. But as you see maybe in the beta already the community may not need that much of our help in making custom maps as they’ve done some amazing things with the editor already.

Zahvaljujem se na prevodu i na odličnom intervjuu!

inStarcraft Exclusive: Dustin Browder about the campaign, the new Battle.Net and Korea

Although they looked pretty final last year, you have changed the storymode menus again. Did you do so because of the polishing process or did you have a new concept?

We had a lot of play balance and tuning and we got to really fix up a lot of the technologies in the singleplayer experience as well. You know we had our research trees, we had our mercenaries, we had our tech purchase, but the balance and other things weren't great and even some of our units that we have in there weren't as awesome as we hope they are now. It's needed a lot more time to sort of position everything correctly, especially in the research tree. There are so many hard choices in that tree, although initially the choices weren't that difficult, right? - pretty obvious which one to chose. It made the gameplay experience a lot less interesting, so we had some time to go back there and make sure that the choices are a lot more challenging for the players. They are a lot more equal at every level now, that just makes the experience a lot better.

How many playable heroes have you designed for Wings of Liberty? We have already seen two of them, of course Raynor and Zeratul, in the yet playable missions. How many of them have you designed in total?

I don't know if I wanna say. (laughs) A lot more. I certainly feel like we've given the fans most of the game at this point, we kind of wanna have some surprises left for our fans. There are definately a few more heroes as you play through the campaign, not many more though, it is not a hero focused game, right? It's an army-focused game. We do have a few heroes from time to time on certain maps. I can think of three or four more from the top of my head, but I don't wanna say which ones they are, you have to play through to see.

At BlizzCon 2009, we saw that there is also the possibility to make 3rd person view maps with the editor. Will we see anything like this stuff used for the campaign?

No, we don't have anything of that stuff in the campaign, we leave all that to custom maps. In the campaign we really focused on making a great real-time strategy game and we're not throwing in 3rd person elements. So, that kind of stuff will be for our mod makers, for our custom maps, but not used in the campaign.

So you won't redesign StarCraft: Ghost as kind of campaign mission?

Dustin Browder: No

Bob Colayco: I'm sure some fan out there will do it.

Dustin: I'm looking forward to that, it would be really cool.
Ostatak intervjua možete pročitati ovde!

The Halls of Origination

Blizzard je objavio pregled novog sadržaja u Cataclysm nastavku - Halls of Origination.
Quote from: Blizzard (Source)
As with Uldaman and Ulduar, Uldum houses one of only a few of the known titan constructions, the existence of which predates that of mortal life on Azeroth. For years historians have explored southern Kalimdor for a means of entry into this ancient titan land, searching for more evidence of Azeroth's origins. But the Cataclysm will change everything, for the façade behind which Uldum has been tucked for millennia will be ruptured, leaving powerful mysteries vulnerable to discovery by the bravest, smartest, or perhaps even most brutal explorers.

The Halls of Origination in Uldum is a level-85 five-player dungeon available in World of Warcraft: Cataclysm, featuring an unparalleled journey through the timeless titan construction and seven unique boss fights. Hidden deep within its halls lies an ancient treasure that, if placed in the wrong hands, could endanger all life on Azeroth. Should players survive the perils of Uldum, they will be called to help Brann Bronzebeard unlock the mysteries within these treacherous titan halls and protect the titans' ancient secrets.

Entering the Halls
You will immediately learn the gravity of your situation in the Maker's Overlook when stumbling over the bodies of those who have entered the Halls of Origination before you, seeking power... and failing. Those who survive beyond the entrance of these ancient corridors will be greeted by Brann Bronzebeard just outside the dungeon's transport system to the upper reaches. It will require more than the guidance of Brann to advance upward, however, as the secrets of these halls must first be unlocked.

Chamber of Prophecy
The column-strewn Chamber of Prophecy is truly a testament of time. In a room adorned with the relics of an ancient culture, two arks await investigation, protected by ever-faithful servants. Those who meddle with the titan relics must answer to Temple Guardian Anhuur, the overseer of this chamber and a master of holy magic and devastating hymns.

Tomb of the Earthrager
Across from the Chamber of Prophecy and just outside the dungeon's walls lies the Tomb of the Earthrager, entrenched within a pyramid sun-scorched and bombarded with sandstorms. Littered with the bones of the long deceased, the tomb waits to collect more unprepared victims. It is, after all, the resting place of Earthrager Ptah. Those who disturb his tomb disrupt an eerily quiet place before Ptah shakes the ground beneath you in a Tumultuous Earthstorm, bringing to life the weathered bones of the deceased and unearthing vile Scarabs.

The Vault of Lights
With walls weighted by priceless titan artifacts, the Vault of Lights will serve as a chamber of punishment for your intrusion. Anraphet, a haunting statue of titan composition, awakens to serve his fellow keepers and eradicate all mortals who enter. Make no mistake: his long slumber will not prevent him from showing absolute wrath.

Seats of the Keepers
Survivors of the halls' depths will gain access to the upper reaches. With help from Brann Bronzebeard, you must uncover the mysteries of Uldum. Your journey will lead you to areas of ultimate consequence: the Seats of Magic, Life, Chaos, and Radiance. Here you will be confronted by the construct of magic Isiset, construct of life Ammunae, construct of chaos Setesh, and construct of radiance Rajh. You will be tested by these constructs of Uldum, who will not easily give up their thrones or the secrets of the titans.

Only by exploring Uldum's Halls of Origination in World of Warcraft: Cataclysm will you have a chance to uncover their dangerous powers, and perhaps even the mysteries behind the origins of life on Azeroth.
{yoogallery src=[/images/stories/news/2010/May/07] title=[The Halls of Origination] width=[200] height=[175]}

StarCraft II: Heaven's Devils Excerpt 5

StarCraft II Beta – Patch 11 (version + Situation Report

Novi patch je došao sa ogromnim promenama i objašnjenjima iza istih. Pridružite nam se u diskusiji istih i na forumu!

Quote from: Game Patch Notes
StarCraft II Beta – Patch 11 (version 

The latest patch notes can always be found on the StarCraft II Beta General Discussion forum: http://f ad.html?topicId=23094 049316&sid=5000 

Balance Changes 

    • Battlecruise r 
      • The build time has been decreased from 110 to 90.

    • Fusion Core 
      • The build time has been decreased from 80 to 65.

    • Hellion 
      • The range has been increased from 5 to 6.

    • Planetary Fortress 
      • The splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.

    • Raven 
      • Seeker Missile range has been decreased from 9 to 6. 
      • Seeker Missile splash radius has been decreased from 2.4 to 2. 
      • Seeker Missile upgrade no longer requires Fusion Core.

    • Siege Tank 
      • Life increased from 150 to 160. 
      • Siege Mode splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.

    • Thor 
      • Ground damage decreased from 45 to 30. 
      • Ground rate of fire improved from 1.93 to 1.28. 
      • Air damage changed from 8 (+4 Light) to 6 (+6 Light). 
      • 250mm Strike Cannons are now an upgrade at the Factory Tech Lab. 
      • 250mm Strike Cannons research now costs 150/150 and 110 seconds. 
      • 250mm Strike Cannons energy cost increased from 100 to 150. 
      • Anti-Air splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.

    • Archon 
      • The splash radius has been increased from 0.8 to 1. 
      • Splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.

    • Colossus 
      • The damage has been decreased from 20 to 15. 
      • The rate of fire has been improved from 2.2 to 1.65.

    • Phoenix 
      • Can now attack while moving.

    • Sentry 
      • The damage has been decreased from 8 to 6.

  • ZERG 
    • Brood Lord 
      • Life has been decreased from 275 to 225. 
      • Armor has been decreased from 2 to 1.

    • Corruptor 
      • Corruptor damage changed from 12 (+10 Massive) to 14 (+6 Massive). 
      • Corruptor speed increased from 2.75 to 2.9531 
      • Corruption ability redesigned: 

        • Single target. 
        • Increases damage taken by 20%. 
        • Lasts 30 seconds. 
        • Costs 100 energy. 
        • Range 6. 
        • Cannot target structures.

    • Infestor 
      • Neural Parasite is now an upgrade at the Infestation Pit. 
      • Neural Parasite research costs 150/150 and 110 seconds. 
      • Neural Parasite can now target Air units. 
      • Neural Parasite energy cost increased from 50 to 100.

    • Spine Crawler 
      • The root time has been increased from 6 to 12.

    • Spore Crawler 
      • The root time has been increased from 6 to 12.

    • Ultralisk 
      • Damage has been increased from 18 to25.

        Hotkey Changes 

        • General 
          • In order to resolve a conflict with building multiple Forges with the Shift Key we have made the following changes: 
            • Changed Center Camera from Shift+F to Ctrl+F.

        • Standard 
          • To prevent the accidental research of Ventral Sacs when trying to train an Overlord with no Larva available, the hotkey has been changed from V to E. 
          • View Own Health Bars functionality added to the Backslash key

        • Standard for Lefties 
          • Due to a conflict with research Banshee Cloak, research Seeker Missile has been changed from L to K. 
          • To correct a conflict with the Attack command on Planetary Fortress, train SCV has been changed from K to J. 
          • In order to prevent the accidental training of Zerglings when using the Select Larva hotkey,train Zergling has been changed from L to J. 
          • To prevent the accidental training of a Queen, train Ultralisk has been changed from U to T. 
          • To prevent the accidental research of Pneumatized Carapace when trying to train a corruptor with no Larva available, research Pneumatized Carapace has been changed from P to C. 
          • View All Status Bars has been changed from Q to the Alt key. 
          • View own Status Bars functionality has been added to the Q key.

        • Grid for Lefties 
          • Attack Move and all other buttons in the 0,4 position should now function correctly. 
          • View Own Status Bars functionality added to Q. 
          • View Enemy Status Bars moved to W. 
          • View Ally Status Bars moved to E.

        • Classic 
          • Changed build Nydus Canal from P to N. 
          • Changed Place Nydus Canal ability from P to N. 
          • Terran Infantry Weapon researches have been changed from E to W. 
          • Terran Vehicle Weapon researches have been changed from E to W. 
          • Train Thor hotkey has been changed from O to G. 
          • Train Viking hotkey has been changed from Y to W. 
          • View Own Status Bars functionality has been added to the Backslash key.

        Icon Position Changes 

        • To put all race gas extractors in the same icon position, the positions of the Supply Depot/Refinery and Pylon/Assimilator have been swapped. 
        • In order to make transforming multiple Gateways easier for players using Grid key sets, Transform to Gateway has been moved to a separate icon position (2,1). 

        Bug Fixes 

        • Corrected an issue that was causing the Polish language client to crash when receiving the "player is no longer being revealed” message. 
        • Corrected incorrect links on multiple language clients pages. 
        • Corrected an issue where the Zealot was using an US English voice over in the Korean language client. 
        • Corrected an issue where a player is unable to build any structures that require pylon power when their protoss ally leaves. 
        • Units can no longer be healed or repaired while in transports. 
        • Corrected an issue where the Creep Tumor targeting circle was visible to opponents through Fog of War. 
        • Corrected an issue in which selecting a Starport under construction and a completed Starport would display the select builder command in the Viking slot. 
        • Corrected the Broodling weapon icon.
Quote from: Natharea (Source StarCraft II Situation Report : Patch 11)
In an effort to better explain changes being made within the StarCraft II beta, we wanted to establish the Situation Report in which we take the time to share a little more insight into the balance choices we make and how we believe these changes will play out. We are incredibly dedicated to bringing you the quality and high standards that you expect of a Blizzard game and StarCraft II, and hope that by sharing more of our thoughts with you, that we can continue to both receive great feedback, but continue to see great matches within the game.

We have been working hard over the last many weeks to try to make the races as fun as possible to play. We are seeing win/loss ratios (when you factor in skill) of as little as 6% between each of the races. This is a great place for us to be during a beta, when players are still learning the races and we are still making a lot of changes. In general we believe that Terrans are still a little weak against Protoss. The other match ups are too close to call and (according to our current numbers) are within 1% win/loss. We are also getting more and more excited about what we are seeing in our mirror matches. Terran vs. Terran is a very diverse match for example and we are starting to see some really nice diversity in Zerg vs. Zerg which is a huge win for us and the community considering how stale that match was when we started the Beta.

We’ve made a significant amount of changes within the latest beta patch 11 and wanted to give a brief overview on these changes.

Splash- Splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.

We have changed how splash works for several units across the game to make it always hit the dead center of the target unit. Previously splash was centered on the front of the target unit. This makes splash generally more effective, though against certain large targets (buildings, Thors, Ultralisks) you will now not get any splash damage since the splash radius will be contained entirely within the radius of the large target.

Battlecruiser -The build time has been decreased from 110 to 90.

We are trying to make this ship a little more useful. In reality this unit is easily countered by Corruptor, Void Ray, or Viking which may already be in play by the time it arrives, but we think it might see a little more play if it’s just easier to build.

Hellion- The range has been increased from 5 to 6.

This is not an actual change to the area effect of the weapon. The weapon was always range 6, but it would only acquire targets at range 5 so it would get a little bit of splash that would hit enemies behind its initial target. By making the weapon range 6 it is easier to shoot and run from enemy units. It does make the splash a little less useful if you are just using the “attack move” command.

Raven- Seeker Missile range has been decreased from 9 to 6.- Splash radius has been decreased from 2.4 to 2.- upgrade no longer requires Fusion Core.

We are hoping to see some more Seeker missiles without unbalancing the unit. At the same time we want to reduce the effectiveness of Seeker missile in 2v2 games where mass Ravens have (on occasion) been a problem.

Siege Tank- Life increased from 150 to 160.

Siege Tanks are seeing good use in several match-ups but we still think they could be a little tougher so they can maybe get in one more shot during big fights.

Thor- Ground damage decreased from 45 to 30- Ground rate of fire improved from 1.93 to 1.28.- Air damage changed from 8 (+4 Light) to 6 (+6 Light).- 250mm Strike Cannons are now an upgrade at the Factory Tech Lab; research now costs 150/150 and 110 seconds; energy cost increased from 100 to 150.

The damage change reduces the Thor’s opening burst, which will mean that some units will be able to shoot a little longer before being destroyed. The increase in rate of fire means the damage-per-second remains the same, but it does change a few relationships. Thors are no longer as effective against Roaches (for example) without fire support from Marauders.

The Thor Strike Cannons have become an upgrade to try to help out the Ultralisk, who is countered so hard by this attack that we see very few Ultralisks in Terran vs. Zerg. This is (of course) not enough to really change that relationship, but we have some more plans for the Ultralisk in the next patch.

The anti-air changes make Thors a little more clear in their role as an anti-light AA weapon which gives more value to Vikings and Marines. 

Archon- The splash radius has been increased from 0.8 to 1.

This minor buff to the Archon makes it a little bit more useful but doesn’t really change a lot of its core relationships. We still view the Archon as a recycle for a High Templar who is out of mana and not a core unit that you will build unless you are facing very specific opposition (like mass Mutalisks for example).

Colossus- The damage has been decreased from 20 to 15. The rate of fire has been improved from 2.2 to 1.65.

The changes to the Colossus damage and rate of fire are similar to the changes to the Thor. They reduce the burst damage from the Colossus so fewer units will die in the initial blast and get to shoot a little bit longer before they are hit by more blasts. The damage is lower, but the damage per second is DPS is the same.

Phoenix - Can now attack while moving.

This is a huge change that allows a Phoenix to dance around Mutalisks and other air units and attack them while moving. Phoenix always did hard-counter Mutalisks, but now even a very small number of Phoenix can challenge a very large number of Mutalisks so long as they are willing to attack and move away. Use your Phoenix to keep out of the Mutalisk attack range while firing yourself and you can do a lot of damage to a pack of Mutalisks.

Sentry- The damage has been decreased from 8 to 6.

We are seeing a lot of Force Fields which we really, really like. We don’t want to see fewer Force Fields, but we do want to see a higher cost for those Force Fields. By reducing Sentry damage we believe that Protoss players will have to be more careful about the number of Sentry they make.

Broodlord - Life has been decreased from 275 to 225. Armor has been decreased from 2 to 1.

Broodlords are awesome. They needed to be a little weaker. They should still be pretty scary.

Corruptor - Corruptor damage changed from 12 (+10 Massive) to 14 (+6 Massive), speed increased from 2.75 to 2.9531, Corruption ability redesigned: Single target. Increases damage taken by 20%. Lasts 30 seconds. Costs 100 energy. Range 6. Cannot target structures.

All of these changes are a buff to the Corruptor. You will pay less gas for a similar level of Corruptor fire power. The Corruptor is faster and more able to keep up with your Mutalisks. In addition its special ability has changed. You no longer use Corruptors just to stun important enemy buildings but you can weaken important enemy units on the battlefield to make them more vulnerable to attack by both your air and ground units.

Infestor- Neural Parasite is now an upgrade at the Infestation Pit, research costs 150/150 and 110 seconds, can now target Air units, energy cost increased from 50 to 100.

The changes to Neural Parasite are there to try to protect the Ultralisk from being mind controlled too easily. It is also consistent with what we think the power level of the ability is against Thor and other units. We have also buffed the ability to allow it to target air units so you can use it as a defense against Void Rays.

Spine Crawler- The root time has been increased from 6 to 12.

At some levels of play we are seeing spine crawlers used to protect a Zerg player until he can advance to some dangerous technology (like Mutalisks). In these cases players are using Spine Crawlers almost exclusively to defend themselves and the ability to move the Crawler as a way to protect not only their base but their expansion as well. We want there to be a higher cost to this strategy and more risk associated with choosing to go “Only Spine Crawler.”

Ultralisk - Damage has been increased from 18 to 25.
We are buffing the Ultralisk, but we don’t think this buff is sufficient. Expect more changes to the Ultralisk in the next patch.

What’s Next?

We are working hard on a few issues for the next patch. Obviously we are going to be playing this patch with the community to see what we broke with all of these changes. We are also going to continue to evaluate the Ultralisk and the Zerg in general to make sure they have enough choices and options on all of their units.

StarCraft II Beta Survey 3 Results

Quote from: Xordiah (Source StarCraft II Beta Survey 3 Results)
We've recently compiled the results of the third beta survey and wanted to share the numbers with you. Over 60,000 survey results were collected from around the globe from those in the StarCraft II beta. Keep in mind that the questions and results were presented and collected before beta patch 9, so the results don't take into account any changes players saw with that or subsequent patches. 

Under each section you'll find interpretation of the results by Dustin Browder, StarCraft II Game Director. 

My favorite new Terran unit is: 
Marauder 23.0% 
Thor 19.8% 
Reaper 15.2% 
Viking 12.9% 
Banshee 11.7% 
Medivac 7.2% 
Raven 7.0% 
Hellion 3.3% 

It is no surprise that the Marauder is every Terran player’s favorite. They are hard to kill and pack quite a punch. We are surprised to see Hellion towards the bottom of the list since we are seeing so many games where they just destroy light targets. Still, we are going to make some changes in the next patch to make Hellions a little easier to use. 

My favorite new Protoss unit is: 
Colossus 27.6% 
Immortal 19.4% 
Stalker 13.3% 
Sentry 11.8% 
Mothership 10.5% 
Void Ray 10.2% 
Warp Prism 4.2% 
Phoenix 2.9% 

Again the big hitters are at the top of the list, with Colossus and Immortal leading the lists in popularity. Both very vulnerable to air attacks but with Stalkers coming up third Protoss player’s obviously feel like they can protect their heavy robotic units. We are going to be making some changes in the next patch to Phoenix to make him a little easier to use and a little more powerful. 

My favorite new Zerg unit is: 
Roach 31.9% 
Queen 26.4% 
Baneling 15.0% 
Brood Lord 14.4% 
Infestor 5.4% 
Corruptor 4.6% 
Overseer 2.3% 

It is good to see Baneling so high up on the list and we are surprised to see him ahead of Brood Lord. We are going to make some changes in future patches to see if we can get some more abilities on the Overseer. 

My least favorite new Terran unit is: 
Hellion 27.8% 
Thor 16.8% 
Raven 10.5% 
Banshee 10.2% 
Reaper 9.8% 
Marauder 9.7% 
Viking 8.0% 
Medivac 7.2% 

Interesting that Thor is 2nd on both the favorite and least favorite units. We think that might because he does a ton of damage but is also difficult to use because of his size. We are going to try to make him slightly less frustrating to use in a future patch. His size is so large that it can make his massive guns difficult to put into position in a big fight. 

My least favorite new Protoss unit is:
Phoenix 23.6% 
Mothership 22.3% 
Void Ray 12.1% 
Sentry 10.4% 
Warp Prism 9.8% 
Immortal 7.3% 
Colossus 7.3% 
Stalker 7.1% 

As noted under favorite units we will take a look at Phoenix and see what we can do to improve the fun factor on the unit. 

My least favorite new Zerg unit is: 
Infestor 22.2% 
Baneling 17.3% 
Roach 17.1% 
Corruptor 14.4% 
Overseer 12.9% 
Brood Lord 10.1% 
Queen 6.0% 

A bit of a surprise to see the Infestor at the top of this list, since we are seeing so many players use them to great effect. His Infested Terran ability is not that useful when compared to Fungal Growth, so he really only has two useful abilities right now. We are going to try another ability in that slot in future patches.

Screenshot of the Day - Abyssal Maw

Novi screenshot of the day je dostupan na zvaničnom World of Warcraft sajtu. On predstavlja Abyssal Maw, nova istanca koja je predstavljena u Cataclysm, kojoj možete pristupiti preko Sunken City of Vashi'jr.
{yoogallery src=[/images/stories/news/2010/May/06/] title=[Screenshot of the Day - Abyssal Maw] height=[200] width=[700]}
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