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Z-R0E: I'm actually glad about the faction change feature. Less barriers to inter-Blizzard chat channels.
Keii: wtf @ Faction change feature.
Keii: lol, in Bleach DS 2, Kon has Ryu's exact moveset, right down to the super moves.
Z-R0E: I'm actually surprised it's there /already/. I didn't realize that set had been released.
Keii: My succubus FINALLY came. You know, Z, the one I ordered at Blizzcon.
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M00NBEAST: Luumis, how do I get a hold of you to play our games sometime?
Keii: I'm game this weekend.
Z-R0E: There, all fixed up.
M00NBEAST: lol Shows Ricky as Protoss now. :P
Z-R0E: Yeah, bug on my side, I got it fixed. There were a couple bugs I didn't know about until adding this...
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Latest Forum Posts
Grizzam: but still important!Why would you buy TBP anyways, I mean really: what exactly is TBP?A mega collect...
Keii: http://z-r0e.com/forums.php?tid=2112It's even a news article on the front page.
jenocide: Maybe old news, but I didn't see it posted here..I found this post on consumerist:http://consumerist...
jheinn: He's Navy :)
Keii: I'm not sure if this is entirely doable in just PHP or whatever you use now, but an idea for users i...
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Quote: MMO Champ
A few days ago Blizzard filed a trademark for "Cataclysm" on the United States Patent and Trademark Office website. Cataclysm was registered for :
* Entertainment services, namely, providing on-line computer games; providing computer games that may be accessed via a global computer network; and providing on-line information in the field of computer gaming entertainment
* Comic books, computer game strategy guides, trading cards, coloring books, adhesive stickers, rub-on transfers, notebooks, stationery-type portfolios, posters, greeting cards, calendars, instructional leaflets in the field of computer games, computer game instruction manuals, catalogs in the field of computer games, advertisement boards of paper or cardboard, photographs, art prints
* Computer game software and related instruction manuals and guides sold together as a unit; downloadable computer game software; interactive multimedia computer game program; mousepads
Below is a small extract of the Latest Status Info on the
Trademark Applications and Registrations Retrieval (TARR) Website---------------------------------------------
LAST APPLICANT(S)/OWNER(S) OF RECORD
Blizzard Entertainment, Inc.
16215 Alton Parkway
Irvine, CA 92618
United States
GOODS AND/OR SERVICES
Class Status: Active
Computer game software and related instruction manuals and guides sold together as a unit; downloadable computer game software; interactive multimedia computer game program; mousepads
2009-06-30 - New Application Office Supplied Data Entered In Tram
2009-06-30 - New Application Entered In Tram
"The Great Sundering, also known as simply the Sundering or the Cataclysm was a world event which reshaped Azeroth approximately 10,000 years ago at the end of the War of the Ancients." ~
WoWwikiAlso from
MMO-Champion, "A few days ago, one of our user also spotted a test server named "Maelstrom 3 Test" in the US server list (it only showed up for a few seconds, see
This post)."
So nothing concrete yet, but sure does seem
familiar...
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Quote: Brian Ashcraft
The Pirate Bay has been purchased and is perhaps looking to go legit. Software company Global Gaming Factory X AB has shelled out approximately US$7.8 million for the site.
The acquisition appears to be the first step into turning The Pirate Bay into a legal site. The Stockholm-based piracy site is a peer-to-peer server which made video games, movies and music available for "sharing" among users. Swedish police previously raided the The Pirate Bay and those connected to the site, and the ensuing trial against the BitTorrent site's founder resulted in a guilty verdict.
According to Hans Pandeya, CEO of Sweden's Global Gaming Factory, "We would like to introduce models which entail that content providers and copyright owners get paid for content that is downloaded via the site."
Pandeya adds that while The Pirate Bay is one of the top 100 most visited sites on the entire internet, it needs to change. "In order to live on, The Pirate Bay requires a new business model, which satisfies the requirements and needs of all parties, content providers, broadband operators, end users, and the judiciary," says the GGF exec. "Content creators and providers need to control their content and get paid for it." What's more, Pandeya adds, file sharers need "faster downloads and better quality".
According to a statement from The Pirate Bay, "If the new owners will screw around with the site, nobody will keep using it. That's the biggest insurance one can have that the site will be run in the way that we all want to."
Global Gaming Factory X AB will acquire The Pirate Bay this August.
Source:
KotakuQuote: John Herrman
The Pirate Bay has been (effectively) acquired by a gaming company called Global Gaming Factory X, who is plunking down nearly $8 million for the privilege. Their grand, surprising plan for the Pirate Bay is to pay content providers. Seriously.
Global Gaming Factory X is, in their words, the "biggest network of internet cafés and gaming centers in the world," making this story even more bizarre than it appears. This is sort of like GameFrog buying Demonoid, or, I don't know, Laser Quest buying Empornium. Odd, is the point. For the supreme WTF aspect of this whole thing, here's their plan:
We would like to introduce models which entail that content providers and copyright owners get paid for content that is downloaded via the site
Yes, you read that correctly: the Pirate Bay wants to pay content providers, or in other words, cease to be the Pirate Bay. This is alarming to fans of the site, obviously, because any conceivable system by which content owners could be paid would drastically change the nature of the whole thing, from a "Pirate Bay" to an, I don't know, iTunes? Unbox? Napster? This, and the future-tense wording of the announcement (the deal is set to close in August) is enough to make you think the whole thing is a hoax, but then you see TPB's semi-defensive, semi-groveling, generally defeated statement on the matter. All this trial, retrial, grandstanding and election business seems a little silly now:
Yes, it's true.
News reached the press today in Sweden - The Pirate Bay might get aquired by Global Gaming Factory X AB.
A lot of people are worried. We're not and you shouldn't be either!
TPB is being sold for a great bit underneath it's value if the money would be the interesting part. It's not. The interesting thing is that the right people with the right attitude and possibilities keep running the site.
As all of you know, there's not been much news on the site for the past two-three years. It's the same site essentially. On the internets, stuff dies if it doesn't evolve. We don't want that to happen.
We've been working on this project for many years. It's time to invite more people into the project, in a way that is secure and safe for everybody. We need that, or the site will die. And letting TPB die is the last thing that is allowed to happen!
If the new owners will screw around with the site, nobody will keep using it. That's the biggest insurance one can have that the site will be run in the way that we all want to. And - you can now not only share files but shares with people. Everybody can indeed be the owner of The Pirate Bay now. That's awesome and will take the heat of us.
The old crew is still around in different ways. We will also not stop being active in the politics of the internets - quite the opposite. Now we're fueling up for going into the next gear. TPB will have economical muscles to let people evolve it. It will team up with great technicians to evolve the protocols. And we, the people interested in more than just technology, will have the time to focus on that. It's win-win-win.
The profits from the sale will go into a foundation that is going to help with projects about freedom of speech, freedom of information and the openess of the nets. I hope everybody will help out in that and realize that this is the best option for all. Don't worry - be happy!
I fully expect more clarifying information about this deal to come out soon, since TPB's interests are actually quite wide, the owners are still smarting from their recent court defeat and the whole thing just feels so strange.
Source:
GizmodoAdd / Read Replies (2)

Yesterday was the big press meeting at Blizzard HQ, where Blizzard flies in representatives from their biggest fan sites. Clearly, a big announcement was planned. However, once everyone was there, Blizzard told them that there indeed was
going to be an announcement, but they had to postpone it. So instead, they all just played SC2 for a while. Then there was lunch. Following lunch, everyone had to sign an NDA that's effective until next Monday. Then Blizzard
told them something.
Beta next week?
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Original articleToy Story 3: Eh, I don't know how to feel about this. I loved the original Toy Story (for a family film), but I've still yet to see the second. I've heard, however, that it was actually great. As the article says, the "Godfather II" of family films. Using the same analogy though, as fucking great as Godfather I & II were, III was pretty not-good.
Cars 2: Yeah, pile of crap.
Monsters Inc. 2: Again, I really liked the first movie. I just don't see this needing a sequel though.
Part of what make (most) Pixar films good is that they
aren't milked for sequels. Aside from Toy Story 2, I can't even think of an animated family film that had a good sequel. I suppose the fact that Pixar is the only one with a good sequel gives a ray of hope, but it still makes me uneasy toward their future.
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I was just watching some "professional" Warcraft III games to see if I could get into them like I can professional StarCraft (I can't). At a point during the game, the Night Elf player went and bought a Brewmaster for their second hero, and it got me thinking back to the history of Warcraft III, namely when TFT was released and there wasn't a Brewmaster hero, or even before TFT was released at all, and that made me think back to pre-BroodWar SC.
Take TFT and just how radically it changed from WC3 to TFT. I'm not going to argue whether or not the game is currently as balanced as SC (I don't really care), the point is just how much it's changed. Put aside obvious, big iteration changes (Beta to retail to expansion), even minor patches have done very big game-changing things like added new heroes, or removed dropped items. Imagine a change like that in something that is perfectly balanced (or as close to "perfect" as you can get). Imagine what adding a new unit to StarCraft would do.
Think back to how radically StarCraft changed from StarCraft to BroodWar. Things like "detection" weren't nearly as mandatory save for certain circumstances. For a long time, spawning pools were 150 minerals instead of 200, making ling rushes almost impossible to stop. Look at this list of changes from 2001, three years after BroodWar's release:
Quote: Patch 1.08
TERRAN:
Valkyrie:
- Damage increase to 6 per missile.
- Acceleration and velocity increased slightly.
- Build time decreased.
Science Facility:
- Build time decreased.
- Irradiate research cost increased to 200 minerals, 200 gas.
- Yamato Cannon research cost decreased to 100 minerals, 100 gas.
Missile Turret:
- Decreased cost to 75 minerals.
Factory:
- Charon Missile Booster research cost decreased to 100 minerals, 100 gas.
Dropship:
- Increased speed.
Goliath:
- Increased ground attack range.
Battle Cruiser:
- Build time decreased.
- Supply cost decreased to 6.
PROTOSS:
Dragoon:
- Build time increased.
Scout:
- Decreased cost to 275 minerals, 125 gas.
Carrier:
- Supply cost decreased to 6.
Templar:
- Psi Storm Damage reduced.
Corsair:
- Disruption Web spell duration decreased.
Zealot:
- Shields decreased to 60 and hit points increased to 100.
ZERG:
Queen:
- Decreased build cost to 100 minerals, 100 gas.
Ultralisk:
- Supply cost decreased to 4.
Queen's Nest:
- Spawn Broodling cost decreased to 100 minerals, 100 gas.
Hydralisk Den:
- Lurker Aspect cost increased to 200 minerals, 200 gas.
- Hydralisk speed upgrade cost increased to 150 minerals, 150 gas.
Spawning Pool:
- Increased build cost to 200 minerals
Sunken Colony:
- Building armor increased to 2.
- Hit points decreased to 300.
Not to mention replays weren't added until then either.
The same thing will happen with StarCraft II. SC-like balance won't come during beta. It won't be there at retail launch. It won't be there after the first expansion, and it won't be that at the start of the second expansion. It'll be years in the works, just like it was StarCraft.
So when it comes out (likely later this year), and a month in there's some uber strat that everyone is doing and no one can beat, don't panic. Things will get fixed eventually, and there's no stupid ass heroes like in WC3.
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Well, E3 is over now. There were lots of announcements and such, but only one thing came from it that I truly care about: new Metroid game. 3D side-scroller at that! (or at least partly)
Quote: Kotaku
Nintendo is partnering with Team Ninja, not Retro Studios, for the newest outer space adventure starring Samus Aran, Metroid: Other M. The Wii game is a mix of first and third-person action. It looks spectacular.
Team Ninja looks like it will do wonderful things with the Wii hardware, giving Metroid fans who crave a return to third-person action something to look forward to. And the promise of Team Ninja artists and Samus Zero Suit action is practically too much to bear.
The
original Kotaku article has three screenshots.
This is likely to be the first non-Blizzard game that I pay actual money for since Penny Arcade's games.
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After losing their recent trial and getting fined $30 million SEK, The Pirate Bay has come up with a way to pay off the fine without the law firm getting any money. The idea is that TPB calls on citizens of the Internet to send the law firm 1 SEK (about 13 cents USD) as our fee for downloading music. Each transaction costs the law firm 2 SEK to handle. The math is pretty easy from there. To add further insult...
Quote:
Additionally if after paying the internet-fee you determine that your payment was erroneous, Swedish law states that you can request the money back, putting an additional load on Danowsky’s law firm.
Currently, the site (
internetavgift.se) has an English option but it's broken. I'll be checking periodically through the next few days if it's fixed so I can pay my 13 cents.
Original articleAdd / Read Replies (1)
Go here to opt-in. Requires a Battle.net account, and you have to download & run their system check utility (really not a big deal). If SC2 keeps the same schedule as WC3 (I'm skeptical, but mentioning it any way), we'll see beta start in June, and the game released in September.
Blizzard also sent a short Q&A out to fansites today.
Quote: Blizzard
Q. StarCraft II opt-ins are now available through Battle.net. Does the opt-in process mean that the start of the StarCraft II beta is imminent?
A. We’re getting closer and closer to the start of our closed beta with each week that passes. Several months ago, we expanded our internal testing of the game to the entire company, and we’ve made significant progress since then. We’re looking forward to inviting external testers into the process soon, which is why we’re starting sign-ups now.
Q. What aspects of the game will be available for testing in this beta?
A. As with previous betas for our real-time strategy games, the StarCraft II beta test will be multiplayer only, and players will have access to all three races -- terrans, protoss, and zerg -- and all of their units. We’ll include a selection of multiplayer maps, but they won’t necessarily include all of the maps that will be in the final version of the game. We’re making some great progress on the single-player campaign, but we don’t plan to do a public beta since we want to keep the story under wraps until the game’s out.
Q. Will we be able to try the new Battle.net during this beta?
A. You’ll be connecting to and playing on the new Battle.net in the StarCraft II beta, and you’ll definitely have a chance to play around with a few of the new features -- but what you’ll see in the beta is really only a taste of what’s to come.
Q. What updates and changes have you made to the game recently?
A. We’re constantly tweaking the gameplay and balance, and we will be all throughout the beta process, but perhaps the most visible changes have been made to the zerg. Our art team has done a polishing and iteration pass on many of the zerg unit models and structures, so players can look forward to seeing a lot more detail there. Compared to the versions you’ve seen before, the zerg units and bases now look a lot slimier and more sinister.
We’re also really looking forward to seeing testers try out the new gameplay mechanics we’ve introduced to each race, like the proton charge for the protoss and the MULE for the terrans that allow them to harvest minerals faster. The zerg also have a spawn larvae ability that gives them a new way to expand their production. We’re hoping these abilities increase the strategic tension for players and force some tough tactical decisions when managing economies and micromanaging battles.
Q. Which regions can join the StarCraft II beta test?
A. Our plan is to include multiple regions and countries in the StarCraft II beta-testing process. We’ll be starting with a North American beta, where testers from the United States and Canada, as well as Australia and New Zealand will be able to join. We’ll then phase in testers in other regions such as Korea, Taiwan, and Europe as soon as we’re able to set up in those areas.
Q. Why aren’t you running StarCraft II beta simultaneously in all regions?
A. It’s more efficient from a development standpoint to phase in each region one at a time. A big part of the beta test involves setting up new hardware and networking infrastructure, which is not a trivial process. If we set up one region at a time, we can more quickly address any issues we run into at the start, and take the lessons we learn from that experience to establish a smoother setup experience for the next region.
We can also implement all sorts of gameplay and balance changes, view the results, and react to what we’ve observed much more quickly in a single test environment, as opposed to getting bogged down trying to push those changes out across several test environments. Once the major issues are ironed out, we can expand the testing to additional regions. Going region by region will also put us in a better position to test localized versions of the beta.
Q. Will testers be allowed to write about the beta? Take screenshots and videos?
A. Yes! Beta testers will be free to write about their experiences playing the beta as well as take screenshots or videos. We’re really looking forward to getting the game into players’ hands so we can hear their feedback, since that will help propel us into the final stages of development and balancing. We’ve been working hard on StarCraft II, and we can’t wait to finally be able to hear what everyone has to say about it.
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With the recent re-interest in StarCraft a few of us are going through (me especially), this recent
Q&A with Blizzard that TeamLiquid had has some great questions which will have a pretty big impact on the pro-scene in SC2.
Quote: TeamLiquid & Blizzard
1
Q: How's the current balance and what balance issues have you faced?
A:One of the design challenges we are currently dealing with relates to the Dark Pylon, which doesn’t seem to have enough energy tension between probe buffing and acting as an energy reserve for caster units. With Mules, Terran players have a clear strategy decision every time they chose to call down a Mule, instead of saving for a comsat scan. Similarly, Queens have to use their energy carefully, choosing between expanding creep, producing more larva, and protecting her base as a base defender. Dark Pylons on the other hand, are relatively cheap to produce at 150 minerals, provide Pylon power, allow warp-in and proxy play, cloak units, and act as an energy well for casters in strategic positions, while also supporting an economy with macro resource collecting benefits.
2
Q: The new lower tier availability of mass mobility such as phase prisms and nydus canals seems to prompt for an even greater need for timely 'snipe' abilities for players, but with removal of units like the scourge, Blizzard seems to go in opposite direction. The games of SC2 I played so far clearly presented me with the problem of being forced to deal with the consequences of certain types of harass or assault while I saw them coming a mile away, in contrast to being able to effectively prevent them. There were for example, no efficient ways of 'sniping' enemy observers and nomads to kill their stealth detection or destroying their medivac dropships before they dropped or finishing off that phase prism before it could deploy and warp-in a dozen or more units into my base. How does Blizzard view these issues and aim to prevent a purely reactionary type of gameplay?
A: It is true that in StarCraft II, the races have become comparatively more mobile than the original StarCraft. To deal with the new threats mentioned above, scouting and vision have become an even more crucial part in gameplay, as well as building placement to defend against such incursions. Observers are now lower on the tech tree compared to the original StarCraft. Missile turrets can be upgraded with larger range and hit harder as well. Sensor towers can provide early warning of incoming attacks. Additionally, Zerg base defense is now mobile, allowing for quicker adaptation to deal with incoming threats
At higher levels, an RTS will always have some reactionary play, though in some cases you can react preemptively as well, which could force the opponent to react in another way. With these new methods to both scout and defend, it will help a player deal with opponent decisions on attacking more potently. It is true, with all the new mobility mechanics, it is more likely that you’ll have to pull your probes more often and dodge attacks, but at the same time, with better defenses and new abilities like the Queen’s Razor Swarm, warp-in, and many more – you’ll be able to make the enemy pay a much higher price in performing these attacks as well.
3
Q: In StarCraft, there are certain upgrade thresholds where some units start to perform vastly better against certain units. For example, + 1 attack zealots kill zerglings in 2 hits instead of 3, or +1 armor marines can take 3 lurker hits instead of 2. These elements add another layer of depth to the game by making upgrades a crucial part of strategy. Do these thresholds exist in StarCraft II, and is the game being designed with them in mind?
A: While we don’t try to develop too many of these relationships, there are times we do try to make more rigid balance points like these when we see the need for them.
Examples:
1. Zealot –Zergling relationship is still there
2. Roach vs. Zerglings have this relationship- 3 shots to kill before, and 2 shots after (then gets countered by +1 armor by zerglings)
3. Reapers scale better than most other units in the game as they normally do 4+4dmg but get +2 per attack upgrade since they fire twice(25% per upgrade compared to the normal 10%)
4. Marine dies in 1 hit to baneling, 2 hits after combat shield upgrade
5. Marauders get just under the shield of Immortals (counters them early game), but as both sides get more upgrades, the relationship becomes muddier and goes in favor of the Immortals. (Immortals with 3 shield upgrade takes only 7 damage per hit currently)
6. The Colossus kills Marines in 1 shot until they get either armor or combat shields, after which they take 2 shots to kill.
4
Q: In the original StarCraft, upgrades would give different units different degrees of improvement, such as a fully upgraded zergling gaining a total 60% attack increase, compared to a dragoon that would gain 30%. In comparison, Warcraft III upgrades were designed so that the percentage improvement per upgrade was approximately the same for each unit. Will upgrades scale in this manner in StarCraft II as well?
A: Yes, StarCraft II will follow an upgrade system similar to that of the original StarCraft. Many of the new upgrades really help in almost creating a new type of unit out of a previous one. For example, in early game Stalkers can kite Zealots and easily handle them with micro. When Zealots gain charge, they will easily catch those Stalkers and tear them up. Similarly, when Stalkers get blink, they can continue to micro and use terrain advantages to fight those Zealots. On that same note, Zerglings with their attack speed upgrades make it a far deadlier unit, in line with the original StarCraft. As a design philosophy, we really wanted to make several upgrades allow a shift to the balance of power, creating new battle scenarios as players tech up.
5
Q: In SC and WC3 you can dodge attacks using dropships/zeppelins, or with teleportation spells (ie. blink), or even just superior mobility (in the case of lurker spines).
Can projectiles (and lurker spines in particular) be dodged in SC2?
A: Yes, certain projectiles/abilities like the Lurker spines, Psi Storm, nukes, and the newly-introduced Hunter Seeker missiles can be dodged.
6
Q: Are submerged supply depots any different than regular supply depots other than the way that units can pass overtop when they are submerged? I.E. Does the opponent need detectors or anything to see/attack them, do they have the same health, armor, and additional supply count as un-submerged supply depots? Are there any benefits to not having supply depots submerged(other than walling purposes)?
A: The only difference between a submerged supply depot and a raised supply depot is the ability to path (or not path) over it.
Map Editor Questions
7
Q: Is it possible to create maps which wrap around? So that the right edge leads back onto the left, creating a spherical space?
A: Yes, it is currently possible to create a map in which units can move from one side to the other, though there isn’t coding provided yet that would allow units to shoot from one side to the other.
8
Q: We have heard many times that the map editor is capable of almost anything, but does this hold true for melee as well? Will you be able to implement map related features, such as different types of terrain (slowing, damage over time, energy regenerating, etc.), portals, or bridges and such, for ladder/melee maps?
A: Yes, players will be able to create special areas on the map as mentioned, though players will probably have to create them using invisible objects with those properties rather than have those properties be tied with the actual visual texture itself.
Technical Questions
9
Q: What, if any, function will the F2 through F4 keys have in StarCraft II? Has there been any thought of adding additional keys (F5 through F8) to serve as location hotkeys?
A: We are working on this now and will give the community an update when the roles of those keys have been decided.
10
Q: Will observers and replays have a player's view option, not just see what they have selected but actually move the screen to what they are viewing?
A: Yes, viewers will be able to watch from any player’s perspective.
11
Q: Will people be able to join games after they've started (as an observer) and will you be able to boot observers (or people that abuse the ping function) from games?
A: No, players will not be able to join after a game has started, though we have yet to decide how to handle observers in a game and who has the right to boot players.
As many people replied with, I love the answer to #10. I've found myself wanting to see things from the player's perspective more and more as I try to improve my (comparably horrible) SC game, but there's not much since it requires the player to be running something like Fraps (which isn't often the case). These new replays will be a great tool in improving and seeing how better players than you operate.
I'm a little bit disappointed with the answer to 11, but not really surprised at all. I think there's just too many ways to exploit something like that.
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Copy & paste from
Slashdot:
Quote: Slashdot
Matt Stone and Trey Parker, the creators of South Park, were given a very special gift by US marines:
a signed photo of Saddam Hussein. During his captivity, the marines forced Saddam to repeatedly watch the movie South Park: Bigger, Longer And Uncut, which shows him as the boyfriend of Satan. Stone said, "We're very proud of our signed Saddam picture and what it means. It's one of our biggest highlights."
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There's been updates to the
Blizzard Account, and it's now handled through Battle.net. You can now merge it with your WoW account(s). Small steps towards there being one unified Blizzard account!
-Your "Blizzard Account" is now refereed to simply as your Battle.net account.
-It changes your WoW account login to your
Blizzard Account Battle.net login.
-You can add multiple WoW accounts. It adds a dropdown box to your WoW account management for which account you want to modify.
-If you add multiple WoW accounts, you'll login to WoW with your Battle.net account then get a selection box for which WoW account you want to play.
A while back, they said they wanted to make Bind to Account items in WoW work for all your accounts. I can see how that will work with this system. Exciting times are coming for Blizzard fans.
I imagine this will also greatly effect account selling; You can't undo it once you merge a WoW account with your Battle.net account. So if you have any other games associated with your Battle.net account and the WoW account you want to sell, you'd be selling all of the games.
Edit: After adding my WoW account(s) to my Battle.net account, I was unable to log in to WoW for about 15 minutes. I'm not sure if this is normal, but if it happens to you don't panic.
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I just wanted to throw it out there that I'm putting my money on a March 31st release of SC2 closed beta, or at least beta signups.
For the past week,
SC Legacy has been little more than a splash page leading up to something. At first I thought it was just for a site overhaul/redesign. I'm starting to think it's more than that though. You don't typically keep a splash page up for real long for a site overhaul; you're losing out on traffic by doing so. You do it for a day or two to build suspense and word of mouth. It's been nearly a week, and they haven't yet gotten to the Protoss splash image. On a recent snippet posted under their splash page was a reminder that "Beta... it's coming." I know SCL is 'just' a fansite, but they've had connections with Blizzard staff in the past (including the Battle.Net web designer being an ex-SCL staff member).
Tiare pointed out yesterday that the
BlizzCon '08 redemption page was up. We quickly found out that it's not
working, but it's there, and hasn't been there for long (I check multiple times a week).
The biggest point of evidence in all of this, it will be 11 years to day.
March 31st, 1998 was StarCraft's release date. March 31st, 2009 beta? Please say yes!
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From Kotaku via
ShackNewsQuote: Kotaku
1. World Of Warcraft: Wrath of the Lich King
2. The Sims 2 Double Deluxe
3. Warhammer 40K: Dawn of War II
4. World Of Warcraft: Battle Chest
5. F.E.A.R. 2: Project Origin
6. Spore
7. World Of Warcraft
8. The Sims 2 Apartment Life
9. Fallout 3
10. World Of Warcraft: Burning Crusade
11. Call Of Duty: World At War
12. Command & Conquer: Red Alert 3
13. Left 4 Dead
14. The Sims 2 Deluxe
15. Civilization IV
16. The Sims 2 Mansion & Garden Stuff
17. StarCraft Battle Chest
18. Spore Creepy & Cute Parts Pack
19. Diablo Battle Chest
20. The Sims 2 Pets Exp.
Of the top 20 PC games for February, Blizzard was up there 6 times with WoW and its many editions, as well as Diablo and StarCraft. That's pretty good for any company.
However, Will Wright was up there 7 times with Sims 2 and Spore stuff.
Guess that means Blizzard needs more games.
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