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Warcraft III: Reforged Developer Update

Warcraft III: Reforged Developer Update

Hail, Warcraft III: Reforged players!

It’s been too long since we’ve shared an update on our team’s progress. After a challenging launch, we’ve been regrouping, listening to your feedback, prioritizing the things we need to do for the game, and building a plan to deliver on our next steps. While we’ve been quiet these past few months, know that there is a dedicated and passionate team that’s been hard at work on Warcraft III: Reforged behind the scenes. As our team works toward a roadmap that we can share in the near future; we’d like to start communicating more frequently and meaningfully about our plans, and what’s coming next for the game. Let’s kick that off right now, with the first in a series of articles diving into what the team is focused on.

Ongoing Updates: Bug and Desync Fix Patches

Since launch, we’ve delivered a series of patches in an ongoing effort to continue fixing bugs and making quality of life changes across Warcraft III. These updates have come at a rate of at least once a month, and include fixes and improvements to art, gameplay, systems, and features across the game, including Campaign, Custom Game, and Versus modes.

Some of our most impactful bugs since legacy Warcraft III involve desyncs which occur when two or more players’ game clients get out of sync and force their game to end prematurely. Due to how disruptive these desyncs can be, a heavy emphasis will continue to be on finding and resolving the most common issues that are causing desyncs. In addition to actively approaching desync issues from different angles, we’re also developing a tool that will better arm us against future desyncs.

Balance Updates

As with other Blizzard games, our team will also be releasing balance updates for Warcraft III. Our goal is to preserve classic strategies where possible while promoting increased strategic variety. Warcraft III is a hero-focused RTS (Real-Time Strategy game), and we want to celebrate that by providing opportunities for players to open with different Heroes while retaining the unique playstyles inherent to each race and the asymmetry between races.

Each of our balance patches will aim to ensure competitive integrity at the professional level while providing a variety of different strategies for new and returning players of all skill levels. Our first balance patch since launch will be coming to the Public Test Realm (PTR) for testing this week and will feature a bevy of updates. Check out the patch notes soon for all of the details, and don’t forget to provide your feedback once you’ve had a chance to play the changes on the PTR.

Upcoming Features

In parallel to these ongoing bug fixing efforts and balance updates, we’re also working to deliver features to the game, including Improved Matchmaking, Ranked Ladders, Profiles, Custom Campaigns, and Clans. While we’ve mentioned before that these features are in development, we wanted to start providing more details on the direction we’re taking with each, share some additional insights, and give players an opportunity to provide feedback. Up first, let’s talk about our ongoing improvements to Warcraft III’s matchmaking.

Matchmaking Reforged

Matchmaking is the system we use to find and match allies and opponents of similar skill. To support this, player skill is tracked using a numerical representation called a player’s Matchmaking Rating, or “MMR” for short. A higher MMR reflects a more skilled player, and matching players with others of comparable skill using their MMRs keeps games as fair and fun as possible.

A player’s MMR gets updated at the conclusion of each match, with the amount of points received being dependent on several factors that serve to determine their predicted win chance and an internal value called “variance.” We use variance to represent how confident our system is that a player is rated at the right skill level. When starting out, variance is high because the system doesn’t have enough information yet. Over time, as more games are played, this number will decrease. Higher variance means that there are larger swings in how MMR is adjusted after each match, while lower variance results in smaller MMR changes. Initially, our system will make large changes to MMR to get a player near their proper rating and then refine over time with smaller changes as more games are played. Consistent performance over time will allow a player’s MMR to move up (or down) as they win or lose games.

In a departure from the legacy version of Warcraft III, Reforged now has a per-race MMR in all modes except Arranged Teams which allows for more competitive matchmaking while freeing players to play their favorite races or learn new races without fear of impacting their overall MMR.

Also new, Reforged now features Global Matchmaking for all modes, which allows players to test their mettle against the best Warcraft III players around the world. While this addition is an exciting feature, we are aware of community concerns surrounding latency with Global Matchmaking. In reaction to this feedback, the team has begun rolling out a series of server updates which have reduced the number of high-latency games by over 60% since the week of May 4th. We will continue working to further reduce the occurrence of these high-latency games by implementing additional fixes in the coming weeks, so please continue to give us feedback on your experience.

Warcraft III has three primary matchmaking modes: 1v1, Team Games (2v2, 3v3, 4v4), and Free-for-All (FFA). The goal for all modes is to match players in a way that provides the best games possible while doing so in a reasonable amount of time. To accomplish this, the system starts by looking for a perfect match and slowly loosens its requirements over time if it can’t make that match. The parameters for finding matches and the way these restrictions are relaxed are different for each of the matchmaking modes, so let’s dive into each of them.

1v1

Among the three matchmaking modes, 1v1 will have the most stringent matchmaking parameters as this game mode is all about individual performance. Reforged to further enable players to find the best and most competitive 1v1 matches. As part of these changes, the matchmaker will now adjust search parameters specifically for higher MMR players to find the most competitive matches, even in exchange for longer queue times. Regardless of MMR, the matchmaker will slowly loosen the search parameters as time goes on in order to find a match. This adjustment will take longer for higher MMR players in order to continue prioritizing finding the most competitive matches. We believe these changes will allow the most competitive 1v1 players to find the best matches that most closely mirror their skill.

Team Games (2v2, 3v3, 4v4)

For team games, the system is slightly different to account for the fact that the outcome of a team game is not solely tied to the performance of an individual. Team Game players who watch MMRs closely will notice that it takes more games before their MMR settles into its proper range, and they’ll see larger MMR adjustments per game—and for more games—than in 1v1. Since the outcome of the game is influenced by others on the team, the system takes longer to dial in on an individual player’s skill.

In recognition of this, Arranged Teams consisting of a full team of self-organized players are now tracked separately using the team’s MMR rather than a player’s individual rating. Playing games as an Arranged Team does not affect your individual MMR for that game mode or race, so you can switch races freely while within an Arranged Team and not worry about affecting your outside ratings. Since Arranged Teams are tracked separately, they will also have separate leaderboards once Ranked Play arrives to better gauge overall performance.

One of our goals is to provide as many options as possible to allow players to play alongside their friends, and this means minimizing restrictions for party size and MMR. In service of this, players of any MMR can party up together so that—no matter your skill—you can always bring along a friend to play with. Players can also group up as a partial team, allowing friends to queue up together while the matchmaker finds other players to fill the remaining slots to complete the team. Players assembling partial teams will be rated by their individual MMR rather than their team’s MMR.

For the first time, the system will allow Random Teams to be paired against Arranged Teams. This is a departure from the precedent set in the legacy version of Warcraft III, so we wanted to share our thoughts behind this change. Pairing Arranged Teams solely against other Arranged Teams often resulted in very long queue times, especially for highly rated teams. These extended queue times often led to poor quality games, since teams would be matched against any available opponent once enough time passed. This change will help make more closely matched games more often, and we’ll be keeping an eye on things to ensure the right balance of match quality versus queue time.

Free-for-All (FFA)

Free-for-All (FFA) has historically had the most unforgiving matchmaking system as there could only be one winner and three losing players. This system felt inaccurate given that the “losing”’ players are issued similar penalties despite some surviving longer than others during a match. Victories also resulted in a single player gaining a lot of MMR, but all opponents’ MMRs decreasing. This tended to cause a disparity in MMR ratings which made it more difficult to match players up and resulted in increased queue times for everyone. With these challenges in mind, we have completely redesigned the way MMR is calculated for FFA games.

Instead of having one winner and three losing players, Free-for-All games have shifted to a placements system of 1st through 4th places. At the conclusion of a game, multiple calculations are run to determine how each player’s MMR will change based on both placement and the MMR of the other players in the game. This results in a more nuanced change to each players’ Free-for-All MMR which should keep players of similar skill levels closer to one another in MMR. These updates help inform more accurate adjustments in MMRs and cut down on player queue times by keeping players grouped better with competitors of equal or similar skill.

Moving to a placement system can raise concerns of potentially incentivizing players to prolong their play with unsportsmanlike tactics such as hiding buildings as an attempt to stay in the match longer. These problems have been inherent in Free-for-All since its inception and are challenging to directly address. Overall, we believe that by tying Free-for-All MMR changes to a placement system, we are actively encouraging players to finish off weaker ones, as each opponent defeated directly translates into higher MMR gains or reduced losses. As with all our other changes, we’ll continue to test and monitor these new systems to ensure that they work as intended and achieve our goals.

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To Be Continued.

We’re excited to continue rolling out these matchmaking improvements, and moving forward, players can expect ongoing communications from us at regular intervals as we release patches. As part of those communications, we’ll have a series of feature deep dives and development updates like this one, as well as lighter looks at other aspects of the game and community. Our next feature deep dive will be focused on our upcoming Ranked Ladder system, so keep an eye out for the details on our plans in the coming weeks. We plan to provide a roadmap for our future releases as our work progresses, but in the meantime please continue sharing your feedback and know that our team is working hard to deliver features, bug fixes, improvements, and balance updates as we strive to make Warcraft III: Reforged better with each release.

Что-то пошло не так

На «Близзконе» 2018 года публике был представлен ремастер культовой стратегии Warcraft III с подзаголовком Reforged. Было заявлено, что нас ждут переработанная графика и кинематографические ролики, новая анимация персонажей, обновлённый интерфейс и расширенные социальные возможности для мультиплеера. Словом, не просто ремастер, а настоящая «перековка». Тогда же открыли предзаказы и объявили примерную дату релиза — 2019 год. Поскольку кредит доверия к Blizzard был безграничным, народ массово побежал делать предзаказы.

Со временем появилась информация, что готовятся изменения в озвучке и переделки в сюжете, поскольку Warcraft III не соответствовал некоторым реалиям World of Warcraft. Но спустя ровно год после анонса игры кампанию передумали трогать — дескать, поклонники очень просили этого не делать. Имена поклонников никто не раскрыл, что даёт основания полагать, что проекту просто урезали бюджет и человеко-часы. Потом между делом сообщили, что переделывать думают только вступительный ролик. Масштаб «перековки» уменьшался, вот только большая часть игроков об этом не подозревала.

Дату релиза так и не объявили, и на сайте продолжала висеть заглушка про 31 декабря 2019 года. В декабре стало понятно, что в означенный срок игра не выйдет. 18-го числа наконец была названа дата переноса — 29 января. Это первая странность — поскольку Blizzard уже не уложились в срок, они спокойно могли взять себе не жалкий месяц, а хоть целый квартал или полугодие на доработку проекта. Но они решили взять месяц.

Заметим, что первая катастрофа уже произошла — одна из лучших компаний в мире пообещала игру, собрала деньги за предзаказы и не успела вовремя. Раньше такого не было — ну ладно, не угадали желания фанатов, с помпой анонсировав мобильный проект, или забанили человека за нарушение правил турнира — с кем не бывает! Но провалить сроки выхода даже не нового тайтла, а простого ремастера — вот это действительно позор. Игроки уже много лет критикуют системы предзаказов, и сейчас у них появился новый аргумент — смотрите, никому нельзя верить. Совсем никому!

Отметим также, что хотя игра принудительно накатывалась на стандартную версию Warcraft III, прикреплённую к лаунчеру Blizzard, никаких скидок при покупке Reforged не полагалось. Это странное решение, учитывая масштаб финальных изменений — фактически, обладатели оригинала покупали подтянутые текстуры по цене полной игры. Естественно, человек в такой ситуации чувствовал себя обманутым. А обманутым людям свойственно придираться. И 29 января, в день выхода игры, разверзся ад.

Warcraft III: Reforged Developer Update — Player Profiles

Greetings Warcraft III: Reforged players!

In our last Developer Update, we shared details regarding our upcoming Ranked Play overhaul, which includes a new MMR based ranking and matchmaking system, an in-game leaderboard, and Ranked Seasons. We also mentioned that we would continue providing the community a look into the Warcraft III team’s development plan. For this month’s update, we want to dive into our next high priority feature currently in development: Player Profiles.

Feeling the Nostalgia

As with the Ranked Play system, we want the Player Profile system to capture the feel of legacy Warcraft III while providing updates that enhance the experience. Therefore, many of the features included in the original system will be brought into Warcraft III: Reforged.

Player Portrait and Personal Details

In legacy Warcraft III, you were able to see your Player Portrait icon and were given additional space to include information about yourself, providing you a way to customize your profile. For Reforged, we felt it was very important to maintain this. In the new Profile System, you will also be able to customize your player portrait and details. We have combined the original homepage and additional information sections into one personal details section, with a maximum character limit of 255.

Match History

Along with the Personal Details section in your Player Profile, you will be able to view your match history in 1v1, 2v2, 3v3, 4v4, FFA, and Custom Games. Dropdowns will be available in the profile screen for you to filter by game type. We will also provide seasonal match history, as well your all-time match history for you to browse through. On the bottom left of the profile screen, you’ll see your total wins, losses, and win percentage by race—similar to legacy Warcraft III.

For arranged 2v2, 3v3, and 4v4, you will be able to see the teams you are on, your teammates, MMR, wins, and leaderboard ranking. Clicking on each team will provide you the match history for that team.

Since our new Ranked System will be using MMR to determine ranking instead of the leveling system in legacy, you will now have your current MMR displayed in your profile for each race in 1v1 and your team MMR in each of the team-based game types.

Match History Details

Another notable feature coming with the profile system overhaul is the ability to view the details of a previously played match. In your profile screen, you will be able to select a specific match and view the details of that match. Below is an example of what the match detail screen would look like.

You will also be able to view your match details for each of your arranged team games as well.

Looking Forward

The Player Profile system will launch in the next major content patch alongside the Ranked System. We are still looking to release in the next few months and will provide another update as we get closer to launch. We look forward to seeing the community discuss the upcoming Player Profile feature, along the continual discussion of our Ranked Play feature.

An all-time great

Warcraft 3: Reign of Chaos and its expansion, The Frozen Throne, left their fingerprints all over gaming history when they were first released in 2002 and 2003, respectively.

Unlike StarCraft, Warcraft’s sci-fi sibling, the fantasy-themed Warcraft 3 focuses on smaller armies made up of fewer, but more powerful, units. For many fans, the smaller scope and stronger heroes were a major draw, and that design directly led to descendants like Dota 2 and League of Legends. The story and campaign were also rich enough to set the stage for the biggest MMORPG of all time, World of Warcraft. Warcraft 3 left an indelible mark in gaming, and we’re still feeling the repercussions of its design and storytelling prowess.

Watch the original Grunt transform into its glorious 4K version!

Which unit update from Warcraft III: Reforged are you most excited to see? pic.twitter.com/k3TbVF3SKy

Players assume one of four factions: the human Alliance, the orcish Horde, the sinister Undead, and the mysterious Night Elves. Players build up bases, select powerful heroes, and amass armies. It’s a high-focus, high-skill-ceiling game where players have to control their most powerful units along with a mass of troops, all the while building the infrastructure to upgrade and protect themselves from enemy players.

The characters in the original game were blocky, with bulky anatomy. Reforged cleans them up nicely. One of the main characters, Prince Arthas, was originally a series of flat planes, with enormous eyebrows and a mouth that struggled with his spoken lines. Now he’s a beautifully sculpted man with proper dimensions and proportions. Even common soldiers have gotten the same treatment. The models are, across the board, an improvement, and they’re much clearer in cutscenes.

The good parts of Reforged mostly highlight the missed potential, however. We return to environments that have since been explored in World of Warcraft, like the Sunwell, a font of elven strength that fuels their immortality. This sacred site, upgraded in WoW to look like a golden basin of power, is relegated in Reforged to a shiny pool of water surrounded by rocks. Why doesn’t the visual approach here match with what we know about the area from WoW? I have no idea, but it’s a baffling decision in 2020.

It almost looks as though the environment, the characters, and the buildings were each designed in isolation. The characters stick out like a sore thumb over the flat terrain, which is jarring next to the hyper-detailed armies, and disappointingly similar to other levels. It doesn’t matter whether you’re planning an invasion of an elven kingdom, crash-landing on the distant shores of Kul Tiras, or preparing a defense on the slopes of the ancient World Tree on a lost continent — the environments are all stark and simple, looking more like the bases of homemade Warhammer models than a lush world to explore. The quality of the units themselves only makes this shortcoming more noticeable.

Image: Blizzard Entertainment

Thrall, on his giant wolf, has always been nearly half the size of some of the buildings he stands next to, but when they’re both rendered so realistically, the effect becomes a little comical. Warcraft’s blocky stylization just doesn’t work well with detailed, carefully rendered, realistically proportioned characters, and that presentation issue dings the entire game. It just doesn’t look right, and it doesn’t feel good to play. If the basics aren’t there, nothing else really matters. Granted, I can switch back to the classic graphics at any time, but it’s disappointing to have to resort to such a measure in order to maintain unit clarity.

Что обещали Blizzard

Что критикуют игроки

Затронет ли это новичков

Переработанная кампания, новые кат-сцены и синематики.

Новых синематиков нет, кат-сцены ничем не лучше старых, сюжетных дополнений для кампании нет.

Нет, они с удовольствием пройдут оригинальную кампанию, да еще и с новой графикой. Их опыт подпортят разве что баги и вылеты.

Новый интерфейс — юзер-френдли, в стиле оригинала.

Интерфейс выглядит не так атмосферно, глючит и лагает

Да, они столкнутся с багами. Хотя их чувства не будут растоптаны, ведь им не знаком оригинальный интерфейс.

Новый Battle.net с современными фишками

Нет ладдера, профилей, системы кланов, уровней

Да, они попадут в водоворот сражений со случайными игроками, многие из которых окажутся весьма скилловыми.

Идеально оптимизированная игра, безупречный опыт в кампании и сетевых боях.

FPS падает, серверы поломаны, игра вылетает.

Да, без мощных компьютеров они будут страдать наравне с олдфагами.

Обновленный редактор карт, в котором мапмейкеры смогут клепать бесконечное количество кастомок.

Карты теперь принадлежат Blizzard, нельзя использовать сторонний контент с авторскими правами.

Частично. Процесс разработки карт им вряд ли интересен. А вот с некоторыми крутыми кастомками, больше десяти лет привлекавшими огромную аудиторию, они вряд ли познакомятся.

Новая графика от «А» до «Я».

Игра выглядит хуже оригинала, не спасают даже детализированные модельки.

Нет. Графика и безупречный стиль оригинала им не знакомы. Они увидят новую графику, неплохие модельки, и с комфортом (если не будет багов и вылетов) поиграют.

Ну а тот факт, что старый Warcraft 3 больше не доступен, новичкам точно не повредит.

‘Warcraft 3: Reforged’ Is A Disaster — Here’s Why Fans Are So Upset

Warcraft 3 Reforged launched with a ton of problems, and fans are not happy about it.

It’s been a rough couple of years for Blizzard.

Then came the Hong Kong protests and the controversy surrounding the streamer who supported said protests at the end of a stream and was subsequently banned by Blizzard. Even some politicians spoke out against that one.

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Even the announcement of Overwatch 2 felt a bit lackluster, since the game looks more like an expansion of the original rather than a really groundbreaking sequel.

I think Diablo IV is probably the most exciting news from Blizzard in a long time, but that game is still years from completion.

And now we have Warcraft 3: Reforged, which adds insult to injury and has riled up Blizzard’s fanbase yet again—and for good reason.

The game is a mess, and not only that, some of the ways that Reforged is a mess actually impact the original Warcraft III. So even if you didn’t buy the remaster and just want to play your old game, you’ll still face some of the same problems with the new launcher, connecting to servers and so forth.

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So what exactly is going on with Reforged? Lots of stuff. Let’s break it down.

  • Blizzard promised better cut-scenes with improved graphics, cinematics and voice work but what they showed off at Blizzcon even as far back as 2018 is not what we got in the final game. You can compare the Blizzcon footage (here) to the release (here) to see what I mean.
  • Gamers are reporting numerous bugs, crashes, hangups, assets not loading and many other problems that shouldn’t exist in a remaster of a decades-old game. Some are saying the UI looks worse than before. Others say the game in general looks worse, though this is subjective.
  • Many users have been experiencing login and connectivity issues as well. Connecting to custom matches or even accessing the campaign has been an issue for many.
  • Now that both Reforged and the original game are on the same online infrastructure, those connectivity issues will impact the original as well.
  • Some basic features of the original are no longer in the remaster. According to one user on reddit, this includes: automated tournaments, clans, profiles, competitive ladder and much more.
  • The new user agreement includes language that essentially copyrights all user-created custom games giving Blizzard complete control over all user-generated content. The implications of this are pretty huge, but essentially it’s an attempt by Blizzard to never let another Dota 2 situation happen again. It’s also deeply misguided. (And there’s a very real question about whether it’s actually legally binding to begin with).
  • Fans are attempting to get refunds, some with more success than others. I’m not sure how accurate it is, but others are reporting users being banned from the Blizzard forums for complaining or asking for refunds. Take that with a grain of salt—but if it’s true, it’s a problem.

The Warcraft 3 reddit and Blizzard forums are war-zones at the moment, with gamers up in arms over the state of the game. The memes are out in force.

This is just one more disaster in a string of bungled projects, announcements and releases from Blizzard that at least on their face seem entirely avoidable. It’s perplexing, to be honest, given the size of the company and the success of so many of its past projects. These are unforced errors that Blizzard should, by now, be able to avoid. That it keeps making them is beyond all explanation. Certainly, if nothing else, the original game should not be impacted by the failures of the remaster. That’s a new kind of mistake even for the video game industry.

All of this will no doubt put a damper on fan enthusiasm for the Diablo 2 remaster and for Diablo IV’s eventual release. It’s really too bad. I love many of Blizzard’s games. Even Diablo III ended up being pretty good after a couple years of updates, and I still love Overwatch. Hopefully Blizzard can get back on track and take all the criticism the company is currently receiving and use it for good rather than evil.

Warcraft III: Reforged Developer Update — Player Profiles

Greetings Warcraft III: Reforged players!

In our last Developer Update, we shared details regarding our upcoming Ranked Play overhaul, which includes a new MMR based ranking and matchmaking system, an in-game leaderboard, and Ranked Seasons. We also mentioned that we would continue providing the community a look into the Warcraft III team’s development plan. For this month’s update, we want to dive into our next high priority feature currently in development: Player Profiles.

Feeling the Nostalgia

As with the Ranked Play system, we want the Player Profile system to capture the feel of legacy Warcraft III while providing updates that enhance the experience. Therefore, many of the features included in the original system will be brought into Warcraft III: Reforged.

Player Portrait and Personal Details

In legacy Warcraft III, you were able to see your Player Portrait icon and were given additional space to include information about yourself, providing you a way to customize your profile. For Reforged, we felt it was very important to maintain this. In the new Profile System, you will also be able to customize your player portrait and details. We have combined the original homepage and additional information sections into one personal details section, with a maximum character limit of 255.

Match History

Along with the Personal Details section in your Player Profile, you will be able to view your match history in 1v1, 2v2, 3v3, 4v4, FFA, and Custom Games. Dropdowns will be available in the profile screen for you to filter by game type. We will also provide seasonal match history, as well your all-time match history for you to browse through. On the bottom left of the profile screen, you’ll see your total wins, losses, and win percentage by race—similar to legacy Warcraft III.

For arranged 2v2, 3v3, and 4v4, you will be able to see the teams you are on, your teammates, MMR, wins, and leaderboard ranking. Clicking on each team will provide you the match history for that team.

Since our new Ranked System will be using MMR to determine ranking instead of the leveling system in legacy, you will now have your current MMR displayed in your profile for each race in 1v1 and your team MMR in each of the team-based game types.

Match History Details

Another notable feature coming with the profile system overhaul is the ability to view the details of a previously played match. In your profile screen, you will be able to select a specific match and view the details of that match. Below is an example of what the match detail screen would look like.

You will also be able to view your match details for each of your arranged team games as well.

Looking Forward

The Player Profile system will launch in the next major content patch alongside the Ranked System. We are still looking to release in the next few months and will provide another update as we get closer to launch. We look forward to seeing the community discuss the upcoming Player Profile feature, along the continual discussion of our Ranked Play feature.

Что обещали Blizzard

Что критикуют игроки

Затронет ли это новичков

Переработанная кампания, новые кат-сцены и синематики.

Новых синематиков нет, кат-сцены ничем не лучше старых, сюжетных дополнений для кампании нет.

Нет, они с удовольствием пройдут оригинальную кампанию, да еще и с новой графикой. Их опыт подпортят разве что баги и вылеты.

Новый интерфейс — юзер-френдли, в стиле оригинала.

Интерфейс выглядит не так атмосферно, глючит и лагает

Да, они столкнутся с багами. Хотя их чувства не будут растоптаны, ведь им не знаком оригинальный интерфейс.

Новый Battle.net с современными фишками

Нет ладдера, профилей, системы кланов, уровней

Да, они попадут в водоворот сражений со случайными игроками, многие из которых окажутся весьма скилловыми.

Идеально оптимизированная игра, безупречный опыт в кампании и сетевых боях.

FPS падает, серверы поломаны, игра вылетает.

Да, без мощных компьютеров они будут страдать наравне с олдфагами.

Обновленный редактор карт, в котором мапмейкеры смогут клепать бесконечное количество кастомок.

Карты теперь принадлежат Blizzard, нельзя использовать сторонний контент с авторскими правами.

Частично. Процесс разработки карт им вряд ли интересен. А вот с некоторыми крутыми кастомками, больше десяти лет привлекавшими огромную аудиторию, они вряд ли познакомятся.

Новая графика от «А» до «Я».

Игра выглядит хуже оригинала, не спасают даже детализированные модельки.

Нет. Графика и безупречный стиль оригинала им не знакомы. Они увидят новую графику, неплохие модельки, и с комфортом (если не будет багов и вылетов) поиграют.

Ну а тот факт, что старый Warcraft 3 больше не доступен, новичкам точно не повредит.

Warcraft III: Reforged Developer Update

Hail, Warcraft III: Reforged players!

It’s been too long since we’ve shared an update on our team’s progress. After a challenging launch, we’ve been regrouping, listening to your feedback, prioritizing the things we need to do for the game, and building a plan to deliver on our next steps. While we’ve been quiet these past few months, know that there is a dedicated and passionate team that’s been hard at work on Warcraft III: Reforged behind the scenes. As our team works toward a roadmap that we can share in the near future; we’d like to start communicating more frequently and meaningfully about our plans, and what’s coming next for the game. Let’s kick that off right now, with the first in a series of articles diving into what the team is focused on.

Ongoing Updates: Bug and Desync Fix Patches

Since launch, we’ve delivered a series of patches in an ongoing effort to continue fixing bugs and making quality of life changes across Warcraft III. These updates have come at a rate of at least once a month, and include fixes and improvements to art, gameplay, systems, and features across the game, including Campaign, Custom Game, and Versus modes.

Some of our most impactful bugs since legacy Warcraft III involve desyncs which occur when two or more players’ game clients get out of sync and force their game to end prematurely. Due to how disruptive these desyncs can be, a heavy emphasis will continue to be on finding and resolving the most common issues that are causing desyncs. In addition to actively approaching desync issues from different angles, we’re also developing a tool that will better arm us against future desyncs.

Balance Updates

As with other Blizzard games, our team will also be releasing balance updates for Warcraft III. Our goal is to preserve classic strategies where possible while promoting increased strategic variety. Warcraft III is a hero-focused RTS (Real-Time Strategy game), and we want to celebrate that by providing opportunities for players to open with different Heroes while retaining the unique playstyles inherent to each race and the asymmetry between races.

Each of our balance patches will aim to ensure competitive integrity at the professional level while providing a variety of different strategies for new and returning players of all skill levels. Our first balance patch since launch will be coming to the Public Test Realm (PTR) for testing this week and will feature a bevy of updates. Check out the patch notes soon for all of the details, and don’t forget to provide your feedback once you’ve had a chance to play the changes on the PTR.

Upcoming Features

In parallel to these ongoing bug fixing efforts and balance updates, we’re also working to deliver features to the game, including Improved Matchmaking, Ranked Ladders, Profiles, Custom Campaigns, and Clans. While we’ve mentioned before that these features are in development, we wanted to start providing more details on the direction we’re taking with each, share some additional insights, and give players an opportunity to provide feedback. Up first, let’s talk about our ongoing improvements to Warcraft III’s matchmaking.

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Matchmaking Reforged

Matchmaking is the system we use to find and match allies and opponents of similar skill. To support this, player skill is tracked using a numerical representation called a player’s Matchmaking Rating, or “MMR” for short. A higher MMR reflects a more skilled player, and matching players with others of comparable skill using their MMRs keeps games as fair and fun as possible.

A player’s MMR gets updated at the conclusion of each match, with the amount of points received being dependent on several factors that serve to determine their predicted win chance and an internal value called “variance.” We use variance to represent how confident our system is that a player is rated at the right skill level. When starting out, variance is high because the system doesn’t have enough information yet. Over time, as more games are played, this number will decrease. Higher variance means that there are larger swings in how MMR is adjusted after each match, while lower variance results in smaller MMR changes. Initially, our system will make large changes to MMR to get a player near their proper rating and then refine over time with smaller changes as more games are played. Consistent performance over time will allow a player’s MMR to move up (or down) as they win or lose games.

In a departure from the legacy version of Warcraft III, Reforged now has a per-race MMR in all modes except Arranged Teams which allows for more competitive matchmaking while freeing players to play their favorite races or learn new races without fear of impacting their overall MMR.

Also new, Reforged now features Global Matchmaking for all modes, which allows players to test their mettle against the best Warcraft III players around the world. While this addition is an exciting feature, we are aware of community concerns surrounding latency with Global Matchmaking. In reaction to this feedback, the team has begun rolling out a series of server updates which have reduced the number of high-latency games by over 60% since the week of May 4th. We will continue working to further reduce the occurrence of these high-latency games by implementing additional fixes in the coming weeks, so please continue to give us feedback on your experience.

Warcraft III has three primary matchmaking modes: 1v1, Team Games (2v2, 3v3, 4v4), and Free-for-All (FFA). The goal for all modes is to match players in a way that provides the best games possible while doing so in a reasonable amount of time. To accomplish this, the system starts by looking for a perfect match and slowly loosens its requirements over time if it can’t make that match. The parameters for finding matches and the way these restrictions are relaxed are different for each of the matchmaking modes, so let’s dive into each of them.

1v1

Among the three matchmaking modes, 1v1 will have the most stringent matchmaking parameters as this game mode is all about individual performance. Reforged to further enable players to find the best and most competitive 1v1 matches. As part of these changes, the matchmaker will now adjust search parameters specifically for higher MMR players to find the most competitive matches, even in exchange for longer queue times. Regardless of MMR, the matchmaker will slowly loosen the search parameters as time goes on in order to find a match. This adjustment will take longer for higher MMR players in order to continue prioritizing finding the most competitive matches. We believe these changes will allow the most competitive 1v1 players to find the best matches that most closely mirror their skill.

Team Games (2v2, 3v3, 4v4)

For team games, the system is slightly different to account for the fact that the outcome of a team game is not solely tied to the performance of an individual. Team Game players who watch MMRs closely will notice that it takes more games before their MMR settles into its proper range, and they’ll see larger MMR adjustments per game—and for more games—than in 1v1. Since the outcome of the game is influenced by others on the team, the system takes longer to dial in on an individual player’s skill.

In recognition of this, Arranged Teams consisting of a full team of self-organized players are now tracked separately using the team’s MMR rather than a player’s individual rating. Playing games as an Arranged Team does not affect your individual MMR for that game mode or race, so you can switch races freely while within an Arranged Team and not worry about affecting your outside ratings. Since Arranged Teams are tracked separately, they will also have separate leaderboards once Ranked Play arrives to better gauge overall performance.

One of our goals is to provide as many options as possible to allow players to play alongside their friends, and this means minimizing restrictions for party size and MMR. In service of this, players of any MMR can party up together so that—no matter your skill—you can always bring along a friend to play with. Players can also group up as a partial team, allowing friends to queue up together while the matchmaker finds other players to fill the remaining slots to complete the team. Players assembling partial teams will be rated by their individual MMR rather than their team’s MMR.

For the first time, the system will allow Random Teams to be paired against Arranged Teams. This is a departure from the precedent set in the legacy version of Warcraft III, so we wanted to share our thoughts behind this change. Pairing Arranged Teams solely against other Arranged Teams often resulted in very long queue times, especially for highly rated teams. These extended queue times often led to poor quality games, since teams would be matched against any available opponent once enough time passed. This change will help make more closely matched games more often, and we’ll be keeping an eye on things to ensure the right balance of match quality versus queue time.

Free-for-All (FFA)

Free-for-All (FFA) has historically had the most unforgiving matchmaking system as there could only be one winner and three losing players. This system felt inaccurate given that the “losing”’ players are issued similar penalties despite some surviving longer than others during a match. Victories also resulted in a single player gaining a lot of MMR, but all opponents’ MMRs decreasing. This tended to cause a disparity in MMR ratings which made it more difficult to match players up and resulted in increased queue times for everyone. With these challenges in mind, we have completely redesigned the way MMR is calculated for FFA games.

Instead of having one winner and three losing players, Free-for-All games have shifted to a placements system of 1st through 4th places. At the conclusion of a game, multiple calculations are run to determine how each player’s MMR will change based on both placement and the MMR of the other players in the game. This results in a more nuanced change to each players’ Free-for-All MMR which should keep players of similar skill levels closer to one another in MMR. These updates help inform more accurate adjustments in MMRs and cut down on player queue times by keeping players grouped better with competitors of equal or similar skill.

Moving to a placement system can raise concerns of potentially incentivizing players to prolong their play with unsportsmanlike tactics such as hiding buildings as an attempt to stay in the match longer. These problems have been inherent in Free-for-All since its inception and are challenging to directly address. Overall, we believe that by tying Free-for-All MMR changes to a placement system, we are actively encouraging players to finish off weaker ones, as each opponent defeated directly translates into higher MMR gains or reduced losses. As with all our other changes, we’ll continue to test and monitor these new systems to ensure that they work as intended and achieve our goals.

To Be Continued.

We’re excited to continue rolling out these matchmaking improvements, and moving forward, players can expect ongoing communications from us at regular intervals as we release patches. As part of those communications, we’ll have a series of feature deep dives and development updates like this one, as well as lighter looks at other aspects of the game and community. Our next feature deep dive will be focused on our upcoming Ranked Ladder system, so keep an eye out for the details on our plans in the coming weeks. We plan to provide a roadmap for our future releases as our work progresses, but in the meantime please continue sharing your feedback and know that our team is working hard to deliver features, bug fixes, improvements, and balance updates as we strive to make Warcraft III: Reforged better with each release.

Нормальный ремастер

Жанр: RTS
Разработчик: Blizzard Entertainment, Lemon Sky Studios
Издатель: Blizzard Entertainment
Возрастной рейтинг: 16+
Перевод: полный
Платформа: PC
Похоже на:
World of Warcraft
StarCraft

Я отношусь к той небольшой прослойке людей, которой нововведения понравились. Возможно, мне просто повезло: крупные баги обошли меня стороной, соревновательным мультиплеером я в принципе не интересуюсь, а новая озвучка не резала мне слух. Да, культовый перевод от «СофтКлаба» был важной частью моего детства, но уход от некоторых слишком эмоциональных фраз, как мне кажется, пошёл игре только на пользу. Мемчики у нас уже никто не отнимет, зато сейчас, когда Артас не вопит ошпаренной истеричкой, кампания воспринимается куда лучше. Теперь я куда отчётливее чувствую драму — всё-таки в переводе от «СофтКлаба» актёры слегка переигрывали, делая происходящее карикатурным и пародийным. Да и нормальный перевод многих имён — бальзам для ушей и глаз.

С графикой всё чуть менее радужно. С моделями поработали отлично, на смену раскрашенным деревянным брусочкам наконец пришли модельки уровня WOW. Есть, что порассматривать, приблизив камеру. Но по современным меркам движок игры всё равно устаревший — и это очень хорошо заметно в окружении. Земля, трава и деревья совсем игрушечные, таких бы постеснялся сейчас и мобильный проект.

Обиднее всего за интерфейс — он действительно нуждается в обновлении. Громоздкий и неуклюжий, но, что хуже всего, безумно устаревший для игрока, избалованного вторым StarCraft. Да и ролики, хоть и подтянутые до разрешения в 4К, всё равно на контрасте с полностью перерисованным стартовым экраном смотрятся архаично, если не сказать слабо.

Сюжет кампании трогать не собирались, но изменений в нем хватает. Сильно расширили пролог, добавив несколько новых обучающих миссий, во многих заданиях стали попадаться дополнительные полезные вещи. Вроде и мелочи, но находить что-то новое всегда приятно. Ну а технические изменения в картах, чтобы те больше походили на локации из WOW — чистая косметика.

Через пару мгновений история Азерота повернёт в новое русло

И тут, наверное, стоит сказать про ещё один важный момент. Игра-то позиционировалась как способ порадовать фанатов, но, по большому счёту все сделанные изменения — особенно перевод! — нацелены скорее на привлечение новой аудитории. Старая гвардия спокойно продолжала играть в ту версию, где все юниты были похожи на дуболомов Урфина Джюса. А вот подросшему поколению игру с такой графикой предлагать стыдно — в лучшем случае обзовут «бумером» и покрутят пальцем у виска.

Если прошлые скандалы с Blizzard говорили о пропасти между компанией и аудиторией, то сейчас налицо непонимание между разными подразделениями внутри самой компании. Будем надеяться, они смогут во всём разобраться и продолжат нас радовать великими играми — раньше же справлялись.

Показательно, что скандал вокруг ремастера Warcraft III оказался куда интереснее, чем, собственно, сам ремастер. Потому что он нормальный. Обычный. Особенным его делали рекламные заявления, и пообещай нам компания именно то, что мы получили в итоге, релиз обошёлся бы без скандала. В конце концов, ремастер первой StarCraft всем пришёлся по душе — и этот успех вполне можно было повторить.

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