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The Division 2 Update Today November 3 Includes Gameplay-Related Fixes

For those playing The Division 2, Ubisoft took the servers down for routine maintenance. While that was happening, the company also released The Division 2 update today November 3 server-side patch, and it includes gameplay-related fixes!

Note that the servers are now back online, and given this is a server-side patch, no download is required. Players will be able to apply the patch just by connecting to the game’s servers.

The Division 2 Update Today November 3 Patch Notes:

Maintenance Notes:

  • Fixed an issue where Control Point supply rooms would remain locked after killing Rogue Agents in the activity.
  • Fixed an issue where certain floors in The Summit would have missing objectives or inoperable elevators.
  • Fixed an issue where Recalibrating Attributes onto lower gear-score items would also downgrade the recalibrated value.
  • Fixed an issue where the Rate of Fire attribute in the Recalibration Station did not appear at its proper maximum.
  • Last Resort apparel event is now closed and will no longer be available.
  • Last Resort apparel items are available for purchase with Premium Credits.
  • The Legacy cache will become available with a rotated selection of apparel.
  • Apparel event outfits will be available for standalone purchase with a 25% discount.

Once we know more regarding this week’s State of the Game and future content/patch roll out, we’ll let our readers know.

Source: Ubisoft forums

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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New Fortnite Update v14.50 Today Now Out But PS4 Getting It at a “Later Time,” Datamined Content Listed (Update)

Epic Games has rolled out the new Fortnite update v14.50 today patch, and it preps the game for next-gen once the new consoles are out next week! Aside from the new next-gen features, we’re expecting a few fixes included in this patch as well.

Check out the list of known changes below, as well as the datamined content.

New Fortnite Update v14.50 Today Patch Notes:

Once again, we have the list of known changes and fixes straight from the official Fortnite Trello board.

Battle Royale:

Cozy Chomps and Ravage Outfits appearing as Ramirez.

Description
We’re investigating an issue that is causing the Cozy Chomps and Ravage Outfits to display as Ramirez while in the Lobby and in a match.


Platforms
PlayStation 4, Xbox One, Nintendo Switch, PC, Android

THWIP! Legacy not being awarded.

Description
The THWIP! Legacy isn’t awarded after meeting its requirement (immediately eliminate an opponent after pulling them with a Harpoon Gun during Season 4).


Platforms
PlayStation 4, Xbox One, Nintendo Switch, PC, Android

Creative:

Baller Movement is unnatural after exiting.

Description
After exiting The Baller, the vehicle may continue to move unnaturally and can jitter.

There is no “Back to Hub” option in Creative Play server.

Description

There is a “Back to Hub” option in a Create server but NOT a Play server. The back to hub rift in an island does not work either.

Save the World:

Weapons and perks not functioning correctly after 14.30.

Description
We’re investigating the various reports of weapons and their perks not functioning correctly after the 14.30 update. Some of these symptoms include:

  • Bows not properly pulling back when holding down the fire key during reload
  • Perks on guns not properly applying stats
  • 6th Weapon perks not activating (Nocturno, etc)

The team is currently investigating this issue.

Taking Storm Damage cancels Hoverboard mounting.

Description
Taking storm damage will cancel mounting your hoverboard. This makes it hard to get out of the storm if playing a low mobility class.

Unresponsive after opening Loot Llama then opening settings menu right after.

Description
Players may find the game unresponsive or frozen after opening a Loot Llama in Save the World then opening the settings menu right after

Mobile:

Nintendo Switch audio may be delayed or dropped out.

Description
We’re investigating an issue that is causing audio to be delayed or dropped out for players on Nintendo Switch.

Also of note, Epic announced that party matchamking has been disabled for the update.

Party matchmaking disabled in v14.50.

Description
Creative Matchmaking Note: In patch 14.50, we have disabled the ability for parties to matchmake in Creative due to a crash.

Those on PS4, Epic Games has announced that the PS4 version will get the update at a “later time.”

The datamined content found are listed below.

Same as always, we’ll update the post once all the datamined info has been shared. Ditto with the official list of fixes and changes.

Again, for PS4 gamers, sit tight! We expect the patch will be available on your platform sometime soon (within the week). Once we do know more about that, we’ll let our readers know.

Update: As far as we’re aware, that’s all the datamined info and fixes in today’s v14.50 Fortnite patch.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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FIFA 21 Update 1.06 November 3 Shuffles Out

EA Vancouver has kicked out the FIFA 21 update 1.06 November 4 patch! While we just got one last week, the studio has once again rolled out a series of fixes and changes to the yearly soccer sim.

FIFA 21 Update 1.06 November 4 Patch Notes:

First off, the League/Tournaments SBCs have been taken offlin temporarily.

Gameplay:

Made the following changes:

  • Adjusted referee logic in potential yellow card scenarios, with the intent of reducing the likelihood of a yellow card being given.
  • The Ball Roll to Scoop Turn combination now requires a five star Skill Move Rating to perform.
  • Added the “Royal Wave” Celebration to the pool of Celebrations that can occur when requesting a Random Celebration.

Addressed the following issues:

  • Sometimes, the referee would end the game during inappropriate situations during Stoppage Time.
  • Sometimes, players could briefly float in the air following a physically contested header, a pass, or a shot.
  • Following specific dribbling sequences, the CPU AI would stop approaching the ball carrier, on some Difficulty Levels.
  • The Instant Hard Tackle would sometimes result in the player lunging further forward than intended due to an animation inconsistency.
  • Users could trigger Directed Runs and Player Locks on other users that were locked to one player while using Auto Positioning.
  • In rare instances in certain stadiums, the goalkeeper could get stuck when trying to retrieve the ball.
  • Booking scenes did not appear in some instances following a player injury.
  • In some instances, the Competitor Mode CPUI AI would frequently toggle between two tactics when losing a match by two or more goals.
  • In some out of game scenes, player heads would shift erratically.
  • When an outfield player collided with a goalkeeper, the outfield player’s animations could become visually corrupted before recovering.
  • Following a shot that connected with the goal frame, the frame could shake erratically.
  • In rare instances, a goal was counted as an own goal instead of being attributed to the correct player.
  • When an advantage call occurred as the first half was ending, the on screen advantage icon would sometimes persist into the second half.
  • Following a foul from a tackle in the box, the foul and penalty kick was sometimes not awarded.
  • In some situations following a header pass, an unnecessary defensive auto switch could occur.
  • Adjusted unintentional player placement found in Skill Games Practice Scenarios.
  • [PC Only] The Trainer overlay would display incorrect button callouts in some situations when using mouse and keyboard controls.
  • The Team Press Defensive D-Pad Tactic icon didn’t always display the correct status of the action until the Defensive D-Pad Tactics were requested again. This was a visual issue only.
  • In some modes, the Player Lock setting would remain enabled even after being set to Off by the player.
    • This impacted FUT Champions, Online Draft and Friendlies Play A Friend.

FIFA Ultimate Team:

Made the following changes:

  • Added new animations to the Transfer Market tab of the Squads screen for when an item you have bid on is either outbid by another player, or if you have won the item.
  • When using the Radial Menu on the Transfer Market tab of the Squads screen, a new icon has been added to denote the current Bid Status of the selected Player Item.
  • When selecting a Goal Song or Club Nickname Item on the Transfer Market, the audio can now be previewed from the Bidding Options screen.
  • Updated some Co-Op messaging windows to be more specific.

Addressed the following issues:

  • Match lobbies displayed a one-way numerical ping value instead of the round trip.
    • The value shown is now the round trip ping value, meaning that a higher value will be displayed.
    • This was a visual issue only.
  • Club badges did not display on kits during matches in some FUT game modes.
  • Squad Battles displayed two different Battle Points values upon match completion.
    • This was a visual issue only, the player was being given the correct amount of Battle Points.
  • When using the Compare Price function, some of the on screen text was incorrectly colored, making it difficult to read.
  • Updated the overlay color when adjusting a Bid in order to make the numbers more legible.
  • When claiming a Player Item Reward from Season progress, while having other Player Items on the Transfer List, the corresponding animation would display the highest OVR Player Item from the Transfer List instead of the Player Item Reward.
  • In some cases, Anthem previews did not play in My Stadium customization.
  • In Squad Battles, the player’s rank was not visible on the Your Rank tab in some situations.
  • The first goal scored in a match was not available to view in the post-match Highlights.
  • Some Badge Items displayed a placeholder image.
  • When searching Home and Away Kits in My Stadium, the filters are now available for use.
  • Some UI elements did not display in the More Options menu.
  • When browsing the Transfer Market, the Co-Op Friends List could sometimes create a button conflict.
  • Addressed a potential stability issue that could occur in Squad Battles when the ball went out of play.
  • [PC Only] An error would occur when trying to start a FUT Co-Op Squad Battles match where one or more of the Player Items on the Captain’s Squad matched the Player Items of the opponent’s Squad.
  • When switching between Confetti and Fireworks Items in My Stadium, some visual corruption could occur in the middle of the stadium.
  • Some My Stadium customization changes were not saving correctly if the player viewed the screen multiple times during the same session.
  • Inactive button callouts would display if the player used a ‘Take Me There’ button and immediately after tried to navigate using the Left Stick.
  • The camera during the substitution scene would be blocked when using a Quick Sub in a Co-Op Squad Battles match.
  • Some TIFO Items were missing an image.
  • Stability issue when using the View Player Info button following a Co-Op match.
  • Scoring multiple own-goals was not resulting in the match being forfeit.
    • This was correctly working in other Online game modes.
  • Multiple button callouts for the Left Stick were displayed on the Squad Battles Top 200 Leaderboard screen.
  • Placeholder text was present on one of the Anthem Items.
  • The Assisted Headers Controller Setting could have been enabled in online FUT modes.
  • The Premier League logo was hard to see on the Draft summary screen.
  • Stability issue could occur when entering FUT after playing a match in Kick-Off.
  • Placeholder text was displayed during the Co-Op invite flow.

VOLTA FOOTBALL:

Made the following changes:

  • [Xbox One Only] If an invite to a VOLTA Squads match is sent using the Xbox Dashboard, the player accepting the invite will not be able to join the match.
  • Updated the UI in VOLTA Squads to allow players to see the following:
    • Active Event’s Division and Rank from the VOLTA Squads HUB.
    • Rewards that are available in the active event.
    • Placement Matches information until the player has completed the 5 matches.
  • Added Stars to the one-time rewards for obtaining a new Division in VOLTA Squads.
    • There will be a Claim Rewards flow for players that have already earned their one-time reward for a Division.
  • Reduced the impact of excessive flair actions such as Skill Moves on Match Rating calculation.
  • Increased the impact of goals scored on Match Rating calculation.

Addressed the following issues:

  • Your Avatar’s Match Rating was sometimes too low, despite a good performance, if a match ended very early, such as in a ‘First to 5 Goals’ match where the 5 goals were scored quickly.
  • AI Teammate kick-ins would sometimes kick the ball towards an unintended target.
  • Prevented Stamina and fatigue effects from unintentionally impacting players during matches.
  • In VOLTA Squads, the VOLTA COINS and growth bonuses that you get when playing with Friends were not applied to every player when playing with invited teammates.
  • A Directed Run indicator would not display if the opponent performed a Directed Run first.
  • Recruitable Avatars would sometimes be wearing default clothes.
  • In some instances, the name above the Player Indicator was not formatted correctly.
  • Following a match with 3 or more user controlled players, on the Match Result screen, “My Stats” were not calculated correctly if another player left the match before kick off.
  • The player Avatar’s 2D Portrait could display a placeholder image.
  • The Inventory limit could have been exceeded.
  • The “Claim Reward” text was difficult to read on the Objectives screen.
  • Pre-match scenes could sometimes display the incorrect match type.
  • In Featured Battles, after hitting a Milestone, the ‘Next Reward’ displayed was the reward you had just earned.
  • The progress animation on the post match Event Progress screen did not display correctly.
  • Avatar Face Morphing customizations were not always saved.
  • The post match Recruitment screen could become visually corrupted if a player didn’t have a ‘Known As’ name defined
  • Sometimes, VOLTA COINS and Skill Points did not immediately update on menu UI following match completion.
    • This was a visual issue only and players were getting the correct amount of VOLTA COINS and Skill Points.
  • In certain languages, some of the Objective descriptions were being cut off.
  • Updated some text in Featured Battles so that it doesn’t overlap with other UI elements.
  • Corrected a text inconsistency where VOLTA Squads Recent Teammates were being called Recent Squadmates.
  • Updated Ed Van Gils’ model during cutscenes.

Career Mode:
Made the following changes:

  • Added the ability to select a player for a Training Drill when they were already selected for a Training Drill. Doing so will prompt a confirmation pop-up.
  • Adjusted Training UI to emphasize potential Sharpness gains where appropriate.
  • Made the Schedule Rules easier to view while on the Weekly Schedule screen for Training.
  • Increased potential variety of Youth Player kit styles, boots, and accessories.

Addressed the following issues:

  • An incorrect Press Conference question could sometimes be asked after the player won their respective league competition.
  • When entering a match through the Interactive Match Sim, Player Lock would become unavailable.
  • In a rare situation involving a small Squad, the player controlled team could be filled with goalkeepers when Simulating for an extended period of time.
  • After creating a new Career Mode save and immediately setting up a Scouting Network, the Finances screen would not display correctly when entered.
  • Center Forwards were taking an unintentionally long amount of time to be retrained as Strikers.
    • Some Center Forwards may still take a long time, though less than it did prior to the above change, to train as a Striker due to their Attributes.
  • When entering a match after half of it has been Simulated, the in-game camera would be zoomed out unintentionally.
  • Addressed some instances of News items not displaying correctly.
  • Youth Scouts were sometimes finding similar numbers of highly rated and high potential players regardless of the country that they were scouting.
  • Player Value could sometimes greatly exceed a player’s Release Clause.
  • A News story was incorrectly stating that David Silva’s contract was 5 years long when it was actually 2.
  • It was possible to view unscouted players OVRs through the Import Team Sheets screens.
  • After recalling all Scouts on the GTN, a confirmation window could incorrectly appear.
  • When exiting the Weekly Schedule screen, the player would be taken to an incorrect screen.
  • Improved transitions between Training Drills.
  • Changing Schedule Rules in the Calendar or Weekly Schedule did not always highlight the correct dates.
  • On the Budget screen, Transfer sums did not count towards the Players Purchased number when the transfer was done outside of a Transfer Window.
  • In some instances, the incorrect Board Objective was being set for the UEFA Champions League.
  • When editing a player’s gloves, the change would not always save and apply.
  • Players with a high OVR were sometimes retired earlier than intended.
  • When playing in the Bundesliga in Player Career, some of the text on the My Career screens was hard to read.
  • Club worth for some clubs was increasing faster than intended.
  • Acquiring a player through a player swap transfer was not tracking against the appropriate Board Objectives.
  • Post match screens would sometimes indicate that a team won a two-legged fixture via away goals when they actually won via penalties.
  • An incorrect confirmation window could display when deleting a Team Sheet.
  • Typo in the Accomplishments tutorial screen in Player Career.
  • Adjusted several UI button callouts.
  • Updated some outdated Club Bio information.
  • [PC Only] The Reply option did not function during Player Conversations when using a mouse.
  • Addressed some potential stability issues.

Pro Clubs:

Made the following change:

  • Increased the window of time a celebration can be requested in.

Addressed the following issues:

  • When changing the active Camera, the Radar would not shift immediately in some situations.
  • The correct height and weight did not always apply to the Virtual Pro 3D preview in the My Pro tab.
  • An incorrect OVR could display for Center Forward Virtual Pros in some circumstances, depending on the Virtual Pro’s height and weight.
  • Addressed a rare instance in which a player could unintentionally gain control of a teammates’ Virtual Pro.
  • Team Badges would display placeholder images in stadiums.
  • Accessibility options did not always perform as expected.
  • The scoreboard could display incorrect booking information in-game.
  • When playing King of the Hill as a goalkeeper, the Radar would incorrectly display the Hill.
  • Boot customizations for AI teammates were not being saved.
  • In a specific instance, a confirmation window was not appearing when making Custom Tactics changes.
  • UI elements could sometimes shift incorrectly when customizing hair color.
  • UI elements could sometimes overlap when editing a Club’s Kit and Crest.
  • Some on screen text would overlap when transitioning between matches directly.
  • After winning the Mystery Ball Cup, the trophy would float during post-match celebrations.

General, Audio, and Visual:

Made the following changes:

  • Added 2 Legacy Player Star Heads for Jack Rose and Adil Rami respectively.
    • These will only be available following a Server Release. Please follow the EA SPORTS FIFA Tracker for updates on when these will be live in-game.
  • Updated some badges, kits, audio, ad boards, tifos, broadcast packages, stadiums, scenes, and banners.

Addressed the following issues:

  • Players who are a part of Adidas All-Stars did not appear in the Club Transfers list for their normal club.
  • Sometimes, the Co-Op Camera would shift focus unexpectedly during a Corner Kick.
  • Addressed a specific Camera obstruction on the Signal Iduna Park stadium.
  • Fireworks did not display in some stadiums during the UEFA Europa League Final.
  • Parts of the Skill Games UI would become unresponsive when the Right Stick was remapped through the Accessibility settings.
  • Custom Co-Op Camera settings could create visual issues on the Carrow Road stadium.
  • Selecting to play with Ultimate difficulty in a CONMEBOL Libertadores Tournament would result in the Play Match screen showing the difficulty as Legendary.
    • This was a visual issue only, the correct difficulty was used during gameplay.
  • Updated the highlight color used when swapping teams in the CONMEBOL Libertadores Tournament.
  • Sometimes the ‘Handful For Defenders’ overlay would show a player’s conversion rate as 200% when playing in LaLiga.
  • A button call out was incorrectly formatted on the Game Plans tutorial message.
  • A broken animation would occur following a penalty kick being awarded for a handball in the box.
    • The penalty kick in this specific instance could only be given if the Handball setting was enabled.
  • Audio was sometimes cutting out for brief periods while playing a match.
  • Addressed several instances of incorrect commentary occurring while in a match.
  • Addressed several potential stability issues.
  • Addressed several minor audio issues.
  • [Xbox One Only] Addressed a stability issue that could potentially occur when resuming the Title from a suspended state
  • [Xbox One Only] When attempting to view another player’s Gamercard from the pause menu, an error message would appear

Kick Off:
Addressed the following issues:

  • If the Rewind functionality was used during the match, it would not end as a forfeit if a team ended up with 5 red cards.
  • After Rewinding, incorrect commentary would sometimes play over match Highlights.
  • After Rewinding, the Pause Menu countdown UI could remain on screen.
  • When viewing a replay and transitioning between players, the Player Indicator would move faster than intended.
  • [PC Only] A Team Select UI element would sometimes display incorrectly when hovered over by a mouse cursor.
  • Stability issue when selecting to play a FUT Match during the FIFA 21 New User flow.
  • In Mystery Ball, when playing VOLTA FOOTBALL, goal values were sometimes incorrectly tallied.
  • Weather or Pitch Wear would carry over to a VOLTA FOOTBALL Kick Off match if a previous 11v11 Kick Off match had either setting defined through the Game Settings.

Once we get wind of the latest update for FIFA 21, we’ll let our readers know.

Source: FIFA forums

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Godfall PC Specs Announced

If you’re planning on getting Counterplay’s Godfall on PC instead of on the PS5, you’ll be glad to know that the studio has revealed the offical Godfall PC specs!

As one might expect, the recommended and minimum requirements are listed.

Godfall PC Specs:

PC Minimum and Recommended Spec:

  • Minimum

o   Windows 10

o   AMD Ryzen 5 1600 // Intel Core I5-6600

o   12GB RAM

o   AMD Radeon RX 580, 8GB // NVIDIA GeForce GTX 1060, 6GB

  • Recommended

o   Windows 10

o   AMD Ryzen 5 3600 // Intel Core I7-8700

o   16GB RAM

o   AMD Radeon RX 5700 XT, 8GB // NVIDIA GeForce GTX 1080 TI, 11GB

For those looking to get Godfall, you can check out the different versions of the game here, and we also posted the PS5 pricing and pre-order bonuses, too.

Check out gameplay footage of Godfall right here, which gives us a peek at the combat system.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Black Ops Cold War Campaign and Zombies Deep Dive Revealed

While for most Call of Duty fans, multiplayer is the actual meat of the game, there are still lots of players who want to experience the campaign, and in Treyarch’s COD titles, the Zombies mode. Activision has given a deep dive on the Black Ops Cold War campaign and Zombies today, which includes new trailers.

The Black Ops Cold War campaign is being developed by Raven Software, and is a direct sequel set 13 years after the original Black Ops story! This allows newcomers and series vets to experience the story fresh. You can check out sneak peeks at three of the campaign missions in Black Ops Cold War below (minor spoiler warning!).

Campaign Mission: “Nowhere Left to Run”

It all begins in a grungy tavern within Amsterdam almost two weeks after New Year’s Day, 1981.

A massive break in a CIA investigation led three operators to this otherwise seedy watering hole, one whose jukebox is always tuned to the latest hits despite the lack of turnover to its décor or its top-shelf bottles on offer. After a meeting with their source, the checks are cleared and they exit past the local bargoers to the alleyways, gearing up to capture the first of two key players to an ongoing hostage crisis.

After a rooftop chase with multiple fast-paced shootouts, the mission shifts gears as the three men confirm that their second, and final, target is at the Trabzon Airfield in Turkey. Although they prepare for another takedown under the cover of night, they come prepared with an unconventional weapon just in case the DZ goes hot.

Campaign Mission: “Fracture Jaw”

Who is this threat that can alter the course of this global struggle? As one of the operators recall from their time fighting in the Vietnam War, it’s none other than Perseus, a mysterious Soviet spy that some people believe never even existed.

Despite this figure being written off as myth, players will relive a first encounter with Perseus during the Campaign’s second mission, “Fracture Jaw,” set within the Vietnam War. Through this flashback, the team will uncover clues needed to track down Perseus, as the overarching theme of deception is deeply rooted within this past war and the current operation.

In signature Black Ops fashion, this Campaign will feature multiple flashbacks like “Fracture Jaw” that add another layer of context to the overarching story. Through these recollections, this CIA team – and of course, the player – will gain the insight needed to uncover the truth behind Perseus.

Campaign Mission: “Desperate Measures”

“Desperate times call for desperate measures, and that’s what this mission is all about,” Vondrak explained. “After tracking down several leads in the hunt for Perseus, the team find themselves faced with the unthinkable: they must go behind the Iron Curtain – into the heart of the Soviet Union – and infiltrate the KGB headquarters.”

Another change of pace compared to the first two missions, “Desperate Measures” sees our CIA operators break out the covert spycraft for a last-ditch effort to gather information on Perseus. Using the latest in 1980s technology including modified civilian tools and prototypical machines, players will assume the role of a Soviet double agent working for the CIA reporting for work at the KGB’s headquarters.

This status comes with access to an incredible peek into the world of the KGB, along with the opportunity to “obtain” information out of their “fellow agents.” However, one odd move or awkward discussion could lead to cover being completely blown, compromising the mission and turning it into an all-out fight for survival.

Not a fan of the campaign? Maybe Zombies is more your speed, then. For Black Ops Cold War, Treyarch has lifted the lid on the “Dark Aether” story! Check out the Perks, Scorestreaks and more!

Read on below for the full descriptions of each base-level Perk at launch:

  • Jugger-Nog: Increase maximum health by 50.
  • Quick Revive: Reduce the time it takes to regen to full health by 50%. Reduce the time it takes to revive an ally by 50%.
  • Speed Cola: Increase reload speed by 15%.
  • Stamin-Up: Increase run and sprint speed.
  • Deadshot Daiquiri: Aiming down sights moves to enemy critical location. Remove scope sway.
  • Elemental Pop: Every bullet has a small chance to apply a random base Ammo Mod effect.

Treyarch mentioned that perks can now be upgraded up to three levels permanently! This is where Skill Tiers come in.

To upgrade your Perks, you’ll need to earn Raw Aetherium Crystals by reaching milestone rounds within the game, or through successful exfiltration. What’s more, you’ll be able to upgrade skills related to Field Upgrades, Ammo Mods, and Weapon Classes to help you stay alive even longer as you collect and invest more Aetherium Crystals. Over time, you’ll use these crystals to improve the tools in your arsenal, improving their damage and utility to help you reach higher rounds.

As an example, upgrading the Elemental Pop Perk to Tier III will grant the following effects:

  • Tier I – Equipment damage also has a small chance to apply a random base Ammo Mod effect.
  • Tier II – Reduce Ammo Mod cooldowns by 20%.
  • Tier III – When a random Ammo Mod is applied, it uses your current Skill Tier instead of the base.

Oh, and don’t worry… we’ll be introducing more Perks throughout our post-launch Seasons. No guesses!

As for waepons, there will be five tiers of rarity. Read up on that and more below.

Perks are essential, but let’s be honest… survival in Zombies is all about the weapons. In previous iterations, too many Zombies players were left trying to figure out which weapons were the “top tier” for any given situation based on their Wall Buy prices, or by rolling them from the Mystery Box and hoping for the best. This time around, our new weapon rarity system gives every weapon a path to greatness. Here’s how.

In case you didn’t know, Treyarch is bringing custom loadouts into Zombies! This time, players can bring their unlocked weapons and items from multiplayer to Zombies!

Loadouts don’t change the classic Zombies formula as much as you might think, however. If starting out with a classic 1911 pistol is your jam, go for it! The design team carefully considered how loadouts would affect weapon progression gameplay, and as such, loadouts in Zombies are simplified compared to those in Multiplayer.

You can only bring in a single weapon and a Field Upgrade with your Zombies loadout. Furthermore, that single weapon will have its attachments and cosmetics, but it will be the lowest rarity available (Common). This means your starting weapon won’t be very effective at killing zombies after a handful of early rounds, and you’ll still need to get out there and find other weapons quickly. You can also upgrade the rarity of your loadout weapon in-game – or any weapon, for that matter – so you can keep your customized loadout weapon into higher rounds, if that’s more your style.

Zombies will also feature Field Upgrades, which are present in multiplayer.

Zombies Field Upgrades available at launch include:

  • Frost Blast  Create a frigid blast of wind that deals frost damage and slows enemies caught inside of it. Slowed enemies take additional damage.
  • Healing Aura – Summon beams of energy down on yourself and allies to instantly heal to full health.
  • Energy Mine – Create a mine of pure energy that detonates on proximity of enemies, dealing explosive damage.
  • Ring of Fire – Create a ring of ethereal fire that boosts damage for you and allies. Normal enemies who enter gain a burning effect that deals fire damage. Lasts 15 seconds.
  • Aether Shroud – Phase into the Dark Aether for 5 seconds becoming hidden from enemy detection.

ARMOR AND SALVAGE

Replacing the crafted shield of previous Zombies experiences, Armor provides a 360-degree layer of protection from the armies of the undead. Armor can be found as a Rare drop from enemies or purchased using Salvage. When worn, it will mitigate a portion of incoming damage – every hit will still deal damage – but its durability is limited.

Although Armor is partially repaired by picking up the occasional Armor Shard dropped from certain enemies, it’s a finite resource and you’ll find yourself vulnerable again once you run out of Salvage to repair it. You can also fully repair Armor by picking up a Carpenter Power-Up.

Armor can also be upgraded two additional levels, increasing its damage mitigation and durability. You’re going to need it as rounds progress, because zombies grow stronger every round! Remember, even when paired with an upgraded Jugger-Nog Perk, no amount of Armor can save you if you find yourself overrun… especially as rounds get higher and the challenge increases.

SUPPORT/SCORESTREAKS

We’ve wanted to bring Scorestreaks to Zombies for a long time, and now that player progression is unified across modes, there’s never been a better opportunity! While certain Zombies maps have included some variants of these in in the past, the new Dark Aether narrative offered the perfect chance to finally carry over some of the militarized versions into Zombies to raise the stakes even higher.

Sometimes you just need a little extra power to get out of a tight spot, and that’s where Support comes into play. At launch, the available Support selection will include:

  • Combat Bow
  • Sentry Turret
  • War Machine
  • Chopper Gunner
  • Self-Revive

Keep an eye out for one of these to pop out of the Mystery Box, if you’re lucky! And for those curious about how calling in a Chopper Gunner works without being instantly ripped to shreds by zombies while you’re controlling it: any Support that takes perspective away from your character will temporarily make you immune to damage and ignored by enemies while it’s deployed. This ensures that parties of one can make use of Support in solo games, as well.

Finally, there are new features coming to Zombies as well! Read up on the new Ping system, as well as loot and optional exfil!

PING SYSTEM

For the first time, we’re bringing a locational Ping system to Zombies players! This will function the same way it does in Black Ops Cold War’s Multiplayer, activated by pressing d-pad left on controllers and [Z] on keyboards by default.

Whether you’re marking the next door you need a friend to open, pointing out the Pack-a-Punch machine to a first-timer, or pinging the latest location of the Mystery Box for your squad, we think this feature brings a huge quality-of-life improvement to Black Ops Zombies players.

LOOT AND CRAFTING

It pays to stay resourceful during an undead invasion. In Black Ops Cold War Zombies, every zombie has a small chance of dropping resources including Salvage, Armor, and even lethal and tactical equipment. The tougher the enemy, the better the loot.

As you unlock equipment and Scorestreaks through standard player progression, that content will become available at the crafting table in-game and can be crafted using resources. Rarity is also assigned to loot based on its effectiveness; for example, a Frag Grenade is considered Uncommon loot, whereas the Cymbal Monkey is a Rare drop.

OPTIONAL EXFIL

Why die if you don’t have to? With the new option to exfil from the map when your squad can’t last much longer, you can roll the dice and try to survive long enough to escape with some extra rewards… but it won’t be easy.

Liking what you’ve read so far? Black Ops Cold War will shoot out this November 13 on the PS4, PS5, Xbox One, Xbox Series X and PC.

Source: Call of Duty, Treyarch

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Apex Legends Season 7 Patch Notes Released, Details New Legend, Map & More

In case you didn’t know, Respawn Entertainment is set to unleash Season 7 of Apex Legends tomorrow! While legends will have to wait until November 4 to play as the new legend Horizon, and the new map “Olympus,” the studio has released the Apex Legends Season 7 patch notes today!

The patch is set to roll out at on November 4 at 8 p.m. PT/11 p.m. ET/11 a.m. HKT. Head on below for the complete details.

Apex Legends Season 7 Patch Notes:

NEW LEGEND: HORIZON

Meet Horizon! She’s the newest Legend, a brilliant scientist, and a master of gravity manipulation. She has a deep connection to the new arena, and a motivation that will tug at your heartstrings.

Horizon’s custom space suit allows her to fall from great heights and control her movements in the air. Using her custom technology, she can use gravity lifts to give her team a vertical boost, and she can even deploy NEWT (her small robot named after her son, Newton) to drop a micro black hole that pulls opponents into the center for some serious crowd control.

Passive: Spacewalk

Increase air control and reduce fall impacts with Horizon’s custom spacesuit.

Tactical: Gravity Lift

Reverse the flow of gravity, lifting players upward and boosting them outward when they exit.

Ultimate: Black hole

Deploy NEWT to create a micro black hole that sucks in nearby Legends.

NEW MAP: OLYMPUS

The Legends have entered a new arena: the sky city of Olympus.

A utopia floating in clouds above Psamathe, it was once a place where the brightest minds in the Outlands could gather and exchange ideas. However, an accident in an experimental research facility led to the creation of the Phase Rift (a massive bubble of Phase energy), and the city was abandoned.

Now players can use Olympus’ luxurious amenities to their advantage. Rotating agricultural towers, beautiful gardens and classy restaurants serve as new stages for intense skirmishes. New vehicles called Tridents give your squad a way to boost into battle and take your enemies by surprise. The Phase Runner – a tunnel of Phase energy running through the center of Olympus – lets you cross the map in seconds. And the Rift stands tall over everything, mysterious and beckoning . . .

NEW VEHICLE: THE TRIDENT

Exclusive to Olympus, the Trident is a hover car designed for your whole squad.

Cruise the highways to avoid chokepoints or use the boost to soar over jumps, this thing is made to speed up those early game rotations. Drive in third person, or ride as a passenger in first person with full shooting capabilities. The Trident is durable, so it will never explode, but damage applied from enemy fire will be dispersed amongst the players in the car. Don’t worry, you can still do full damage to players by hitting them directly so we expect to see some amazing Kraber shots. Disembark to park it anywhere and use it as makeshift cover in the late game.

The Trident interacts with Legend abilities in many different ways, experiment and have fun!

LTM: OLYMPUS PREVIEW

To help you understand and explore the map without fear of getting shot, we are introducing a new playlist called Olympus Preview. This mode teams you up with 30 Legends on Olympus and allows you to roam the map to learn map drops, loot areas, and practice your routes to the end game. Circles are still on and once circle 4 finishes, players are brought back up to the plane to start the second skydive run. There are a total of 3 runs before the match ends. This mode is only available for one week.

CLUBS

With this season, we are introducing clubs. Join a club with like minded legends and make it easier to find your champion squad. Don’t see a particular club you like, then create one and let your friends know to join! Read more on clubs here.

STEAM

Boot up Steam and start downloading and play Apex Legends! If you’re coming from Origin, all your progress and unlocks will carry over. And for a limited time, log into Steam and receive these Half-Life and Portal inspired weapon charms.

BATTLE PASS

The Season 7 Battle Pass is all about that high fashion. Level up your Pass to unlock the skins like the Wraith “High Class” and Octane’s “Fast Fashion”.

Challenges are no longer points-based and are now granted between 1 to 5 stars, depending on their difficulty. Collecting 10 stars will take you to the next Battle Pass level. We have also added tabs to the challenges menu in the lobby that allow you to toggle between daily, top weekly, and event challenges. Within a match, players can open the map and see this same widget in game.

For more on the changes to Challenges, check out this dev blog.

QUALITY OF LIFE UPDATES

Attachment Swap Improvements

When replacing an attachment with one from the ground, if the old attachment is an improvement for your other weapon, the old attachment will get automatically transferred.

Replicator Updates

  • For Season 7, we have removed weapons from the crafting pool and have replaced them with Shield batteries. The high level attachments will still be tailored towards a weapon category.
  • We now prevent other players from picking up items that you crafted for the first 5 seconds after crafting. This can be disabled by pinging the item.

Air Drop Clarity

  • The colors of the beams have been changed to differentiate between normal airdrops, Lifeline’s airdrops, and Replicator airdrops. Normal drops are a light tan, Lifeline’s drops are blue, and Replicator drops and teal.
  • All of the airdrops’ landing area FX while it’s coming down matches their colors.
  • Airdrop beams still stay visible when close to the airdrop, instead of fading when you get close. The beam still disappears when the pod is opened.

Misc

  • The Arc Star now shows an Arc Star model when one is thrown near you, instead of a grenade.
  • Added a new VO line when you are using a Phoenix Kit
  • Added a new VO line when you drop a Holo Spray
  • You can now ping ammo in your inventory to request more from your squad
  • Made modifications to The Ring to reduce the amount of unplayable space in the circles.

MAP ROTATIONS

Regular Map Rotation

For 2 weeks, Olympus will be the only map you can play on. After that week we go into a normal rotation between Olympus and World’s Edge. We will be vaulting Kings Canyon for the time being.

Season 7 Ranked Rotation

The first half of Ranked Split will be played on Olympus. The second half of ranked will be played on World’s Edge. For more information on this season’s ranked updates, check out the ranked blog here.

LEGEND META

Bangalore

  • Rolling Thunder: Reduced the time it takes for explosion from 8 seconds to 6 seconds.

Dev Note:

Not much to say here. Rolling Thunder will continue to function primarily as a zoning ability, but with a somewhat shorter fuse, it will encourage enemies to leave the zone slightly faster.

Caustic

  • Nox Gas Trap/Nox Gas Grenade: Legends no longer get a blurred vision effect while in the gas. Damage updated from 4-10 ticks of damage to 6-12 ticks of damage.

Dev Note:

Fighting in Caustic Gas is one of the most frustrating things in Apex Legends, and yet we need the gas to represent a meaningful threat or else enemies will just ignore it. With this change we’re attacking what we think is the greatest contributor to this frustration: the fact that your vision is blurred while you’re in gas. This made it extremely hard to fight back. To make up for lost power, we’re upping the damage from the gas a bit.

Mirage

  • Psyche Out/Life of the Party: Decoys now have 45 health

Dev Note:

Our bamboozler-in-chief is a hard Legend to keep relevant. Every time we make a change to decoys, there is a clear uptick in usage and power as Mirage mains learn to use their new tools, and then as the rest of the world catches on and starts being able to tell the real Mirage from his equally handsome holographs, that uptick disappears. This time around we want to try and make it a little bit harder to clear out decoys. We’re giving them health, but to make this very clear up front: they will not work as a shield. While they take damage from bullets, the bullet also passes through them and hits whatever’s behind them. This is what we call the hallway test: you should not be able to win an engagement against an enemy in a straight coverless hallway by snapcasting a decoy and having said decoy eat an entire Wingman shot. Decoys will also play unique hit effects and briefly flicker out of existence when taking damage to help you differentiate between them and the real Mirage.

Octane

  • Swift Mend: Doubled healing rate (from 0.5 hp/s to 1.0 hp/s)

Dev note:

Octane is a Legend for players who like to go fast, run face first into the enemy, and get knocked down a lot. We think that’s absolutely fine; the fact that his Trios winrate isn’t great doesn’t really bother us because both his encounter win rate (think of this as his ability to score knockdowns) and his pick rate are very healthy. That said, we figured we could give him a little extra out of combat help. His passive’s heal rate was very slow, requiring up to 200s to fully heal your health bar.

Wattson

  • Perimeter Security: Increased damage per touch from 10 to 15.

Dev Note:

Wattson is the anti-Octane: not super powerful individually, not picked very often at all below Plat, but an absolute must have for competitive squads. We’re also happy with that niche, but figured it would be safe to give her a little extra power in her best case: people running into her fences. We’re aiming for this to bring up her power and attractiveness at lower levels of play especially, since we don’t see a lot of players run into Wattson fences in high skill matches.

Loba

  • Black Market: Ammo taken no longer counts towards Black Market’s maximum. You can scoop up all the ammo in range.

Dev Note:

We’re taking another swing at making Loba the ultimate Legend to bring to solve all of your team’s loot needs. We have heard your feedback that you want improvements to her tactical as well, and while that’s certainly not off the table, our data suggest that her encounter win rate (how many knockdowns she gets compared to how many times she’s knocked down, across all matches) is quite healthy. It’s her Trios winrate that’s worryingly low. Make no mistake: this is a major swing at making Black Market powerful.

Rampart

  • Sheila: Now takes 1.25 seconds to fully spin up, down from 2 seconds.
  • Amped Wall: Now takes 3 seconds to fully build, down from 4 seconds.

Dev Note:

In patch 6.1, we made a small change to how long it takes Sheila to tighten her bullet spread. This didn’t meaningfully increase her winrate. The other half of that change is in this patch. We do not want to change Rampart away from being a Legend that requires setup, but we do want to make it faster to set up. Amped Wall should remain a mostly out of combat setup ability rather than a reactive ability and Sheila should remain an area denial tool rather than a murder machine, but like all things, these balance points exist on a spectrum, and with this patch we’re moving them slightly closer to reactive/murder machine territory.

Pathfinder

Dev Note:

Pathfinder continues to be an overachiever in terms of win rate. The good news is that his grapple change in 6.1 didn’t move his win rate by much (it went up 1% in total). We’re doing two things this patch: we’re adjusting his hitboxes and we’re putting in tuning for Grappling Hook that will firmly move it into buff territory. More context below!

Hitbox: Pathfinder has a tall but extremely skinny hitbox. A lot of his model isn’t actually shootable and particularly his arms and legs do not represent a lot of shootable area either. Here is a before and after comparison of Pathfinder’s hitboxes:

As you can see, there is still a lot of negative space around his arms and legs. We’re hoping that by making it a little easier to hit Pathfinder, we can bring his win rate under control to the point where we can put meaningful power into his kit.

Because the question is sure to come up: we are not yet removing Low Profile from Pathfinder with this change. Even with these increased hitboxes, Pathfinder will still be considerably harder to hit than most other characters in the game. If this change does make a meaningful difference in terms of his win rate we will drop Low Profile; but we really didn’t want to take it off him this patch only to have to put it back next patch when it turns out his winrate spiked.

Grappling Hook: We’re making a number of changes to Grappling Hook. In 6.1 we shipped a very conservative version of this change; now that we know this didn’t meaningfully affect his winrate or, anecdotally, how frustrating it is to fight him, we’re shipping the much more aggressive version of the changelist. We also want to make it clear that players should not be punished for chaining grappling hook perfectly into other movement mechanics.

  • Pathfinder no longer needs to be on the ground for Grappling Hook to be considered finished.
  • The speed to which Pathfinder needs to drop for us to consider Grappling Hook finished was increased from 300 units/second to 500 units/second
  • The maximum cooldown grapple can be set to was lowered to 30 seconds, from 35 seconds; the maximum amount of travel time before a new cooldown is set is now 5 seconds, rather than being uncapped. This means that effectively, you can never incur more than a 35 second cooldown.
  • The amount of distance you can travel before you hit maximum cooldown was roughly doubled.

WEAPON META

Supply Drop

R99 Out of Supply Drop: The R99 will be returning to the normal loot pool this season, with the same stats it had before it went into the supply drop at the start of season 6.

  • Damage: 12 -> 11 (from Care Package version to normal pre-season 6)
  • Ammo 20/22/24/27

​Prowler Into Supply Drop: The prowler is replacing the R99 in the supply drop. Despite the Selectfire hop-up being removed from the loot pool this season, the Prowler will still have the ability to change between 5 round bursts and full-auto.

  • Magazine size: 35; reserve ammo: 175

Fully Kitted Weapons

  • Removed: Devotion, Mastiff, Triple Take, Flatline, Volt
  • New: Wingman, Sentinel, Havoc, G7, Alternator

Hemlok

  • Increasing horizontal recoil of the first 3 shots slightly to the right (first burst when in burst mode)
  • Increasing recoil magnitude in the later stages of the pattern
  • Reducing recoil multiplier in single fire mode to help compensate for additional recoil in pattern. Recoil should mostly be increased in burst mode rather than single fire mode
  • Reducing headshot multiplier 2.0 -> 1.75 (44 -> 39 damage headshot against no helmet base character)

Dev Notes:

While we are happy to see the Hemlok get more attention with the recent buffs, we think it is a little too strong in season 6. The effective range of the burst mode felt a bit too far, and the spike damage capabilities of a full headshot burst were too strong in high level play.

Havoc

  • Updated recoil pattern. Kicks up, then right, then left, then up again.

Dev Notes:

With 6.0, the Havoc got a new recoil pattern. This new recoil pattern was a bit too erratic and difficult to control, due to multiple rapid changes in direction. We have adjusted the recoil pattern to have the same general movement while simplifying the motions required to control the pattern.

L-Star

  • LSTAR has a new recoil pattern that kicks horizontally at first and then settles into a relatively consistent upward recoil. Players who feather the trigger will be able to keep the LSTAR in the good portion of the recoil pattern.
  • LSTAR venting time after letting go of the trigger has been reduced 0.4s -> 0.15s.
  • LSTAR will now reduce heat faster when not overheated — 1.15s from 99.9% to 0% charge if not overheated, still 2.45s if overheated.

Dev Notes:

The LSTAR had some limitations that caused it to feel worse than we’d like. The recoil pattern snaked back and forth, which was difficult to control reliably. Additionally, firing for short bursts and then releasing the trigger repeatedly, or “feathering the trigger”, felt somewhat clunky due to the long venting time after firing and the slow heat reduction. So, we are reducing those pain points to improve the viability and feel of feathering the trigger, and adjusting the recoil pattern to reward players who can effectively control the LSTAR’s heat.

Sentinel

  • Energized Sentinel now has a pure damage increase, instead of bonus damage only vs shields
  • Energized Sentinel base damage 70 -> 88

Dev Notes:

The Sentinel was still a bit weak. We think a good place to improve it is the energize ability. It seems a bit too situational, only being a benefit if the opponent has >70 shields. So, we are changing the energize from a “disruptor” anti-shield effect to an “amp” damage boost effect.

Triple Take

  • Fire rate 1.3 -> 1.2

Dev Note:

The Triple Take is still performing a bit too well after the most recent nerf, so we are reducing the fire rate back to what it was before the 6.0 patch. We will be watching in the future to see how just the integrated choke, sniper ammo increase, and new popularity affect the weapon’s performance.

Hop-Ups

  • Quickdraw Holster Hop-up: This new hop-up attaches to the RE-45 and Wingman. When equipped, the gun becomes quicker to raise and lower, takes less time to ADS, and has reduced hipfire spread (particularly when not actively moving). This should open up new opportunities to use the two weapons, especially in close-quarters combat.
  • The Selectfire Receiver hop-up will be removed from the loot pool to make room.

​GAME META CHANGES

Evo Armor requirements increased

We increased the requirements to evolve Evo Armor in order to reduce the amount of players with Red Evo Armor during the end game.

  • Level 0 -> 1 : 100 damage (from 50)
  • Level 1 -> 2 : 150 damage (from 125)
  • Level 2 -> 3 : 300 damage (from 250)
  • Level 3 -> 4 : 750 damage (from 500)

Ring damage reduced

  • Ring 1: 2% per tick (same)
  • Ring 2: 3% per tick (from 5%)
  • Particularly this change should allow players enough time to pop a syringe if they are picked up in Ring 2.
  • Ring 3: 5% per tick (from 10%)
  • Ring 4: 10% per tick (from 20%)
  • Ring 5: 10% per tick (from 20%)
  • Ring 6: 15% per tick (from 25%)
  • Ring 7: 15% per tick (from 25%)

​BUG FIXES

Audio

  • We’ve made some advancements in footstep audio playing more reliably. We have more work being done that we’ll continue to roll out as it gets completed.

Pathfinder

  • Fixed an issue with ziplines going through platforms when deployed from underneath.

Wraith

  • Fixed an issue with priming a grenade cancelling Wraith’s ultimate.

Octane

  • Fixed an issue with getting stuck in double jump after using a jump pad.
  • Fixed an issue with Octane being able to use healing items while on a zipline.

Crypto

  • Fixed an issue with his drone being able to drop items from Crypto’s inventory.
  • Fixed an issue with his drone not being able to fit through certain windows.
  • Fixed an issue with his drone marking friendly Mirage decoys as enemies.

Revenant

  • Fixed an issue with Revenant getting pushed into geo when his totem was deployed in tight spaces.

Rampart

  • Fixed an issue with Rampart not being able to place an amp wall while jumping.
  • Fixed an issue with Sheila teleporting when placed on a hatch in World’s Edge Staging.

Whew! For more on Season 7, check out the gameplay trailer here, or check out Horizon’s backstory in her own Stories From the Outlands short film.

Source: EA

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Fortnite Next-Gen Features Announced, Haptic Feedback Confirmed for PS5

It’s no secret by now that Epic Games’ massive, free-to-play battle royale game Fortnite is hitting next-gen (PS5, Xbox Series X). Today, Epic has announced the Fortnite next-gen features! Check out the list for both PS5 and Xbox Series X|S below.

Fortnite Next-Gen Features:

FORTNITE ON XBOX SERIES X|S

November 10 marks the arrival of not one but two brand-new Xbox consoles where you can play Fortnite. On Xbox Series X|S, Day 1 improvements to Fortnite include:

4K RESOLUTION AT 60 FPS ON SERIES X

Experience Fortnite on Xbox like never before on Xbox Series X with stunning 4K running at a smooth 60 FPS.

DYNAMIC VISUALS AND PHYSICS ON SERIES X

Experience a more dynamic and interactive world with grass and trees responding to explosions, enhanced fluid simulations for smoke and liquid (cooler-looking smoke and liquid effects), and all-new Storm and cloud effects.

1080P RESOLUTION AT 60 FPS ON SERIES S

Hop into any game mode and enjoy 1080P running at a smooth 60 FPS. The Xbox Series S will support most of the visual enhancements available on the Series X.

GET INTO MATCHES FASTER

Loading performance has been significantly upgraded, not only improving texture loading but also helping you get into a match from game start-up much faster.

ENHANCED SPLIT SCREEN

On Xbox Series X|S, Split Screen now supports 60 FPS.

FORTNITE ON PLAYSTATION 5

The PlayStation 5 will be launching November 12 or November 19 depending on your territory. On PS5, Day 1 improvements to Fortnite include:

4K RESOLUTION AT 60 FPS

Experience Fortnite on PlayStation like never before on PlayStation 5 with stunning 4K running at a smooth 60 FPS.

DYNAMIC VISUALS AND PHYSICS

Experience a more dynamic and interactive world with grass and trees responding to explosions, enhanced fluid simulations for smoke and liquid (cooler-looking smoke and liquid effects), and all-new Storm and cloud effects.

DUALSENSE CONTROLLER IMMERSION

Haptic feedback makes it feel like you’re holding the Suppressed SMG or Bolt-Action Sniper Rifle. In addition to general vibration support, we’ve integrated haptic trigger feedback for ranged weapons on the new DualSense controller.

SELECT YOUR FAVORITE MODE FROM THE PS5 HOME SCREEN

Fortnite supports PS5’s Activities, starting with the ability to go straight into the Battle Royale Lobby with either Solo, Duos, or Squads selected. Once in the Lobby, choose to queue up for your selected mode!

GET INTO MATCHES FASTER

Loading performance has been significantly upgraded, not only improving texture loading but also helping you get into a match from game start-up much faster.

ENHANCED SPLIT SCREEN

On PS5, Split Screen now supports 60 FPS.

As you can see, the features are almost the same for both next-gen consoles, though the PS5 version has added haptic feedback features which are possible from the new DualSense controller.

Speaking of the DualSense, go check out this new PS5 DualSense teardown to see the internal components of Sony’s next-gen controller!

Source: Epic Games

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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PS5 DualSense Teardown Features Repairability, Internal Look & DS4 Internal Comparison

With the PS5, not only is Sony introducing a beefier console that can deliver better graphics, but the controller is getting a slight overhaul too with the DualSense controller. With the PS5 peripherals and whatnot already out in the wild, we now get a full-on PS5 DualSense teardown which features the controller’s innards!

YouTuber TronicsFix successfully dissects a PS5 controller in the video embedded below, and we even get PS4 DualShock 4 (DS4) internal comparisons, which includes the battery, analog nubs and more, which we’ll get to in a sec.

First important thing we can take from it: the DualSense battery is significanlty beefier than the DualShock 4! This means that we can expect a better battery life, though we can’t say for certain given the rumble motor (for haptic feedback) for the DualSense is significantly bigger compared to the DualShock 4.

PS5 DualSense battery – 1560mA

PS4 DualShock 4 battery – 1000mA

Next up, you can see the DualSense haptic motors compared to the DS4, and how bigger it is (a given since it offers a wider range of rumble features).

DualSense vibration motors:

DualShock 4 vibration motors:

As you can see, the DualSense vibration motors are significantly larger, so that leaves a question mark on how much juice it uses, which leaves a question mark on how much better the larger battery is in prolonging the controller’s battery life.

Next, you can check out the motherboard comparison for the DualSense and DS4 as well.

PS5 DualSense motherboard and PS4 DualShock 4 motherboard side-by-side (PS5 is top image):

Finally, we also have an analog nub/stick comparison as well! Note that this compares the two sticks’ internals. Sad to say, it seems like the DualSense analog is a 1:1 recreation of the DualShock 4, which means stick drifting could once again rear its ugly head.

PS5 DualSense and PS4 DualShock 4 analog nubs (PS5 is top image):

PS5 DualSense and PS4 DualShock 4 analog sticks internal comparison (PS5 is left image):

I suggest watching the entire video below, as there are more parts taken apart and shown off.

As far as I can tell based on the teardown, the PS5 has a better battery, bigger vibration motors, the same analog sticks (no improvement made at all), and the controller’s USC-C connector is easily replaceable if it ever gives out or gets broken.

For more comparisons, check out how the PS5 hardware compares to other consoles right here.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Genshin Impact Review – Magically Breathtaking

Let’s get the record straight: I’m not a huge fan of free-to-play (F2P) games. Not in the sense that I dislike playing them, but more on the fact that I can never find a gripping F2P game. Sure, we have Fall Guys, League of Legends, and quite possibly one of the best games of this generation, Fortnite, all free-to-play, all top quality gaming experiences. But when I (naively) think of “free-to-play,” I think of gaming experiences that just couldn’t make it to the finish line. I’d think free games were just games that the developer thought wasn’t good enough for consumers to spend money on. Now, when I caught wind of Genshin Impact, it looked like an anime rip-off of Nintendo’s Breath of the Wild. Really pretty to look at, but cautiously optimistic it contained enough substance to keep myself and others enthralled. After spending nearly 30 hours, it’s suffice to say that this “anime ripoff” freakin’ rules.

Magical New World

As mentioned above, Genshin Impact is a free-to-play RPG on PS4, PC, Mac, and mobile. Developed and published by miHoYo, the game takes place in a fantasy world called Teyvat. You choose between two siblings (boy or girl) for your main character, while the other seemingly gets captured. Stuck in this strange new world, you’re tasked with finding your missing sibling, but as the way for any RPG you discover there’s plenty afoot in the world of Teyvat.

Most RPGs have a team-building concept and Genshin Impact is no exception. You can create teams of four characters, preferably with different elemental abilities to combat any type of enemy. Think of Pokémon and how you wanted one of every type on your squad. In Genshin Impact, there are six different elementals: Anemo (Wind), Pyro (Fire), Cyro (Ice), Electro (Lightning), Geo (Earth), Hydro (Water), and Dendro (Nature). According to math, you’d have to sacrifice three elements for your team. In addition to the different elementals, each character possesses different fighting abilities as well. The main character (referred to as Traveler) is a single-handed sword user. Some characters use bow and arrows, spell books, spears, or two-handed swords. Not only do you want to build a balanced team with the elementals, but also with the various fighting styles.

Throughout your journey in Genshin Impact, you acquire many different types of currency. Some are used to buy various food or cooking ingredients, while other types are used for wishing. Wishes are Genshin Impact’s version of a loot box, essentially. You can purchase single wishes to obtain weapons or even new characters. It’s worth mentioning that purchasing a bundle of 10 wishes guarantees you a level 4 weapon or character, so you’d be better off saving up.

The beauty of Genshin Impact stems from the fact that everyone is completely original. It’s not based on any manga or anime. So for anyone debating about jumping in because you aren’t familiar with the world or characters, don’t worry — no one is! After the Traveler finds him/herself in Teyvat, a floating creature by the name of Paimon becomes your guide. Think of Navi with Link and that’s Paimon. Paimon explains there are seven nations in Teyvat, all ruled by seven different gods collectively known as The Seven. The story begins with the Traveler running into Amber, an Outrider of the Knights of Favonius. Amber explains that an evil dragon named Stormterror has been terrorizing the city-nation of Mondstadt, so naturally, you agree to help defeat the beast. Overall, the story is wonderfully told and makes you care about what happens to these people. Even if you’re a stranger in this world, you try to protect it best you can.

Imitation Is Flattery

Like I said before, Genshin Impact’s biggest comparison is Breath of the Wild. You have the ability to run, swim, and climb any surface, which will result in the stamina bar decreasing. Unlike Breath of the Wild, there is no weapon degradation. I was one of the few who really hated weapon degradation in Zelda, so not having to worry about that in Genshin Impact was much appreciated. The combat in Genshin Impact flows beautifully. While there’s about a three-second cooldown, you can swap characters at ease mid-battle to string together elemental combos for maximum damage. You have to fully utilize each member of your team to take down certain baddies, so being able to form a solid group of complementary abilities is the key to success.

There are two separate areas of which you level up: character level and Adventure Rank. Character level is raised through defeating enemies and also by finding certain items that give substantial experience points. Character level is broken up and capped in a tier-like structure. Initially, there is a level cap of 20, but by acquiring certain items you can “ascend” a character, essentially breaking through to the next level tier. Adventure Rank XP is different than regular character level XP, and can only be gained by completing missions, opening chests, and discovering fast-travel shrines. It’s very important to raise your Adventure Rank, because much of the main campaign missions are blocked by Adventure Rank restrictions. The only downside with the Adventure Rank being tied to main campaign missions is the high amount of grinding you have to do in order to level up your rank. There will be times where you’re “stuck” in between main missions, so be prepared for some amount of grinding.

The sudden emergence of Genshin Impact is one of the best feel-good stories of 2020. Coming out of nowhere, this game has redefined the expectations behind the free-to-play genre. The fact that this massive RPG is free-to-play is simply incredible to me. I’m still waiting for that other shoe to drop, someone to pull the plug and yell “jokes on you!” Not to mention, there’s a free battle pass you can work through if you’re stuck in between campaign missions. Genshin Impact presents a beautiful world filled with terrifying creatures, amazing dialogue, and a well-done character progression and build system. Add in the near flawless combat system and the ability to explore anywhere, Genshin Impact needs to be recognized as a potential Game of the Year candidate.

Score: 9/10

Pros:

  • Original characters, story
  • Beautiful world and graphics
  • Near flawless combat system, elemental combos for major damage
  • Great writing
  • Able to explore anywhere

Cons:

  • Adventure Rank tied with main missions, needing to grind a bit

Played on PS4. You can read SP1st and MP1st’s review and scoring policy right here.

Avery Feyrer

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Marvel’s Avengers Black Panther, War Machine First Look & New Missions Unearthed via Datamining

Back in September, Crystal Dynamics announced that they have altered what they were showing in a Marvel’s Avengers War Table devstream due to the death of Chadwick Boseman, more popularly known as the real-life Black Panther of the MCU (Marvel Cinematic Universe). This meant that whatever Marvel’s Avengers Black Panther showing the studio planned, they had to push back a bit out of respect for the actor.

In the game’s latest patch, a bunch of new info have been datamined, and it includes our first look at Crystal Dynamics’ Marvel’s Avengers Black Panther, War Machine, a bunch of new missions, items and more! These were all obtained from a video featuring a list of datamined info from the latest patch. Marvel’s Avengers fan “Miller” shared the info over on Twitter with detailed descriptions, images and more. Do note that none of these have been confirmed by Crystal Dynamics, and as such should be taken with a grain of salt, and some could be using placeholder names and whatnot.

As for the leaked missions, items and whatnot, we’ve compiled the long chain of tweets into text form below.

Crystal of Kadavus
Draupnir
Tactigon
Norn Stone of Protection
Norn Stone of Alliance
Norn Stone of Attunement
Norn Stone of the Fanatic

Dark Heart
Welcome to the Jungle. It’s all fun and games. Until someone sets off a vibranium explosion downtown, injuring dozens of civilians. Not

(The text in the video isn’t formatted with wraparound so there’ll be lines cut off like this, fyi)

Faction Mission Chain
Inhuman Sanctuary
The Inhuman Resistance faces the ever growing AIM threat. Help them in their battle against AIM and their quest to rescue Inhumans.
Night Hunting
Hank Pym has information that may lead to the location of another Tarantula. Use this (…)

(…) information to hunt and destroy another AIM
Hunter’s Revenge
Maria Hill has information that may lead to the location of another Tarantula. Use this information to hunt and destroy the AIM
Taking Him to Task
Commander Hill’s agents claim Taskmaster’s Academy is up and (…)

(…) running, even though Taskmaster is dead. Figure out if this intel is

(Looks like these were early operations.)

WORKING TOGETHER
Hank Pym’s Resistance has been hampered by the appearance of deadly “ghost” robots in the area. SHIELD wants to send in the

(This likely ties in with the ghosts mentioned in the Jemma Simmons audio leak.)

Deep Hive Network
Infiltrate this series of AIM Hives to interrupt their production of Adaptoids.

(This is separate from the Gauntlet of Heroes mission chain. Curious!)

HARM Challenge VIII
HARM Challenge IX

(Do HARM Challenges currently go up to 9? 8 has supplemental text [“Complete HARM Challenge VIII”] while 9 does not.)

Iron Man HARM Challenge II
Thor HARM Challenge II
Black Widow HARM Challenge II
Hulk HARM Challenge II
Captain America HARM Challenge II
Ms. Marvel HARM Challenge II
Complete the Elite HARM Training mission

Global Mission Objectives
Talk to Jerry “Jitterbug” Folsom
Go to the Ant Hill to talk to vendor Jerry “Jitterbug” Folsom about the medical supplies the Resistance needs.

Salvage Medical Supplies
Find AIM medical supplies. Containment Filters are dropped by AIM Keepers and (…)

(…) Peacekeepers, Food Rations and Nutrient
Talk to Dr. Maddy Cho
Go talk to Dr. Maddy Cho in the Ant Hill to find out about AIM’s “ghosts”
Talk to the survivors
Talk to the Resistance survivors of “ghost” robot encounters
Talk to Dr. Maddy Cho
Return to Dr. Cho in the (…)

(…) Ant Hill with the survivors’ information
Gather footage of “ghosts”
Neutralize 3 “ghost” robots by completing the “Breakout” or “Restitution” missions
Wait for Dr. Cho to finish her analysis
Explore other missions while waiting for contact from Dr. Cho (…)

Hack AIM’s R&D database
Hack five AIM R&D servers by completing “Special Delivery” and “System Seizure” missions
Meet SHIELD Agent Alisande Morales
Talk to Resistance liason and SHIELD Agent Alisande Morales in the captain’s nest of the Chimera above the command deck. (…)

Talk to another survivor
Find and talk to another survivor of a “ghost” robot encounter
Talk to a survivor
Find and talk to another survivor of a “ghost” robot encounter
Speak with Alisande Morales aboard the helicarrier

(This concludes the ghost-related objectives in this section of the text. I am increasingly convinced the entire “ghost” subplot, as it appears here, was scrapped, and that the entire Jemma character present in audio may be a remnant of that. But it’s impossible to say for sure.)

(More missions and objectives around Tarantulas, none of which particularly stand out to me.)

Infiltrate Taskmaster’s Staging Base
Take the Quinjet to the tundra to infiltrate Taskmaster’s staging base.
Complete Taskmaster Takedown mission

First Cloning Lab
Assault the Cloning Facility
Complete Cloning Lab mission
Cloning Lab Campaign
Keep taking down Cloning Labs

Operation Osiris Prologue: Mysterious Stranger
Our field agents have identified the location of a high-security AIM depot. Infiltrate the facility and uncover any information regarding

San Francisco Ruins
San Francisco Ruins Stub mission description

(Mission types)
Priority War Zone Mission
Priority Hazard Zone Mission
Priority Campaign Mission
Priority Hero Mission
Priority Crisis Zone Mission
Campaign Mission
Sabotage Mission
High Value Target Mission
Hacking Mission
Rescue Mission
Hero Pack Mission
Hive
(…)

(…)
Cloning Chamber
Pym Technologies Boss Chain
SHIELD Boss Chain
Boss Lair
Inhuman Alliance Faction Mission
Hero Mission
SHIELD Faction Mission

Automaton Hive
Fight through the deepest level of a massive, high-security subterranean installation with a relay of several Avengers. As one

(Early Mega Hive? Something else?)

(Then there’s a table of outfit names for each character. Placeholder data abound. None of these are particularly exciting, but notably Black Panther’s iconic [without a unique name] does appear here.)

CHAPTER REPLAY
Replay sections of the story with a custom loadout.
CHAPTER REPLAY ELITE
Replay sections of the story with the skills and gear upgrades from your campaign game.
SCORE ATTACK
Play through a section of the story, trying to achieve the highest score possible.

There’s no mention of when we’ll see any of the new content listed here, but the fact that they’re part of the data rollout this October bodes well that we’ll see them soon.

Again, worth pointing out that these are in no way confirmed by Activision, and as such, should be taken with a grain of salt. Nonethless, don’t be surprised to see this version of Black Panther and War Machine in the game soon.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Vampire: The Masquerade Battle Royale Announced, Out Next Year

If you’re a fan of the Vampire: The Masquerade tabletop RPG, the video game series or just the property itself, there’s another space the franchise is headed to and that’s battle royale! Developer Sharkmob announced the Vampire: The Masquerade battle royale game along with a new teaser and an image!

Experience the next thrilling evolution of Battle Royale multiplayer action games set in the cult classic Vampire: The Masquerade universe where vampire sects are at war across the streets and rooftops of Prague. Choose your playstyle, go solo or together, battling rivals and the hostile Entity who’s hellbent on exterminating all vampires. Use your supernatural powers, weapons and blood to become stronger in order to hunt, fight and survive the night. The game is scheduled for release in the later half of 2021.

While the studio is working on the Vampire: The Masquerade Battle Royale title, the action-RPG Bloodlines 2 which was previously announced, is also set for sometime in 2021 for all current and next-gen platforms.

Got room for another battle royale game in your life? If Fortnite, Apex Legends, Call of Duty: Warzone, Hyper Scape, Spellbreak and the rest aren’t enough, then maybe one focused on vampires might be your thing. Let’s hope it’s a worthy addition to the genre.

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Alex Co

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MP1st Lock-On Podcast Episode 5: Best Horror Game of All-Time

The MP1st gang is back for a spooky episode of the Lock-On Podcast! In honor of Halloween, we discuss our favorite horror games of all-time and who are the best of the best in the villain category.

The Cast:

  • Kyle Hooper
  • Sean Mesler
  • Tim Lawrence

You know the drill. If there’s anything you think we can improve on, be sure to drop any suggestions in the comment section below. Otherwise, be sure to stay “locked on” our podcast page for brand new episodes of Lock-On and follow the YouTube channel!

Avery Feyrer

Author

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Call of Duty Warzone Won’t Have an Engine Shift for Black Ops Cold War Integration

In case you didn’t know (though I doubt that), Activision is rolling its highly successful free-to-play battle royale game Call of Duty: Warzone into this year’s franchise entry, Black Ops Cold War. While Activision has already confirmed that we’ll see Warzone integrated into Black Ops Cold War in December, some might be wondering whether Warzone will transition to Black Ops Cold War’s game engine as well, or whether it’ll stick to the same one it’s currently using.

Fortunately, today, we have the answer to that question. Over on ResetEra forum thread, (verified) Activision Art Lead ShutterMunster confirmed that there won’t be an engine shift from Warzone. Here’s a screenshot of it which we took just in case it gets deleted or something:

While some might think that this is a no-brainer assumption given it’s a very tall order for an existing game to suddenly just shift or re-work its entire structure into a new game engine, it’s nice to know that we got confirmation of it finally.

In related Warzone to Black Ops Cold War news, Activision has confirmed that players will be able to choose between Modern Warfare and Black Ops Cold War loadouts in Warzone! Expect more details about this to come out very soon.

More Call of Duty Reading:

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Black Ops Cold War Will Have Own Loadouts in Warzone, More Details to Be Shared “Soon”

While we already know that Call of Duty: Black Ops Cold War will be integrated into Call of Duty: Warzone this December during Black Ops Cold War’s first season, Activision has confirmed a few more details regarding how the two games are going to work together.

During Activision’s quarterly earnings call, President of Activision Rob Kostich was asked how progression between Cold War and Warzone would work, and while the Activision exec didn’t divulge a lot of details, we now know that there will be Black Ops Cold War loadouts available in Warzone, which is different from the Modern Warfare loadouts for the battle royale game.

Ryan Gee (Barclays): Good afternoon guys. This is Ryan. Thanks for taking the question. On Call of Duty, what should the player community expect to see change following the launch of Cold War next week? Specifically curious how the team plans to tie the progression between Cold Wars a multi-player mode and then a free-to-play mode in Warzone. And what they would say is the value prop for those Warzone players to upgrade to Cold War?

Rob Kostich: Now let me clarify a bit on your question on how Cold War and Warzone are going to work together and I’ll do this at a high level. And please also note that we’re going to be sharing a lot of details with the community coming up really soon. But first core Black Ops Cold War progression will build upon the success and will work similarly to how it did in Modern Warfare.

So for example all the awesome new Black Ops weapons and operators you unlock and your level one to 55 progression will be usable in Black Ops and in Warzone just like that work in Modern Warfare. Black Ops Battle Pass content and store content will also work across Black Ops and Warzone.

Now players of course can continue to use their Modern Warfare content in Warzone once Black Ops launches. And as a result, one cool feature that players will see is that they’ll be able to choose either their Black Ops load out or their Modern Warfare load outs in Warzone for their game play. And this is just one example on how Warzone is going to expand and evolve over time.

In the same statement, Kostich hinted at that overall progression, unlocks and content will be similar to what players saw in Modern Warfare, which kinda implies that seasons will be back (which is a no-brainer), though that leaves a big question mark on whether we’ll see the return of Prestige, even if the beta indicated that it will.

Rob Kostich: So — in terms of overall progression, unlocks and content we’ve really built upon what has worked really well for the community with Modern Warfare. And we think people and players will be really excited to check at everything Black Ops Cold War has to offer as well.

Now in terms of timing of the next season, Daniel mentioned this, we expect Season one for Black Ops, Cold War and Warzone to launch this December. And that’s when you’re going to be able to start to see the impact of Black Ops and Warzone really starting to work together in cool and fun ways. Again a lot more detail here which we’re going to be revealing in the next week or 2.

From the sound of it, we won’t have to wait long to know more about Black Ops Cold War’s progression, which is something a lot of Call of Duty players are looking forward to hearing more about.

Would you want Black Ops Cold War progression system to be similar to Modern Warfare? Let us know your thoughts below.

Source: SeekingAlpha (login required)

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Destiny 2 New Power Level Caps, Economy Changes Coming in Next Season Revealed

Starting this November 10, not only are Destiny 2 players getting a new slice of content with the Beyond Light expansion, but there’s a new season coming as well called “Season of the Hunt.” In the latest blog post from Bungie, the studio announced the Destiny 2 new power level caps and other changes coming this November.

Destiny 2 New Power Level Caps:

PROGRESSION CHANGES 

The start of any new Destiny expansion begins with a Power climb as you  experience the campaign and play through the story missions. After finishing that up and completing some additional quests and activities, you’re usually around what we call the “Soft Cap” and will need to start earning Powerful rewards to continue to increase Power so you can tackle some of the more aspirational activities in the endgame. After you reach the “Hard Cap” then there is an additional 10 Power you can earn through earning pinnacle rewards if you choose to hit the “Pinnacle Cap.”
Here are the new Power Caps you are aiming for when the next Season begins on November 10:
  • Soft Cap: 1200 
  • Hard Cap: 1250 
  • Pinnacle Cap: 1260 
When you first log in next Season, all of your weapons and armor will be at 1050 Power or higher. If you have anything already over 1050 it will be unchanged, and anything under will be brought up to 1050. All new players will start at 1050 as well.

POWERFUL REWARD CHANGES 

We’ve heard a lot of feedback from players for more opportunities to earn Powerful rewards from the activities you enjoy most. We have a change coming that will allow you to have a chance to earn Powerful rewards from strikes, Gambit, Crucible, and from Seasonal drops all the way up until the Hard Cap. It will still be much quicker to continue to complete all the Powerful reward sources each week, but if you just want to play strikes or Crucible matches all day every day, you can continue to earn Powerful rewards.

TOKENS AND COLLECTIONS

Starting next Season, gear received from Collections and turning in tokens will have a lower Power than in previous Seasons. Gear earned through token purchases will be 20 Power below your Power Level and Collection buybacks will be capped at 1050 Power.
There are also economy changes coming this November 10 as well.

ECONOMY CHANGES 

Some currencies and items have changes coming either at the end of this Seasons or in the near future. Here is what to expect when you login next Season.

MATERIALS WITH NO HOME

With several destinations going into the Destiny Content Vault, many of you have been wondering what is going to happen to the currencies found in the areas currently underneath the Pyramids. The simple answer is that there are no changes to these currencies in Season of the Hunt, and you will be able to continue to spend them at vendors normally.
Starting in Season 13, Phaseglass Needles, Alkane Dust, Simulation Seeds, and Seraphite will be no longer accepted by vendors. For those of you that still have unspent stockpiles at the end of Season of the Hunt, Spider will be kind enough to offer a small Glimmer exchange to take them off your hands. But you’ll realize the best value by spending them before that point, so make sure you turn in your stockpiles before the end of next Season.
There are other items that will be removed from your inventory at the end of Season of Arrivals. Some, like Faction Tokens, have not had a purpose in quite a while, and others, like Expired Ramen Coupons, never really had a purpose but held some sentimental value. We know that it might hard to part with those, but it’s time to let them go.

BOUNTIES

Back in late April, we shared some plans on how to tackle the problem of “bounty fatigue.” We have made some shifts to seasonal bounties and reduced their importance on earning seasonal currency and seasonal progress. We’re happy with these changes, but still want to continue to improve the bounty system overall.
One of the plans we previewed was to eventually replace weekly bounties with a new mechanism to provide players with a set of non-expiring and account-scoped objectives each week that will grant lots of Season rank progress. We’re still working on that system and will share more on it before its targeted release of Season 13.

SEASON PASS

The Season Pass you’ve come to know since Shadowkeep is largely staying the same. There will be new weapons and armor to earn off both the free track and the owned path. One big change we are making is adding Bright Dust to the Season Pass.
As mentioned before, we wanted to change the way you earn Bright Dust and move more towards account-specific paths to give players with only one character significantly more Bright Dust than they’ve been earning over the last year. Here is the high-level look at the changes coming next Season.
  • Season Pass free path will now offer 7,500 Bright Dust
  • Season Pass owned path will now offer 3,000 Bright Dust
  • Weekly Bounties will now award 100 Bright Dust

As for Eververse, there are changes coming as well, and here are the Eververse content that are affected by Bright Engrams.

Starting in Season of the Hunt, Bright Engrams will now contain all Eververse content from Season 1 to three Seasons prior to the current Season (excluding content from special events like Festival of the Lost, the Dawning, etc.). Here are some practical examples:
  • Season 12: Bright Engrams contain all content from Seasons 1 through 9.
  • Season 13: Bright Engrams contain all content from Seasons 1 through 10.

We’re expecting more changes to be announced for this upcoming season, and once we know more, we’ll let our readers know.

Source: Bungie

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Modern Warfare & Warzone Playlist Update Today October 30 Now Live

While Infinity Ward released a playlist update for Call of Duty: Modern Warfare & Warzone that included gameplay changes, the studio has rolled another one out today. The Modern Warfare & Warzone playlist update today October 30 is purely for a playlist shakeup — though one multiplayer fans will most likely appreciate.

Modern Warfare & Warzone Playlist Update Today October 30 Changes:

Per Infinity Ward’s announcement on Twitter:

This weekend’s playlist update is live now across all platforms!
#ModernWarfare
– Added Shoot the Ship
– Removed Haunted House Party

#Warzone
– Removed Plunder: Quads
– Added Plunder: Candy Collector
– BR Monster Quads is now BR Duo Die (Duos)

Shoot the Ship is back! I’d have loved to see Rust included there, but I’ll take what I can get.

In other Call of Duty news, Activision has announced that Modern Warfare’s first year is the best-ever in Call of Duty history in terms of sales! As for those wondering when we’ll see this year’s Call of Duty — Black Ops Cold War — be integrated into Infinity Ward’s free-to-play battle royale Warzone, Activision confirmed that it’ll be in Black Ops Cold War’s first season, which launches in December.

If you spot any gamepl-related changes in today’s playlist update, let us know down below in the comments.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Black Ops Cold War & Warzone Integration Happening in First Season This December

It’s no secret by now that this year’s Call of Duty — Black Ops Cold War — will tie in to Infinity Ward’s free-to-play battle royale hit, Call of Duty: Warzone. For those wondering when this Black Ops Cold War & Warzone integration is happening, it’ll be this December!

This was revealed by Activision President & Chief Operating Officer Daniel Alegre, during the latest Activision quarterly earnings call.

We are releasing the title into the largest and most engaged community at the time of launch in franchise history and we are leveraging our direct digital relationships with our players to build awareness through entirely new in-game initiatives. Black Ops Cold War’s in-game content will be centered around the same in-game system that resonated so well with players in Modern Warfare. And starting with the first season of in-game content in December, Black Ops Cold War will be integrated into Warzone.

We’ll bring Black Ops Cold War’s characters and weaponry into the free-to-play experience. Along with substantial new content ensuring that Warzone remains both a terrific experience and a powerful on-ramp for the franchise’s premium content. – Activision President & Chief Operating Officer, Daniel Alegre

With Black Ops Cold War out on November 13, it looks like players won’t have to wait long to see how Treyarch’s latest influences Infinity Ward’s game.

In the same earnings call, Activision confirmed that Modern Warfare 2019’s first year sales is now the highest in Call of Duty history!

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Destiny 2 Trials of Osiris Rewards This Week October 30, 2020

PvP Destiny 2 fans, it’s that time again! The Destiny 2 Trials of Osiris rewards this week October 30 edition is live on MP1st, and that means another set of rewards can be yours provided you’re good enough! Check out the map, rewards list below.

You can also check out Xur’s wares for today as well as his location here.

Destiny 2 Trials of Osiris Rewards This Week October 30:

Trials of Osiris Map

Altar of Flame

Rewards:

Rotation not known yet, please let us know!

  • 3 Wins (Powerful): Tomorrow’s Answer (Legendary Rocket Launcher)
  • 5 Wins (Powerful): Chest!
  • 7 Wins (Pinnacle): Eye of Sol! (Legendary Sniper Rifle)
  • Flawless (Pinnacle): Arms!

Bounties

Name Description Cost Requirement Reward
End Game Complete matches and rounds. Wins in the Trials of Osiris grant the most efficient progress. 1000 Glimmer 100 Progress XP & Glimmer & 35 Valor Rank Points & 5 Trials Token & 1 Trials Engram
Coordinated Assault As a fireteam, defeat opponents with precision final blows in the Trials of Osiris. 1000 Glimmer 100 [Headshot] Precision XP & Glimmer & 35 Valor Rank Points & 5 Trials Token

Passages

Name Perk Cost
Passage of Mercy Forgives one loss per run. 25000 Glimmer & 15 Legendary Shards
Passage of Ferocity With zero losses, your third win grants a bonus win. 25000 Glimmer & 15 Legendary Shards
Passage of Wealth Increased tokens from reaching 3, 5, and 7 wins on a ticket. 35000 Glimmer & 25 Legendary Shards
Passage of Wisdom Grants bonus XP from Trials wins, scaling with the number of wins on a ticket. 35000 Glimmer & 25 Legendary Shards
Passage of Confidence Grants bonus rewards from Flawless Chest. 50000 Glimmer & 50 Legendary Shards

Same as before, we’ll be updating the post as more rewards are known, so check back regularly.

Right. All rewards for this week’s Trials are listed above.

Thanks, Reddit!

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Destiny 2 Xur Location Today October 30 and Inventory

It’s Friday, guardians! And that means the hooded one is back! MP1st is here to bring you the latest Destiny 2 Xur location today October 30 post online! Check out his wares, where he’s located so you know whether to spend your Strange Coins or not.

Destiny 2 Xur Location Today October 30:

Location: Titan, The Rig

Exotic Gear:

Name Type MOB RES REC DIS INT STR Total Cost
Skyburner’s Oath Energy Scout Rifle 29 Legendary Shards
Ophidia Spathe Hunter Chest Armor 4 9 21 9 14 6 63 23 Legendary Shards
Eternal Warrior Titan Helmet 2 11 19 15 6 7 60 23 Legendary Shards
Transversive Steps Warlock Leg Armor 14 12 7 18 9 2 62 23 Legendary Shards

Consumables:

Name Type Cost
Five of Swords Challenge Card

What’s a Xûr?

Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector on one of the Worlds. Xûr sells Exotic equipment and only takes Legendary Shards in exchange for them.

TL;DR: He’s the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it’s coal.

When does Xûr visit?

Xûr visits every Friday at 17:00 UTC and departs at Weekly Reset (Tuesday 17:00 UTC). If you would like to see all the live conversions of Time Zones, please follow this link here.

Don’t forget that the Trials of Osiris is kicking off today as well, and we’ll have that up ASAP!

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Dirt 5 Launch Trailer and Official Soundtrack Album Races Out

Codemasters has released the Dirt 5 launch trailer and it features gameplay! Out this November 6, check out the trailer touring us around the world where players will race in. It also features the Playground where players can create, share and discover arenas across different modes too.

DIRT 5 delivers breath-taking wheel-to-wheel pack racing on multiple surfaces including rugged terrain, harsh desert sands, snow, ice, tarmac and more. Weather conditions change in a heartbeat, cars flip and crash as the action heats up, and players must keep their wits about them to stay in the race. With a variety of game modes including Career, Arcade, Time Trial and Multiplayer games, DIRT 5 is an adrenaline rush from start to finish. DIRT 5 also introduces split-screen which can be played offline in co-op and competitive modes for up to four players.

In addition to the Dirt 5 launch trailer, the developers have also revealed the official soundtrack! You can check out the album here, while the full artist and song list can be seen below.

  • High Contras– Griffin (exclusive)
  • Noisy–Tourist (exclusive)
  • Prospa–Feel It 92 (exclusive)
  • Koko–Silly With It (exclusive)
  • Broken Witt Rebels–Take It (exclusive)
  • Sea Girls–Accident Waiting To Happen (exclusive)
  • Saronde–Veru (exclusive)
  • The Chemical Brothers–Bango
  • EOB–Shangri-La–Spike Stent Edit
  • The Killers–Caution
  • Hero The Band–Shout
  • THE HARA–Friends
  • Tyler Bryant & The Shakedown–Drive Me Mad
  • Inhaler–We Have To Move On
  • The Academic–SUPERLIKE
  • Twin Atlantic–Volcano
  • Tesla–Tied To The Tracks
  • Arkells–Years In The Making

Dirt 5 races out this November 6 on the PS4, Xbox One and PC, and will be available on next-gen platforms when both consoles are released.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.