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Kako su Rešili Problem oko Diablo III Damage Brojeva

Ukoliko ste mislili da je smanjivanje velikih damage brojeva na manje verzije lak posao? Prevarili ste se. Blizzard je objavio blog, gde možemo pročitati koje su sve design probleme imali pri problemima za Patch 2.4, uključujući i problem lokalizacije.

Ukoliko ste zainteresovani da pročitate više o izazovima koje su developeri morali da predju, pročitajte blog u nastavku.

Originally Posted by Blizzard (Source)

To work in software development, whether it’s for business, entertainment, or your favorite video game company, is to know that simple problems don’t always have simple solutions. Game development is, in a word, complicated. There are thousands of moving parts where the smallest iteration can cause weeks of reversions and backtracking. On the outside looking in, it’s tempting to ask, “Why not just fix it?” That’s a bit like asking a baker why they can’t just substitute sugar for sucralose. The answer is similar across the board; “It’s not that simple.”

Numbers – How Do They Work?

In Diablo III, there’s lots of information thrown at the player. Let’s talk numbers. You see them everywhere! They’re on your gear, they’re in your character profile, and they float around your nephalem’s head while you’re in combat. Behind each of those digits is a huge amount of tech that makes them behave the way that they do.

We heard a lot of player feedback that combat numbers were starting to be overwhelming or difficult to comprehend in moment-to-moment gameplay. In the past, large numbers were exciting to see because they stood out above the rest. How do you bring back that emotional appeal without making players feel like they have lost power?

Patch 2.4.0 introduced a couple of new features to address this. First, we’ve introduced a new in-game option to truncate numbers and display them using abbreviations. Second, we’ve added an entirely new feature that highlights some of your largest damage numbers in a new color. Each of these additions presented their own challenges when we went to implement them; some were design issues, others created localization concerns, and at the end of all these decisions, the result needed to look good.

Initially, we had the idea of highlighting the top 5% of numbers you’ve generated in the last few seconds. The first problem with this approach was that every build is different, especially when it comes to how each dishes out damage. Some pump out small bursts of floating numbers over time while others barrage your screen with a constant stream of information. In our first pass, another issue that arose was that the new system didn’t accommodate expected fluctuations in damage dealt. Take a Power Pylon, for example, where your damage is temporarily augmented. After the Pylon ends, you’ll still want to know when you’re dealing notable damage.

We developed our algorithm over time to account for these outliers, settling on the following rules for which numbers appear in orange:

  • Damage numbers must be over 10,000 to be considered
  • If the damage number to be displayed is larger than the last that was displayed in orange, then display this new number in orange
  • Decay the value of the largest number by 3% every second
    • This reduces the likelihood that you’ll go on too long without seeing any highlighted numbers
  • Ignore the first 10 large numbers
    • This allows for the system to calibrate itself
  • If no damage has been dealt for 10 seconds, reset the system

Where Are My Billions? – Challenges in Localization

If you’ve played the latest patch, you may have already seen our new damage abbreviations. We’ve seen a lot of questions, primarily from our English-speaking audiences, about why we measure in millions, but skip counting in billions.

There are a few reasons, but one of the most important is localization. Diablo III is a global game, published in 13 different languages, so when we make a design decision that affects the written word (or, in this case, written number), we have to remain cognizant of what that change will mean in everyiteration of the game. While you might think numbers would be the easiest thing to translate, that couldn’t be any less true.

Left: English language numbers. Right: Korean language numbers.

Here’s an example where what might look like a simple translation can get complicated. Some languages, like Spanish or French, do not commonly use a unique term for “billion.” They instead refer to that amount as what literally translates to “one thousand million” rather than having their own word. In terms of etymology, this is a result of both American and British English evolving the word “billion” to mean “one thousand million” rather than the “one million million” it originally represented.

It gets even more complex when looking at languages like Korean or Chinese, where large numbers are grouped on a different scale. For instance, in English, the nomenclature of a number changes with everythird place, such as thousands, millions, billions and so forth. In Korean, the naming convention of a number instead changes every fourth place, using a method called myriad squared. This is because in Korean, numbers are grouped every ten-thousand fold instead of thousand fold.

This issue is compounded by punctuation use. Not every language uses commas as breaks in numbers. Some use periods instead, which is very common in Europe, and others don’t use any punctuation at all.

Left: Korean gold count. Right: French gold count.

As numbers in Diablo III grew and we decided to add in numerical punctuation, we needed a way to elegantly “translate” where—and when—this punctuation would appear for each localization. Our code uses a library called ICU, or International Components for Unicode, which provides a great amount of support for localizing software. ICU can be used in a number of ways, but for this feature, we took advantage of its ability to take a number and a locale (such as United States English, French, or Korean) as input and give back a properly formatted number for that locale as output, complete with any periods or commas. Our Localization team also keeps a table that shows what numbers each region chooses to publish and the end result.

An example of one of our localization tables, designating which language truncates at what point.

Some localizations opted to abbreviate more or less, mostly out of cultural preferences. There’s a real psychology behind player satisfaction and the actual length of the numbers you’re seeing, and player preference varies on both personal and cultural levels. For example, in English, we opted not to abbreviate in the low millions because seeing “1,000,000” is much more satisfying than “1M.” Skipping the billions place also helped with this, as seeing “1,000M” tells a much more exciting story than “1B.” Of course, number size isn’t the only consideration; the visuals, colors, and movement all play a key role as well.

Making Numbers Pop – Refining Visuals

It’s important to make sure that when a player sees a number, they can quickly understand the implication behind it and what it means to them at that precise instant. In Patch 2.4.0, we aimed to provide even more in-combat information than ever before. This is where those Critical Hit highlight numbers come into play.

Look at that beautiful crit!

Simply changing the color was one of many ways we could have presented this information. We asked ourselves a lot of questions about how was best to communicate these big hits. Do we make these numbers bigger? Have them path differently? Make them flash? Do they hang on the screen longer? Or do we just give them a different color? How do you decide which of these options is the right one?

We gravitated towards color because we could present this new information to our players in a drastically different way that passed other user accessibility concerns. Orange numbers stand out; they’re not something you’ve seen before, so subconsciously you pay close attention to them.

Orange also passes the colorblindness-friendly test. When you’re looking at a color wheel, orange is in a different realm than the other colors we currently use for other information. This way players that are colorblind can tell something’s new, too!

When we look at changing colors in our interface, our artists take a look a three options for variation: Hue, Saturation, and Lightness. This is part of what’s called the HSL color space, a common digital standardization for the color wheel.  Each aspect is key to adjusting a different emotion or evoking a new response from the player. Do we want to change the mood? Then we adjust hue. If we’re shifting an image from being juicy to more flat, then saturation becomes key. How about drawing attention or driving it away? Lightness becomes the go-to.

As an example, some of the most critical information in the game is how much healing you’re receiving. Healing is literally your life force, and we want it to be very visible. That’s why that information is some of the brightest in the game. We wanted critical hit information to be extremely visible as well, so we played a lot with its lightness levels to make sure you always know when your next big damage spike occurs.


Bring It All Together

When we talk about the Diablo III team, it’s easy to first think of our developers who tweak the way a class or an item functions, or put cool, new features in to explore. However, there’s so much more going on beyond what your hero is wearing or wielding, and our artists, engineers, localization experts, and so many more help us ensure everything comes together smoothly for all of our players around the world.

We hope you’ve enjoyed this in-depth peek behind the scenes of a small feature that, under the hood, is deceptively gargantuan! It’s a privilege to come in every day and work on this game, even when it’s on the little details. Thanks for reading!

Space Lord Leoric, Novi Development Video - Li Ming, Xul, Skins, Lunar Festival i Još Mnogo Toga

Space Lord Leoric

Blizzard je upravo tvitovo najavu da se legendarni Space Lord Leoric pridružuju Nexusu, 26 Januara.

Originally Posted by Blizzard (Source)

All will serve the Galactic Empire! Space Lord Leoric is on his way to the Nexus!

Novi Development Video - Li Ming, Xul, Skins, Lunar Festival i Još Mnogo Toga

Blizzard je uploadovo novi video, gde možemo videti dva nova heroja, Li Ming i Xul, kao i nove skinove koji nam dolaze u budućem patchu!

Warcraft Movie TV Spot

Nova reklama za Warcraft film je objavljena. Novi video sadrži miks starih i novih sadržaja!

Overwatch Beta se Vraća Sredinom Februara - Novi Gamemode i Mape

Jeff Kaplan je napokon progovorio! Overwatch Beta se vraća sredinom Februara! Novi Beta build doneće nam novi gamemode i nove mape. 

Originally Posted by Blizzard (Source)
Happy 2016 Everyone!

It’s been a while since we’ve chatted, so I wanted to provide a quick update on the status of the Overwatch Closed Beta.

When we brought the Closed Beta offline last December, we did so with the intent to use the downtime to address player feedback, work on some core features (like progression!), and adjust the balance of the game. Our goal was to have all of that work completed before bringing the Closed Beta back online, and our hope was to have that goal complete by middle to late January.

While progress has been great and the team has been working super hard to get everything implemented on time, we're not quite ready to bring the Closed Beta back online just yet. We’ve been pretty open about the fact that we could slip into February from the beginning, but a big reason for this delay is that we really wanted to add one more big feature to the next beta patch.

After looking through all of the feedback from last year, one of the things we noticed players consistently mentioning was their desire for more game modes in Overwatch, in addition to Point Capture and Payload. Without getting into specifics, we are working on a new game mode. And we’re very excited about it! And we have some great new maps to support it, too, but we need a little more time to get everything just right.
Rather than try to rush a beta patch out this month (which would mean the new game mode would have to be put off), we’re going to take a few extra weeks before bringing the Closed Beta back. By doing so, we can make sure we can include the new game mode along with the new maps. This will also allow us to do some additional polish to the game’s progression and reward system. Though all these features will still technically be a work-in-progress during the beta, we’d like them to be at a certain quality bar before releasing them for testing.

This was an easy choice for us to make, and hopefully this post can help you understand why we made it. I don’t have an exact date for when the Closed Beta will resume, but right now we’re looking at mid-February (and we don’t intend to slip out of February). We’ll do our best to provide at least one week’s notice before we’re ready to get this beta party started again, so definitely keep an eye on our official channels.
We love making this game with you guys. It’s been so much fun and you’ve been incredibly supportive of us. Thank you all so much for your patience and we hope to see you in-game soon!

Patch 2.4 Hotfixevi i Login Problemi

Blizzard je pustio Hotfix za PC i Konzolne verzije Diablo III patch 2.4, kako bi uklonili problem sa lagom koji su igrači imali od kako je novi patch pušten na live serverima. Takodje u toku dana došlo je i do problema sa logovanjem u igru, ali kako saznajemo problem je brzom reakcijom developera otklonjen.

Originally Posted by Blizzard 

Login Issues

We are aware of login issues, and we are looking into it. We apologize for the difficulties, and we'll post updates as learn more.

Thank you for your patience.
This issue is now resolved! Thanks again for your patience! (Official Forums)

PC Hotfixes

The following hotfixes have been applied today, 1-20. Note that some of these were previously listed as upcoming hotfixes; they have now been pushed live.

  • Fixed a crash that would occur when the Skeleton King attempts to continue to whirlwind after he has been defeated (1/20)
  • Fixed an issue that could prevent some players from logging in (1/20)


  • Black Hole
    • Fixed an issue where enemies affected by both Black Hole - Event Horizon and Taunt would remain at 1 hit point and be unable to be killed (1/20)

Witch Doctor

  • Fetish Army
    • Fixed an issue where fetishes could stop casting Poison Dart while using the Carnevil Legendary Voodoo Mask (1/20)

Adventure Mode

  • Set Dungeons
  • Fixed an issue where the game could crash when a Set Dungeon begins, but there is not a valid portal saved (1/20)
  • Fixed an issue where taking fatal damage in a Set Dungeon could cause the Set Dungeon to be empty the next time it was entered (1/20) (Official Forums)

Console Hotfixes

Several hotfixes have been deployed to the Ultimate Evil Edition on PlayStation 4 and Xbox One. As we know some of you have been eagerly awaiting this news, we've consolidated this news in one place for your convenience.

These hotfixes should not require you to download a new patch. Some of the hotfixes below will go live the moment they are implemented while others may require restarting the game to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.
Last updated January 20.
  • Zombie Dogs should now spawn the proper number of pets and matches in line with PC functionality
  • Dungeon of Firebird's Finery: Fixed an issue where completing the objective to set 20 enemies on fire 6 times would prevent the objective to hit enemies with the Revive Meteor from tracking
  • Dungeon of Roland's Legacy: Fixed an issue where players would not always be properly be prompted with the completion window if they kill all monsters before the time expires
  • Fixed an issue where Carnevil would impact non-Witch Doctor pets summoned by items
  • Fixed an issue where fetishes could stop casting Poison Dart while using the Carnevil Legendary Voodoo Mask
  • Fixed an issue where taking fatal damage in a Set Dungeon could cause the Set Dungeon to be empty the next time it was entered (Official Forums)

Novi Diablo Heroji Pridružuju se Nexusu - Wizard Li-Ming i Necromancer Xul

U novom intervjuu sa Dustin Browder-om koji je objavljen danas, saznali smo da se dva nova Diablo heroja prodružuju Nexusu. Prvi heroj je Wizard - Li-Min, a drugi heroj je Xul, Necromancer iz Diablo 2.

Što se tiče datuma izlaska ovih heroja, Dustin nije znao da nam za to da odgovor, ali Li-Min je sledeći heroj koji nam dolazi, pa posle par nedelja Xul. 

Originally Posted by Dustin Browder

Li-Ming, the Wizard

Image from Metabomb's article.


  • Trait - Critical Mass: participating in a kill or assist lowers cooldowns of all skills (including Heroics).
  • Magic Missile: skillshot that shoots three missiles at a target point. The missiles come from the sides of Li-Ming - not a conventional straight line skillshot.
  • Arcane Orb: moderate speed projectile with very long range, dealing more damage the further away enemies are.
  • Teleport: can be used to quickly move around and avoid skillshots - very short cooldown. Lower range than Bolt of the Storm or Valla's Vault, for instance.
  • 1st Heroic -Disintegrate: channeling wave of energy that is aimed with the cursor (probably like Lightning Breath) and deals damage from long ranges. Good in narrow chokepoints.
  • 2nd Heroic -Wave of Force: can detonate a ranged "telekinetic bomb", knocking enemies away from its center and cancelling channeling. Good against powerful backline characters like Morales to disrupt her healing, or Nazeebo to disrupt his Ravenous Spirit.


  • Blizzard wanted her to be a very high skill cap character, based on community feedback on this matter.
  • Most of her damage is in her ability to land her skillshot. Very easy to understand, but very hard to maximize her potential.
  • Her abilities already have low cooldowns, so what Critical Mass does is boost her damage potential by just a bit.
  • She is definitely mana constraint due to Critical Mass, and that's used as a balancing tool as well. Does have talents for better mana efficiency.
  • She has quite a few talents based on the source content. At level 16 she has Arcane Orbit and Diamond Skin for instance.
  • There's a pure (safer) Magic Missile build that is a very flexible build.
  • There's an Arcane Orb build that's all about long range poking - hard to land but she can deal massive damage from afar.
  • There's a Teleport build that makes the skill more aggressive and is all about teleporting into the fray.

Xul, the Necromancer

Image from Metabomb's article.


  • Trait - Skeleton Raise: raise up to 4 skeletons from dead minions for about 15 seconds.
  • Spectral Reaper: it's a reverse skillshot, create a scythe in a target place and then comes towards him. Can curve as it travels towards him. Gives him some lane clear and poking ability.
  • Cursed Strike: enhance his auto attacks so that they deal area damage and slow enemy attack speed by 50%. One of his core counter abilities.
  • Bone Prison: targeted ability, not a skillshot. Roots an enemy hero after 2 seconds in a Bone Prison - gives up a warning when cast. Enemy heroes have to decide where they want to be stuck 2 seconds later.
  • Bonus Ability (1 Key) - Bone Armor: gives you a shield for 25% of your health for 3 seconds. Gives him some much needed survivability.
  • 1st Heroic - Poison Nova: big poison explosion that deals massive damage over time to enemies hit. Not very effective if it only catches 1 or 2 frontliners, but a major playmaker if you hit multiple heroes.
  • 2nd Heroic - Skeleton Mages: works similar to Tassadar's Force Wall. Creates a line of mages that slows anybody they hit, allowing Xul to split enemy teams at a safer range. Do not impede movement.


  • Based on the Diablo 2 Necromancer - requested by the community for a long time. The team is very happy about getting him into the game.
  • Melee specialist character - unique.
  • He's not a character like Kerrigan or Jaina, where one skill leads into the next with an obvious combo.
  • You can spec his Skeleton Raise to turn him into a siege/pusher character.
  • Cursed Scythe build, allowing you to debuff enemies even harder. There's even a talent later on that weakens healing!!!

Image Gallery

Images from the Gamespot and Metabomb reveal articles.

Druid Tier 19 Armor Set, Blue Teme

Novi Legion build dodao je Druid Tier 19 set. Ovo su normal varijante seta - Raid Normal, Raid Heroic i PvP Alliance / Horde.
Blue Teme
Originally Posted by Blizzard
Tank & Healer Ability Tuning
Are encounters going to be tuned to have longer time-to-kill for tanks as well?

I ask because in a world where tanks need to be actively healed, dying so quickly that they must be spammed all of the time (read: less than 3 or 4 seconds for 100-0) just leads to a WotLK situation where one person gets to spam the tank forever and everyone else ignores it and nothing is really any different.

Absolutely, yes. It's very important that this is the case.

I'd like to note that "use Active Mitigation to avoid X ability" isn't usually engaging gameplay. How about I use AM because it helps me survive a powerful attack, not because I get a debuff if I don't.
Binary AM checks like you mention will continue to be extremely rare. They're still an interesting mechanic to see everyone once in a while, but will not be common. Sorry if what I said gave the impression otherwise. (Official Forums)

New Logging Feature: COMBATANT_INFO
Cool, yeah most bonus IDs should be relatively easy to determine from the item level. The only bonuses that would be tricky are things like stat variations on e.g. crafted or baleful items, and bonus minor stats on items. Using the stats you could determine that they have e.g. ~3 items with movement speed... but you wouldn't really know how much and on which items.

You shouldn't need any guessing. Random tertiaries and sockets are a great point about being missing; I'll follow up on that. You really should have everything you need to reconstruct their gear. (Official Forums)

Classic Realms
Tom Chilton (Game Director for World of Warcraft) answered a question about classic servers during the BlizzCon 2015 World of Warcraft Q&A.

While we realise there is a desire for servers running previous versions of the game, we do not have any plans to setup classic servers. The old code is designed to run on the old hardware. The old code brings with it the old data, which includes the old bugs. The natural expectation from players would be that we would fix these bugs to ensure a smooth gameplay experience (along with the need for Customer Support and other dedicated support teams for such realms).

We feel it is not feasible to support multiple versions of World of Warcraft concurrently, and instead believe that our resources would be better placed continuing to build upon the current live game. (Official Forums)
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