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Can't play without healing debuffs in PvP (Source Re: Question about Cata RE: Healing Debuffs)
I agree it's an issue and we do have some plans. 

Bryntroll and other proc weapons (Source Re: Another Bryntroll QQ thread GC please rea)
I wouldn't worry so much about how much percentage of your damage the proc is doing. I mentioned that once when comparing various proc weapons and it became adopted as the design goal for all proc weapons. It isn't.

The only real salient comparison is Bryntroll to other two handed dps weapons of the same ilevel (or Zod's to other bows or Trauma to other healing weapons, etc.) Procs are always going to be more random than pure stats, and we can live with that. If you're very intolerant of RNG mechanics, then proc weapons probably aren't for you. If swapping from Bryntroll to another item on the same tier of content is a significant dps increase (taking class, spec and other gear considerations in mind of course), then there is a problem with the weapon. It's as simple as that.

Game balance in Cataclysm (Source Re: Question about Cata RE: Healing Debuffs)
However, we're going to back off of talking about Cataclysm for a little bit. We're excited about it, so we've been wanting to share our philosophy, plans and ideas as they relate to class design. However, it may be a little too soon. I think it's clear that some players are mistaking our excitement for Cataclysm as our giving up on Lich King. ("Cataclysm will fix it.") That's not our intent nor plan, but I can understand how you might draw that conclusion. We'll talk more about the upcoming expansion soon (tm). 

40-players raids (Source Re: Blizzard, what is your plan for 40-man ra)
Right now our plan is to look back on 40-player raids fondly as a format by which we were able to evolve and customize what we feel to be the best raid formats for World of Warcraft. I don't believe our developers have ever stated that they'll absolutely never do a 40-player raid again, but we're really happy with the raid variety we have now with 10- and 25-player raids featuring normal and Heroic difficulties.

The game did rapidly expand from 2004-2006, but I'm not sure it's safe to assume that such a growth in the size of the player base related specifically to what was happening at the endgame. In fact, it had much more to do with the game's overall accessibility, engaging quest experiences, interesting lore, and strong game play mechanics. It was such a growth that ultimately encouraged our desire to make the raiding game more accessible to the new types of people we were introducing to the MMORPG genre.

So while we haven't rapidly expanded our player base over the last year, we've retained our record subscription numbers after five years since World of Warcraft's release. We feel this in part due to the updates we've made to the endgame. We see a greater percentage of players raiding now than ever before, and not just one or two of the easier raid dungeons as in the original game and first expansion. We're seeing much more casual-oriented players serious about fighting the Lich King, while also seeing some of the most advanced guilds in the world begin to work out the strategies for besting him on Heroic difficulty. Our next step is to go back to the early game in Cataclysm and provide additional updates and improvements to bring it closer in line with our development experience, today's technology, and the type of gamers we want to attract. This is in addition to encouraging existing players to try the game again, but have it feel much more like a new experience.

As a long story short, we'll continue to iterate upon the raiding game to improve it, but we feel we have a working formula right now. In order to appeal to a wider range of players, sheer numbers and time devoted should not be the primary determining factors of success in this game.

Is Icecrown Citadel too easy compared to old raids? (Source Re: Blizzard, what is your plan for 40-man ra)
Let's keep things in perspective here. There is a very small percentage of players who have defeated every raid boss in this game consistently for five years straight now. That kind of experience is unparalleled. There's also a very thick system of online resources for providing and sharing strategies which were not nearly as robust for the original game as they are today. The community that's grown around this game has somewhat changed the way the game is played. That's okay though. That's natural.

The fact that at least 25 members of our player base have killed Sindragosa on Heroic difficulty doesn't say much about whether or not the encounter is more complicated than, say, Twin Emperors. In fact, most of the raiders I've talked to who are at, or have killed the Lich King in 25-player mode say that Icecrown Citadel has provided some of the most fun and interesting mechanics this game has yet to offer. Most of the fights today are technically more complex than the fights of old, but the difference is in the tuning and the polish.

I can think of at least a couple of bosses that took a long time for any guild to kill where bugs were a major factor. As soon as the bugs were fixed, the bosses were defeated. There were also several bosses, take Princess Huhuran for example, which weren't necessarily incredibly challenging from a mechanic perspective. The challenge came in the form of requiring that players farm resistance gear from that same instance for weeks and weeks until they stood a chance. Resistance fights have since more or less disappeared. We want the interesting mechanics of a fight and the fun factor of that fight to be what players remember, not that they had to wait for major bugs to get fixed, or farm enough of a specific type of stat to even stand a chance. Of course there are gear checks still in the game, but they're much more reasonable. They allow you to customize your character to your wishes and prove your talent by successfully performing your class/spec role, while also successfully learning and reacting to the mechanics of each fight. These are areas in which guilds like the one to which you're referring excel to an impressive degree.
Nova Mobile Authenticator aplikacija pojavila se za Android mobilne telefone. Nema još zvaničnih informacija, ali kako kaže blue post ovo je zvaničnaaplikacija.
Quote from: Gelmkar (Source)
Hi, I've been doing some asking and it seems that this application is actually official and was launched yesterday.
Support stanica je takodje dostupna na Blizzard sajtu.

Mobile Authenticator za Android telefone
Activision je objavio svoje rezuiltate za 2009 godinu. Ništa realno novo, ali je vredno objaviti opet.

  • Cataclysm will be released in 2010.
  • Starcraft 2 will be released in 2010, the beta starts in February.
  • The slides mention "value added services" a couple of times, it is most likely linked to Bornakk's post hinting at a "premium" service for the Auction House available from web.
  • World of Warcraft still has 11.5m subscribers, it didn't change much since last year's announcement.

Ništa mnogo interesantno vezano za World of Warcraft, ali i dalje možete proveriti više informacija na  Activision website-u.
Quote from: Bornakk (Source Recent In-Game Fixes - February 2010 - 2/9)
Recent In-Game Fixes - February 2010 - 02/09Listed below are recent fixes we have applied to the game. Keep in mind that some of these changes may not be active until after the realm has been restarted.

To review previous in-game fixes, please visit: http://forums.worldofwarcraft.com/thread.html?topicId=21723843880&sid=1

02/09
  • Titan-Forged Spaulders of Triumph are purchasable by druids as intended.
  • Lovely Charms now stack to 40.
  • Any player who has a Lovely Charm Collector's Kit in their bags now has a chance to receive a Lovely Charm when in a group or raid and a group member gets a killing blow as long as they are within a certain range of the kill.
  • In all difficulties of the Lich King encounter, players who are tanking raging spirits are no longer valid Harvest Soul targets during phase 3, Vile Spirits in phase 3 now spawn at a greater height, and Vile Spirits in phase 3 will not be spawned as often.
  • In the 10 player Lich King encounter, Raging Spirits have had their health decreased in both normal and heroic versions and then fewer Vile Spirirts will be summoned in just the 10 player normal mode.
  • Svala Sorrowgrave in Utgarde Pinnacle should no longer get stuck in the air during her transformation phase.
  • The Blue Sack of Gems earned from completing a random heroic Occulus dungeon is no longer tradeable.
  • The Tier 10 tanking plate gloves and chest pieces now have their appropriate durability on them.
Quote from: Blizzard (Source)
Battle.net is about to undergo the greatest update in its long and storied history as one of the world's most successful online gaming services.

Fully integrated, user-friendly, and fast, the all-new Battle.net makes it easy to find and play games, opening the world of online gaming to generations of players. In the 14 years since the original Battle.net’s launch, the service has seen tremendous growth both in terms of features and active players. Currently, there are more than 12 million active accounts on Battle.net worldwide.

This raises an interesting question. If the original Battle.net was so successful, why change it? Updating a service like Battle.net is a hugely complex undertaking. Are there really that many new features that Blizzard Entertainment could offer that would deliver a world-class online gaming experience to its community?

In one word: Yes.

The list of past innovations integrated into the legacy Battle.net service is long and varied -- the introduction of competitive ladders, server-hosted games, online-stored characters, automated matchmaking, and more. But with the release of StarCraft II, Battle.net will evolve into an even more powerful and advanced online game service that will power all Blizzard Entertainment titles moving forward.

The final metamorphosis has only just begun....

The Always-Connected Experience
In the past, Battle.net was presented as a multiplayer option off to the side, off of the main menu of Blizzard Entertainment titles. That is all changing. With the new Battle.net experience, the service and the game are now interwoven into one experience. Whether you are in single-player or multiplayer StarCraft II, you are always connected, and enjoy a bevy of new and enhanced functionality.

Battle.net and StarCraft II are designed to be seamlessly connected. That means even if you're playing solo you will still view the latest news, receive game and content updates, and be able to see your friends' status and chat with them. But this new interconnectivity between the game and the service goes even deeper than that. Now, each player will create a StarCraft II Battle.net character. This character serves as your single persistent identity across the service. Everything you do in the game -- win/loss record, achievements, unlockable rewards, friends list, and more -- will be saved to your character profile for you and your friends to see. Even your save game progress in the campaign can be synched to Battle.net. Say you upgrade your computer and re-install the game; once you connect to Battle.net, you can continue the campaign right where you left off. This is especially useful if you play on more than one computer, because all your data will be carried over for you via Battle.net.

Competitive Arena For Everyone
One of the biggest improvements that the new Battle.net service brings to StarCraft II is smarter and more accurate matchmaking. While the legacy Battle.net service had good matchmaking, the standard experience for new players was usually a series of crushing defeats against seasoned Battle.net veterans until they either left or developed the skills necessary to thrive in Battle.net's competitive environment.

The new Battle.net matchmaking service will measure player skill more accurately than ever before, making online competitive play more accessible for a wider audience. What’s more, we are introducing an all-new Battle.net Leagues and Ladders System to the service. After using the auto-matchmaking system a few times, Battle.net will automatically slot you into a league and division that best suits your skill level. Our goal here is to encourage local competition by finding you a neighborhood of 100 players of equal skill against whom you will be ranked. This will make ranked online play much more enjoyable and give everyone a realistic chance to win their division.

Beyond ranked matches, Battle.net will also make it much easier to compete by offering a number of other game modes. Custom games will of course make their return, but there will also be a slew of new, casual-friendly game modes such as the Practice League, Co-op Versus AI (players versus the computer), Challenges, and more.

Connecting The Blizzard Community
Battle.net's social networking and communication capabilities will be some of the service's biggest new features. This new social backbone for the entire service will seamlessly integrate friends lists, matchmaking, messaging, and more. Text and voice chat are now seamlessly interwoven into and out of the game, enabling communication whether you are in Battle.net or in-game playing StarCraft II. And as is the case with previous Blizzard Entertainment titles, you can form friendships with other characters on Battle.net while preserving your anonymity.

With the new Battle.net, we’re also introducing an entirely new concept called Real ID. With the Real ID feature, you are able to send invites and form friendships on Battle.net with your real-life friends and family. Real ID friends are mutual, which means that both sides need to agree to the friend request. Forming Real ID friends comes with its benefits. You will see your Real ID friends by their real name, along with any character they are logged in as. You will also be able to get rich presence information about what they are doing, send broadcast messages, and communicate cross-game between StarCraft II, Battle.net, and World of Warcraft.

And of course, Real ID is totally optional. By enabling this, you can set up your Blizzard Entertainment social network, communicate and play games, and best of all, carry your network forward to future Blizzard Entertainment titles.

Mods and Community-Created Content
With a community as dedicated and as creative as that of our players, the abundance of exceptional community-created mods is no surprise. When the legacy Battle.net service introduced support for user-created mods such as DotA, Tower Defense, and many others, these user-created game types became immensely popular. But while Battle.net supported mods at a basic level, integration with tools and the mod community wasn’t where it needed to be for a game releasing in 2010.

The new Battle.net service will see some major improvements in this area. StarCraft II will include a full-featured content-creation toolkit -- the same tools used by the StarCraft II design team to create the single-player campaign. To fully harness the community's mapmaking prowess, Battle.net will introduce a feature called Map Publishing. Map Publishing will let users upload their maps to the service and share them with the rest of the community immediately on the service. This also ties in with the goal of making Battle.net an always-connected experience -- you can publish, browse, and download maps directly via the Battle.net client. Finding games based on specific mods will also be much easier with our all-new custom game system, placing the full breadth of the modding community's efforts at your fingertips.

Sometime after the release of StarCraft II, modders will have access to an even more advanced means of sharing their work via Battle.net with the StarCraft II Marketplace. With the StarCraft II Marketplace, players will be able to browse, download, rate, comment on, and even buy mods if their creators choose to put a price tag on their work. We strongly believe that providing content creators with the option of being compensated for their work will lead to some truly amazing projects; having a budget will give modders much more freedom to explore and fully realize all their ideas. This in turn will lead to a bigger selection of mods and a greater variety of content on Battle.net.

Interview with Greg Canessa


Screenshots
Treći video zapis Lich King Encounter-a u normal mod-u 25 man. Ovo je prvi US Kill od strane guild-a Vodka.


Quote from: Daelo (Source Re: Icecrown Citadel Attempts on Normal)
Icecrown Citadel Normal Mode - Pokušaji uklonjeniAfter each region's maintenance this week, raids will no longer lose attempts on wipes in Normal mode for Professor Putricide, Blood-Queen Lana'thel, Sindragosa, and the Lich King. There will still be limited attempts in Heroic mode.

We will continue to monitor developments in Icecrown Citadel in the future, especially since the Heroic difficulty has been unlocked by a significant number of raids.

Update Follow up time!

Q: If you extend your raid lockout this week, will you still lose attempts on Normal after the hotfix?
A: No.

Q: If you run completely out of attempts on Heroic, will the wing bosses and Lich King no longer respawn, even if the difficulty is switched to Normal?
A: YES. So leave an attempt left if you wish to kill them on Normal. I'll try and correct this in a future update.

Q: Why is the counter still visible in Normal?
A: The hotfix being applied just stops the counter decrementing, and nothing more.

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