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WARCRAFT III: REFORGED DEVELOPER UPDATE

Blizzard said: blizzarrow.gif
May 19, 2020

DUHeader1.jpg

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.





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.

Zug Zug,

The Warcraft III Team


 
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Joined
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Messages
9,813
hosted-project-08-png.352570

tcr-title-06-png.352556

  The Cave is a classic RPG that blends the style of World of Warcraft with Diablo II -- created in the Starcraft II engine, using Warcraft III art, and inspired by decades of playing classic Blizzard games.




AUTHOR'S NOTE

  "A mysterious cave, a cast of wonky and unusual characters, and no idea how you got tangled up in this mess. 'The Cave - RPG' will lead you on an epic adventure to figure out 'Why am I on an adventure?' Tears of frustration and awkward looks from loved ones as you sit in your chair and giggle to yourself won't be your only takeaway from this game; I hope. Designed by a gamer, for free, for gamers. If you enjoy RPG games, then this was made specifically for you."
-- @Glorn2   








FEATURES

  • HEROES - Watch your hero evolve as you progress through the game. There are 15 final-tier heroes, touting 10 abilities each, with stat allocations based on the path they took to get there.

  • ITEMS - RNG-based loot with hundreds of potential combinations, unique mods, and drop rates high enough that you're never just grinding for that specific item.

  • CUSTOMIZATION - Heroes are able to customize/alter the effects of their abilities with glyphs; they have ample stat points to allocate as they wish, special item modifiers, and more abilities than you can shake a stick at, allow you to create and play a hero how you want it.

  • BALANCE/META - The game is designed in a way that there is no "meta" for builds. No blowing up monsters 2 screens away, no perfect builds. The situations are loose enough and variable enough, that there is no set way to do things. Play how you want to and remember - you can't DPS if you're dead.

  • WORLD - 35 large zones with a "simple" boss per zone; and 11 dungeons containing 3 unique bosses each, designed to scale and allowing 1-5 players to complete them.

  • QUESTS - 140 quest, create thick quest density. You will never need to "hang out and farm for a while" to progress. At worst, you may need to explore little, or party up for a tough one. quests are rewarding, and progress the story.

  • ENDGAME - The story is fun and cute, and not too challenging. The real game begins when you complete the game. To test players' skills over their gear, all regional bosses and dungeons become reinvigorated as "Heroic" forms, with additional strength, abilities, and AI -- as well as a "Legendary Mode" designed to truly test your prowess. Raid bosses bring that concept to an entirely new level, as they spawn randomly in the world, scale from 7-10 players, and have intricate mechanics and strategies.

  • REPLAYABLE CONTENT - Though the game is intended to end, a few things freshen up the game, if you have invested 1000 hours and just want to keep going. Legendary dungeons have random modifiers to them, and cycle through every hour. An "Endless Waves" dungeon allows you to see how far you can progress against randomly generated waves of monsters and bosses.





WHAT TESTERS SAID

  "It has the nostalgic feel of old Warcraft 3 RPGs, while blowing every other SC2 RPG out of the water. You can build any hero at least 4 different ways and it'll be viable. The progression to end game is fun and doesn't feel grind heavy at all. End game dungeons are a real challenge and very rewarding. Raid bosses give you and 8-9 friends a real challenge."

"You can literally say you made some advanced AI mechanics, since your bosses abilities are so diverse and well randomized -- so hard to predict in some cases."


"Skill2Win"

"Old School"

"Game's epic as shit"

"RPG, old style, Diablo 2 with World of Warcraft dungeon gear hunting"





arcade-x80-png.352331

Play it on the Starcraft 2 Arcade!

NA: battlenet:://starcraft/map/1/305693
EU: battlenet:://starcraft/map/2/214321
KR: battlenet:://starcraft/map/3/131660

Alternatively, you can search for 'The Cave - RPG'.


Starcraft II is free to download - and Arcade is free to play!





763_1.png
 Check out the project forum to keep track of the latest progress.


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Messages
9,813
1.32.4 PATCH NOTES

Blizzard said: blizzarrow.gif

Warcraft III: Reforged Patch Notes
Version 1.32.4
April 28, 2020


ART

  • All Melee units and buildings have received a team color polish pass to increase vibrancy and gameplay readability.
  • Female Demon Hunter scaled up to match closer with Male Demon Hunter’s silhouette.
  • Waterfall changed to use Replaceable Textures. Its tint automatically adjusts in game based on the map tileset.
  • Visual effect used for the first stage of buildings damage changed from smoke to fire for better readability.
  • Adjusted fire visual effects placements on the Townhall, Keep, and Castle for added readability during their damaged states.
  • Northrend Trees have been updated to match Classic visuals. There are now four visually distinctive tree wall sets:
    • Northrend Icy Tree Wall
    • Northrend Tree Wall
    • Snowy Tree Wall
    • Scorched Tree Wall
  • Footprints have been updated for the following groups:
  • Trolls have their own unique footprint.
  • Undead units with missing footprints are now fixed.
  • Vehicles now have continuous rolling footprint.
  • Fixed an issue with the Female Demon Hunter’s hero icon appearing incorrectly when disabled while in Demon form.
  • Tuskarr Trapper now throws his own spear when attacking.
  • Portrait animations have been updated for the following units: Peasant, Sorceress, High Elf, Lich, Dreadlord, Balnazzar, Mal’ganis, Keeper of the Grove, Night Elf Runner, Cenarius, Illidan (Demon Form), Tree of Life, Tree of Ages, Tree of Eternity, and their corrupted counterparts.
  • Reduced Violence updates:
  • Female Death Knight updated with correct visual effects for spell casting.
  • Ogre Magi no longer disappears in the middle of its attack animations.

CUSTOM GAMES

  • Single Player mode has been re-enabled. This can be accessed from its own Create Games section in the Main Menu.
  • Fixed multiple crashes on custom games such as Custom Hero Survival.
  • Several fixes have been applied to Instance API natives related to unit attacks.
  • Blizzard.j and common.j are no longer considered when computing save checksums.

EDITOR

  • The “Export All” option in the Asset Manager now functions correctly.

GAMEPLAY

  • Destructibles flagged as “Walkable” no longer cause desyncs between Classic and Reforged.
  • Reforged Troll mercenary unit selection circles are now smaller and more aligned with Classic.
  • All Neutral unit selection circles now properly match the Reforged unit models.
  • Creep camps are easier to see on the minimap.
  • Permanent morphing units, such as the Obsidian Statue, will no longer briefly display their disabled morph ability icon while transforming.

GRAPHICS

  • Game lighting adjusted to improve Reforged readability and colors.

SOUND

  • Doom Guards now have the correct sound effects for their air and ground attacks.
  • Forest, Dark, and Ice Troll Trappers will no longer play the Berserk sound effect when casting Ensnare in Reforged mode.
  • Alchemist facial animations and acknowledgement sounds updated.
  • Flesh Golem facial animations and acknowledgement sounds updated.

USER INTERFACE

  • Sepia tone backgrounds in Classic mode have been reverted.
  • The “Use Command Button for Hotkeys” on Mac now functions as expected.

April 29, 2020

BUG FIXES

  • Fixed a bug that caused Multiplayer win totals for Collections to be set to zero.
  • Fixed a bug that prevented players in some regions from joining custom games.
  • Fixed a bug that prevented players in some regions from starting any game.
  • Single player custom games can again be created in the Russian locale.
  • Reduced Violence Mode is again enabled where required.

 
Joined
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Messages
9,813
2p-hrc-hf2-png.352691


2pcr-t-silver-2-6-png.350668


  Almost a decade after the Classic version became Hive's Hosted Project of the Year for 2011, the one and only @TheSpoon is back with his 2 Player Human Campaign - this time in Reforged! March across Lordaeron with a friend, relive the campaign, and challenge yourself like never before with a revamped Insane Difficulty.





FEATURES

  • Insane difficulty revisited and tweaked. New enemy bosses, heroes, and custom units.
  • Save/Load codes are saved to file, making it easier to transfer data between maps.
  • Custom heroes when there's only 1 hero present in the map. New cooperative spells for these heroes.
  • Potion and scroll item stacking.
  • Technologies and tech-tree requirements are shared between the players.
  • Maps redesigned for Reforged will be updated.





BONUS CHAPTER


  The campaign adds one custom chapter for a tenth level of cooperative fun, following Arthas' descent into madness. Take your share of the souls of the living, or fend off assaults from the Undead to secure the journey home.


Currently available on Patreon as an early release.




  If you enjoy the maps and would like to see the project to its completion, consider supporting it. In return, receive the ability to vote on polls and access early releases.


  The main hub for the project's development and bug reports. Check it out if you'd like to help or take part in the discussion.

Note: Custom Campaigns are not yet supported in Reforged, so please use your Maps folder instead.
 

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