Home > News

The Social Gaming Environment

Results from a study done in 2013 by the Entertainment Software Association says that 68% of gamers like to play socially. A long-time has passed since then and over the years, with the release of many new multiplayer and social games, the percentage has surely changed a lot. This is true, especially with the release of multiplayer games such as Fortnite, Overwatch, PUBG and the possibility of playing them on mobile. The different number of player interaction in the online world has changed and evolved with cross-platform support, letting players that use different platforms to come together and enjoy gaming. Immersion within the game world through socialization has shown to have a positive impact on the overall experience for gamers. 

The Social Experience of Multiplayer Games

The revolution of gaming came with the possibility of playing over a LAN network and later, the internet paved the way for massively multiplayer experiences. Among the first multiplayer experiences came with the release of Pathway to Darkness in 1993 and since then, LAN gaming took off very fast. It was with the release of the first Quake by id Software in 1995 that LAN parties became popular. Also, as ethernet cards became more affordable and Microsoft released their Windows 95, LAN expanded from being used mostly on consoles to PC as well. The next phase of multiplayer gaming was, of course, online multiplayer. Everquest was the first to pave the way for the new way of enjoying games together. One of the goals for Everquest was for people to interact with each other and socialize, collaborate and overcome obstacles together.

World of Warcraft just celebrated its 15th anniversary, an impressive feat for an MMORPG game. The game was released back in 2004 and some players have continued to engage with it since its first day. Although many features of the game have been altered over the years, the core gameplay remains. Completing objectives with other people by participating in raids and dungeons has been the game’s main appeal. The player participates in completing shared tasks and helping each other overcome any obstacles thrown at them. What is more important si guild leaders. These guild leaders have a lot of responsibility on their shoulders and are the person taking charge of a large group of people, leading them and making sure to keep everyone in check. It is no surprise that many smart businesses, when hiring, consider this detail. In a survey made by IBM Research, it was reported that people that have leadership roles in MMORPGs have better leadership skills in the real world, and 4 out of then of the people surveyed have also applied these skills into the real world, such as a daily job.

Digital Gameplay and Social Connectedness

Until smartphones became popular, these games were mostly played by a niche audience. However, with mobile phones, gaming has quickly been adopted by the majority and the world has developed a greater appreciation for gaming in general. It has led to social connectedness among people. Social connectedness is similar to a resource, a resource accumulated over time by interacting with other people. The terms can be also known as social capital which has the potential to make people participate in collective actions. Studies have been made to show the impact of gaming on social capital with mixed results, however, some of them show positive outcomes. For example, gaming with other people, especially with friends can strengthen and build bonding social capital that a person has with friends and can even lead to expanding one’s social network. Multiplayer and social gaming can also have a positive impact on bridging social capital and social connectedness with distant acquaintances in different countries. 

The game’s space found in MMORPGs are social environments. When beginning the game, the player’s character must improve through the process of “leveling”. It is an activity that most, if not all, MMORPG games have and can be viewed as a period where the player can do this at a relaxed pace, while at the same time socializing and completing objectives together “questing”. The social spaces are unique since they combine social interaction with a playful environment. Similar to chat rooms and instant messaging, people can talk with each other instantly, however, unlike instant messaging, the playing aspect has a huge role in the overall player engagement and player bonding.

Social Features Can be Found in Most Games

There is a concept of playing alone together” where people do not necessarily need to interact with one another, however, seeing other people playing around you provides a feeling of connectedness. Another term given on this phenomenon is ambient sociability. Doing similar tasks like other players or just seeing them in the background gives a feeling of connectedness without the need for interaction. Casino companies have also implemented social aspected into their online casino games. Things such as inviting friends or comparing scores on the leaderboard to other players. These casino games can be played for free and because of the social aspect they are called social casinos. Being social casinos, it can be a great way to enjoy  playing slot games such as Book of Ra, among other popular games. Not limited to just slot games, the social casino also has roulette, blackjack and video poker, depending on the online casino chosen.

Most games, even single-player ones have some sort of social features incorporated within them. A social game does not need to be played with multiple people, but it can be experienced with others. An example would be the social games found on Facebook such as Farmville. Each player has their farm but can also help other players’ farms or invite friends to be their neighbors. But mostly, the core gameplay itself is a single-player oriented. Another social aspect of the game is the possibility of a player to share his/her score and comparing it with others playing the same game. The story driven 3d person adventure game, Life is Strange also has a social aspect to it. The social aspect is extremely small but it still there nonetheless. The game consists of five episodes. At the end of each episode, a score is displayed, comparing the choices you have made in the game with other people that have played it. 

Social gaming is still in the process of improving. This can be seen with newer technologies such as virtual reality. VR can be used to create a more immersive experience for people to socialize, not just in games. Many attempts were made to create social environments that can be experienced using VR, however, they were not that different than a chatroom, just with different virtual wallpaper. Despite this, the future looks promising and this can be seen with companies like Facebook which are preparing to launch their own VR project named Horizon next year which is designed to be a virtual sandbox with people able to create their own virtual space.

MP1st

MP1st Staff

Home > News

Battlefield 5 TTK Changes Explained by DICE, Check Out This Big FAQ

In case you didn’t know, DICE is seeking to change the Battlefield 5 TTK (time to kill) in patch 5.2, or will they? Today, the studio posted a long (and I mean long) message explaining some of the possible Battlefield 5 time to kill changes, a well as posting an FAQ on the gameplay design decisions, and what it means.

Given the scope of this, check it out in full below.

Battlefield 5 TTK changes:

The short version?

  • We have not set out to change the time to kill in Battlefield. We are honest when we state that we’re focused on balancing how each and every weapon across a range of classes and weapon types behave at different ranges. We acknowledge completely that at extreme ranges, weapons being used outside of our intended design will be less effective, but we’re not invested in changing the lethality of Battlefield V nor punishing skilled players who are consistent in landing their shots or the players who push for that critical headshot.Changing the base time to kill is not our goal, and these changes are far broader and more advanced than the blanket damage reduction that we briefly implemented late last year. It comes as a result of very carefully planned changes that encourage a better entry point for players wanting to commit to Battlefield, whilst sustaining skill cannon weapons that reward committed players.
    ‏‏‎ ‎
    Below – we go into a great deal more detail on how it is that we’re achieving our goals, our motivations for the changes, and how our new designs are not limited to the amount of damage a single bullet does. Rate of Fire, changes to Recoil, some tweaks to weapon specialisations, and the amount of ammo that each gun has access all contribute to sustaining a lethal time to kill, and we’re ensuring that each class maintain weapons that are effective and lethal in different situations.
    ‏‏‎ ‎
  • The introduction of improved enemy identification is not targeted at creating a new form of 3D Spotting. Our principal objective is to help to reduce the frustration felt by players who find themselves ‘deleted’ by players that they had no awareness of in close combat ranges. In scenarios where a player finds themselves surprised by a player they weren’t previously able to identify our expectation is still that they lose the fight, but that they end the encounter feeling like they were in a position where they were at least able to react.
    ‏‏‎ ‎
    Below – we share more detail on how we’re considerate, and protective of Flanking gameplay and the considerations that we made when designing this system to distinguish it from how Spotting gameplay behaves.
    ‏‏‎ ‎
  • The delivery of all of our changes is not the end of the conversation, it’s just the next phase. Your feedback is heard, we actively seek it, and we’re going to continue listening to it when Update 5.2 releases. In return we’ll keep talking, and we’ll sustain this level of transparency throughout any changes that we’re making to the game.

Battlefield 5 TTK update FAQ:

Rebalancing our Weapons and the Damage that they perform at Range

The current time to kill is perfect, why are you changing it?

The current time to kill is perfect, but only if the right player is using the right gun, and in the right situation. Battlefield V is currently balanced in what can be called a narrow spectrum. Fundamentally guns are all Damage per Second (or Bullets to Kill) equal, which means that its quite easy to find a gun that can work well enough for any situation, and then stick to that gun.That design holds a few problems.
‏‏‎ ‎

  • The balance caters strongly to highly skilled players, who largely ignore the breadth of weapons available in the game.
  • Adding new content is of reduced value for skilled players because they largely already have a favorite weapon that’s good enough for their playstyle.
  • The balance doesn’t cater to enough play styles, leaving a player who isn’t highly skilled without options that may be easier to use, but have less overall damage per second.
    ‏‏‎ ‎

Our goal with this change is in multiple parts, and there’s also something that is our ‘antivision’ – which is even more important than the vision.
‏‏‎ ‎

  • Provide a larger variety of play styles within each weapon class. Grow the spectrum.Some weapons need to be Skill Cannons. Some weapons need to be simpler in nature (with power downsides that balance the risk and reward). Some weapons need to sit between those two, or hit other needs specific to the class (such as ensuring that the Medic class has access to an SMG that is effective at longer ranges).
  • Create a more discrete range for each weapon class.Today an SMG is both accurate enough, and does enough damage, similar to how the Sten can be used for all situations. There’s simply no motivation for you to switch weapons in different situations, or to try something new beyond the reason that it’s just new.
  • Create space in our balance model that will allow us to continue to introduce new weapons that have unique gameplay, and open up the design space for new ways to play.
  • Change the Weapon Meta to adjust some of the less popular guns to be more popular, ensuring that some of the more popular guns have weaknesses, and to address specific issues that you have called out in the BFV meta (like prone MMG campers, lying on their back in a dark corner of a tough to read playing space).
  • So what’s our AntiVision?A change the lethality and average time to kill of the game, especially at close range and in flanking situations. Beyond addressing any edge cases related to technical performance, we also consider regression on time to death as a part of our antivision.

‏‏‎ ‎

How is this different from the last time you tried to change time to kill?

Our previous changes to time to kill were made to all guns, across the board, at all ranges, without additional changes to ammo, recoil, rate of fire, accuracy, mobility, spectrees, or any other setup.It was a brute force approach, and was neither popular, nor did it achieve our objectives of helping to reduce the frustration experienced by players who are looking to get into Battlefield. This change, by contrast, is a balancing exercise aimed at a totally different set of goals, with a deep and iterative process of implementing that design, which targets specific parts of the game, and offsets the nerfs with buffs that change the behavior and balance of the individual weapons, not the global time to kill.

Changing the base time to kill here is NOT the goal.

What do you know about the game that we don’t know that suggests the current time to kill is wrong and needs changing?

We do not have data that suggests there is a problem with the time to kill, which is why we’re not setting out to change the time to kill. We’re trying to change other elements of the game that contribute to your frustration in fire fights, which has an impact on specific weapons and specific situations, but our change is not designed as a global time to kill change.

We statistically track many elements of the game, both from in game statistics but also from surveys of the broad community. From that we know a few things about your behavior and how you perceive the game in manners that extend far beyond the visible feedback we receive on social channels, and community hubs such as this. With a large player base it is critical that all of you have a voice, and statistics and surveys get us a broader set of feedback and data to analyze and understand. We can already see what kind of weapons and play styles and behaviors drive players away from the game, and which kind of behavior cause for you to quit the game. We want you to keep playing the game, and we want to minimize frustration because that is one critical part of why you hit a quitting point.Breaking that information down, we can generalize:
‏‏‎ ‎

  • You quit when you feel that the game is unfair, or unbalanced, or that you don’t have a chance.
    ‏‏‎ ‎
    Weapon balance is a small part of that, especially with 64 player games. However, if a player starts the game and perceives that the rank 50+ soldier has a gun that is simply better than their starting gun, that is frustrating and cause for them to quit. Providing you with access to a starting weapon that can establish you in a firefight is a key part of making you stay with the game so that you can learn, and get better at it. Additionally if you feel that your starting gun is good enough for all situations, you find little value in new content and you disengage with the game. We don’t want that.
    ‏‏‎ ‎
  • You quit when you are shot in the back, without having an opportunity to face your enemy.
    ‏‏‎ ‎
    That would suggest we are against flanking, but we can measure that these “ambush” kills happen most often at longer ranges, not close range flanks. You’re generally pretty forgiving of someone getting the drop on you from the side, or behind, and dying because the player who made that flank earned their kill. It’s a similar motivation for sniper glint, as seeing the glint before a sniper puts a bullet through you makes that death feel less punishing. A death is less punishing when you feel like the kill was skill on the part of the enemy.More problematic are long range deaths with weapons that are marked for short range. You don’t expect them to be a threat, and when you die at 100m from an SMG it feels wrong and it’s frustrating.
    ‏‏‎ ‎
    Adjusting the hits that a short range weapon needs to kill at long range still allows for a skilled player to make those hits, but also gives the enemy an opportunity to respond to that fire and take action. Our expectation is that they still lose the fight, but that you’re at least able to participate and learn from the experience vs. simply being left with the frustration of being deleted. This is also why we do not want to reduce the accuracy of weapons in order to affect range, as shooting at a target and the gun not hitting is even more frustrating for you. How we’ve approached and revised our current behaviours in the game is intended to reduce the frustration for both players.
    ‏‏‎ ‎
  • Longer Range combat is harder and leads to frustration more often.
    ‏‏‎ ‎
    Targets are smaller, they are more difficult to see, and more difficult to hit. BFV’s combat distance is substantially longer range than previous Battlefield games like BF1 or BF4. BF5 averages 22-25m for combat ranges, while BF4 was 12-15m for combat ranges. Bringing combat ranges down does not mean eliminating the ability to kill at range. For us it means making it clear to players which weapons are good at range, and to have those weapons have drawbacks that balance their abilities at range.This is best illustrated by the availability of DMRs in BF4 to all kits, where all kits and classes had access to a long range weapon, but the overall combat range was still lower. In this change we have positioned guns within each class as Longer Range options, with appropriate bullet to kill values, and appropriate downsides and trade offs.
    ‏‏‎ ‎
  • Frustration with the Core Gameplay is high, and wider spread than discussed here.
    ‏‏‎ ‎
    Through our surveys we were able to measure that while there is a group of current players are who satisfied, but that there is a much larger group of current players who are dissatisfied. We can see that the satisfaction with the core gameplay has decreased over time, from a quite positive position a year ago at launch, to a more neutral or even negative position now a year later. We also were able to measure the split between the influence of bugs, and desire for more content, with the pacing and gunplay in the game – effectively understanding that when viewed in isolation, the gunplay is solid, but stale. We need to refresh the game in order to maintain a healthy game and a healthy player base.

The changes to weapon balance made in Update 5.2 are targeted at reducing long range ambush kills, providing a larger set of choices in weapon play styles, reducing average combat range, and changing the weapon meta. Our changes are designed in such a way that it does not slow down the time to kill, or remove flanking and smart player tactics.
‏‏‎ ‎

Why are you doing this again after we rejected it last year, and you told us that you heard us? Can you not hear us now?

Last years change was a quick reaction to situations that we were seeing at launch, and was meant to be a first step on the road towards a better experience. In hindsight that change was too abrupt and too early.

The team has spent a lot of time looking at all of the weapons in the game today, and from a lot of different angles, including player feedback, testing, experience, as well as data. As part of our ongoing support of the game we have added a lot of new weapons, but have not made adjustments to create the breadth of gameplay that we think will create more fun and different opportunities to play the content.
‏‏‎ ‎

Are you just doing this for the ‘christmas noobs’ only to change it back next year?

No. We’ve been evaluating the balance of our weapons all year and weren’t able to implement the changes in time for the start of Chapter 5. Our new design allows us to reset the balance and start to tweak from a new baseline.
‏‏‎ ‎

Are these changes focused on making the game easier for less skilled players? Wasn’t Battlefield V focused on being a game that had a higher skill ceiling?

We want to ensure that new players who pickup the game have the ability to use an Easy to Learn weapon, that they can feel competitive enough using in order to get a few kills and understand the game, so that they graduate to Harder to Master weapons. The learning curve for Battlefield is steep, with many parts that are critical to making the game feel like Battlefield (destruction, classes, teamplay, vehicles, open maps, etc). We’ve always aspired to have Battlefield be a set of ‘Easy to Learn but Hard to Master systems’, and this design revision is aligning towards that target.Some of these changes are certainly focused on making a players initial experience with the game a less punishing one. That’s part of the goal. However it is not intended to make ALL guns easier if you’re less skilled, nor is it to make the game itself aimed at less skilled players. There are simply better tools (like tutorials) that will help you if you’re new, or less skilled, and won’t negatively impact you if you’re more highly skilled.
‏‏‎ ‎

How do you measure success here? If you’re not listening to us and how we feel, what is it that needs to show in your data that suggests you should make more adjustments?

How you feel about the change is a part of how we will determine how successful the change has been, and we recognise that you need to play it first before we can accurately obtain that feedback. We also recognise that our player base far exceeds the amount of players that we have participating in the conversation online, and in the absence of hearing from them directly, we can also make use of the Telemetry that we receive. This helps us track performance of weapons, how often those weapons are used, how successful people are with those weapons, and the general behaviour of players who are shown to be having a hard time getting to grips with the range of different weapons that we have.If after making the changes we feel that the data is suggesting that we’re tracking more positively towards that, we’ll help to balance that with the feedback that you’re giving us, as well as the ways in which we feel the game is being played based on our own experiences playing with you.

We already feel positive about the changes, but we completely acknowledge that once we release this into the next version of the game that there will be further considerations to make. This is true of all content and changes that we make to the game, and we feel that we have a good record with you all in recent months on being responsive and open to making further changes.
‏‏‎ ‎

The graphs you shared in the Community Broadcast make it look like a massive TTK change. How can the bullets to kill change so radically but the TTK remain similar?

The examples we chose to show previously are weapons we know to be popular across the game. In the example of the STG, it showed you how you would need to land 1 extra bullet inside 10M, with damage values operating the same as they currently do until 30M where you’ll again need to land 1 more bullet up until 75M where we increase that to an extra 2 bullets. In addition to that change we’re also reducing the weapons recoil, from its current value of 0.67 in 5.0, to 0.5025 in 5.2.

This effectively demonstrates a shift of 16ms in the weapons expected time to kill within our designed range for the weapon (10-30M), assuming the player successfully lands a proportionally higher number of body hits. Headshots continue to operate in the same fashion, and so the reduced recoil can encourage you to push for more lethal shots.

In the instance of the M1928A1, the weapons expected time to kill within 10M increases from 250ms seconds in 5.0, to 330ms seconds in 5.2 (an increase of 80ms), and 350ms to 417ms within 10-15M. It’s balanced by reducing it’s vertical recoil from 0.7 to 0.42, and it’s horizontal recoil also reduces from 0.775 to 0.3875 so that the actual frames to kill for the weapon changes from 20 at 10M to 21 at 15M.

In the case of the M1928A1, it’s being adjusted to help address that the weapon is considered too effective within our design and bring it in line with our goal of ensuring a better variety of weapons for players to choose from. It still remains a lethal weapon selection within its designated range.

These are just some of the types of balance changes that we’ve performed across all of the weapons for this update. Some are being very finely tuned to increase their usability, some are being brought in line with our new approach, and others have been re-tooled to give them new effectiveness in different scenarios. When the update goes live, be sure to review your Specialisations for any changes, and let us know how you get on with them.
‏‏‎ ‎

Can we have a complete overview of how every weapon, and class of weapon will be affected before the changes go live?

Our update notes will have a full list of the changes and the intent behind all of the guns used across the game. It also draws from the design document that we used to make the change. We know that you will dig deeply into the data and then further analyze it. There’s no attempt here to hide anything.We are trying to be as honest and transparent as possible, in order to build trust with you, our community. We expect that we will need to make adjustments to this ranged damage model once it goes out into the wild. Maybe the drop comes at too close a range, or a specific gun that we’ve changed doesn’t fulfill our intended goals. Either way, this isn’t a one and done deal and we’ll continue being transparent about how we further balance the changes that we’re making with this update.
‏‏‎ ‎

How does this affect Headshots?

The headshot multipliers are not going to be adjusted in this update and remain the same as the values that currently live in the game today.
‏‏‎ ‎

Are Sidearms being rebalanced as well? Because at range it feels like these are way more effective than Primary Weapons.

We are currently happy with how sidearms are balanced, and fit the meta of the current game. Along with the other weapons that we’ve tweaked in recent updates, sidearms recently received an overhaul that was designed with the 5.2 rebalance in mind. Powerful side arms are a great part of the soldier fantasy, and in Battlefield we like to think of them as a valid combat tactic, not just as a last ditch, backup weapon.
‏‏‎ ‎

Are you going to do this anyway, no matter what we say?

Our single goal as a team since July has been make BFV a better game for ALL our players.

  • Step 1 one of this goal was to get the base level of the game up to the quality standard that all of our players expect. We have made huge strides in this area with the releases of 4.4, 4.6, 5.0 and we will continue to ensure that you’re never left with an experience where the game regresses on Quality.
  • Step 2 has been to deliver the amazing content you expect from a Battlefield game that creates the true battlefield experience, and with the release of Operation: Underground and the pacific, we are getting back to where we all want to be, and this will continue in across Battlefield V’s future.
  • Step 3 for us is to improve the core loop and player experience within this new content. This is something the team has been looking at for a long time, but needed to accomplish step 1 and 2 before we could get true representation from all of our players. We wholeheartedly believe this change is better for Battlefield, we also know it won’t be perfect day one and are dedicated to tweaking and tuning to get the results that creates a great experience for all the players in our game.
    ‏‏‎ ‎

Why is your first response to OP Weapons to Nerf stuff rather than Buff stuff?

The decision to nerf or buff is made based on how fast or slow the current game is, vs the item we are balancing. The game is currently as fast as we want it to get, a target we set on based on community feedback of the BTK/TTK of BF1 and the BFV Betas.We want the game to have a low entry cost, a high skill ceiling, a fast pace, clearly readable range, and offer broad player choices. When adjusting weapons that were at the faster end of the spectrum we must nerf them to meet the pacing that we want for the game overall. There are very few of those guns in the game today. We recently buffed nearly all the sidearms because they did not fit the pacing we want in the game, as a clear example where we made balance changes to nerf weapons.

Many weapons are receiving buffs to elements that are not damage. Recoil. Rate of Fire. Ammo pools to name just a few. In the case of Recoil, many of the weapons that we’ve made adjustments to see their Recoil reduced by around 20% on both Horizontal and Vertical Recoil, except in certain cases where we’ve more aggressively adjusted the damage values at range (here we are tweaking both recoil values by around 40% – with the exception of some MMG’s where we’re confident that their Rate of Fire still makes them a dangerous threat).
‏‏‎ ‎

Last time you proposed these changes, you promised us a Hardcore mode. Can we have that here to preserve the existing hardcore game that we have today?

No. To be upfront and clear with you, the breadth of changes that we’re making vs. what was proposed last year won’t be possible this time around, as the extent of the changes goes beyond anything we can rely on the server to manage as a unique values on a seperate playlist.

It’s not to say that we aren’t closed on the idea of introducing a Hardcore mode, with an even more lethal time to kill. For now, we strongly believe that the experience you have with the game will continue to feature that standard of lethal gunplay, and if we choose to implement a Hardcore mode in the future, it should offer even more than a simple tweak of damage values. Building something that appeals to those desires, and meet our quality standards would require us to approach it with a dedicated focus, and right now we’re sustaining our focus on the heart of the Battlefield experience and the content we know that you want most.

Improving Player Identification at Close Ranges

I thought that Battlefield was supposed to be more about playing the game, vs trying to read Icons on the screen?

We want that to remain true, but we also want to make sure that you can have an easier time seeing enemies that we believe you shouldn’t have to struggle to see inside of the combat ranges where it is possible to die very quickly. With the pace of Battlefield V, it is very important to be able to quickly assess the world and the immediate playing space in order to take the right decisions in the second to second gameplay.While we have made some changes to soldier visibility in the past, the general soldier awareness remains something that we want to improve.With update 5.2, we are not introducing more spotting to the game (if anything the spotting is getting nerfed with spotting durations being decreased across the board). To reiterate, the player identification / acquisition addition is information that only you know about, and that is not shared with your team or squad.

What are you hoping this will change?

We want to improve the general soldier awareness and particularly the enemy identification in the most lethal combat ranges in order to reduce your frustration from not seeing things that were right in front of your eyes.

Won’t this hurt Flanking Gameplay?

We believe it won’t, as flanking usually happens outside of your field of view, and where this system is not active.

Flanking is something we also want to encourage by giving you more information on your current “spotted” state with the introduction of the new indicator around the minimap, and the other adjustments that we’re making in this update to the impact of spotting on gameplay.With all of that being said, we are keeping an eye on the distances at which this system kicks in, and have already made some revisions since the first blog post went live based on your feedback.

Why am I being punished if I find a good hiding spot to surprise a player?

This shouldn’t really impact you unless you allow for players to move towards you while you’re looking in the direction of your soldier in CQB range, and without using any proper cover to hide behind (in which case they would probably have seen you anyway).

Allied Soldiers already have Blue markers above them, why do you need to put Red markers over the enemies? If its not Blue, we already know to shoot it!

In the majority of cases – where the level environment is clean, the lighting is balanced (not too bright, not too dark) and a player does not remain static for too long – this system is not really necessary.However, you’re often placed in scenarios where you have to scan a lot of different things in real time given how detailed our levels are and how easily soldiers tend to blend into the environment (despite our past changes to soldier visibility). This system helps to address that without compromising on our high standards for visuals in our map design.

I’m color blind and this will make the game worse for me, can I turn them off?

Initially you won’t be able to switch off these new icons (unless you’re choosing to completely disable the entire HUD), but Battlefield V supports various color blind modes that can already be used to ensure that our team color language works with players who benefit from the system. The systems that we use here adopts the same logic from your existing settings.We’ll otherwise continue to explore more local customisation options for the UI that allow you to better personalise the experience in the future.

Can players with high FOV abuse/benefit from this?

Yes, but using extreme FOV already provides this benefit irrespective of the addition of icons. With the addition of this system you could potentially have more players (or be more likely to have more players) in your field of view with an icon than someone with the default FOV. However extreme FOV comes with some significant downsides as the higher FOV means that it gets a lot harder to read the environment over longer distances as everything gets a lot smaller on the screen.

Other questions we saw over the past week that we wanted to address:

Why don’t we have a CTE?

CTE is a great tool for us to improve our games and test out areas with you that we explore each and every day here at DICE. This is something that we believe in as a ‘worth it’ tool for Battlefield. Unfortunately we do not have infinite resources to build all of the things that we as a team want. So we have had to make priority calls that allow us to get BFV consistently at that high level of quality we restored in 5.0. A CTE is something we believe in, but we can’t yet commit to getting this done today.

What else are you going to change, and how will you better inform us that you’re intending to change these things so we can feel more involved in the conversation?

We’re open to reviewing all aspects of the game, there’s no single part of Battlefield V that we aren’t willing to listen to more feedback on, and then consider making changes to. That’s not a negative reflection on how we feel about the game, that’s just us being committed to making Battlefield V the best Battlefield game it can be.We’ve started to have this conversation about upcoming changes in order to help to change the relationship that we have with you, and provide you with more insight on the changes that we’re planning to make, as well as the reasons why we’re looking to make them. The Community Broadcast that we shared with you a couple weeks back wasn’t a statement, it was the start of a conversation with you on the changes, and when this round of changes is over, we’ll be keen to hear from you on how we can help to improve the quality of the conversation that we have on topics such as this.

For the changes that we’re making with our next update, we’re keen to continue this conversation once the changes go live to understand more about how you feel, and measure the effectiveness of the changes in line with the goals that we’ve set.Relative to the changes to damage at range, our goal is to ensure that taking damage in a gunfight is more predictable, with clearer engagement distances per weapon type and more time to react to damage on average at range. On Player Visibility, we’re working to ensure that target acquisition and identification of enemies in the environment doesn’t get in the way of engagements, and isn’t a source of strain.

If the intensity of combat when in a full and active firefight remain hectic and at high octane levels, and those chaotic and exciting situations remain a common experience on the Battlefield – we’ve attained that goal. Similarly we’re making sure that general class balance remains stable, and no one class becomes too powerful or too weak on its own.Our preference is to be transparent with you about these changes, which prompted us to share this early insight on Update 5.2. Today we wanted to make sure that this continued in that same spirit of ensuring that you can have this expectation of transparent communication.Operation Sandbox will prompt plenty of new discussion points across our future support for Battlefield. We hope to have you involved in all of the conversations throughout. Thank you for being vocal on the topic, and please keep talking to us both now, and when you get hands on with the update.

Don’t forget, DICE will host a livestream for update 5.2 later this week.

What do you make of this long explanation by DICE? Are you willing to give them a chance with these changes?

Source: Reddit

Avatar photo

Alex Co

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

Home > News

Anthem Season of Skulls End, BioWare Shares a Horror Story

For those playing Anthem, today marks the end of the Anthem Season of Skulls event. While BioWare hasn’t shared what’s coming next, or if there’s any event set for December, the studio did share a horror story.

Called “The Unwinding Box,” check it out in full below.

The Unwinding Box

Once upon a time, there were two mean-faced girls. Everyone who encountered these girls remarked upon their fiendish demeanors, and all who spoke to them knew that they were no good.

Indeed, they were more than just mean-faced: they were spiteful, ill-behaved, insolent, loathsome children, profoundly averse to any useful labors and famous for playing the nastiest sorts of tricks on the town’s rule-abiding citizens. It was thought that these unpleasant girls had become so because they were abandoned as infants in the alleys of the town, with no parents to teach them right from wrong.

Yet despite the unfortunate circumstances of their upbringing, only the most charitable of souls took pity on children with manners as ill as these.

Such were the times.

One day, the two mean-faced girls worked a medley of malign pranks, which, in whispers to one another, they called “joys.”

They sprinkled vesnid powder on the fishmonger’s wares, and all who ate it went blind for a day. They tortured a baby wyvern and released it into the satomi, where it bit and scorched the cypher headmaster in his study. They stole handfuls of steel bearings from the javelin forge and scattered them around the market stalls, causing injury among the merchants and patrons. They even abducted the Sentinel Captain’s loyal hound and “walked” it in the nearby moorlands, where it was trampled near unto death by wild korox.

The two mean-faced girls took delight in these joys.

“We are the cleverest girls in the town! Do you agree?” said one.

The other replied, “Indeed, not only the cleverest—but the prettiest, too!”

And at that, they laughed a laugh so horrid, beastlike, and shocking that a nearby potter spilled her glaze and had to fetch more from the general goods dealer.

On this particular day, unlike many others, the Sentinel Captain caught the mean-faced girls in the act and held them for punishment. With her bandaged and baleful hound standing watch, and the perpetrators locked in the stocks nearby, the Sentinel listened to the girls’ victims and considered their pleas.

“Throw them in the deepest gaol!” roared the fishmonger, still rubbing his eyes.

“Brand them with the mark of Irascible Miscreant!” shrieked the market chief, hobbling on a crutch.

“Thirty lashes for these dirty lasses!” howled the cypher headmaster, indicating the bite marks on his forehead.

“Would you like the privilege yourself, headmaster?” shouted one of the girls, who wriggled out of her trousers and showed her pale bottom to all assembled.

The crowd surged forward, their loathing hot as lamp oil. “For pity’s sake, Captain,” they yelled. “Look at your own dog!”

But the Captain merely folded her arms. For all their warts, the Captain had a soft spot in her heart for these pranksters. And so, she sentenced the mean-faced girls to two weeks’ labor in the town’s Freelancer vault—no less than the law demanded.

“I know what you truly are,” she said to the girls on leaving them to the vaultmaster’s care.

“Somewhere there, inside your mean little selves, I sense a glimmer. The spark of invention. And we have need of that.” She got down on her knee to look them in their bad little faces. “So promise me: look to your glimmer, so that others may see what you truly are.”

“We promise,” they lied.

The vaultmaster left them that night to sweep the deep vaults, and thus their baser instincts resumed post-haste. They poked their noses into unsorted salvage. They played dress-up in obsolete javelin armor. They juggled spent mortar casings and danced on defused mines. They mixed up the confiscated scrolls and penciled filthy rebuses in the untranslated tomes. They hurled handfuls of exhausted ember dust into the air and marveled as the electric lights cast fractal polygons in the silvery clouds.

And then they discovered the box.

It was a plain-looking box, certainly overlooked by the junior cyphers who appraised Freelancer salvage. It had twelve sides of flat grey metal, cool and smooth to the touch, with a small hole on one end. When handled, it did nothing.

At first.

Now, all good little boys and girls know that objects like these must never be touched by anyone but an Arcanist, Freelancer, or other such experts. To do otherwise was to invite dangers beyond anything known within the walls of a town. And to discourage such invitations, the Sentinels enforced a punishment most severe: three fingers cut from the left hand.

Such were the times.

But the mean-faced girls had no respect for rules, lacking parents to teach them right from wrong. And so they employed their curious and creative minds to reveal the box’s function.

Before long, they found they could slide the panels along invisible planes. With each slide, the box changed shape in the most indescribable ways. Twelve sides became sixteen; sixteen became twenty-three; twenty-three became eighteen. And with each change, an incandescent beam poured from the tiny hole. It glowed like fire and twinkled like ice.

The strange light changed whatever it touched. It changed an empty crate into a chunk of stone staircase. It changed a munitions shelf into a feather bed. It changed a section of the vault’s wall into a geyser of purple liquid filled with astonished squid. And some things changed into other things that were not easily described—a merging of materials both familiar and strange into shapes that bothered their eyes.

Soon, the vault had gone beyond all reckoning. But the two mean-faced girls cared little for that—they laughed a horrid, beastlike laugh at the bizarre shapes they had created.

But then, when they turned the beam on a juvenile grabbit, which they discovered trapped in a strider container, and changed it into a brass latrine… well, that’s when their amusements gave birth to A Very Bad Idea.

“Everybody hates us,” whispered one.

“I’m not fond of them much myself,” grinned the other.

“They thrill at telling us what to do, and what not.”

“Such overbearing tendencies. It cannot be good for the digestion.”

“They are in luck. The right medicine for such has just now come into our possession.”

They smiled darkly and then spirited into the residential quarter, taking the box with them. First, they visited the sleeping fishmonger, and changed his eyes into glowing mushrooms. They visited the sleeping headmaster cypher and changed his bedtime sheets into a tumble of burning logs. They visited the market and turned the entire block into a seething maelstrom of whirling seawater, swallowing all the stalls and goods into a bottomless void of sucking black brine.

And when they came upon the Sentinel Captain’s home, the two girls changed her dog into a half-turtle, half-saurian. It did not survive the night.

Then the girls perched their pale bottoms on the highest battlement and set to laughing a horrid, beastlike laugh at all they’d wrought: the terrified wailing of the fishmonger’s wife; the inferno at the cypher headmaster’s home; the growing squall in the central bazaar.

But, in time, the two mean-faced girls ceased their wild snickering and merely stared in disbelief.

“Do you think maybe we’ve tortured them enough?” one ventured.

“We could always save some for tomorrow,” the other smiled, weakly.

“I think we ought. Yes.”

So, they turned the box to face the town in general and worked to bring the puzzle back to its original shape—to reverse all they had done.

But in trying to master the puzzle, the puzzle itself grew ill-mannered. With every twist and turn, the town began to change in awful ways. At first, the residential quarter rose upward and folded wholly into the Freelancer guildhouse. Then the Sentinel keep twisted into itself like the braid in the schoolteacher’s hair. The storm in the market became a tornado of slicing metal, rending the houses apart with a crashing shriek. Distantly, the screams of the villagers reached the girls’ ears.

With growing terror in their hearts, they twisted and turned; rotated and pushed; rearranged and repositioned. As they did, the world before them began to unwind. The entire plateau on which the town stood ripped itself free and was hurled through space. The mountains crashed upwards into the sky. The sun drew itself into a thin line and wound itself around the horizon.

The girls clung to the box as they were surrounded by the scrambled chaos—the only home they’d ever known—and were lifted into the air. For a moment, all there was pandemonium—all they could hear was each other’s screams.

And then they crashed to the floor of the vault.

When they looked around, nothing was changed. All was as it had been before. And the box— it floated down between them, ominous and steaming, rolling to one side as it touched the ground.

With tears raked across her face, one turned to the other and said, “Perhaps… perhaps it is wise not to touch strange objects, as the grownups have said.”

“Yes,” the other whispered. “As they have said. Time and again.”

In that moment, the Captain’s glimmer flared brightly, and they wondered at it.

Then the door to the vault crashed open and in rushed the Sentinel Captain and three of her largest town guards.

When she saw the girls lying where they fell, with the box between them, she crossed her arms and looked quite cross indeed.

And so, the Captain, with her bandaged and baleful hound standing watch, locked the girls in the stocks and held them before the people. After all the traumas and horrors were recorded, the townspeople insisted that the mean-faced girls must lose three fingers each—no less than the law demanded.

But the Sentinel Captain frowned and spoke with a grim voice. “I’ve let you all down. I let the soft spot in my heart act in defense of these mean-faced children. We must all always do whatever it takes—indeed, more—to protect our way of life. That is the spirit of the law, if not the letter.” Then she turned the strange object on the children, and it mutated their bad little faces into horrible visages.

Bony protrusions erupted from the first child’s face. Between them, tufts of coarse black hair grew in gnarled curls. Her eyes turned white-blue and her skin molted off, growing back sallow and blotchy. The other was worse: one eye swapped position with her mouth, wiggling tendrils protruded from her cheeks, and her voice evoked a spoon scraped on rusted metal.

As the children howled a howl so pitiable, the Sentinel Captain turned and held the strange box up to the silenced people.

“Do not. Touch. Strange objects.”

The townspeople nodded in reply.

Forever after, the two horrible-faced girls were unbearable to look upon. Because of that, they were feared and shunned by all they encountered, and they lived alone with each other until they died.

Don’t forget, today (November 25) is the last day players can use crystals from the Season of Skulls event.

According to BioWare, another seasonal event is on the horizon, though they’re not ready to share what this event is all about just yet.

Enjoy this upcoming season while you can, as there’s a reputable report that Anthem will transition to something else completely soon.

Source: Reddit

Avatar photo

Alex Co

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

Home > News

Grand Theft Auto Online Gets Spend Boost Thanks to Casino Gaming

As 2019 begins to draw to a close, it is getting to that time when many experts will be reflecting on the big hits which have emerged in the world of video gaming across the past 12 months. However, it could be argued that one of the biggest was not even a full game.

The Diamond Casino & Resort may have been released simply as an update for Grand Theft Auto Online, but it has gone on to become a major success in its own right. While player figures had already hinted at the update’s huge popularity, new information has now put a spotlight on how the update has been a financial success for the team behind it too.

Eagerly anticipated launch

There had been speculation for some time around the possibility of a casino opening in Vinewood in GTA Online and gamers finally got their wish when details of Diamond Casino & Resort emerged earlier this year.

Launched in July, it featured an all-new storyline related to protecting the site from a hostile takeover by a ruthless Texan family. In addition, it included a host of other impressive features, with players, of course, getting the opportunity to try their hand at casino classics like roulette, blackjack, slot machines and three-card poker. Players are even able to explore other aspects of the resort too, including environments like the Master Penthouse and membership schemes which come with a range of perks.

The Hollywood Reporter confirmed in August that the update delivered the biggest single day and week in player numbers since GTA Online was launched, while reports have now revealed that Take-Two Interactive also saw a 23 per cent increase in recurrent consumer spending following the release of the casino offering.

Casino gaming’s enduring popularity

The success of the update is undoubtedly a fascinating development, as it highlights how there is a continued interest in the GTA Online world six years on from the original launch of GTA V. Furthermore, it also puts a spotlight on the popularity of casino gaming in general in the 21st century.

Such gaming was once seen as a strictly offline pursuit, but the concept has enjoyed a real renaissance in recent years thanks to online services. A host of sites offer a range of games from slots to card classics and the area is now so competitive that each of them have promotions designed to entice new players. You can read these reviews before playing to get a sense of what we are talking about.

GTA Online appears to have built on the enduring popularity of such games and, with Borderlands 3 also embracing gambling themes with its new Moxxi’s Heist of the Handsome Jackpot update, it looks like we could see more casino-style experiences in gaming across the coming months and years.

A big future ahead

So, when we look back on the biggest gaming successes of 2019, it may well be that the Diamond Casino & Resort update has to be considered among them.

The update has clearly breathed new life into GTA Online in general, while it seems to have hinted at how casinos could have a big future in video gaming going forward too.

MP1st

MP1st Staff

Home > News

DICE to Host Battlefield 5 Update 5.2 Livestream This Coming Week

As part of this weekend’s Battlefield 5 Weekly Debrief from DICE, the studio relayed what they’re planning to do this coming week. While the studio has already given us a sneak peek at what’s coming in Battlefield 5 update 5.2, they’re not stopping there. Next week, DICE will host a livestream from Stockholm to discuss the changes, fixes and more coming in update 5.2!

Not only that, but the studio is also planning to release a blog post about the “Community Games” (private games) details, as well as share more details about update 5.2!

Coming Next Week

  • Community Games Blog and Community Broadcast
    • We’re working to release the blog and Community Broadcast next week to discuss the feature set and details about Community Games, coming in 5.2.
  • Livestream
    • In preparation for Update 5.2, u/PartWelsh will be hosting a livestream from DICE Stockholm to discuss the changes, fixes, and details of Update 5.2.

Once the livestream is up, we’ll be sure to let our readers know about it. Make sure to read up on some of the discussion DICE has initiated regarding the upcoming changes to the time-to-kill (TTK) in Battlefield 5, that will be introduced in the next update (5.2).

What are you hoping to see next week from DICE? Personally, I want to see what they have in store for private games and when it’ll actually be released.

Avatar photo

Alex Co

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

Home > News

Modern Warfare No Weapons Spawn Bug and Mid-Air Spawns Are Apparently a Thing

Possibly one of the biggest complaints players had with Call of Duty: Modern Warfare multiplayer at launch was how bad the spawns were. While Infinity Ward has been tweaking it in almost every game update they release, it’s still not in a place where it needs to be. Unfortunately, new spawn bugs/issues seem to have crawled their way into the game, and they’re not pretty. There’s now multiple videos of a Modern Warfare no weapon spawn bug that leaves you defenseless.

I gues IW rolling micro transactions : NO Payment NO WEAPONS
byu/Magic_Cannons inmodernwarfare

Yes, that’s a bummer, right? Well, it seems that’s not the only Modern Warfare spawn issue introduced after the latest patch. Players have reported that they’ve respawned in mid-air too!

Spawning mid-air right in front of enemy team is the true MW experience
byu/prevzzy inmodernwarfare

We’re hoping these issues will be addressed ASAP via a server-side hotfix, or with a new patch.

If you’ve experienced something similar, send us an email so that the community — and in turn, the devs — are aware of it.

More Modern Warfare Reading:

Avatar photo

Alex Co

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

Home > News

Gearbox Would Love to “Do Something Else” With New Brothers in Arms Game

Remember Brothers in Arms? Gearbox Software’s miltiary first-person shooter that was released way back in the early 2000’s when military FPS’ was a thing? While there were games released under the franchise name for mobile devices, the franchise has, for all intents and purposes, been dormant when it comes to mainline releases. But a recent comment from Gearbox hints that a new Brothers in Arms game might be coming our way soon.

In an interview discussing cancelled title “Furious 4,” Gearbox Software Producer Randy Varnell was asked about the dormant IP, and Varnell’s response, while not definite, did give a glimmer of hope.

It just feels like the whole Brothers in Arms IP has just kind of been floating out there ever since.

Randy Varnell: It has and it’s something we’re very aware of at Gearbox. I can’t say anything, but we would love to do something else there.

With Borderlands 3 already out the door, could Gearbox Software be working on a new Brothers in Arms game next? Franchise fans would certainly hope so.

For reference, the last Brothers in Arms game released was Brothers in Arms 3: Sons of War for iOS, and Android, released back in 2014. As for the mainline entry, the last one we got was Brothers in Arms: Hell’s Highway, which was released for the PS3, Xbox 360, and PC, way back in 2008.

Would you want a new Brothers in Arms game or has the franchise remained dormant far too long to make a comeback?

Source: WCCFTech

Avatar photo

Alex Co

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

Home > News

Infinity Ward Forgets to Delete Dev-Only Comments on New Modern Warfare Patch. Says Gun Game Should Bring in “Positive Sentiment”

In case you missed it, Infinity Ward released a new “big” update for Call of Duty: Modern Warfare, which included gameplay changes, bug fixes, and more. Well, it seems that’s not all that’s been released. as the PC patch also listed some developer-only notes that got included, and it seems to indicate that there are contrasting ideas when it comes to gameplay changes in Modern Warfare.

In the PC version of the game, it seems Infinity Ward forgot to delete some of the comments some of the staff members left in the release patch notes on Battle.net. In it, the studio mentions how the addition of the Gun Game mode should net the studio some “positive sentiment” from the community. Not only that, but even how footsteps audio is handled, is touched upon too, with one dev commenting that this is a “hot topic” among the community, and how the changes made aren’t the ones the community wants to see.

While this is nothing major, it’s at least a good sign that Infinity Ward is aware what the community doesn’t want in the game currently. The big question now is: will we get the changes most core players are asking for or not?

Do you think there are contrasting ideas from the devs in how the multiplayer should go based on the dev-only notes? Let us know your thoughts below.

More Modern Warfare Reading:

Avatar photo

Alex Co

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

Home > News

Project Scarlett Built With Cloud in Mind, Will Eventually Replace Xbox One S in XCloud

Microsoft has some big plans when it comes to their next-gen console, Project Scorpio, as they confirmed that the console is being built with streaming in mind.

Speaking with Stevivor at X019, Microsoft’s Corporate Vice President of cloud gaming Kareem Choudhry confirmed that Scarlett would eventually replace the Xbox One S on the XCloud hardware rack.

“We designed [Project] Scarlett with the cloud in mind as well, and just as you’re going to see our console product family evolve with that next generation, the cloud is going to evolve along with it,”

Now don’t take the statement as an indicator that the system will be cloud heavy, as it’ll likely be just as much as a local machine as Xbox’s have been in the past. This is more just future-proofing their streaming services to be easily upgradable when the time comes. Project XCloud is currently being tested for Microsoft Preview/Beta users and at this time, has no solid release date.

It will be exciting to see how well XCloud will perform, especially compared to the somewhat rocky Google Stadia launch. For many Cloud streaming means the end of ownership over games, and while I fully agree, it does seem to be where the industry is wanting to go. Hopefully, local consoles and physical games will remain intact for many decades to come.

Project Scarlett was announced this year’s E3 and is set to release Holiday 2020 along with the PlayStation 5. We’ll be sure to keep you all updated as we learn more about the next-gen consoles.

Avatar photo

James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

Home > News

Warframe Rising Tide Update Now Out on PC, Here’s What to Expect

Tennos looking for something new to dabble in Warframe, rejoice! The Warframe Rising Tide update is now live on PC (consoles getting it soon), and there’s a new trailer, along with a bunch of official info available.

Prepare to grind to build your Railjack (ship)! Check out the official info below.

BUILDING YOUR RAILJACK

The Sigma Series Railjack is an Old-War era ship capable of all-out warfare. This ancient Orokin technology is key to surviving what’s to come — but you must first recover what was lost.

THE COMMAND CEPHALON

Every ship needs a commander. Meet Cy, a no-nonsense Cephalon who values mission protocol above everything. Purchase the Railjack Cephalon Blueprint in your Dry Dock, rebuild him and bring him back online. Cephalon Cy will then direct you on how to craft your Railjack.

THE BROKEN VESSEL

Time has not been kind to the Railjacks. You’ll need to work with Cephalon Cy to find viable salvage from wreckage across the Origin System. Locate the six necessary Railjack components, retrieve them, then return back to the Dry Dock to restore them to glory. Once your Railjack is rebuilt, you’ll be able to board and explore your ship. Ignition and flight command requires additional components, which have yet to be located by Cephalon Cy.

ORBITER 2.0

Your Orbiter needs to be in fighting shape to protect the Origin System. See the stars through new viewing ports and marvel at improved lighting and overhauled visuals!

EQUINOX ANTONYM

Unleash your opposite and kill with contrast as Equinox Antonym. This collection includes the Equinox Antonym Skin, the Astreos Sword and Shield Skin, and Circadian Syandana.

CUMULUS COLLECTION

Become an expert crew member with the Cumulus Collection, an assortment of Cosmetics as striking as a thunderclap. This collection includes:

STRATUS PISTOL SKIN

A billowing new skin to provide a unique, ethereal look to your pistol.

CUMULUS SYANDANA

Roiling and swirling with the promise and threat of a thunderhead, the Cumulus Syandana is for those Tenno who dwell among the clouds.

CIRRUS ARMOR BUNDLE

The preferred armor set of those who call both the mists of morning and the fog of war home.

THE ORIGIN PACK

The Origin Pack is the best possible value for a Tenno looking to boost their Arsenal and get some spectacular new Cosmetics! The Origin Pack features the Parotia Syandana and 200 Platinum.

Once this update is out on consoles, we’ll let our readers know. Speaking of, PS4/Xbox One owners got The Old Blood update this week! Read up on everything about that here.

Source: Warframe

Avatar photo

Alex Co

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

Home > News

Destiny 2 Xur Location and Items November 22, 2019

Guardians, it’s time for yet another Destiny 2 Xur location and items post here on MP1st! Given how Destiny 2 (and Destiny 1) is having server issues, our Xur post had to be delayed. Well, we’re back now and we have Xur’s location and items for sale.

Destiny 2 Xur location: Winding Cove, EDZ

Destiny 2 Xur inventory:

  • The Wardcliff Coil [Exotic Rocket Launcher]
  • The Sixth Coyote [Exotic Hunter Chest]
  • One-Eyed Mask [Exotic Titan Helmet]
  • Verity’s Brow [Exotic Warlock Helmet]

Yep, that’s essentially it. Don’t forget to check the Eververse store refresh, as well as the Destiny 2 Weekly Reset.

Which items are you getting from Xur this week? Don’t forget to check out the Weekly Reset and Eververse store refresh this coming Tuesday.

Avatar photo

Alex Co

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

Home > News

Modern Warfare Battle Pass Teaser Spotted in New Patch, Lasers for Guns Broken After Update

In case you didn’t know, a new Call of Duty: Modern Warfare patch was released earlier today by Infinity Ward. Among the stuff released are bug fixes, a few tweaks and more. Another thing it included, though? A Modern Warfare Battle Pass teaser!

This was unearthed by reliable Modern Warfare dataminer Senescallo who also mentioned that there will be 100 tiers in the Battle Pass, ad tiers can be purchased via COD Points (which costs real world money).

Modern Warfare Season 1 Battle Pass – 100 Tiers, Purchase Tiers with COD Points
byu/Senescallo inmodernwarfare

While the patch introduced bug fixes, there’s quite a few number of bugs introduced by it as well. We already reported on the XP bug which prevents players from earning XP, but ther’s another — less serious — bug happening now, and it’s with SMGs (submachine guns) and how laser. Multiple people have reported that lasers are now acting weird in-game. Check out how it looks below.

The latest update broke the 5mW laser for the MP5
by inmodernwarfare

New patch broke lasers on the P90.
byu/Critizin inmodernwarfare

There’s more images shared by the community, but you get the gist of it. Hopefully, another patch is released soon that irons out these issues.

Have you experienced any new bugs introduced in patch 1.09? If so, let us know down in the comments or email us.

More Modern Warfare Reading:

Avatar photo

Alex Co

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

Home > News

SoulCalibur VI Season Pass 2 Release Date Revealed

SoulCalibur VI season pass 2 release date has finally been revealed, and players can expect the new character along with stages next week!

The new playable character, Hilde will be available on November 26th along with her Armor Set C, which you can see below. In addition, we will also be receiving new stages along with more character creation items. Full details on the first drop can be found below along with Hilde reveal trailer in case you missed it earlier this month.

Stages:

  • Silver Wolves’ Haven

  • Grand Labyrinth – Sealed Corridor (available only in Training Mode)

Creation Items:

  • Crown Princess Helm

  • Crown Princess Helm (Visor Up)

  • Crown Princess Armor

  • Crown Princess Attire

  • Crown Princess Footwear

Season 2 pass is now available for purchase for $29.99 and will include a number of new customization items along with four new playable characters. The first being Heldi as mentioned above, but she will later be joined by the guest character Haomaru from the Samurai Shodown series. In addition, to those who don’t own season 2 pass, you will still be receiving free updates which include new moves being added this season. You can watch the trailer down below, which showcases some of these new move sets.

SoulCalibur VI Season Pass 2 release date is November 26th and will be available on the PlayStation 4, Xbox One, and PC. Season 1 pass is also available, though at full price ($29.99). For those interested season pass, 1 included the following content.

Season Pass Bonus:

・Additional Playable Character: Tira

Content included in the Season Pass:
・Playable Character: 2B
・Character Creation Set A
・Playable Character: Amy
・Character Creation Set B
・Playable Character: Cassandra

If you do plan on picking up season 1 before 2, we suggest you wait on a sale as it costs the same as the soon to be released season, or you can pick up the characters you want individually for $5.99.

Avatar photo

James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

Home > News

PlayStation Store Black Friday Sale Now Live, Here Are the Discounted Games

Bargain hunters, the annual Black Friday sale is upon us! Same as it is each year, Sony is partaking with the shopping spree with the PlayStation Store Black Friday sale! Currently live now, you can check out the full list of games discounted below.

PlayStation Store Black Friday Sale 2019:

PS4 Games | 11/22/2019
Title $Sale $Original
A PLAGUE TALE: INNOCENCE $24.99 $49.99
A WAY OUT $14.99 $29.99
ACE COMBAT 7: SKIES UNKNOWN $29.99 $59.99
ACE COMBAT 7: SKIES UNKNOWN DELUXE EDITION $42.49 $84.99
ANTHEM $11.99 $59.99
ANTHEM: LEGION OF DAWN EDITION $15.99 $79.99
ARK: ABERRATION $6.99 $19.99
ARK: EXTINCTION $11.99 $19.99
ARK: SCORCHED EARTH $6.99 $19.99
ARK: SURVIVAL EVOLVED $17.49 $49.99
ARK: SURVIVAL EVOLVED EXPLORER’S EDITION $35.99 $89.99
ARK: SURVIVAL EVOLVED SEASON PASS $22.49 $44.99
ASSASSIN’S CREED LEGENDARY COLLECTION $65.99 $199.99
ASSASSIN’S CREED ODYSSEY $17.99 $59.99
ASSASSIN’S CREED ODYSSEY – DELUXE EDITION $23.99 $79.99
ASSASSIN’S CREED ODYSSEY – GOLD EDITION $24.99 $99.99
ASSASSIN’S CREED ODYSSEY – SEASON PASS $19.99 $39.99
ASSASSIN’S CREED ODYSSEY – ULTIMATE EDITION $29.99 $119.99
ASSASSIN’S CREED ODYSSEY THE FATE OF ATLANTIS $12.49 $24.99
ASSISSIN’S CREED ODYSSEY LEGACY OF THE FIRST BLADE $12.49 $24.99
BATTLEFIELD V $15.99 $39.99
BATTLEFIELD V YEAR 2 EDITION $29.99 $49.99
BATTLEWAKE (VR) $20.09 $29.99
BORDERLANDS 3 $40.19 $59.99
BORDERLANDS 3 DELUXE EDITION $53.59 $79.99
BORDERLANDS 3 SUPER DELUXE EDITION $80.39 $119.99
CALL OF DUTY: MODERN WARFARE – OPERATOR EDITION $63.99 $79.99
CALL OF DUTY: MODERN WARFARE – OPERATOR ENHANCED EDITION $79.99 $99.99
CAR MECHANIC SIMULATOR $19.49 $29.99
CAR MECHANIC SIMULATOR – DLC MEGA PACK $25.01 $38.49
CASTLE CRASHERS REMASTERED $8.99 $14.99
CASTLEVANIA ANNIVERSARY COLLECTION $9.99 $19.99
CATHERINE: FULL BODY $29.99 $59.99
CATHERINE: FULL BODY BONUS CONTENT BUNDLE $12.49 $24.99
CATHERINE: FULL BODY DIGITAL DELUXE EDITION $39.99 $79.99
CODE VEIN $35.99 $59.99
CODE VEIN DELUXE EDITION $55.99 $79.99
COMPLETE YOUR ARK SEASON PASS $14.99 $29.99
CRASH BANDICOOT N. SANE TRILOGY $19.99 $39.99
CRASH TEAM RACING + CRASH TRILOGY BUNDLE $41.24 $74.99
CRASH TEAM RACING + SPYRO TRILOGY BUNDLE $41.24 $74.99
CRASH TEAM RACING NITRO-FUELED $25.99 $39.99
CRASH TEAM RACING NITRO-FUELED – NITROS OXIDE EDITION $38.99 $59.99
DARK PICTURES – MAN OF MEDAN $20.99 $29.99
DAUNTLESS – ARCSLAYER PACK $29.99 $39.99
DAUNTLESS – ARCSLAYER PACK $29.99 $39.99
DESTINY 2: FORSAKEN $14.99 $24.99
DESTINY 2: SHADOWKEEP $20.99 $34.99
DESTINY 2: SHADOWKEEP DIGITAL DELUXE EDITION $44.99 $59.99
DEVIL MAY CRY 5 (WITH RED ORBS) $19.79 $59.99
DEVIL MAY CRY 5 DELUXE EDITION (WITH RED ORBS) $23.09 $69.99
DEVIL MAY CRY 5 DELUXE UPGRADE $7.49 $14.99
DICK WILDE (VR) $5.99 $14.99
DICK WILDE 2 (VR) $9.99 $19.99
DRAGON BALL FIGHTERZ $14.99 $59.99
DRAGON BALL FIGHTERZ – FIGHTERZ EDITION $28.49 $94.99
DRAGON BALL FIGHTERZ – FIGHTERZ PASS $17.49 $34.99
DRAGON BALL FIGHTERZ – FIGHTERZ PASS 2 $12.49 $24.99
DRAGON BALL FIGHTERZ – ULTIMATE EDITION $32.99 $109.99
EA SPORTS FIFA 20 $29.99 $59.99
EA SPORTS FIFA 20 CHAMPIONS EDITION $39.99 $79.99
EA SPORTS FIFA 20 FIFA 20 ULTIMATE EDITION $49.99 $99.99
EA SPORTS UFC 3 DELUXE EDITION $14.99 $29.99
F1 2019 $29.99 $59.99
F1 2019 LEGENDS EDITION SENNA & PROST $34.99 $69.99
FALLOUT 4: GAME OF THE YEAR EDITION $19.79 $59.99
FALLOUT 76 $19.99 $39.99
FALLOUT 76 TRICENTENNIAL EDITION $29.99 $59.99
FAR CRY 5 $14.99 $59.99
FAR CRY 5 SEASON PASS $14.99 $29.99
FAR CRY NEW DAWN $15.99 $39.99
FAR CRY NEW DAWN COMPLETE EDITION $29.99 $99.99
FAR CRY NEW DAWN DELUXE EDITION $19.99 $49.99
FAR CRY NEW DAWN ULTIMATE EDITION $38.99 $129.99
FOR HONOR COMPLETE EDITION $32.99 $99.99
FOR HONOR MARCHING FIRE EDITION $16.49 $49.99
FOR HONOR MARCHING FIRE EDITION $14.99 $29.99
GRAND THEFT AUTO ONLINE MEGALODON SHARK CASH CARD $84.99 $99.99
GRAND THEFT AUTO ONLINE MEGALODON SHARK CASH CARD $84.99 $99.99
GRAND THEFT AUTO V: PREMIUM ONLINE EDITION $9.89 $29.99
GRAND THEFT AUTO V: STARTER PACK AND MEGALODON SHARK CARD BUNDLE $83.99 $104.99
GTAV: PREMIUM ONLINE EDITION & GREAT WHITE SHARK CARD $22.49 $44.99
GTAV: PREMIUM ONLINE EDITION & MEGALODON SHARK CARD $40.49 $89.99
GTAV: PREMIUM ONLINE EDITION & WHALE SHARK CARD $26.99 $59.99
HITMAN – GAME OF THE YEAR EDITION $11.99 $59.99
JUMP FORCE $29.99 $59.99
JUMP FORCE – DELUXE EDITION $44.99 $89.99
JUMP FORCE – ULTIMATE EDITION $49.99 $99.99
JUST CAUSE 4 – COMPLETE EDITION $24.49 $69.99
JUST CAUSE 4 – EXPANSION PASS $14.99 $29.99
JUST CAUSE 4 – GOLD EDITION $20.99 $59.99
JUST CAUSE 4: RELOADED $13.99 $39.99
JUST DANCE 2020 $25.99 $39.99
L.A. NOIRE: THE VR CASE FILES $22.49 $29.99
LAYERS OF FEAR 2 $14.99 $29.99
LIFE IS STRANGE 2 – EPISODE 1 $1.99 $7.99
LIFE IS STRANGE 2 – EPISODE 2 – 5 BUNDLE $19.79 $32.99
LIFE IS STRANGE 2 COMPLETE SEASON $19.99 $39.99
MADDEN NFL 20 $35.99 $59.99
MADDEN NFL 20: SUPERSTAR EDITION $39.99 $79.99
MADDEN NFL 20: ULTIMATE SUPERSTAR EDITION $49.99 $99.99
METRO EXODUS $20.99 $59.99
METRO EXODUS EXPANSION PASS $12.49 $24.99
METRO EXODUS GOLD EDITION $29.74 $84.99
MLB THE SHOW 19 STUBS (1000) $0.69 $0.99
MLB THE SHOW 19 STUBS (11000) $5.99 $9.99
MLB THE SHOW 19: STUBS (150000) $49.99 $99.99
MLB THE SHOW 19: STUBS (24000) $11.99 $19.99
MLB THE SHOW 19: STUBS (5000) $3.49 $4.99
MLB THE SHOW 19: STUBS (67500) $24.99 $49.99
MONSTER HUNTER WORLD: ICEBORNE $29.99 $39.99
MONSTER HUNTER WORLD: ICEBORNE DELUXE KIT $11.24 $14.99
MONSTER HUNTER WORLD: ICEBORNE DIGITAL DELUXE $37.49 $49.99
MONSTER HUNTER WORLD: ICEBORNE MASTER EDITION $40.19 $59.99
MONSTER HUNTER WORLD: ICEBORNE MASTER EDITION DIGITAL DELUXE $46.89 $69.99
MONSTER HUNTER: WORLD $14.99 $29.99
MONSTER HUNTER: WORLD – COMPLETE GESTURE PACK $21.24 $24.99
MONSTER HUNTER: WORLD – COMPLETE HANDLER COSTUME PACK $11.99 $14.99
MONSTER HUNTER: WORLD – COMPLETE STICKER PACK $7.99 $9.99
MONSTER HUNTER: WORLD – DLC COLLECTION $33.99 $39.99
MONSTER HUNTER: WORLD DELUXE KIT $6.69 $9.99
MONSTER HUNTER: WORLD: CHARACTER & PALICO EDIT VOUCHER: THREE-VOUCHER PACK $6.69 $9.99
MORTAL KOMBAT 11 $29.99 $59.99
MORTAL KOMBAT 11 – PREMIUM EDITION $44.99 $89.99
MORTAL KOMBAT 11 KOMBAT PACK $19.99 $39.99
MORTAL KOMBAT 11: 1150 TIME KRYSTALS $8.99 $9.99
MORTAL KOMBAT 11: 2500 TIME KRYSTALS $16.99 $19.99
MORTAL KOMBAT 11: 5600 TIME KRYSTALS $31.99 $39.99
NARUTO TO BORUTO: SHINOBI STRIKER $14.99 $59.99
NARUTO TO BORUTO: SHINOBI STRIKER DELUXE EDITION $22.49 $89.99
NBA 2K20 $29.99 $59.99
NBA 2K20 DIGITAL DELUXE $39.99 $79.99
NBA 2K20 LEGEND EDITION $49.99 $99.99
NBA 2K20: 200000 VC PACK $39.99 $49.99
NBA 2K20: 450000 VC PACK $79.99 $99.99
NBA 2K20: 75000 VC PACK $15.99 $19.99
NEED FOR SPEED HEAT $40.19 $59.99
NEED FOR SPEED HEAT DELUXE EDITION $41.99 $69.99
NHL 20 $29.99 $59.99
NHL 20 DELUXE EDITION $34.99 $69.99
NHL 20 ULTIMATE EDITION $39.99 $79.99
NI NO KUNI II: REVENANT KINGDOM $20.39 $59.99
NI NO KUNI II: REVENANT KINGDOM – DELUXE EDITION $27.19 $79.99
NI NO KUNI II: REVENANT KINGDOM – SEASON PASS $9.99 $19.99
ONE PIECE WORLD SEEKER $29.99 $59.99
ONE PIECE WORLD SEEKER DELUXE EDITION $53.99 $89.99
OVERWATCH LEGENDARY EDITION $19.79 $59.99
PALADINS CHAMPIONS PACK $9.89 $29.99
PALADINS DIGITAL DELUXE EDITION 2019 $29.99 $59.99
PALADINS SEASON PASS 2019 $19.99 $39.99
PERSONA 5 $9.99 $19.99
PERSONA 5: COSTUME & BGM BUNDLE $29.99 $59.99
PERSONA 5: PERSONA BUNDLE $11.99 $19.99
PERSONA 5: ULTIMATE EDITION $42.49 $84.99
PHOENIX WRIGHT: ACE ATTORNEY TRILOGY $20.09 $29.99
PLANTS VS ZOMBIES: BATTLE FOR NEIGHBORVILLE $29.99 $39.99
PLANTS VS. ZOMBIES: BATTLE FOR NEIGHBORVILLE SEASONS EATINGZ EDITION $37.49 $49.99
PLAYERUNKNOWN’S BATTLEGROUNDS $14.99 $29.99
REALM ROYALE BASS DROP BUNDLE $7.49 $14.99
RED DEAD REDEMPTION 2 $29.99 $59.99
RED DEAD REDEMPTION 2: ULTIMATE EDITION $39.99 $99.99
REMNANT: FROM THE ASHES $27.99 $39.99
RESIDENT EVIL 2 $19.79 $59.99
RESIDENT EVIL 2 DELUXE EDITION $23.09 $69.99
ROBINSON: THE JOURNEY (VR) $20.99 $29.99
SAMURAI SHODOWN $44.99 $59.99
SAMURAI SHODOWN DELUXE EDITION $59.99 $79.99
SAMURAI SHODOWN SEASON 1 PASS $14.99 $19.99
SEKIRO $38.99 $59.99
SHADOW OF THE TOMB RAIDER DEFINITIVE EDITION $23.99 $59.99
SMITE BEST SELLERS BUNDLE $3.74 $4.99
SMITE STARTER SKINS BUNDLE $7.49 $9.99
SMITE THE BATTLEGROUND OF THE GODS BUNDLE $9.89 $14.99
SMITE ULTIMATE GOD PACK $9.89 $29.99
SPYRO + CRASH REMASTERED GAME BUNDLE $37.49 $74.99
SPYRO REIGNITED TRILOGY $19.99 $39.99
SUPER DODGEBALL BEATS $9.09 $12.99
SWORD ART ONLINE: FATAL BULLET $11.99 $39.99
SWORD ART ONLINE: FATAL BULLET COMPLETE EDITION $20.99 $69.99
TALES OF VESPERIA: DEFINITIVE EDITION $24.99 $49.99
THE CREW 2 $14.99 $59.99
THE CREW 2 GOLD EDITION $24.99 $99.99
THE CREW 2 SEASON PASS $19.99 $39.99
THE ELDER SCROLLS ONLINE $9.99 $19.99
THE ELDER SCROLLS ONLINE: ELSWEYR $19.79 $59.99
THE ELDER SCROLLS ONLINE: ELSWEYR COLLECTOR’S EDITION $26.39 $79.99
THE ELDER SCROLLS ONLINE: ELSWEYR COLLECTOR’S EDITION UPGRADE $16.49 $49.99
THE ELDER SCROLLS ONLINE: ELSWEYR UPGRADE $13.19 $39.99
THE ELDER SCROLLS V: SKYRIM SPECIAL EDITION $15.99 $39.99
THE JACKBOX PARTY PACK 6 $22.49 $29.99
THE OUTER WORLDS $44.99 $59.99
THE SIMS 4 $9.99 $39.99
THE SIMS 4 BUNDLE – CATS AND DOGS, PARENTHOOD, TODDLER STUFF $24.99 $49.99
THE SIMS 4 CATS & DOGS $19.99 $39.99
THE SIMS 4 CITY LIVING $19.99 $39.99
THE SIMS 4 DELUXE PARTY EDITION $12.49 $49.99
THE SIMS 4 DINE OUT $14.99 $19.99
THE SIMS 4 GET FAMOUS $19.99 $39.99
THE SIMS 4 GET TO WORK $19.99 $39.99
THE SIMS 4 GET TOGETHER $19.99 $39.99
THE SIMS 4 ISLAND LIVING DLC NA $19.99 $39.99
THE SIMS 4 JUNGLE ADVENTURE $14.99 $19.99
THE SIMS 4 OUTDOOR RETREAT $14.99 $19.99
THE SIMS 4 PARENTHOOD $14.99 $19.99
THE SIMS 4 SEASONS $19.99 $39.99
THE SIMS 4 SPA DAY $14.99 $19.99
THE SIMS 4 STRANGERVILLE NA $14.99 $19.99
THE SIMS 4 VAMPIRES $14.99 $19.99
THE WITCHER 3: WILD HUNT $11.99 $39.99
THE WITCHER 3: WILD HUNT – BLOOD AND WINE $7.99 $19.99
THE WITCHER 3: WILD HUNT – COMPLETE EDITION $14.99 $49.99
THE WITCHER 3: WILD HUNT – HEARTS OF STONE $3.99 $9.99
THE WITCHER 3: WILD HUNT EXPANSION PASS $9.99 $24.99
TOM CLANCY’S GHOST RECON BREAKPOINT $29.99 $59.99
TOM CLANCY’S GHOST RECON BREAKPOINT – GOLD EDITION $49.99 $99.99
TOM CLANCY’S GHOST RECON BREAKPOINT – ULTIMATE EDITION $59.99 $119.99
TOM CLANCY’S RAINBOW SIX SIEGE DELUXE EDITION $11.99 $39.99
TOM CLANCY’S RAINBOW SIX SIEGE GOLD EDITION $27.99 $69.99
TOM CLANCY’S RAINBOW SIX SIEGE ULTIMATE EDITION $43.99 $109.99
TOM CLANCY’S RAINBOW SIX SIEGE YEAR 4 PASS $20.99 $29.99
TOM CLANCY’S THE DIVISION 2 – YEAR 1 PASS $19.99 $39.99
TOM CLANCY’S THE DIVISION 2 GOLD EDITION $24.99 $99.99
TOM CLANCY’S THE DIVISION 2 STANDARD EDITION $14.99 $59.99
TOM CLANCY’S THE DIVISION 2 ULTIMATE EDITION $29.99 $119.99
TRAILS OF COLD STEEL III DIGITAL DELUXE PREORDER $55.99 $79.99
TRAILS OF COLD STEEL III: PREMIUM COSMETIC BUNDLE $20.99 $29.99
TRAILS OF COLD STEEL III: STANDARD COSMETIC BUNDLE $10.49 $14.99
WATCH DOGS 1 + WATCH DOGS 2 STANDARD EDITIONS BUNDLE $14.99 $59.99
WATCH DOGS 2 $12.49 $49.99
WATCH DOGS 2 – DELUXE EDITION $14.99 $59.99
WATCH DOGS 2 – GOLD EDITION $22.49 $89.99
WATCH DOGS 2 – HUMAN CONDITIONS $7.49 $14.99
WATCH DOGS 2 – NO COMPROMISE $4.99 $9.99
WATCH DOGS 2 – SEASON PASS $15.99 $39.99
WOLFENSTEIN: YOUNGBLOOD DELUXE BUNDLE $19.99 $39.99
WORLD WAR Z THE GAME $17.99 $39.99
WWE 2K20 $29.99 $59.99
WWE 2K20 DELUXE EDITION $44.99 $89.99
PS4 Games | 11/24/2019
Title $Sale $Original
ASTRO BOT RESCUE MISSION $13.99 $19.99
CONCRETE GENIE $20.09 $29.99
CONCRETE GENIE DIGITAL DELUXE EDITION $26.79 $39.99
DAYS GONE $19.99 $39.99
DAYS GONE DIGITAL DELUXE EDITION $24.99 $49.99
DETROIT: BECOME HUMAN $9.99 $19.99
DETROIT: BECOME HUMAN DIGITAL DELUXE EDITION $14.99 $29.99
EVERYBODY’S GOLF (VR) $20.99 $29.99
FIREWALL: ZERO HOUR $9.99 $19.99
GOD OF WAR DIGITAL DELUXE EDITION $14.99 $29.99
GOD OF WAR PS4 $9.99 $19.99
HORIZON ZERO DAWN: COMPLETE EDITION $9.99 $19.99
HORIZON ZERO DAWN: THE FROZEN WILDS $4.99 $9.99
MARVEL’S SPIDER-MAN: GAME OF THE YEAR EDITION $19.99 $39.99
MARVEL’S SPIDER-MAN: SILVER LINING $4.99 $9.99
MARVEL’S SPIDER-MAN: THE CITY THAT NEVER SLEEPS $12.49 $24.99
MARVEL’S SPIDER-MAN: THE HEIST $4.99 $9.99
MARVEL’S SPIDER-MAN: TURF WARS $4.99 $9.99
MEDIEVIL $20.09 $29.99
MEDIEVIL – DIGITAL DELUXE $26.79 $39.99
MLB THE SHOW 19 $20.09 $29.99
MLB THE SHOW 19 ALL-STAR EDITION $26.79 $39.99
MLB THE SHOW 19 DIGITAL DELUXE EDITION $46.89 $69.99
THE INPATIENT $9.99 $19.99
THE LAST OF US REMASTERED $9.99 $19.99
UNCHARTED 4: A THIEF’S END $9.99 $19.99
UNCHARTED THE NATHAN DRAKE COLLECTION $9.99 $19.99
UNCHARTED: THE LOST LEGACY $9.99 $19.99
UNTIL DAWN $13.99 $19.99
PS4 Games | 11/28/2019
Title $Sale $Original
CALL OF DUTY: MODERN WARFARE $49.79 $59.99

Good deals or bad ones? Which games are worth getting?

Source: PlayStation Blog

Avatar photo

Alex Co

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

Home > News

Destiny Down on All Platforms, Bungie Investigating

For those looking forward to checking out Xur’s wares this Friday in Destiny 2, you’re going to have to wait. Currently, Destiny 2 downtime is happening on all platforms (PS4, PC, and Xbox One). Fortunately, Bungie is investigating it. And if you’re a Destiny 1 player, this is affecting you too.

UPDATE: Servers are now back online on all platforms. You may resume normal activities.

We are investigating issues affecting Destiny 2. Please standby for updates.

The past hour, the official Bungie Help account mentioned that they are making progress towards a resolution, so it should be going up any time now.

We are continuing to investigate this issue and are making progress towards resolution. Thank you for your patience while we provide further updates.

Once we know where Xur is, and the servers are up, we’ll let our readers know ASAP. Don’t forget to check out the Eververse store refresh for the week here, and also the D2 Weekly Reset here.

If D2 is already working for you, let us know where you’re located in the comments. And if anyone happens to know a workaround, that would be extremely helpful!

Avatar photo

Alex Co

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

Home > News

Modern Warfare XP Bug Happening After 1.09 Patch

In case you didn’t know (or have been sleeping), Infinity Ward rolled out a “massive” Call of Duty: Modern Warfare update that, while it’s a big file download, mostly consists of bug fixes more than anything else. Unfortunately, it seems to have brought a big bug with it, namely a Modern Warfare XP bug that’s causing players not to earn any!

This was shared by multiple players online, whi specificlaly mention that weapons now NO longer level up! This means that if you’re aiming for a specific weapon attachment only atainable by reaching a certain level, you’re out of luck! Not only that, but even your character/rank progression is affected, too! Note that this is affecting people and is not specific to any platform (as far as we can tell).

Multiplayer EXP is not working
by inmodernwarfare

Uzi stuck at 349 XP on the last level. Literally impossible to get gold. (After update 1.09)
byu/Cbonham14 inmodernwarfare

XP is broken. Stuck on lvl 84
by inmodernwarfare

Hey guys, I’ve been playing a lot with the M4A1, but the XP on my weapon isn’t going up, despite playing games with it. I just turned level 60 does that have anything to do with it?
by inmodernwarfare

Weapon XP Glitched for PC Players!!!!!
byu/KoticM inmodernwarfare

As far as we can tell, PC players are the ones most affected by this. Also, you will still be able to unlock/earn weapon camos, though not the attachments.

Hopefully, Infinity Ward can quickly roll out a hotfix for this since this is pretty big to have to wait for the next patch. If you’re experiencing this and have found a workaround, let us know how in the comments below.

More Modern Warfare Reading:

Avatar photo

Alex Co

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

Home > News

Modern Warfare Update 1.09 Shoots Out, Includes Perks, Weapons Balancing Changes & More

True to their word, Infinity Ward has released a Call of Duty: Modern Warfare update before the week’s out, and it’s live now! Modern Warfare update 1.09 can be downloaded now and is a whopping 12GB on PS4! Check out the Modern Warfare update 1.09 patch notes below for the complete changes which include weapons, perks, challenges and more!

Modern Warfare update 1.09 patch notes:

WHAT’S NEW

  • Special Operations: “Harbinger” and “Brimstone”

  • Classic Special Operations: “Door Kick”, 3 Star Rating System and Rewards

    • 3-star rating system (based on time completed)

    • XP & MP unlocks based on your star rating after finishing a game.

  • Multiplayer:

    • Realism Moshpit (Domination, Hardpoint, Headquarters, Kill Confirmed)

    • Gun Game

General:

  • Fix for a bug where a player could spawn without a character model when spawning in on a friendly vehicle

  • Fixes for various exploits across all maps and modes

  • Fix for an issue where copying an opposing players loadout was also copying their killstreaks

  • Fix for the After-Action report not displaying newly acquired awards

  • Fix for player rank icons not appearing on the scoreboard

  • Shortened the amount of time an execution animation plays

  • Accessibility: Added the option to Always Sprint

  • Footsteps: Adjusted volume and sound type played for crouch walk and walking while Aiming Down Sights

  • Dead Silence: Fix for the Dead Silence Field Upgrade not lasting the correct amount of time when CDL rules are enabled

  • Fix for nameplates being visible in a certain location on Piccadilly

  • Updates to the obituary (killfeed); removed “Avenged” and “Save Player”, play of the game owner, and player rank increases

  • Fix for players being able to join a match even though they’ve been blocked

Private Match:

  • Added the option to disable the spawn camera

  • Fix for a bug where the ‘Starting Flags Captured’ private match option was not functioning as intended

  • Fix for the bomb screen appearing blank when defusing or planting the bomb in Search and Destroy with Realism enabled. Added bomb carrier indicator.

Killstreaks:

  • Fixed an issue where selected killstreaks would revert to the previous selection mid-match

  • Fix where players using the Shield Turret killstreak could see through smoke at certain angles with the side panels of the turret

Call of Duty League:

  • Dead Silence: Fix for the Dead Silence Field Upgrade not lasting the correct amount of time when CDL rules are enabled

  • Thermal scopes are now able to see through smoke grenades

  • Added the option to disable the spawn camera

  • Fixed an issue where the mount interaction prompt was disappearing when planting or diffusing the bomb in Search and Destroy

1 Life Mode Fixes:

  • Fix for camera getting stuck on the death location when transitioning to spectate

  • Fix for the weapon not animating when sprinting at the beginning of the round

Infantry Assault Vehicle:

  • Reduced damage radius and lethality of the turret

Progression/Challenges/Missions Fixes:

  • Cleaned up and updated descriptions for various challenges

  • Officer Challenge: “Heads Up”

  • “Destroy Vehicles with Launchers”

  • “Doing Work”

  • “Aggression”

  • “Expert Gunsmith”

  • “One Trick Pony”

Lethals/Tacticals:

  • Fix for Decoy Grenade showing a red blinking light for both allies and enemies

  • Slightly brightened the player outline when using the Snapshot Grenade

Single Player:

  • Fix for a bug that could cause an error when selecting a mission

Perks:

  • Spotter: perk was not marking equipment, Field Upgrades, or Killstreaks through walls in FFA. Fix for Spotter perk not marking UAVs and slightly brightened outlines

  • E.O.D: Fix for players losing HUD elements after hacking an enemy claymore in certain scenarios

  • Fix for the “Quick Fix” perk not giving faster regeneration when earning kills with the throwing knife.

  • Fix for the “Amped” perk not stowing the Riot Shield as quickly as it should

Weapons:

  • Fix for rocket launcher camos not unlocking or tracking properly

  • Fix for the Model 860 camos not unlocking or tracking properly

  • FN SCAR 17: slight increase in ADS time, reduction to barrel and bipod grip penalties

  • Fix for a white placeholder box appearing when leveling up a weapon and unlocking new attachments

  • Added descriptions to all optics that have scope glint

  • Fixed an issue where the P90 + FFS Ring Sight would create a scope glint

  • Thermal scopes are now able to see through smoke grenades

  • Fix for charms not appearing where they should on various weapons

Leaderboards/Combat Records:

  • Fixed a bug where selecting “All” would sometimes kick the player back to the main menu

  • Added CTF and Hardpoint into Combat Records

Audio: Voice chat options:

  • No Effect – default voice chat. No additional effects or EQ adjustments

  • Stealth Comms – Bring the immersion of the Campaign into Multiplayer with added SAS radio effects to voice chat

  • Classic Chatter – Feeling nostalgic? Coordinate with your team using classic Modern Warfare radio effects

Special Operations:

  • Added munitions drops! After various objectives, a care package will drop to provide you with much needed munitions!

  • Various exploit fixes

  • Fix for an issue where players could lose functionality after using the EMP Drone in Operation Crosswind

  • Fix for crashes that occur when viewing the scoreboard from the match summary

Survival:

  • Fix for enemies spawning out of bounds on Piccadilly

PC:

New Features:

  • Added an option to hide Friend requests and Party Invitations

  • Added support for additional keyboard layouts on PS4

Stability:

  • Several fixes to prevent crashes and improve stability

General Fixes:

  • Fixed an issue where the boot up sequence volume would be too loud

  • Various keybinding adjustments

  • Players are now able to back out of the Gesture and Spray Wheel by clicking anywhere

  • More fixes to prevent hitching/stuttering during cutscenes

  • Fixed an issue where the Main Menu music would not play when users activated the Skip Introduction Movie option

  • Fix for an error that could occur when attempting to manage a party

  • Multiple fixes for different Aspect Ratios on various menus/screens in the game

  • Fix for a bug where the XP Token shortcut key would also open Nvidia Highlights feature simultaneously (Now on “F” key)

  • Fix for a bug where some achievements would appear as completed even though they were

I honestly thought we’d see changes regarding the footsteps, Ghost perk, visibility changes, and other stuff. Are you disappointed with this patch or is it exactly what you were looking for? Let us know in the comments.
Source: Reddit
More Modern Warfare Reading:
Avatar photo

Alex Co

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

Home > News

Fortnite Chapter 2 Season 1 Extended Until February 2020

With Epic Games introducing Fortnite Chapter 2 Season 1 this October, some might be wondering how long til we get details regarding the next season. Well, it seems that’ll be a while as an announcement has been made confirming the Fortnite Chapter 2 Season 1 extension!

This Fortnite Chapter 2 Season 1 extended into February 2020 announcement was made by Epic Games, which you can read below.

Hey everyone,

With a new year comes new beginnings! Last year we celebrated 14 Days of Fortnite over the holidays. This year we’ve got even more content for you to unwrap, including new game features, free rewards and a live experience that you won’t want to miss. To prepare for all the new holiday-themed updates, we will be extending Chapter 2’s first season into early February. Get ready for winter!

The Fortnite Team

Yeah, it’s a bummer, no? Unfortunately, Fortnite fans will have to wait three more months for a new season.

In other Fortnite news, a new fishing event has been announced for tomorrow, and of course, make sure to check the new stuff and gameplay changes in the latest patch.

Avatar photo

Alex Co

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

Home > News

GTFO Early Access Release Still Aiming for This Year, Watch What “The Rundown” Is

In case you haven’t seen it, former Payday developers started their own studio called 10 Chambers Collective, and their first game is a sci-fi, four-player co-op action-horror FPS called GTFO. While we’ve already posted gameplay of it — which looks amazing so far — the game still doesn’t have a firm release date yet. In a press release, 10 Chambers announced that they are still aiming for the GTFO Early Access Steam release to “hopefully” be later this year.

The studio also announced that they will release new levels on a regular basis for Early Access buyers, and they’re introducing a new concept which they call “The Rundown” Just what is it? Give it a watch below to find out.

You play as scavengers held captive by an entity called “The Warden” who will task your team with a work order that includes different objectives to carry out inside the Complex. This work order is represented by The Rundown, which is the menu you are presented with when you launch GTFO. The Rundown is divided into different tiers; the deeper you go into the Complex, the harder the expeditions get.

What makes The Rundown a unique and exciting concept, is the countdown timer. When time runs out, the Rundown and its objectives get replaced by new ones. The previous Rundown is wiped and won’t be playable anymore. By using this system, 10 Chambers Collective are able to keep GTFO dynamic while also compelling the game’s community to focus on a common set of expeditions. Gamers will be always able to come back to GTFO for fresh new challenges that they can take on with their hardcore gamer friends.

10 Chambers Collective developer Simon Viklund explains the good thing about The Rundown, “Each work order in the Rundown represents an expedition into a different part of the Complex where the environment, the population of monsters, the objective, and other conditions can all be vastly different and offer diverse gaming experiences.”

Currently, the game is only scheduled for PC, and a an Early Access beta will run before its actual Early Access release. If you want to be a part of it, sign up as an ambassador here.

Avatar photo

Alex Co

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

Home > News

Warframe Prime Vault Update (November 2019)

With this week’s massive Warframe update (don’t believe us? Check the patch notes), Digital Extremes has also rolled out the Warframe Prime Vault update for November 2019. There’s the Vauban Orime, and Ash Prime, with everyone getting access to it today.

PRIME VAULT!

Vauban Prime and Ash Prime have emerged from the Prime Vault with their signature Prime Weapons, Accessories, and more!

Find their Relics in the Void or in Bounty rewards today! 

Saryn Prime and Valkyr Prime, as well as their signature Prime Weapons, Accessories, have reentered the Prime Vault and have been removed from the drop tables. 

*If you already wield the power of these Primes or have their Relics in your Inventory, they will remain after the Vaulting.

See below for PlayStation 4 regional launch dates:

  • North and South America – November 19
  • Europe – November 20
  • Asia – November 20
  • Japan – November 21

Stay tuned for more Warframe news here on MP1st! What other F2P game do you want us to cover? Send us an email or leave a comment below.

Sourcel Warframe forums

Avatar photo

Alex Co

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