Néhány apró hír a nagyvilágból. A tovább után folytatódik.
Az RMAH ismét kapott egy kis halasztást, pontos időpont még nincs. Jelenleg azon dolgoznak, hogy indításkor minden zökkenőmentesen menjen.
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Real-Money Auction House Coming Soon
In light of the post-launch obstacles we’ve encountered, we have made the decision to move the launch of the real-money auction house beyond the previously estimated May time frame. As we mentioned in our original announcement, our goal has always been to ensure everyone has the smoothest experience possible when the real-money auction house launches, and we need a bit more time to iron out the existing general stability and gameplay issues before that feature goes live. While we don’t have a new launch date to share just yet, we’ll have more information soon.
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Jövő héten érkezik valamikor az első patch, aminek a tartalma főként olyan hibajavítások lesznek, amiket csak szerveroldalról nem lehet megoldani. A pontos időpont, és a tartalom egyenlőre még ismeretlen.
[Quote]Hotfixes, Upcoming Patch, and Ongoing Issues
Since the game’s launch, we’ve applied a number of hotfixes to address gameplay issues, made tweaks to improve our service stability, and performed occasional server maintenance when necessary to ensure that in the long term, players have the best gameplay experience possible. Moving forward, additional server maintenances will be required — and sometime next week, we plan to release a game update in the form of a patch that will further address client issues and apply additional bug fixes.
We also wanted to let you know that we’re still looking into the best way to address the achievements that some players lost in the hours following the game’s release. While we don’t have any concrete details to share with you just yet, we will have more information to share in the weeks ahead. We appreciate everyone’s patience as we work to improve stability and usability for all players.[/Quote]
Since the game’s launch, we’ve applied a number of hotfixes to address gameplay issues, made tweaks to improve our service stability, and performed occasional server maintenance when necessary to ensure that in the long term, players have the best gameplay experience possible. Moving forward, additional server maintenances will be required — and sometime next week, we plan to release a game update in the form of a patch that will further address client issues and apply additional bug fixes.
We also wanted to let you know that we’re still looking into the best way to address the achievements that some players lost in the hours following the game’s release. While we don’t have any concrete details to share with you just yet, we will have more information to share in the weeks ahead. We appreciate everyone’s patience as we work to improve stability and usability for all players.[/Quote]
A Blizzard, a megszaporodott account feltörésekre kiadott egy újabb ismertetőt, ahol felhívják a figyelmet az alapvető biztonsági lépésekre, mint például, ne látogass gyanús oldalakat, minden oldalon különböző jelszót használj, Ha van rá módod töltsd le egy authenticatort a telefonodra, vagy szerezz be egy kézi authenticatort. A Blizzard, sosem kéri, hogy küld el a jelszavadat.
Egy játékos kérdezte meg a kékeket, hogy miért van az hogy a béta alatt átlagosan 100 ms-os latencyje volt és most 250 körül is van a latency nem egyszer, Bashiok válaszolt erre a kérdésre. A Diablo 3 latency mérője, nem egy egyszerű ping ami csak az internetkapcsolat stabilitását ellenőrzni, hanem ezen felül figyeli a szerver kommunikációjának az idejét is, ezért lehet magasabb az érték, mint más játékoknál.
[Quote]The latency indicator in-game is not a simple ping like most games, and is actually a full process of the game sending an action to the service, the service processing it, and returning it to the client. This means that the latency indicator actually gives a more accurate account of what the experience is for game data, but in comparison to other games will seem high. We’re more interested in issues where there is actual performance degradation, and certainly there may be, but the in-game latency number is not a simple ping and therefore shouldn’t be used literally as a measurement against performance elsewhere.[/Quote]
Miután felröppent az Inferno hangolásának a híre, ellepték a játékosok a fórumot, amin a ne nerfeljék infernót kiáltások hallatszottak, erre jött egy kék amire ismét Bashiok válaszolt. Jelenleg Infernon a felszerelés, és a bekapott sebzések nincsenek összhangban az eltervezettel, ezeken szeretnének javítani.
Azt is szeretnék megszüntetni, hogy legyen olyan hogy kötelező skill, mint fogalom. Mert ezzel a játék egyik legnagyobb újítását, a szabad skill választást lehetetlenítik el. Illetve felmerült, hogy jelenleg a Barbárok nagyon nehezen tudnak infernón haladni akármilyen felszerelésük is legyen.
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Please don’t nerf Inferno. All these kids are crying because they cant go and one-shot a difficult situation like they could in their precious World of Warcraft. You guys said before launch you had no intention of reducing the difficulty, and I truly hope you keep that promise.
There are definitely some aspects of Inferno and the way damage comes in that we’re looking at. Before we get there though we want to address the skills that are ‘must haves’, and see how the skill and gear game settles out a bit before we address content. If there’s a skill that you absolutely can’t survive without, that’s a much more serious issue to customization, build diversity, and the game as a whole than someone not being able to progress as quickly as they feel they should.
I think tweaks to content difficulty is a given, it’s going to happen in some shape or form, but we’re not there quite yet.
As it stands, nothing works well for DH past act 1 Inferno. Wizards have it just as rough. Mean while i witnessed a barb solo 3 packs of elites on Inferno on the same act i’m struggling to complete the first quest.
You should go tell the barb players that. Consensus is they’re the worst class in the game.[/Quote]
Please don’t nerf Inferno. All these kids are crying because they cant go and one-shot a difficult situation like they could in their precious World of Warcraft. You guys said before launch you had no intention of reducing the difficulty, and I truly hope you keep that promise.
There are definitely some aspects of Inferno and the way damage comes in that we’re looking at. Before we get there though we want to address the skills that are ‘must haves’, and see how the skill and gear game settles out a bit before we address content. If there’s a skill that you absolutely can’t survive without, that’s a much more serious issue to customization, build diversity, and the game as a whole than someone not being able to progress as quickly as they feel they should.
I think tweaks to content difficulty is a given, it’s going to happen in some shape or form, but we’re not there quite yet.
As it stands, nothing works well for DH past act 1 Inferno. Wizards have it just as rough. Mean while i witnessed a barb solo 3 packs of elites on Inferno on the same act i’m struggling to complete the first quest.
You should go tell the barb players that. Consensus is they’re the worst class in the game.[/Quote]