Srećna Nova 2012. godina!

Napisao Stevan Mitrovic. Posted in Vesti - Ostale

Dragi prijatelji i posetioci sajta mreže Blizzard Serbia,
Došlo je vreme da pošaljemo sve najbolje želje, i da se zahvalimo Vašoj podršci tokom 2011 godine. U 2012, i dalje ćemo vas obaveštavati o novinmama, iskustvima koje nam Blizzard donosi svake godine, a od ove godine i mogućnost da njihove proizvode pazarite preko našeg Shop Sajta koji je trenutno u test fazi. Srećni smo što smo u 2011 godini uspeli da Vam donesemo novi zvaničan Blizzardov Fansite Diablo Serbia - diablo.rs, održali prvi Blizzard Licenciran turnir u Starcraft II. Mnogo toga novog možete očekivati u 2012 godini!

Želimo Vam sve najbolje i da sa Vašom porodicom provedete lep božić i Novu Godinu!

happynew2012

Season 5 Has Begun!

Napisao Frame. Posted in Vesti - Blizzard

The fifth StarCraft II League season has arrived! At this time, Season 4 milestones have been awarded, and bonus pools and standings have been reset. Hidden skill ratings used for matchmaking and league placement have carried over from the previous season, so players who have completed placement matches in a previous season will only need to play one new placement match to kick off the new season.

Don’t forget to review the changes to the official ladder pool for season 5, as well, and keep in mind that Grandmaster League will start next week.

Good luck, have fun!


Introducing BattleTags!

Napisao Frame. Posted in Vesti - Blizzard

Introducing BattleTags!


A BattleTag is a unified, player-chosen nickname that will identify you across all of Battle.net -- in Blizzard Entertainment games, on our official websites, and in our community forums. Similar to the Real ID system, BattleTags will ultimately give players on Battle.net a new way to manage public profiles, find and chat with friends they've met while playing, form groups, and stay connected across multiple Blizzard games.

While most of these features are coming Soon™, players who wish to pick a BattleTag now can do so via Battle.net Account Management. Note that BattleTags are not unique, meaning multiple players can choose the same BattleTag. For now, we’ll be testing some basic in-game functionality (including in-game chat and friends list support) in the next patch for the Diablo III beta test. Players are also now able to use a BattleTag when posting on the Diablo III community websites.

In the future, BattleTags will be integrated into other Blizzard games and services such as World of Warcraft and StarCraft II (and their related forums and websites), and we look forward to sharing more about all of the ways they’ll help you connect and play in the months ahead. Stay tuned to Blizzard's official community sites for further details.

To learn more about BattleTags, check out the official FAQ below -- or head to the Battle.net website to create yours today.

(Note for Diablo III beta testers: If you have a Diablo III beta license, you’ll be required to create a BattleTag before you can log in to the beta test servers following the release of beta patch 8.)

# # #

Battle.net BattleTag FAQ

What is a Battle.net BattleTag?
A BattleTag is a unified, player-chosen nickname that will identify you across all of Battle.net – in Blizzard Entertainment games, on our websites, and in our community forums. Similar to Real ID, BattleTags will give players on Battle.net a new way to find and chat with friends they’ve met in-game, form friendships, form groups, and stay connected across multiple Blizzard Entertainment games. BattleTags will also provide a new option for displaying public profiles.

When will BattleTags go live?
We will soon begin limited testing of some features and functionality of BattleTags in the Diablo III beta test, and the feature will be available to Diablo III players at launch. BattleTags will be integrated into other Blizzard games and services such as World of Warcraft and StarCraft II at some point in the future, but we don’t have exact rollout plans to share just yet.

Will my BattleTag be unique?
A player’s BattleTag is not unique, so you won’t need to worry about whether your preferred name is available. You can use any name you wish, as long as it adheres to the BattleTag Naming Policy. Only one BattleTag can be associated with each Battle.net account.

If my BattleTag isn’t unique, what makes me uniquely identifiable? How will I know I’m adding the right friend to my friends list?
Each BattleTag is automatically assigned a 4-digit BattleTag code, which combines with your chosen name to create a unique identifier (e.g. AwesomeGnome#3592). Your BattleTag and code are viewable when you log in to the Battle.net website and within the Diablo III beta client, and can be shared with other players who want to add you to their friends list manually. You will also be able to add BattleTags to your friends list within the context of a game (by clicking a person’s BattleTag when he or she sends you a message, for example) without knowing their BattleTag code.

I’m not in the Diablo III beta – can I choose a BattleTag now anyway?
Sure! You can pick your BattleTag now through Battle.net Account Management, regardless of whether you’re participating in the Diablo III beta test. Simply visit the BattleTag creation page to get started. Make sure to choose a handle you will be happy with in the long term and that abides by our Naming Policy, as you will be unable to change your BattleTag once you’ve selected it. We plan to provide a way for players to change their BattleTags in the future, but we don’t have any further details to share just yet.

Where will my BattleTag be seen?
During the Diablo III beta test, your BattleTag will be seen in the Diablo III client (on friends lists and in chat), on the Diablo III forums, and in Battle.net Account Management. In the future, expect it to be displayed in other Blizzard games like StarCraft II and World of Warcraft on friends lists, in chat, or when making posts on their associated forums. We’ll have further details on how and where your BattleTag will be displayed in the future.

When will World of Warcraft and StarCraft II support BattleTags?
Our plan is for all current and future Blizzard games to support BattleTags eventually. However, we don’t have any announcements to make regarding when BattleTags will be integrated into World of Warcraft or StarCraft II at this time.

Do I need to choose my BattleTag now?
You will only be required to create a BattleTag now if you’d like to log in to the Diablo III beta client (beginning with an upcoming patch) or to use a Diablo III-related identity on the Diablo III forums. You will still be able to post on these forums using a World of Warcraft or StarCraft II character name if you wish.

Will I still be able to display my character on my profile or Armory page?
Armory profiles will be unaffected by the introduction of BattleTags. We’ll have more information on how BattleTags will be integrated into existing games in the future.

How will this affect World of Warcraft?
BattleTags will add a new way for you to make friendships and communicate in World of Warcraft. For example, you’ll be able to create cross-game, cross-realm friendships with your BattleTag, similar to the way Real ID works now. We’ll have more details to share closer to the feature’s launch.

Will this affect my existing Real ID friendships?
No. Your Real ID friendships will continue to exist, and all of the features and benefits of Real ID will remain available to you. BattleTags will simply give players another way to connect and communicate across Blizzard games. For example, if two players aren’t Real ID friends but want to stay in touch across Battle.net, they’ll be able to establish a BattleTag-based friendship; in the future, BattleTag friends will have access to many of the communication benefits (such as cross-game chat) currently available to Real ID friends.

Do BattleTags replace Real ID? Can I create new Real ID friendships?
BattleTags are a new feature separate from Real ID. Real ID will continue to work as it always has, and you can continue to create Real ID friendships with people you know in real life.

Will this affect my World of Warcraft or StarCraft II character names in any way?
Your World of Warcraft character names will continue to exist and work as they currently do. We’re still in the process of determining how we will handle StarCraft II character names once BattleTags are integrated into the game.

How does my BattleTag work in the Diablo III beta?
Only some BattleTag features will be available during the Diablo III beta test. At first, players will be able to add friends to their friends list using their BattleTags, though new or different features may be available at different times during testing process. We’ll have more information on all of the features of BattleTags in Diablo III with the launch of the game next year.

To add a friend via their BattleTag manually in the Diablo III beta client, simply type their BattleTag and code (e.g. DemonStomper#1537) into the Add a Friend field in the Add Friend interface.


Q & A With David Kim

Napisao Frame. Posted in Vesti - Blizzard

Quote from: David Kim

At the recent G-Star event in Korea, we had an opportunity to talk to some of the GSL’s top competitors and get their feedback on the current state of StarCraft II. This was also a good opportunity to show our players around the world how pro player feedback influences the act of balancing StarCraft II.

While we’ve made a number of balance tweaks over time, at this point the overall game balance is quite solid. There are always variations from region to region, so we rarely make a balance decision based on the numbers from a single region, or even a single tournament or tournament series. While we’re likely to see more changes in the future, we’re going to remain cautious when making even small changes, since they can have sweeping (and sometimes surprising) effects on overall balance. The purpose of this feature is to highlight some of the feedback we received from pro players, and to discuss our perspectives based on that feedback.

MULE — Too effective when used on high yield mineral patches.

Concerns about the MULE are something that we hear most frequently from the player community at large, but it’s also feedback that we’ve seen from some pro players specifically with regard to high yield mineral patches. In fact, the GSL recently removed high yield patches from its maps in response to this concern. This change seems to have worked out well for the GSL so far, but all the other major tournaments that didn’t remove high yield resources from their maps are still showing very good race representation, so the change doesn’t appear necessary.

There are a lot of potential reasons this could be, but we’ll examine a couple of the most likely. First is that the change really did reduce terran effectiveness in the GSL specifically, but because the terran race does unusually well in Korea, it all balanced out. Another possible reason could be that there is an advantage to terran players from using MULEs on high yields, but it’s not significant enough for the removal of high yield resources to result in a noticeable effect on overall performance.

Regardless, we don’t jump to conclusions and we’re still investigating. If further research suggests conclusively that MULEs do offer too much of an advantage to terran players when used on high yield minerals, we’ll consider an appropriate course of action then.

Spawn Larvae — This requires too much management; even pro players are unable to manage Spawn Larvae perfectly.

Our stance on this kind of issue is simple: We intentionally make different aspects of the game difficult for the different races. We want each of them to have asymmetric advantages and disadvantages that contribute to very different play styles, but still result in a satisfying, balanced game at the end of the day. Spawn Larvae is more difficult to manage than Chrono Boost or MULEs, but zerg has other advantages — for example, unit production is relatively easy to manage for zerg compared with the other races. Making side-by-side comparisons of isolated elements won’t show you the whole picture because StarCraft II is asymmetrically balanced, meaning that if a race is strong in one way, then it’s probably also weak where another race is strong.

We also like to see this kind of feedback, because making games easy to learn but difficult to master is one of Blizzard’s core game design philosophies. So, we don’t see it as a problem that, even at the pro level, perfect mastery hasn’t been achieved yet.

Reapers — Give Reapers back the early-game speed upgrade.

We tend to agree that Reapers can stand to see some improvement. We like the unit, but the problem previously was that Reapers with Nitro Packs were too effective versus zerg in the early game. Unfortunately, after losing their role in early-game harassment, Reapers haven’t proven to be a very powerful or useful unit at most stages of the game.

As we discussed at BlizzCon, we’re taking a hard look at the Reaper, and we’re experimenting with different options to see where Reapers can fit into the terran arsenal with Heart of the Swarm.

Terran — Stop nerfing us!

There will always be changes as we develop StarCraft II, and we try to minimize nerfs as much as possible. We don’t like making changes unless they’re necessary. Still, we will continue to make small adjustments that we feel need to be made to achieve the best balance possible, and we don’t keep score regarding who is getting the most or the fewest changes. Ultimately, we’re invested in the success of all three races, and we want to make all three perform well.

EMP — Radius decrease is too significant.

We feel that the dynamic between protoss and terran especially was in need of a change, and this was an efficient method of achieving that. We’re still paying close attention to how the change to EMP affects this matchup globally, as well as on the tournament stage.

Choke Points — More variance in choke point placement on maps.

We love variety, but maps play a significant role in how balance is achieved, and with that in mind, we need to maintain a certain amount of consistency in map features. For example, all of our 1v1 maps feature relatively close natural expansions, while our 2v2 maps lean toward starting teammates relatively close together.

Ramps into starting positions are another feature which we try to keep pretty consistent. Certain ramp structures, such as particularly wide ramps, would favor fairly specific builds, which is why the ramps leading from starting positions are all alike. We still want diversity in the map pool though, so the ramps leading into natural expansions display more variety, since we see a greater diversity of strategies even when those ramps differ from the norm. This way, an essential terrain feature becomes more interesting.

We also look for other ways to make maps interesting and unique, though it’s difficult to do that without potentially hurting a map’s tournament potential. Typically, tournament map creation is subject to a lot of restrictions, which is also why so many tournament maps share features with one another.

Khaydarin Amulet — Bring it back!

We wanted to change the dynamic between the protoss and other races, and we like to make small changes to do that. Unfortunately, when the Khaydarin Amulet was still available, we would see players do things like spread pylons everywhere simply to gain the ability to warp in High Templars and storm passing armies. Also, because High Templars were often warped in to cast an immediate storm, there wasn’t a lot of decision making about which ability would be used — in the vast majority of cases, it would be one cast of Psi Storm, which would deplete all available energy. Also, positioning wasn’t a consideration in too many cases, since the unit would appear, cast storm, and then effectively be forgotten for that battle.

We like the way the High Templar work now, because, while they remain very powerful, some thought and consideration must go into how they’re positioned and which spells are used.

For Heart of the Swarm, we’re exploring better ways to handle energy upgrades, since we’re not quite satisfied with how they work currently.

Void Ray — Damage output is difficult to read in-game.

We like the visuals in StarCraft II to have clear meaning, and this is good feedback. We'll take a closer look at how the graphic communicates damage output to players at various skill levels. If it does turn out to be unclear, we’ll find ways to improve it.

Protoss Play Style — More variety please!

This was another issue that came up at BlizzCon. We’re definitely looking at ways to give protoss players more tactical options and more strategic paths. We’ll probably achieve this via new units which will be added in Heart of the Swarm.

We do have good reasons for delaying a large change like this for the expansion. Not to be taken lightly is the fact that balance is actually quite good right now, and major play style changes can have a disruptive effect on balance. Also, patches are intended to fix issues in a small, incremental way, not to introduce entirely new playing experiences and sweeping changes to gameplay. That kind of change is much better left for an expansion, where new units and dramatic shifts in strategy are expected and welcomed.

In short, we do want to give protoss players a better variety of strategic options. We’ve learned a lot from Wings of Liberty, and we’re hoping to achieve an even better and more varied competitive environment overall. In Heart of the Swarm, we expect to see the strategic options available to all three races grow.


Season 5 Ladder Map Pool Update

Napisao Frame. Posted in Vesti - Blizzard

Beginning with Season 4, we experimented with prioritizing tournament-style maps on the StarCraft II ladder. This has been working out very well not only because it’s allowed pro players better opportunities to practice on the ladder, but also because players across all skill levels can now experience the tournament feel when playing on Battle.net. Given the success of these changes, we’re removing the last two maps in the current map pool that aren’t tournament-viable, and will be replacing them with new, tournament-ready maps.

Season 5 brings with it the following changes to the existing map pool, which begins the week of December 19:

These maps will be removed:

  • (4)Abyssal Caverns
  • (4)Nerazim Crypt

These maps will be added in their place:

  • (2)Arid Plateau

Season 5 Ladder Map Pool Update

The rush distance on this map is comparable to Shakuras Plateau or the longest distance on Metalopolis. We tried to go for a slightly more exposed natural expansion, followed up by a greater choice of which third expansion to take. The high-yield expansion offers better resource acquisition, but is also the most difficult to defend, while the corner expansion is similar to expansions found on Metalopolis or Shattered Temple. The base closest to your main is open, but remains easy to defend because of short travel time from the natural expansion. We wanted to go for a more open center with very powerful Watch Tower placements.

  • (4)Entombed Valley

Season 5 Ladder Map Pool Update

We’ve seen that rotationally symmetric four-player tournament maps can provide an advantage depending on where you start compared to your opponent and which races are involved in the match-up. This is feedback that we received from the community as well.

Our goal with this map was to address that issue. Whether you start horizontally, vertically, or diagonally, the game should be almost completely symmetric for both players. Also, no matter where you start, we were focused on minimizing features which tend to favor a specific race such as certain races experiencing challenges expanding beyond two bases, air-to-air distances which are too short between starting locations, the center path being the only viable attack route, or too many choke points.

TL Open

On the subject of new maps, TeamLiquid.net recently hosted a map contest to offer map makers a chance to show off their skills. This past weekend, the top contenders in the TL Open battled it out on the top maps that emerged from that contest. The TL Open tournament has now concluded, but you can still see these new maps in action by checking out the replays and VoDs. We’re carefully reviewing the maps that were featured in the tournament, and those which meet our standards have a chance to be included in future ladder seasons.


We’re very much looking forward to your feedback, so please let us know what you think about Arid Plateau and Entombed Valley, as well as the maps that were featured in the TL Open!


Coming Soon: Battle.net Balance, Season 4 Lock, Upcoming Tournaments

Napisao Frame. Posted in Vesti - Blizzard

Coming Soon: Battle.net Balance, Season 4 Lock, Upcoming Tournaments


Soon, we’ll be introducing a new feature called Battle.net Balance that will give players an alternate way to purchase Blizzard products and services directly through their Battle.net account. Players will be able to "charge up" their Battle.net Balance using a variety of payment methods, and then use their Battle.net Balance to buy services like World of Warcraft character transfers, digital products like pets and mounts, and more. Players will also be able to use their Battle.net Account Balance to buy items and store their earnings from Diablo III’s currency-based auction house once the game is released.

We’ll be rolling out the new Battle.net Balance feature in the weeks ahead -- but in the meantime, check out our Battle.net Balance FAQ to find out more about how it’s going to work.

Season 4 is drawing to a close, and that means that all ladders will be locked soon.

Season 4 Lock

What does this mean for you? During the Season 4 lock, you can no longer be promoted or demoted out of your current league or division, and your bonus pool will stop growing. Once locked to a league and division, you'll still be able to play out your remaining bonus pool and compete for standing within your division until the end of the season, so it's a great time to enjoy yourself and maybe even push for a better milestone. If you're pursuing a league promotion, there's no time like the present! The Season 4 lock will go into effect on Tuesday, December 13 at 13:30 CET.

Please note that the hidden ratings used to determine promotions and demotions will continue to update during the Season 4 lock and be used for matchmaking purposes. This means that if you play significantly better or worse than your assigned league at the time of the lock, your league may change when Season 5 begins and you play your first placement match. If you go on a major winning streak during the lock, for example, you may end up promoted next season. Conversely, if you happen to lose a lot more than usual, you may end up demoted. Your games during the lock still count!

Season 5 Start Date

The Season 4 lock also means that Season 5 is right around the corner. During the week of December 20, Season 4 will end and Season 5 will begin. Season milestone rewards will be locked in at this time, and bonus pools will start over. Hidden skill ratings used for matchmaking and league placement will carry over from the previous season, so if you've completed placement matches in a previous season you will only need to play one new placement match after Season 5 starts.

Quote from: eSports Team

Various competition organizers hold regular online tournaments in which you can compete against other players and maybe even win some prizes! Most of these contests are open to everyone. In addition, there are professional tournaments taking place like the IPL Team Arena Challenge, the 2011 GSL Blizzard Cup or the WCG 2011 Grand Finals, which you can follow via video stream. Interested? Take a look at some of the open tournaments coming up in the next days - you can sign up to take part, or simply watch the live streams to get inspired by the players. It’s your turn now!
 

Date Name Format Prize Money Stream Sign Up
8-11 December WCG 2011 Grand Finals 1v1 $ 27,000 Yes Closed
5-22 December IPL Team Arena Challenge 1v1 € 10,000 Yes Closed
12-17 December 2011 GSL Blizzard Cup 1v1 ₩ 68,000,000 Yes Closed
Date Name Format Prize Money Stream Sign Up
10 December ESL Sennheiser Cup Season 2 Cup #14 1v1 € 50 + Qualifier Yes Yes
10 December ESL France GoFr4SC2 #139 1v1 Qualifier Yes Yes
10 December ZOTAC StarCraft II NA Cup #31 1v1 $ 100 + ranking points Yes Yes
10-15 December SC2ro League - Season 2 1v1 € 150 + ranking points Yes Yes
11 December ZOTAC StarCraft II EU Cup #86 1v1 € 100 + ranking points Yes Yes
11 December ESL Go4SC2 #157 1v1 € 200 + Qualifier Yes Yes
12 December GameCreds Cup #43 1v1 € 100 Yes Yes
12 December GIGABYTE Cup Season II #13 1v1 € 150 + ranking points Yes Yes
13 December ESL France GoFr4SC2 #140 1v1 Qualifier Yes Yes
14 December ESL France GoFr4SC2 #141 1v1 Qualifier Yes Yes
15 December ESL Go4SC2 Premium Qualifier 1v1 Qualifier No Yes

eSports: Upcoming Tournaments

Napisao Frame. Posted in Vesti - Blizzard

Quote from: eSports Team

eSports: Upcoming Tournaments

Various competition organizers hold regular online tournaments in which you can compete against other players and maybe even win some prizes! Most of these contests are open to everyone. In addition, there are professional tournaments taking place like the NASL Season 2 Finals, the GomTV's GSL November Grand Final or the ESL Pro Series Germany Winter 2011 Finals, which you can follow via video stream. Interested? Take a look at some of the open tournaments coming up in the next days - you can sign up to take part, or simply watch the live streams to get inspired by the players. It’s your turn now!
 

Date Name Format Prize Money Stream Sign Up
2-4 December NASL Season 2 Finals 1v1 $ 100,000 Yes Closed
3 December GomTV's GSL November Grand Final 1v1 ₩ 144,900,000 Yes Closed
3-4 December ESL Pro Series Germany Winter 2011 Finals 1v1 € 7,100 Yes Invite Only
Date Name Format Prize Money Stream Sign Up
2 December EU.CraftCup #42 1v1 $ 100 Yes Yes
2 December Playhem Daily Cup 1v1 $ 75 Yes Yes
3 December ESL France GoFr4SC2 #136 1v1 Qualifier Yes Yes
3 December ZOTAC StarCraft II NA Cup #30 1v1 $ 100 + ranking points Yes Yes
4 December ZOTAC StarCraft II EU Cup #85 1v1 € 100 + ranking points Yes Yes
4 December ESL Go4SC2 #156 1v1 € 200 + Qualifier Yes Yes
5 December GameCreds Cup #42 1v1 € 100 Yes Yes
5 December GIGABYTE Cup Season II #12 1v1 € 150 + ranking points Yes Yes
6 December ESL France GoFr4SC2 #137 1v1 Qualifier Yes Yes
6 December Xilence Cup #22 1v1 $ 100 Yes Yes
7 December ESL France GoFr4SC2 #138 1v1 Qualifier Yes Yes
8 December ESL Go4SC2 Premium Qualifier 1v1 Qualifier No Yes

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