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Account Bound Items FAQ

Bornakk (Source) je napravio temu koja je posvećena često postavljenim pitanjima za Account Bound predmete. Slede zvanične informacije:
With the launch of the Echoes of Doom patch (3.0.2), certain items in World of Warcraft now bind to an account (account-bound) rather than to an individual character (soulbound). These account-bound items can be transferred between characters as long as they are on the same realm, in the same faction, and on the same account. This FAQ will address some of the more common questions asked about this new form of item binding.

Q: Which items are currently bind-to-account?
A: The following items are currently account-bound:

Blue Murloc Egg, Murloc Costume , Tyrael’s Hilt , Big Blizzard Bear , Netherwhelp’s Collar , Diablo Stone , Zergling Leash , Panda Collar

Q: How do I transfer an account-bound item to another character?
A: You can use the in-game mail system to send account-bound items to eligible characters. Look for mailboxes outside of inns, banks, and other locations throughout the game.

Q: Can I mail account-bound items to characters on different factions? What about characters on different realms?
A: No. Currently, account-bound items can only be mailed between characters on the same realm, in the same faction, and on the same account.

Q: Can I destroy account-bound pets or mounts after all the characters I play have learned them?
A: Yes, but if you do so, new characters you create on that account later will not be able to learn to summon the pet or mount. The exception to this is items that teach you to summon Collector’s Edition pets (as of The Burning Crusade, these include the Netherwhelp’s Collar, Diablo Stone, Zergling Leash, and Panda Collar), which are automatically mailed to each new character you create.

Q: Are pets and mounts obtained from World of Warcraft Trading Card Game Loot cards bind-to-account?
A: None of these items are currently bind-to-account.

Q: If I transfer a character holding an account-bound item to a new realm, will I be able to distribute the item to characters on the new realm?
A: Yes. However, please keep in mind that all of the normal transfer and bind-to-account item restrictions apply. For more information, please review our Paid Character Transfer FAQ here: http://us.blizzard.com/support/article.xml?articleId=20558 . Also note that account-bound items will move with a character that is transferred to a different account; all normal rules and restrictions regarding cross-account transfers apply.

Q: Will other items be made bind-to-account?
A: Yes, we plan to add more bind-to-account items in the future, including the Wrath of the Lich King Collector’s Edition pet and the heirloom items being introduced in Wrath of the Lich King.

Q: I have a Blue Murloc Egg (Murky pet) on an Alliance character on a PvE realm. Can I transfer the character to a PvP realm where I have Horde characters to teach characters there to summon Murky?
A: This is not currently possible. Account-bound items cannot be transferred between factions, and Alliance characters cannot be transferred to a PvP realm where you already play a Horde character.

Q: OK, so I can’t get Murky to Horde characters on that PvP realm. Can I transfer an Alliance character on a PvE realm to a PvP realm on which I play other Alliance characters?
A: Yes. As always, all normal transfer restrictions apply, but as long as you meet the eligibility requirements to transfer the character and mail the account-bound item, you should be good to go.

Q: Does this mean it’s now possible to get all three original World of Warcraft Collector’s Edition pets (Mini Diablo, Zergling, and Panda) on every character I play?
A: Yes! If you don’t already have one of each pet on existing characters you play, you could create three new characters, complete the Collector’s Edition pet quest on each one, and select a different Collector’s Edition pet for each new character. You could then mail those pets to every character on the same realm, in the same faction, and on the same account so they can learn to summon all three.

Q: I plan to create a death knight in Wrath of the Lich King, and I want to give the character one of the account-bound pets or mounts from a Blizzard Entertainment event. Will this be possible?
A: Yes. As long as the new death knight is on the same realm, faction, and account as the character that holds the account-bound item you wish to transfer, you should be able to mail the item to the death knight you create in Wrath of the Lich King.

Q: Why are Collector’s Edition pets bind-to-account when I can just make a new character and get them that way?
A: Now that Collector’s Edition pets are account-bound, players can restore pets to characters on an eligible account that may have lost the pets previously. It’s also now possible for one character to be able to summon all three Collector’s Edition pets.

Q: Is the Zhevra mount from the Recruit-A-Friend promotion bind-to-account?
A: The Recruit-A-Friend promotional mounts are not currently bind-to-account.

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Promene u StarCraftu 2 Šta je drugačije nakon Blizzcona?

Taman kada pomislimo da smo zapazili sve promene u igri, dođe na red i sam blizzcon build koji je igran i prikaže još promena koje zapazimo. Ove promene su potvrđene za sada, ali očigledno razvojni tim se poprilično trudi i konstantno testira nove ideje i nove sposobnosti jedinica. Mnogo još stvari ima da se radi oko balansa ali za sada neke interesantne promene su tu za nas:

{yoogallery src=[/images/stories/news/2008/Oct/22/mothership] width=[334] height=[199] title=[Mothership}
The Protoss

Protoss Mothership ponovo ima samo tri sposobnosti: Time Bomb, Cloaking Field i Vortex. Planet Cracker izgleda da je izbačen, kao i Energy Transfer i Recall. Pretpostavljamo da se Vortex nije mnogo promenio, i može se smatrati nekom vrstom slabijeg Black Holea koji zaustavlja neprijateljske jedinice.

Jedan veliki šok jeste gubitak Overload sposobnosti Phoenixa. Ovo je zamenjeno Nullifierovom Anti-Gravitacijom koja podigne dve neprijateljske/savezničke jedinice ili građevine u vazduh. Phoenix ostaje phoenix, nakon toga bi bio offline 12 sekundi i vratio se u akciju.

Sa Anti-Gravitacijom kod Phoenixa, Nullifier dobija Hallucinaciju kao i novi skill: Molecular Displacement.
The Molecular Disrupter is a new ability we are testing out on the Nullifier, in which the unit fires a psionic projectile which bounces between units of the same type, doing 10 damage with each hit, up to a maximum of 10 bounces. Thus, if you were to use this ability on 2 Marines (with 40 hit points each, not upgraded), both Marines would die easily. If there were 3 Marines, it would kill 1 Marine and leave the last two at 10 hp each.

Currently, the ability costs 125 energy. Stats are of course all subject to balance.
Source: Battle.net
 
High Templari su naučili novi skill - Phase Shift, koji na neko vreme uklanja jedinicu sa bojnog polja.

Konačno, ali i verujem da je ovo samo glasina, da Dark Temolar će imati dva modela. Model će biti random kada se DT izgradi, i model će se razlikovati po tome da li će imati jedan ili dva Warp-blade/a na svojoj "kosi".
 
{yoogallery src=[/images/stories/news/2008/Oct/22/nighttanks] width=[200] height=[150] title=[Nighthawk i Siege Tankovi]}
Terrani

Nekako je poznato da su Siege Tankovi "nerfovani" ali nije jasno još kako. Vrlo slaba verovatnoća da su izgubili Siege Mode, tako da je vrlo verovatno da su izgubili malo armora ili damagea.

Nighthawk je spominjan da je dobio novi skill: Seismic Thumper, ali dosta posetilaca blizzcona tvrdi da nisu to nikada videli u samoj igri. Možda je postojao, ali je bio izbrisan vrlo brzo:
The Seismic Thumper is no longer in the multiplayer game, but was originally dropped on the battlefield, which slows all units within it's radius by 50% (including friendlies). The only way to stop it was to destroy the Seismic Thumper itself.
Source: Battle.net
{yoogallery src=[/images/stories/news/2008/Oct/22/infestedmarines] width=[200] height=[150] title=[Dva Infestera i Infested Marinci]}
The Zerg
 
Nakon koliko planova oko Queen, evolucija je izgleda zaostala, i više neće evoluirati u tri tiera. Sada je moguće praviiti više Queena, i svaka dolazi sa tri skilla: Mutant Larvae, Razor Swarm i Creep Tumor.

Čuli ste pretpostavljam pre za Mutant Larve - ili pod imenom "Morphalisk". Ovaj skill spawnuje tri velike larve u Hatchery koje mogu da se kontrolišu. Mogu da se pretvore u postojeću zerg jedinicu, za mnogo kraće vreme.

Razor swarm je novi skill, i može biti opisan kao "veliki oblak insekata i prašine koji oštećuje neprijatelje". Igleda da može da se kontroliše, ali nije poznato da li ima hp ili trajanje.

Infester je imao takođe preživeo malo dorade, i dobio tri nove sposobnosti: Neural Parasite, Fungal Infestation i Spawn Infested Terrans. Neural Parasite je vrlo sličan Dark Archonovom Mind Control skillu, samo što traje 10 sekundi i ne funkcioniše na radnicima.

Fungal Infestation je kao Disease, damage over time po jedinici. Rečeno je da je neizlečiv DoT, i da meta eksplodira nakon smrti, tako da je rezultat barem jedna jedinica sigurno eliminisana.

Treće, Spawn Infested Terrans, stvara pet jaja oko infestera iz kojih izađe Infested Terran. Nije poznato da li imaju time limit, što je verovatno, ali očigledno nema infested Protossa.

Interesantno, pomenuto je da Infester može bacati skillove i dok je zakopan.

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Mila Kunis o WoWu

Svi znate Mila Kunis (Forgetting Sarah Marshall, That 70s Show) koji je inače i veliki fun WoW-a.

Ona je skoro bila kod Jimmy Kimmel kao gost, samo da govori o o tome kolko obožava WoW, pored činjenice da ona ne igra WoW skoro godinu dana! Ona izgleda i dalje zna sve u vezi WoW-a, i kako nam se čini u toku je sa vestima oko novog nastavka. I u slučaju da ste se pitali, Ona igra Alliance Mage - žao mi je igrače Horde

Pogledajte ceo video zapis intervjua:

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Armory Update: Player Calendar

Blizzard je ažurirao svoj armory sistem ubacivši - Player Calendar. Slede zvanične informacije:
New Login-Protected Feature: Player Calendar

The Armory now supports the new Player Calendar, one of the new features added to the game in patch 3.0.2: Echoes of Doom. The Player Calendar allows players to create their own events such as raids, arena matches, and guild meetings, and keep track of the many activities in the worlds of Azeroth and Outland.

Every player can access their calendar from the Armory via the new “Calendar” tab that has been added to character profiles. You can browse your calendar in the same way that you can in-game. In addition, you can respond to events through the Armory’s calendar interface – which will then become effective in-game.

Like guild banks, player calendars are a login-protected feature. Before you can access your calendar you will be taken to a separate login screen, similar to the one that displays when attempting to access Account Management. Enter your World of Warcraft account name and password in the fields to access the calendars of the characters on your account. In addition, several changes have been made to the Armory Login process, including the ability to pin multiple character profiles.

For more information on the Armory’s Player Calendar, refer to our features list or the Armory Calendar FAQ. For more information on the new Armory login, refer to the Armory Login FAQ.

Player Calendar Interface

The Armory’s new player calendar support allows you to view the in-game calendar of every character on the World of Warcraft account you use. Here are some of the features of the Armory’s player calendar:

  • The player calendar can be accessed by clicking the new “Calendar” tab on a character profile. Clicking this tab will take you to a login screen, where you will be prompted to enter your World of Warcraft account name and password.
  • On the top right of the Armory, a notification window appears if you have pending invitations and upcoming events.
  • Switch between the different characters on your account under the redesigned Options menu on the top right of the Armory. This menu also allows you to select what characters you wish to display in the new drop-down character select menu.
  • The main calendar interface is similar to as it appears in-game. Click the arrows next to the month name to switch between months. Clicking on an event itself brings up that event’s detailed information window.
  • An event’s information window contains its name, time, description, and list of invitees as they appear in-game. The right side of the panel displays a tally of classes where the player has a status of either Accepted or Confirmed for that event.
  • If you are invited to a given event, the date of that event will appear with a large question mark and the buttons to take action on the event will be active. Accept or Decline the invitation to change your status accordingly, or Remove it to remove it from your calendar. These status changes will take effect in-game.
  • Player-created events display with custom background images befitting the nature of the event. For example, an event for a Black Temple raid displays a picture of Illidan Stormrage.
  • The “Filters” menu allows you to toggle the display of various categories of recurring events such as battleground holidays and raid resets.
Patch 3.0.2 Changes and Additions

Besides the Player Calendar, many changes have been implemented to reflect the new content and functionality of Patch 3.0.2:
  • Game mechanic changes: Character profiles and item tooltips should reflect the changes to character and item statistics including the consolidation of bonus spell damage and healing into Spellpower, and the combination of other previously differentiated physical and spell bonuses into a single statistic each.
  • Character talent trees have been updated to reflect the many changes in 3.0.2, including the new 51-point talents.
  • Glyphs: The new items associated with the Inscription profession are now searchable in the Armory.
  • A small assortment of new Honor Rewards has been added to the item database.

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Ghostcrawler: Kako skill utiče na DPS

Ghostcrawler govorio nam je o tome kako Skill može da utiče dosta na DPS...
You seem as if you're arguing that once you come up with the theoretical maximum dps for you class that then you can go ahead and hit that every time. And maybe it's even possible to get close on a fight like Patchwerk. But fights aren't all like that. As soon as you're running around, dealing with adds or raid damage, running out of mana, or dealing with the rest of the encounter then skill does come into play. I don't think it's all just the healers. Beating the enrage timer is the domain of dps, and if it was trivial then nobody would be wiping on Brutallus (pre nerf). To me, that's skill. Most players couldn't even hit the same dps on Brutallus from night to night. I've heard great players say they've had off nights, which is another way of saying they failed to achieve their maximum. The delta is skill.

All we're saying the new feature is that the difference in theoretical dps can be masked to a larger extent now by skill. Before, there was almost nothing an excellent shaman could do to beat a mediocre rogue. More of the challenge of the encounter was in stacking the right classes and buffs than the actual execution of the fight.

Now perhaps you can argue that mage rotation is simpler than some classes or that if you ignored your procs and cooldowns and just hit Fireball that your dps wouldn't suffer as much as a rogue who only spammed Sinister Strike. But it's not as if all mages achieve their maximum dps or even understand how to.

I guess it's not actually clear what you are arguing for. The theoretical and actual discrepancy in dps between mages and warlocks already existed. How does throwing paladins, druids and shamans into the mix change that? Or are you saying we should just anoint class A as the highest dps class and class B as the second-highest and make the challenge of an encounter all about learning the fight itself?

As far as the accountability issue, that already existed too. We could have just said that in our tests mages can beat warlocks in Sunwell so you just need to L2P. That doesn't seem to be a feature of the new system. We could have always taken the lazy way out and said it's just you. To some extent you're going to trust us or not largely based on whether or not you're having fun in the game. I've enjoyed plenty of games without having to have a conversation with the developer. Maybe I'm missing your point, but you guys stated it eloquently so I want to understand it. (src)


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Karune o Colossus, Nullifier i Nighthawku

Karune nam je malo proširio znanje o novim jedinicama. Počećemo sa colossusom, zatim sa nullifierom i na kraju nighthawkom.
What makes the Colossus worth its price? Are the Thermal Lances stronger than thought out to be?
In my opinion, the Colossus is the most effective when you have more than one. Three seems to be my optimal number, especially against Terran. Medivacs heal at a very fast rate, but only one target at a time. Against a group of Marines with a Medivac, one single Colossus would do virtually nothing, because the damage would be healed through easily. With three Colossi, the Marines would die in one sweep, negating any healing that could be done. A single Colossus is good at softening targets, but with more rapid healing from Medivacs and new units like Roaches, it may not be enough. At that point, you need enough to kill them in one sweep, and when you do have that, it will do significant damage to any army, especially with the additional range upgrade for the Colossus.
Karune, what are your thoughts on the Colossus attack mechanic? While the numbers can be adjusted in accordance to balance, there's concern that the current attack mechanic is itself a flaw in that it's too situational. Has your team considered enhancing it in any ways, or adding more control to the attack pattern is etches into the ground?
Even though the beam is currently shown visually in various ways, the damage is done to all units in that straight line at the same time instantly. That line will always be based on the position you are attacking from, so in that way there is a lot of control as how to use the Colossus. I definitely wouldn't say the Colossus is too situational either cause this unit is quite useful in both Zerg and Terran matchups. As long as in these matchups, both players continue to adapt to counter each other's strategies, Colossi will surely be brought to the battlefield.
Source: Battle.net
 
Firstly what does the Nullifiers Molecular Displacement do? I heard that it shoots a beam of energy and deals extra damage to units of the same type? Can we get more detail on this.
The Molecular Disrupter is a new ability we are testing out on the Nullifier, in which the unit fires a psionic projectile which bounces between units of the same type, doing 10 damage with each hit, up to a maximum of 10 bounces. Thus, if you were to use this ability on 2 Marines (with 40 hit points each, not upgraded), both Marines would die easily. If there were 3 Marines, it would kill 1 Marine and leave the last two at 10 hp each. Currently, the ability costs 125 energy.
Source: Battle.net

Secondly I keep hearing of a Seismic Thumper ability for the Nighthawk (im positive I never saw this). Supposedly the Thumper stops Zerg from burrowing. Any input?
The Seismic Thumper is no longer in the multiplayer game, but was originally dropped on the battlefield, which slows all units within it's radius by 50% (including friendlies). The only way to stop it was to destroy the Seismic Thumper itself.

Are these targeting drones permanent or do they have a timed life? Also they appear to be invisible to the enemy. Does the targeted unit have any visual indication that it's being targeted?
The Targeting Drone is similar to the Auto Turret in the fact that it does not have a timed life. It currently costs 50 energy to deploy and has 120 hitpoints (all subject to balance of course). The Targeting Drone can target one unit at a time, and increases the damage that unit takes by 50%. You cannot have two drones targeting the same target. These drones are also flying, stealthed, and immobile. They may excellent perimeter defenses and can be coupled with Auto Turret raids to maximize the damage.
Even though the drone is stealthed, visually, there will be a red laser coming from the drone aimmed at the target, so you will know when there is one around.


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Goliati, Wraithovi i Vulture se vraćaju u StarCraft II

Novi intervju sa Chris Sigaty, Dustin Browner i Bob Colaycom vezan za StarCraft II Trilogy je izašao, a u tom intervju dosta interesantnih stvari vezanih za kako prošlost tako i budućnost su otkrivene. Mi ćemo pokriti samo deo, koji je vezan za stare jedinice, jer to pitanje dosta interesuje stare igrače.
Since you talk about there being so many choices on the tech side in the campaign, are there any differences between the units and the tech in the campaign, and what you're going to see in the multiplayer? Is there single-player-specific stuff?
 
Dustin: So we're looking at having a lot of units, especially for Raynor as a mercenary, he's getting access to and buying technologies that are apporpriate for the kind of down-and-out mercenary scumbag like he is. So he'll have access to things like Goliaths and Wraiths and Vultures, and all these old weapons that are not part of modern Dominion forces like we see in the multiplayer. Maybe some prototype stuff that would simply be way too powerful for any kind of multiplayer experience, but he can steal it and make use of it. So you'll definitely see not only new units, but lots and lots and lots of upgrades that simply would not be appropriate for multiplayer.
Kako stvari stoje, izgleda da ćemo videti stare jedinice u singleplayer kampanji! Možemo računati trenutno na Firebatai Medica, kao i Dragoon i stari Ultralisk.
Since you talk about there being so many choices on the tech side in the campaign, are there any differences between the units and the tech in the campaign, and what you're going to see in the multiplayer? Is there single-player-specific stuff?
 
Dustin: So we've gone away from one of the things we've done in the past and I think other developers have done as well, which is to pitch the solo campaign as a learning tool for online play. We are not doing that anymore. The feeling is that it's never been that successful. You can go ahead and beat the campaign, maybe all three campaigns, or beat the campaign on the hardest difficulty. Then you go online and you still get just destroyed by the first player you run into. It's just not the same kind of environment. There's a lot less pressure in the solo experience than there ever is in an online game against an aggressive opponent.


So we've definitely said these two parts of the game can live separately from one another. We can have a solo play experience with its own technology choices, its own options, and then for multiplayer it's a completely different rule set. Now there will be a lot of similarities between the two, but we'll definitely have units in the solo play we don't have in multi. In multiplayer everything's perfectly balanced, and we have to know that you can remember everything you need to do, and your opponent can be aware of everything you could do. But for solo play, if we want to have 16, 17, 18, 20 units for the Terrans, that's fine. If we want to have things that are out of balance in favor of the player, awesome. No problem. So we're looking at having a lot of units, especially for Raynor as a mercenary, he's getting access to and buying technologies that are apporpriate for the kind of down-and-out mercenary scumbag like he is. So he'll have access to things like Goliaths and Wraiths and Vultures, and all these old weapons that are not part of modern Dominion forces like we see in the multiplayer. Maybe some prototype stuff that would simply be way too powerful for any kind of multiplayer experience, but he can steal it and make use of it. So you'll definitely see not only new units, but lots and lots and lots of upgrades that simply would not be appropriate for multiplayer.


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