Carbot is known for their hilarious line of World of Warcraft animated videos. They are now working on videos for Diablo II and I wanted to share with you guys their update on that.
They have made 4 episodes so far and they are great. These cover a range of topics from high level players joining a game and throwing free loot out everywhere causing mayhem to Blood raven facing off against a fluffy druid.
Blizzard has now added a limit of 30 instances per day to classic wow.
Kaivax – Blizzard Community Manager
As part of our ongoing efforts to eliminate exploitative and automated gameplay, with scheduled weekly maintenance in each region, we’re implementing the following change to our settings on all WoW Classic realms:
You may now enter a maximum of 30 unique instances (dungeon and raid) per day, per realm.
This restriction complements the current limit of 5 instances per hour. Now, when a player enters a dungeon or a raid, the game checks to see if they have entered 5 instances in the last hour or 30 instances in the last 24 hours, and if they have, they cannot enter the instance until enough time has elapsed. This check is across all of your characters on your realm.
These limits only apply to dungeon and raid instances, and do not apply to PvP battlegrounds.
I just found out about Warmane’s new Frostmourne server and wanted to share the info with you.
This is a fresh progressive WOTLK server with seasons. It will reset once a year.
It’s an interesting project that my friends were talking about today.
Below is the announcement which can be found here
Greetings Warmane community,
After many years of dedicated hard work and experience we gathered in hosting great gaming experiences that many can enjoy, we are at a point, once again, where we would like to introduce to you our next project.
We decided that our next realm should be a hybrid of our two most successful realms, Lordaeron and Icecrown. Fusing Lordaeron’s content difficulty that has been modified and adjusted over the years based on countless players’ suggestions and feedback, and Icecrown’s fast-paced gameplay experience.
Due to the indisputable high popularity over the years of Icecrown and in an effort to reduce the queues and player load, we have decided to come forth with Frostmourne, the next realm with the Warmane brand of quality.
Frostmourne is set to release on April 15, 2020.
The next step on our path is to create a seasonal realm. The purpose of this realm is to recreate the experience we are all fond of, but instead of making it a one-way trip, we will create a seasonal journey from start of Naxxrammas to end of Ruby Sanctum for everyone to enjoy. Players interested in raiding content, will be able to enjoy the chase towards sieging Icecrown Citadel from the beginning and compete against other guilds. Players interested in PvP will be able to enjoy an ever-changing meta with gear switching up every season and the best of the best will be able to obtain rewards and fame.
The armory itself will contain per-season specific rankings of players and the top players of each season will receive unique rewards. Season specific goals can change from season to season, assuring a fresh way to compete and different goals can be modified rewarding unique things that were never rewarded before such as achievement hunting, questing and more!
Experience rate will be same as on Icecrown: x7
Raiding content will be tuned as current Lordaeron’s content is tuned. This is not the same as on Lordaeron launch, as we have refined the difficulty over the years considering large amounts of player feedback, striking a balance and achieving content difficulty that is challenging but far from impossible for the average player. This is still in the stage of careful consideration and community feedback is welcome.
There will be two raid resets in one week, one to enable playing on weekdays and one to enable playing on weekends.
Crossrealm will be activated for battlegrounds, but various measures will be in effect to ensure that players you find yourself against or allied with will be on equivalent standing in terms of gear.
Marketplace will be similar to Icecrown model.
Character trading and the trading system will be available as on Lordaeron.
Characters will be moved to Icecrown, once the season ends, assuring a fresh competitive realm each time a new season starts.
The season is set to last 12 months. The content will be divided in four tiers. The content of the first tier will be available on day one. Every three months, the content will progress further.
Time after launch – Content released
Day One – Naxxramas, Vault of Archavon (Archavon), Eye of Eternity, Obsidian Sanctum, PVP Season 5
3 Months – Ulduar, Vault of Archavon (Emalon), PVP Season 6
6 Months – Trial of the Crusader, Vault of Archavon (Koralon), Onyxia, PVP Season 7
9 Months – Icecrown Citadel + Ruby Sanctum released once Icecrown Citadel Heroic is cleared, Vault of Archavon (Toravon), PVP Season 8
The aim of this realm is to bring a breath of fresh air into the expansion we all hold very dear. Our team has been hard at work, further perfecting all areas of our WoTLK realms. We are aiming to assure mint perfection, in all areas of the game and with the experience and mountains of feedback we have received from managing our other WoTLK realms, we know that we are able to achieve it. All of the work invested in this realm, will be applicable to all our other realms where appropriate.
Over the five weeks since we launched WoW Classic, we’ve continuously monitored realm populations and utilized layering when necessary to handle launch populations. As we’ve said before, we will have all realms on a single layer before introducing world bosses, and a great deal of progress has been made toward that goal.
First and foremost, players have leveled up and spread out around the world. This allowed us to accommodate more players per layer, which means fewer layers required per realm. The last time a server in this region had more than three layers was the first week of September, and almost all realms reached two layers shortly after that. This includes high population realms such as Faerlina, which has had only two layers for three weeks now.
Along the way, some select realms reached their end-state of a single layer, and we locked that in. With a change we made earlier this week, the following WoW Classic realms are now permanently set to one layer:
Be on the lookout for another change that we will make in the coming days: soon, realms that are operating with more than one layer will indicate that on the realm selection screen. Those realms will say “Layered” in the realm list. Thereafter, you’ll only see the Full/High/Medium/Low markers for realms that are permanently set to one layer.
We plan to move more realms to a single layer over time, and we will continue to offer free character moves to balance populations and manage login queues. In order to avoid queues in the future, we encourage you to use that service as soon as possible.
Hello everyone. We wanted to return to this subject and put some closure on it. As always, It is our top priority to resolve any issues that prevent players from having a smooth gameplay experience.
Immediately after the Distributed Denial of Service attacks against our game service began, the Blizzard Security Team worked around the clock with local and international law enforcement agencies to track down the source of the DDoS. It is our understanding that, within a few days, authorities were able to successfully identify and arrest a suspect.
We really appreciate your patience and understanding.
Fixed Repeat Instance Bug Exploit
Recently, Blizzard hotfixed a layering exploit in dungeons & raids.
Realm restarts are scheduled for 3:00 a.m. PDT (6:00 a.m. EDT) in order to apply this fix.
As soon as possible, we will identify those who knowingly abused this bug in exploitative manner. We will then take appropriate punitive measures.
As a reminder, Blizzard’s End User License Agreement defines cheats as “methods not expressly authorized by Blizzard, influencing and/or facilitating the gameplay, including exploits of any in-game bugs, and thereby granting you and/or any other user an advantage over other players not using such methods.”
As always, thank you for your feedback on this matter.
Soooooo since I’m seeing a lot of confusion (here and elsewhere), here’s some insight into how we draw the line between what makes something a punishable exploit versus a “happy little accident.”
The key factor here is intent. Did the player do something with the specific intention of causing a glitch to occur, and did they do it order to exploit said glitch for their own benefit?
This recent glitch makes a pretty clean example. The players who were abusing it had to do some Very Weird Stuff to cause it to occur, and then did so repeatedly. No reasonable person would expect that this behavior was intended, and the players involved had to go out of their way to cause it. It’s obviously unintended, it’s obviously a glitch, and the people who abused it were obviously exploiting said glitch for their own benefit. That’s pretty open and shut.
Someone mentioned Esfand’s random MC reset in this thread, which is a pretty clean example of the other end of the spectrum. In that case, they just turned up to raid and the instance had been reset. They didn’t do anything intentional to cause it or go looking for reproduction steps so they could abuse it – in fact, they reported it to us and didn’t continue until they got confirmation that it was out of their control (and that we wouldn’t consider it an exploit if they cleared).
Side note for the curious: that was a completely separate bug that has existed since 2004, and actually happened several times back then, it just wasn’t being broadcast to thousands of viewers at the time.
Obviously, neither situation is ideal – we try our best to provide a fair playing field for everyone – but there’s a pretty massive difference between “the instance is reset and we don’t know why” and “if we do this One Weird Trick we can infinitely farm this dungeon boss.” That’s the key factor that turns something from an accident into an exploit.
This ended up being longer than I expected so I’ll wrap it up with one last caveat: there is a lot of context and nuance that goes into these situations, and they’re not usually as cut and dry as these two examples. We end up making a lot of judgement calls based on the specifics of each exploit as well as their overall impact on the game (the phrase “clever use of game mechanics” originally came from one such convoluted situation). These two cases just happen to be pretty obvious.