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PS Plus December 2019 Free Games Announced

It’s the last month of 2019, and Sony seems to be ending it with a bang! The PS Plus December 2019 free games have been announced, and they are fantastic additions! Coming in hot is Respawn Entertainment’s Titanfall 2, which is in my opinion, one of the best first-person shooter titles this generation.

Aside from Titanfall 2, the other game included isn’t as hot. It’s Monster Energy Supercross – The Official Videogame. Both titles will be available next on December 3, and will be available until January 6, 2020.

PS Plus December 2019 free games:

Titanfall 2

The only thing standing between victory and defeat for the Frontier Militia is the perfect combination of man and machine – Titan and Pilot. In Titanfall 2, an intense first-person-shooter from Respawn Entertainment, you’ll experience high-speed mobility as a nimble Pilot who can quickly maneuver the battlefield both in distance and verticality. But when the scale of battle shifts, you’ll be able to call in a hulking Titan war machine for you to pilot to turn the tide of battle.

Featuring a critically-acclaimed single player campaign, players will take on the mantle of rifleman-turned-Pilot Jack Cooper, who finds themselves trapped behind enemy lines with BT-7274, his new Titan partner. To escape the IMC and save the day, they’ll have to learn to work together and become an effective fighting unit. The skills you earn in single player also carry over to Titanfall 2’s explosive multiplayer modes where mayhem rules supreme for anyone looking to take the fight online.*

Monster Energy Supercross — The Official Videogame

Monster Energy Supercross – The Official Videogame contains official bikes, tracks and riders, of the Supercross Championship. You’re also able to customize bikes & riders with numerous brands and items to design your ideal rider and face players around the world. The Track Editor lets you make and share your own custom creations with other players. Start with a stadium of choice, then craft away and share it with the community.

In addition to the PS Plus December 2019 free games, Sony has announced a limited free trial for the PSVR shooter, Firewall Zero Hour! This is exclusive to PS Plus members, and will be available on December 3-9, 2019. Players can partake in the multiplayer shootout experiencing the latest maps, missions and more.

Same as before, once these titles are available for download, we’ll be sure to let our readers know ASAP.

In the meantime, don’t forget to download this month’s freebies while you can! Download Nioh and Outlast 2 right here.

Source: PlayStation Blog

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Alex Co

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

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Modern Warfare Mini Map Update Not Happening, Devs Talk About Spawns, Perks & More

In case you didn’t see it, Infinity Ward revealed the Call of Duty: Modern Warfare Season 1 content yesterday. As is with these things, Infinity Ward flew in YouTubers and other content creators to get an advance look at the content. Thankfully, YouTuber Swagg also brought in a set of questions regarding the rumored Modern Warfare mini map update, skill based matchmaking (SBMM), and lots more.

Speaking to Co-Design Director of Multiplayer Joe Cecot, Swagg asked some of most important questions by the community. You can watch the video below for the entire thing, or read our transcript below.

Doing Work Challenge – Infinity Ward is considering giving everyone the Challenge reward as a gift since they can’t do anything about it.

Aniyah Palace – Infinity Ward wants to implement it as a Ground War map,  and they eventually will, but focusing on Season 1 content for now.

Dead Silence (Field Upgrade) – For pubs (public matches) they will lower the footsteps volume, and Infinity Ward is working with pro players in order to balance it. They (IW) is doing a lot of testing and such regarding Dead Silence.

Perk Balancing – Swagg says Cecot admitted they might have made a mistake in the Perks slots, they put too many good perks in one slot. Said they’re going to try figure out a way to balance the perks, but they need to “scrub” all of the data first.

Nerfing the tanks in Ground War – Infinity Ward is figuring out a way to make the bullets on the tanks “projectile”-based, and the studio has nerfed the splash damage quite a bit. Next nerf is making it so that the tank bullets/cannon aren’t a “straight shot,” so players in tanks can’t just it on a hill and shoot at players.

10v10 spawns – Infinity Ward is working on a way to balance it. Citing Euphrates Bridge, IW says that the map is “so open” that they don’t want players spawning “right outside” in front of everyone, and they’re looking for a way to balance that.  IW says they also need to fix the spawns in Grazna Raid as well.

Map voting/lobbies (staying in the same lobbies after matches) – IW said that they did it wrong, their intention was lobbies don’t always just break up, and players can choose to stay in the same lobby for a couple of games. IW admits they “kinda messed up” on this (lobbies breaking after each match), and their intention isn’t what it is right now.

Swagg and other YTers suggested to make maps/lobbies like Modern Warfare 2. Infinity Ward claims they have data stating that if players don’t get the map that they want via voting, they just back out, and they don’t want people backing out of every lobby because they didn’t get the map that they want. Swagg and the rest suggested the MW approach of “voting  to skip,” which he says Cecot liked, though there’s no assurance they will implement it.

Mini map and red dots – Swagg says it was “a short conversation,” since this was how Infinity Ward intended it to be, and there’s nothing else to say about that. There was no argument about it, basically Cecot states that’s how the game was “designed,” so players don’t “get “hunted.” Also, he wanted the UAV to be “more of a reward.”

Ghost perk – Swagg counterargued  with the “UAV as a reward” commment and asked that if the Ghost perk was as strong as it is, how can they balance that if everyone runs Ghost, how can the UAV be a “reward?” And Swagg says that Cecot agreed with that, and kinda understood where the YouTubers were coming from in a sense, and said that in Infinity Ward games, Ghost was always an “absolute,” and it always hid players from radar. Cecot said they’ll definitely consider it , but that they wanted the UAV to feel more like a reward in a sense, and they can’t really do anything about it.

Damascus camo – Swagg asked about it being bugged and can’t be unlocked, IW says they’re working on a fix, and that there’s a “weird bug” about the Damascus camo and that they’re working on a fix.

Skill based matchmaking (SBMM) – Cecot at first said he  couldn’t talk about it since it’s  a “hot topic,” and Swagg asked if the matchmaking in Modern Warfare is the same as in Infinite Warfare, to which Cecot replied that the Modern Warfare matchmaking is different, and how it’s different in every Call of Duty. Cecot said he’s not supposed to talk about it, but he kinda danced around it, and how connection is  a big priority, and that if there was ever a problem with the ping to let him know, and they’ll fix it. Swagg shares that it was “kinda the same energy” when he said in the interview (read about that here) about “protecting” the new players.

Swag asked if Infinity Ward can somehow “tone it down a little bit” in regards to Modern Warfare SBMM, and Cecot said they’re constantly tweaking it, and how it affects the player base.

Well, there you have it, folks, Dont’ expect a Modern Warfarte mini map update anytime soon (or at all).

Are you OK with Cecot’s answers, or are you still hoping Infinity Ward pedals back on some of their decisions? Let us know in the comments below.

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Alex Co

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

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Apex Legends New Level Cap Announced Along With New Progression System

Are you tired of grinding in Apex Legends? Respawn Entertainment has just the thing! Announced today is not only an Apex Legends new level cap, but an overhaul of the entire Apex Legends progression system! All these are coming this December 3 on all platforms!

Here’s the tl;dr version:

  • Player Level cap increased from 100 -> 500
    • XP required to hit level 100 has been reduced by approximately 5% to smooth out per level XP increases
  • Players can now earn 199 Apex Packs by level 500 (previously 45)
    • Level 2 – 20: One pack every level
    • Level 22 – 300: One pack every two levels
    • Level 305 – 500: One pack every five levels
    • You will continue to earn 600 Legend Tokens per level
    • Apex Packs rewards will be retroactive
  • Players will also earn a Player Level Gun Charm every 100 Player Levels

Gun Charms:

  • 36 new Gun Charms are going into Apex Packs at Epic and Legendary tier
  • Gun charms will now appear in the Rotating Shop for players who prefer direct purchase

Player Level Cap Increase & an Additional 154 Apex Pack Rewards

The Player Level cap has been increased from 100 to 500. Players can now earn a total of 199 Apex Packs related to Player Level rewards at the following cadence:

  • Level 2 – 20: One pack every level (19 Apex Packs total)
  • Level 22 – 300: One pack every two levels (140 Apex Packs total)
  • Level 305 – 500: One pack every five levels (40 Apex Packs total)
  • You will continue to earn 600 Legend Tokens per level and per 18,000 XP at level 500

The net impact of this change is that players will now earn 59 Apex Packs from level 1 – 100 (up from 45 Apex Packs prior to this change). All players will be retroactively awarded any Apex Packs they should have received under this new system. For example, players who are currently level 100 will receive 14 Apex Packs when this system goes live.

Players will now earn a new badge every 10 levels from 110 – 500.

Players will also receive a Player Level Gun Charm inspired by the above badges at levels 100, 200, 300, 400 and 500.

Respawn also announced that they have reduced the rate at which XP is required to level up from levels 20 to 58. The outcome of this is that players should be getting more rewards and faster as they go through level 58. Not only that, but the total XP reqiored to hit level 100 will be reduced by around 5 percent, because the base XP requirements are being reduced. Those between levels 20 and 99 may find themselves at a higher level once this change goes live.
This is definitely a huge improvement to how XP and levels were handled before. Once the patch drops, we’ll be sure to let our readers know.
Source: EA
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Alex Co

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5 Worthwhile Multiplayer Games That Aren’t Combat-Focused

Competitive multiplayer gaming has a number of advantages over standalone gaming, not least the social element and the added pinch of adrenaline that accompanies such games. While the market for multiplayer titles is arguably more robust than ever, there is still much to be desired when it comes to variety.

Virtually every multiplayer game that is included on the most widely played titles in the world has the same format: shoot, stab and blow up your fellow players in order to obtain the highest body count. While there is nothing wrong with this, sometimes you want something different.

If you’re looking for a game that retains the best elements of competitive multiplayer gaming whilst dispensing with the tired old deathmatch format, read on to explore 5 truly worthwhile multiplayer games that aren’t focused on combat. 


1. Mario Kart 

Is there any better place to start? Since the heady days of Gamecube’s dominance, Mario Kart has been the premier social game for people of all ages and tastes. It may not be a combat game, but when your fellow players hit you with a red shell on the final lap of Rainbow Road, it certainly feels ruthless. It’s a colorful, varied, and at times absolutely unhinged multiplayer classic that provides countless hours of fun, whether you’re playing with friends or strangers. The game can be enjoyed in all of its manic glory on the Wii U, Nintendo DS, Android, and the Nintendo Switch. 

2. A Tale in the Desert 

If you’re looking for an MMORPG that goes beyond team deathmatches and violent quests, this cult classic might be the one for you. Set in a sprawling open-world simulation of Ancient Egypt, you can choose to be an artist, a Pharoah, an architect, a bureaucrat, or a religious leader, after which you work alongside and against thousands of other players to make your mark on the world and rise to the top. The game is known for its Byzantine set of social rules, with players who breach them often being punished or ostracized by other players for doing so. It’s certainly a weird game, but there is none other like it. 

3. Live Card & Table Games 

If you want to put your poker or blackjack skills to the test in an atmosphere that recreates the excitement of a Las Vegas casino, you can play multiplayer live stream games on the popular Canadian online casino William Hill. Players can use their strategy and cunning to compete for real money against players from anywhere in the world, as well as against a real-live casino dealer who you interact with via a livestreamed setup. Other players may not be able to see your poker face, but that doesn’t mean you won’t need to use your bluffing skills if you want to come out on top. 

4. Ever, Jane 

Anglophiles and Austen fans who want a non-violent multiplayer need look no further than this soothing MMORPG based on the works of Jane Austen. Set in the English countryside in the late 18th century, the goal of the game is to work your way up through the ranks of high society, in an intensely competitive environment in which every move you make will affect your social standing. When you’re not climbing the greasy pole, you can spend your time enjoying a range of serene minigames that include fishing, hunting, sewing, and piano playing. 

5. Dirt Rally 2.0 

There are countless multiplayer racing games that deserve a mention on this list, but Dirty Rally 2.0 might just be the most immersive. It’s a hyper-realistic game with arguably the most extensive vehicle customization system in the whole genre, whilst the actual racing mode is guaranteed to give you the adrenaline rush you’re craving. The sheer variety of gameplay available on this title makes it one of the best multiplayer experiences on there. 

Combat multiplayer games are always a good time, but sometimes we need a different pace. Try out these non-violent multiplayers if you’re looking for a different level of competition. 

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MP1st Staff

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Modern Warfare Season 1 Details Announced: New Maps, Weapons and More Coming Dec. 3

Those who want new stuff in Call of Duty: Modern Warfare, you’ll be getting your wish very, very soon! Today, Infinity Ward announced the Modern Warfare Season 1 details, which includes new maps, new weapons, and lots more! Oh, and it’s all for free, and will be out on the same day on all platforms! The Modern Warfare Season 1 release date has been announced for December 3, 2019, which is next week!

Modern Warfare Season 1 details:

  • Modern Warfare new maps (multiplayer) – Crash, Vacant, Shipment
  • Modern Warfare new Ground War map – Port
  • Moderner Warfare new Gunfight (2v2) maps – Cargo, Atrium, and More
  • New multiplayer modes – Reinforce, Gunfight OSP, Infected
  • New Spec Ops experiences – Bomb Squad, Grounded, Pitch Black, Just Reward, and More
  • New Weapons – RAM-7, Holger-26

Hopefully, aside from the free and new content, we’ll also be getting bug fixes, gameplay changes and more. Once we know more details regarding those, and the latest Modern Warfare news, we’ll let our readers know.

More Modern Warfare Reading:

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Alex Co

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DayZ Update 1.06 (Experimental) Rolled Out, Here’s What Got Changed

Bohemia Interactive has rolled out a new DayZ update 1.06 today for the Experimental buid. This new DayZ patch should be live now (for PC only, of course). Check out the DayZ update 1.06 changes below. Remember: these changes are for the Experimental build and not the Stable one. We’ve also decided to include the changes in the November 22 update as well.

DayZ update 1.06 patch notes (November 26, 2019):

Patchnotes

NOTES

  • It is highly recommended to use the Steam client option to verify the integrity of the local game cache to avoid corrupted data and control issues after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

 

GAME Update 1.06.152807 (26.11.2019)

FIXED

  • Fixed: A server error related to the swapping of item attachments
  • Fixed: NBC clothing was not repairable

TWEAKED

  • Tweaked: The bleeding tick rate is now applied every three seconds (overall loss is still the same)

GAME Update 1.06.152804 (22.11.2019)

FIXED

  • Fixed: A server crash connected to flying vehicles
  • Fixed: Players could get launched off buildings just after leaving a ladder
  • Fixed: Animals would slide during certain animations
  • Fixed: An exploit abusing a building occluder
  • Fixed: Mich2001Helmet no longer gets wet
  • Fixed: Clipping camera when using the BK-133 shotgun in iron sights

TWEAKED

  • Tweaked: Worn clothes should dry up faster near a fireplace
  • Tweaked: Slightly increased the night-time temperature on Chernarus

Console players should eventually see this 1.06 update — though at a different version number — in the near future.

Source: DayZ forums

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Alex Co

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Here’s the Destiny 2 Eververse Items This Week (November 26, 2019)

Following today’s Destiny 2 Weekly Reset, we’re following it up with a Destiny 2 Eververse items this week update post! The items below will be available from today, November 26, up to December 3, 2019. Same as always, these items can be bought using Silver or Bright Dust.

Destiny 2 Eververse store items this week:

Silver Items

  • Guitar Solo (1000 Silver): Exotic Emote.
  • Augury of Snakes (400 Silver): Legendary Weapon Ornament for Bad Omens.
  • Four Degrees of Separation (800 Silver: Exotic Vehicle.
  • Quality Cut (800 Silver): Exotic Ship.
  • Scarlet Swarm (600 Silver): Exotic Ghost Shell.
  • Nostalgic Engram (200/500/800 Silver): Contains different Ornaments, Emotes, and Accessories from year 2.

Bright Dust Items

  • Gleaming Boon of the Vanguard (150 Bright Dust): Consumable that can be used during a Strike to unlock an Eververse gift for all players in activity.
  • Gleaming Boon of the Crucible (500 Bright Dust): Consumable that can be used during a Strike to unlock an Eververse gift for all players in activity.
  • Iridescent Coral (40 Bright Dust): Legendary Shader.
  • Chitin Slate (40 Bright Dust): Legendary Shader.
  • Harpy’s Cry (450 Bright Dust): Legendary Transmat Effect.
  • Invasive Species (2,500 Bright Dust): Exotic Vehicle.
  • Great White (700 Bright Dust): Legendary Weapon Ornament Hammerhead.

Source: HoldToReset

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Alex Co

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New Destiny 2 Weekly Reset November 26, 2019 Edition

It’s another week, Guardians, and that means another Destiny 2 Weekly Reset post! This time, there’s no Destiny 2 maintenance that took place, and thankfully, no downtime, either. Check out the full list of Nightfall challenges, modifiers and more below with the new Destiny 2 Weekly Reset!

New Destiny 2 Weekly Reset November 26, 2019:

Nightfall: The Inverted Spire

Modifiers:

  • Nightfall: The Ordeal: Adept
    • Shocker: When defeated, Goblins spawn Arc pools that causes damage over time.
  • Nightfall: The Ordeal: Hero
    • Shocker: When defeated, Goblins spawn Arc pools that causes damage over time.
    • Champions: Overload: This mode contains Overload Champions, which cannot be stopped without an Overload mod.
    • Champions: Barrier: This mode contains Barrier Champions, which cannot be stopped without a Barrier mod.
    • Champions: Vex: This mode contains both Barrier and Overload Champions, which cannot be stopped without a Barrier or Overload mod, respectively.
    • Hero Modifiers: Extra Shields
    • Modular Algorithm: Incoming Arc and environmental damage increased.
  • Nightfall: The Ordeal: Legend
    • Shocker: When defeated, Goblins spawn Arc pools that causes damage over time.
    • Champions: Overload: This mode contains Overload Champions, which cannot be stopped without an Overload mod.
    • Champions: Barrier: This mode contains Barrier Champions, which cannot be stopped without a Barrier mod.
    • Champions: Vex: This mode contains both Barrier and Overload Champions, which cannot be stopped without a Barrier or Overload mod, respectively.
    • Equipment Locked: You will not be able to change your equipment after this activity starts.
    • Match Game: Enemy shields are highly resistant to all unmatched elemental damage.
    • Legend Modifiers: Locked Loadout & Match Game & Extra Shields
    • Modular Algorithm: Incoming Arc and environmental damage increased.
  • Nightfall: The Ordeal: Master
    • Shocker: When defeated, Goblins spawn Arc pools that causes damage over time.
    • Champions: Overload: This mode contains Overload Champions, which cannot be stopped without an Overload mod.
    • Champions: Barrier: This mode contains Barrier Champions, which cannot be stopped without a Barrier mod.
    • Champions: Vex: This mode contains both Barrier and Overload Champions, which cannot be stopped without a Barrier or Overload mod, respectively.
    • Equipment Locked: You will not be able to change your equipment after this activity starts.
    • Match Game: Enemy shields are highly resistant to all unmatched elemental damage.
    • Famine: All ammunition drops are significantly reduced.
    • Champions: Mob: This mode contains additional Champions.
    • Master Modifiers: Extra Champions & Locked Loadout & Match Game & Extra Shields
    • Modular Algorithm: Incoming Arc and environmental damage increased.

Rewards:

  • Powerful (Tier 1) reward: Get 5 points by completing runs. Higher difficulties grant more points.
  • Pinnacle reward: Get a score of 100k. Since modifiers are fixed, this requires a high difficulty run.

FLASHPOINT: TANGLED SHORE

Complete various activities around the Tangled Shore, including public events, Lost Sectors, and Heroic adventures.


Weekly Crucible: Iron Banner

“There will come a day when the Tower falls again. Our ability to hold territory is paramount.” —Lord Saladin

Capture zones to increase points for every kill.


Vanguard Burn: Arc Singe

The other modifieres rotate Daily, check out the Daily Reset Thread for them!


Menagerie Boss: Arunak, Hive Ogre

  • Extinguish: If your fireteam falls in a Restricted Zone, everyone is returned to orbit.
  • Grenadier: Grenade abilities deal more damage and recharge much faster.
  • Famine: All ammunition drops are significantly reduced.
  • Solar Singe: Solar damage increases slightly from all sources.

Dreaming City Cycle: Weak Curse

The Shattered Throne dungeon active, start at The Confluence.

  • Petra is at The Strand.
  • Weekly MissionBroken Courier – Respond to a distress call in the Strand.
  • Ascendant Challenge: Agonarch Abyss, Bay of Drowned Wishes
  • Blind Well: Scorn, Plagues: Sikariis & Varkuuriis

Escalation Protocol Boss: Kathok, Roar of Xol

This boss drops:


Leviathan

Raid Order: Dogs > Gauntlet > Baths > Calus

Challenge: The Gauntlet Challenge

Prestige Raid Lairs

  • Prism
  • Armsmaster

Weekly Bounties

Werner 99-40 Weekly Bounties

Name Description Cost Requirement Reward
Benevolence Collect Orbs of Light. 1000 Glimmer 150 Orbs collected Legendary Gear & Legendary Rune & 1 Puny Purse of Imperials
Trial by Combat Complete Crucible daily bounties. 1000 Glimmer 10 Daily bounties completed Legendary Gear & Legendary Rune & 1 Puny Purse of Imperials
The Emperor’s Embrace Defeat enemies with precision final blows. 1000 Glimmer 150 Precision final blows Legendary Gear & Legendary Rune & 1 Puny Purse of Imperials
Revered Treasures Decrypt Prime Engrams. 1000 Glimmer 3 Engrams decrypted Legendary Gear & Legendary Rune & 1 Puny Purse of Imperials

Spiders Wanted Bounties

Name Description Cost Requirement Reward
WANTED: Metal Captain Hunt down a Prison of Elders escapee hiding out in the Drain in the EDZ. 1 Ghost Fragments 1 Escapee eliminated XP & 3000 Glimmer
WANTED: Tattered Dusk Captain Hunt down a Prison of Elders escapee hiding out in the Rift on Nessus. 1 Ghost Fragments 1 Escapee eliminated XP & 3000 Glimmer
WANTED: Prince of Yul Hunt down a Prison of Elders escapee in the Jetsam of Saturn on the Tangled Shore. 1 Ghost Fragments 1 Escapee eliminated XP & 3000 Glimmer
WANTED: Zerz, the Unstoppable Weight Hunt down a Prison of Elders escapee in Pathfinder’s Crash in the EDZ. 2 Ghost Fragments 1 Escapee eliminated XP & 3000 Glimmer
WANTED: Thaan’Hul Begin your hunt at DS Quarters-2 on Titan. 2 Ghost Fragments 1 Escapee eliminated XP & 3000 Glimmer
WANTED: Golmuut Begin your hunt at Cargo Bay 3 on Titan. 2 Ghost Fragments 1 Escapee eliminated XP & 3000 Glimmer
WANTED: Varghul, Fragment of Oryx Begin your hunt in the Cavern of Souls in the EDZ. 2 Ghost Fragments 1 Escapee eliminated XP & 3000 Glimmer
WANTED: Qeldron, Keeper Begin your hunt in the Grove of Ulan-Tan on Io. 3 Ghost Fragments 1 Escapee eliminated XP & 7500 Glimmer & 1 Enhancement Core
WANTED: Fortifier Yann Begin your hunt in the Quarry in the EDZ. 3 Ghost Fragments 1 Escapee eliminated XP & 7500 Glimmer & 1 Enhancement Core
WANTED: Nariks Reborn Begin your hunt in the Carrion Pit on Nessus. 3 Ghost Fragments 1 Escapee eliminated XP & 7500 Glimmer & 1 Enhancement Core
WANTED: Disgraced Bracus Begin your hunt in the Winding Cove in the EDZ. 4 Ghost Fragments 1 Escapee eliminated XP & 7500 Glimmer & 1 Enhancement Core
WANTED: Saturn Survivor Begin your hunt in the Sludge in the EDZ. 4 Ghost Fragments 1 Escapee eliminated XP & 7500 Glimmer & 1 Enhancement Core
WANTED: Arcane Mind Begin your hunt in the Cistern on Nessus. 4 Ghost Fragments 1 Escapee eliminated XP & 7500 Glimmer & 1 Enhancement Core
WANTED: Blood Cleaver Hunt down the wanted Blood Cleaver that escaped from the Prison of Elders. 5 Ghost Fragments 1 Escapee eliminated XP & 15000 Glimmer & 1 Enhancement Core

We’ll get the Eververse item refresh out once we can as well.

Source: Reddit

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Alex Co

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Top 7 Multiplayer Games Turning 10 Next Year

2010 was an incredible year for games. It brought us classics like Super Mario Galaxy 2, StarCraft II, and other phenomenal hits. These games were cutting edge with fantastic graphics, game modes, unique online play, and more. In fact, they were so good that it’s hard to believe they’re turning ten. 

Are you ready to break out your old consoles? If you are, then check out our list of the top 7 multiplayer games from 2010. If you haven’t played any of them in a while, it’s time for a revisit.

  1. StarCraft II

We all know someone who’s played thousands of hours of StarCraft II. And not only back in 2010, but even this year. It’s got everything from massive tournaments to player customized maps and more. 

The original StarCraft defined the real-time strategy genre. StarCraft II perfected it. The game is both broad and specialized, thus appealing to any style of gaming. And whether you’re a professional or amateur, you can still have loads of fun. 

StarCraft II was so incredible that it’s created entire eSport leagues with international celebrities and million-dollar competitions. How can you get better than that? 

  1. EA Sports MMA 

EA sports have long defined the sports genre industry. You probably already heard the “EA Sport…it’s in the game” slogan in your head. EA Sports MMA took the prowess of EA into the then-emerging sport of MMA. 

You can jump into your favorite athletes and engage in some close combat in locations around the world. EA Sports MMA had a wide variety of multiplayer modes. On the online system, you could even upload hype videos to taunt your opponents. 

Despite the popularity of the game, it was banned in Denmark. It violated a law prohibiting marketing for energy drinks. It made it quite tricky for fans to find the game. Even today, you can’t always find EA Sports MMA offline in Denmark. 

  1. Call of Duty: Black Ops 

Call of Duty: Black Ops achieved record sales for the franchise. Within 24 hours, the game sold more than 5.6 million copies. The game included a variety of excellent multiplayer modes allowing players to play in locations around the world. Fan favorites include Hong Kong, Russia, Vietnam, and Cuba. 

The last location caused controversy in Cuba. In story mode, the players had the mission to assassinate Fidel Castro. But Cuba didn’t choose to ban the game. However, Call of Duty: Blacks Ops was banned in Venezuela along with other shooting games that year. 

Bans on violent video games, along with other types of content, are also widespread in China, Turkey, Germany, and many other countries. But gamers know well to take advantage of VPN to access banned games. A VPN server hides your location to let you bypass bans and play your favorite games. It’s also a great way to get discounts on Steam and other online retailers. 

  1. Pac-Man Championship Edition DX 

In 2010, you could spend millions of hours getting lost in massive games like Grand Theft Auto or StarCraft II. Meanwhile, Pac-Man Championship Edition was the fun reincarnation of the classic game with a new twist. 

You get a vast range of new maps and modes. Sure, it’s not exactly a multiplayer game. But Pac-Man does give you great options to connect with friends through leaderboards and other fun tools. Thus, you can still call out your friends for a challenge.

  1. Minecraft Alpha 

It’s hard to believe, but it’s been a decade of Minecraft. Although an early release did come out in 2009, the Alpha release shot the series to worldwide acclaim. Minecraft reinvented gaming with its unique twists. 

With the mixture of funky graphics, creative design modes, and more, Minecraft has created joy for millions of gamers of all ages. 

  1. Red Dead Redemption 

Who could believe right on the heels of GTA V, Rockstar would release another masterpiece of a game? This beautiful open-world game is so far from GTA, it’s difficult to compare. The story mode is fantastic and may even make you tear up at the end. 

And, you get to spend hours pretending to be a cowboy. How about a little blackjack and horseback riding? After playing the sequel, it’s time to revisit the original classic. 

  1. Super Mario Galaxy 2 

It’s hard to imagine any game could top the original Super Mario Galaxy. But Super Mario Galaxy 2 is somehow even better! For older gamers, it’s almost as much fun as the classic Super Mario 64. The game is creative and takes advantage of the fun dynamics of the Wii console. 

But it’s the gameplay that still leaves reviewers going crazy. Super Mario Galaxy 2 won the game of the year awards back then and continues to be a top seller. If you still have your Wii, you can find it for as little as $8 on eBay. There’s no better deal than that. 

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Ghost Recon Breakpoint Update 1.05 Now Live, Full Changes Listed

Ghost Recon players, a new Ghost Recon Breakpoint patch has been issued by Ubisoft! Called the Ghost Recon Breakpoint update 1.0.3.1, console gamers will see this as Ghost Recon Breakpoint update 1.05! Clocking in at a hefty 11GB on PS4, Xbox ONe, and 8.5GB on PC, check out the full Ghost Recon Breakpoint update 1.05 patch notes below, where there are new features, gameplay fixes and more.

Ghost Recon Breakpoint update 1.05 patch notes:

CUSTOMIZATION

Since the launch of the game, we’ve been following the feedback regarding the availability of customization at the beginning and throughout the game.

We are happy to announce that based on this feedback, we have implemented the following changes.

  • To improve the experience of all players at the beginning of the game and to allow them to start creating their own Ghost, we’ve unlocked by default 40 items that previously needed to be looted or purchased with Skell Credits:
    • 5 vests (5.11 TACTEC Plate Carrier, 5.11 VTAC LBE, Blackhawk STRIKE Cutaway, Crye AVS1000, Blackhawk Strike Shoulder Pad)
    • 5 pants (5.11 Apex, 5.11 Tactical Stryke Pant, Jeans, Cargo, Chino)
    • 5 headgear (Crye Airframe, Reversed Cap, Military Cap, Berret, ACH Helmet)
    • 2 gloves (S&S WetWorX, S&S WetWorX Assault)
    • 4 boots (Under Armour Alegent, Under Armour Valsetz RTS, Under Armour Speed Freek, Under Armour Shoes Infiltrator)
    • 4 gear paints (Gray Solid, Red Solid, Blue Solid, Coyote Brown Solid)
    • 1 shirt (Vasily Sniper)
    • 1 eyewear (Gatorz Magnum Sunglasses)
    • 1 karambit (Casper)
    • 4 emotes (Shotgun, Pistol, Rifle, Sniper)
    • 4 emblems (Red Fox, Lion, Grizzly Bear, Golden Eagle)
    • 4 card banners (Urban Tech, Mountain, Swamp, Coastal)

  • To give players more freedom in their appearance options, players are now able to change their gender and face selection at any time in the Customization menu.

  • We’ve heard your feedback loud and clear! Our team has started to make improvements on adaptive magazine pouches on tactical vests. This will now work with many vests and primary weapon magazines excluding assault rifles, shotguns, grenade launchers, and some snipers.

    The remaining assault rifles, sniper rifles, shotguns, and grenade launchers, along with the following vests variations, will be added in a future TU:

    • A.L.I.C.E Chest Rig
    • Commissar Coat | Sharpshooter
    • Cross-draw Vest
    • Drone Operator Light Vest
    • Flayed Vest | Panther
    • Golem Cape | Field Medic
    • Judge Plate | Assault
    • Silverback Vest
    • Walker Vest

    Please note that “named” vests (Fury, Rosebud, and Yellowleg vests) are unique cosmetics that will not change with your equipped weapon.

MAJOR BUG FIXES – PVE

  • Fixed an issue which caused the slide animation to trigger on the stairs.
  • Fixed an issue which caused players to lose their items or devices when going to PvP and then coming back to PvE.

    PLEASE NOTE: Players who have already been affected by this issue will be able to get their drone back after loading their save.

    For players who lost their thermal/night vision binoculars or water canteen – we are working on a solution for an upcoming TU.

  • In “See no Evil”, “Speak no Evil” and “Hear no Evil” missions, fixed an issue that would trigger a “Mission Fail” for players if the intel was not consulted after killing the target and leaving the mission area.
  • Fixed an issue in “Age Against the Machine” mission that could not be started by interrogating the sentinel soldiers if they had been downed before.
  • In “Crossed the Line” mission, fixed an issue where mission objective would not update after reaching the rendezvous point.
  • Fixed an audio issue where Azrael drones did not play a sound when passing above the player.
  • Fixed an issue that caused inaccurate stats (e.g., hostile drone destroyed, long-range kills in PvE (+150 meters), total weapons looted, bivouacs discovered, CQC kills in PvE, etc.).
  • Fixed a stat issue that displayed “Story Completion” at 0% on the Identity page and on Uplay.

MAJOR BUG FIXES – PVP

  • Fixed an issue that sometimes caused teammates to remain stuck when leaving as a squad from a PvP session to PVE.
  • Fixed an issue in PvP that sometimes caused enemy players to teleport backward when aiming at them.
  • Fixed an issue in Elimination where the “Last Man Standing” buff did not trigger when there was only one player alive remaining on a team.
  • Fixed an issue where kicking a player sometimes prompted a different user name for the vote.
  • Fixed a bug where Sabotage rounds would end in a draw when the attackers would not plant the bomb.
  • Fixed text description of Cloaking Spray to clarify that it prevents marking by sight too.

PATCH NOTES

AI

  • Fixed a bug where the Behemoth drone would sometimes stop shooting.
  • Fixed a bug where Cromwell would sometimes spawn underground.
  • Fixed an issue where enemies would sometimes spawn underground on the Skell Foundation Campus.
  • Fixed an issue that would cause AI enemies to move to cover on a loop.

ANIMATION

  • Fixed an animation glitch when liberating NPC prisoners.
  • Fixed a bug where players could tumble downstairs.

AUDIO

  • Fixed an audio issue where Azrael drones did not play a sound when passing above the player.

BINDINGS

  • Fixed a bug where players wouldn’t be able to deploy a Sync Shot drone if they changed the bound key.
  • Fixed a key binding issue that made players unable to free prisoners if they modified the “E” interact key.

CHARACTERSMITH

  • To improve the experience of all players at the beginning of the game and to allow them to start creating their own Ghost, we’ve unlocked by default 40 items that previously needed to be looted or purchased with Skell Credits:
    • 5 vests (5.11 TACTEC Plate Carrier, 5.11 VTAC LBE, Blackhawk STRIKE Cutaway, Crye AVS1000, Blackhawk Strike Shoulder Pad)
    • 5 pants (5.11 Apex, 5.11 Tactical Stryke Pant, Jeans, Cargo, Chino)
    • 5 headgear (Crye Airframe, Reversed Cap, Military Cap, Berret, ACH Helmet)
    • 2 gloves (S&S WetWorX, S&S WetWorX Assault)
    • 4 boots (Under Armour Alegent, Under Armour Valsetz RTS, Under Armour Speed Freek, Under Armour Shoes Infiltrator)
    • 4 gear paints (Gray Solid, Red Solid, Blue Solid, Coyote Brown Solid)
    • 1 shirt (Vasily Sniper)
    • 1 eyewear (Gatorz Magnum Sunglasses)
    • 1 karambit (Casper)
    • 4 emotes (Shotgun, Pistol, Rifle, Sniper)
    • 4 emblems (Red Fox, Lion, Grizzly Bear, Golden Eagle)
    • 4 card banners

  • Players are now able to change their gender and face selection at any time in the Customization menu.

  • Short hair options in the Customization menu are now properly labeled A, B, and C.
  • Fixed a glitch that made patches collide through the character’s vest when sitting in the Bivouac.
  • Our team has started to make improvements to adaptive magazine pouches on tactical vests. This will now work with many vests and primary weapon magazines excluding assault rifles, shotguns, grenade launchers, and some snipers.

    The remaining assault rifles, sniper rifles, shotguns, and grenade launchers variations, along with the following vests variations, will be added in a future TU:

    • A.L.I.C.E Chest Rig
    • Commissar Coat | Sharpshooter
    • Cross-draw Vest
    • Drone Operator Light Vest
    • Flayed Vest | Panther
    • Golem Cape | Field Medic
    • Judge Plate | Assault
    • Silverback Vest
    • Walker Vest

    Please note that “named” vests (Fury, Rosebud, and Yellowleg vests) are unique cosmetics that will not change with your equipped weapon.

GAMEPLAY

  • Fixed an issue that caused players to lose their items or devices when going to PvP and then coming back to PvE.

    PLEASE NOTE: Players who have already been affected by this issue will be able to get their drone back after loading their save.

    For players who lost their thermal/night vision binoculars or water canteen – we are working on a solution for an upcoming TU.

  • Fixed a visual bug where bandages sometimes would not be visible after healing injuries.
  • Fixed a bug where players would lose control over their character when switching to the sensor grenade launcher.
  • Fixed an issue that made the Resources detection ability to lose its effects after changing a session or joining a friend.
  • Fixed an issue that caused the helicopter to follow the player inside Erewhon in some circumstances in the mission Proof of Life.

MISSION

  • In The Enemy of my Enemy, fixed a bug where Skell would stay stuck upon reaching Erewhon.
  • In See No Evil, Speak No Evil, and Hear No Evil missions, fixed an issue that would trigger a Mission Fail for players if the intel was not consulted after killing the target and leaving the mission area.
  • Fixed an issue in Age Against the Machine mission where the mission could not be started by interrogating the sentinel soldiers if they had been downed before.
  • In Crossed the Line mission, fixed an issue where mission objective would not update after reaching the rendezvous point.
  • Fixed a bug that prevented the unlock of the Who Betrayed the Ghosts clue after completing The Enemy of my Enemy.

ONLINE FLOW

  • Fixed an issue that sometimes caused members to remain stuck when leaving a squad from a PvP session toward PvE.
  • Fixed an issue where kicking a player sometimes prompted a different user name for the vote.

PHOTO MODE

  • Fixed a bug where squad info would remain on-screen when accessing photo mode.

PROGRESSION

  • Fixed an issue affecting some players who lost their campaign progressions.
  • Fixed the number of Battle Points granted for some Faction Missions that still provided 15 points instead of 30.

PVP

  • Fixed an issue in PvP that sometimes caused enemy players to teleport backward when aiming at them.
  • Fixed an issue in Elimination where the Last Man Standing buff did not trigger when there was only one player alive remaining on a team.
  • Fixed an issue that sometimes caused players to receive incorrect rewards when completing PvP missions.
  • Fixed a bug where Sabotage rounds would end in a draw when the attackers would not plant the bomb.
  • Fixed a camera issue occurring at the end of a match if a user was using the Assault’s True Grit ability.
  • Fixed the notification prompt players received when they were kicked in a co-op squad while being in the PvP landing page.
  • Fixed text description of Cloaking Spray to clarify that it prevents marking by sight too.
  • Fixed an exploit where players could earn Battle Rewards in PVP without actually playing.
  • Fixed an issue when kicking a user would show another user’s name to be kicked in Custom Matches.

STATS

  • Fixed a stat issue that displayed “Story Completion” at 0% on the Identity page and on UPLAY.
  • Fixed various stat issues (hostile drone destroyed, long-range kills in PvE (+150 meters), total weapons looted, bivouacs discovered, CQC kills in PvE, etc.)

UI

  • Fixed a bug where players would not obtain a second perk slot after buying the corresponding skill from the skill tree.
  • Fixed a bug where swimming players would be able to read “Footsteps heard” when detected by enemies.
  • Fixed an issue sometimes preventing players from accessing the Shop in Erewhon while setting up a PvP match.
  • Fixed some item descriptions and unlock conditions (CQC items, Multicam Alpine Gear paint, etc.).
  • Fixed an issue that prompted a Gas Grenade mark for a normal drone deployed when the player was equipping the Assault Class.
  • Fixed an issue that prevented Field Medics from reviving teammates if they had set their Teammates HUD markers to Never.
  • Fixed a bug where the Battle tier points would overflow instead of leveling up.
  • Fixed the pin location hint for the PEQ-15 attachment that was misleading.
  • Fixed an issue on PS4 that still displayed the Download icon for audio language packs even after installing them.
  • Fixed a typo on the Ayana Puri clue description.
  • Fixed the Dutch translation for the AK74.

VEHICLE

  • Fixed some occurrences where vehicles would sometimes explode in a camp when respawning nearby, which put enemies in an alert state.
  • Fixed the Spider vehicle physics to improve handling.

  • Fixed an issue that made boats take damage or explode easily when reaching a shore.
  • Fixed a bug where helicopter windows would explode in a smooth landing.
  • Fixed the Abider vehicle that was leaning forward too much.

WEAPONS

  • Fixed a bug where the ironsight reticle would sometimes disappear.
  • Fixed a visual glitch that caused the EXP3xG33 scope to break collision with the character’s head when equipped on the MK17 assault rifle.
  • Fixed an issue that prevented players from customizing the paint of the Zastava M93 weapon.
  • Fixed a bug where a weapon could float next to the MC after playing social emotes.
  • Fixed an animation glitch with the character’s hands when swapping to a Sniper rifle while reloading.

WORLD

  • Fixed an issue that sometimes caused the texture to take a long time to load in a Custom PvP match if players joined from outside of the game and then left.

Don’t forge to check out the plans Ubisoft has for Ghost Recon Breakpoint right here, to see what’s coming soon.

Source: Ghost Recon

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Alex Co

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

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Death Stranding Update 1.06 Walks Out, Online Features Affected

Kojima Productions has released a new Death Stranding update today on PS4, and it’s live now! Death Stranding update 1.06 clocks in at 1.049GB. Same as before, Kojima Productions doesn’t really say what’s in their patch notes other than what’s mentioned in the update history.

According to the game’s update notes, it’s for:

  • Optimized network functionality
  • Various performance improvements.

And that’s basically it. Oddly though, this update WILL kick you out of a session, Multiple people have mentioned that they’ve been notified that they need to download the update in order to use online features.

Unable to update game?
by inDeathStranding

Update 1.06 error
byu/Monfads inDeathStranding

If you’re experiencing this, just continually retry it and it should work — at least that’s what the Death Stranding community members have experienced so far. In case you missed it, Death Stranding update 1.05 was released two weeks ago, and it was mostly for bug fixes.

Be sure to check out our review of Hideo Kojima’s latest to see if it lives up to the hype, and we also ran a feature comparing the release footage to what we actually got, and the results might surprise you.

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Alex Co

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

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Star Wars Jedi Fallen Order Update 1.04 Fixes a Ton of Bugs, Here Are the Notes

While we just got a Star Wars Jedi Fallen Order update less than a week ago, Respawn Entertainment has released Star Wars Jedi Fallen Order update 1.04! The patch is now live on PS4, Xbox One, and PC, and fixes a ton of bugs. Check out the full Jedi Fallen Order update 1.04 patch notes below.

Star Wars Jedi Fallen Order update 1.04 patch notes:

Release notes

  • There was an issue that would sometimes cause BD-1 to turn invisible after completing Bogano. This has been fixed and everyone’s favourite droid will now be visible.

  • The Force bar has had its colour switched, making it easier to read.

  • You will no longer be able to glitch through a wall on Ilum.

  • An issue that caused the Spire of Miktrull from being raised has been fixed.

  • A missing bridge on Dathomir has been located, no longer blocking game progress.

  • Spheres can no longer get stuck in the wall within the Tomb of Eilram.

  • An issue preventing players from leaving the tomb on Dathomir has been addressed.

  • Fixed an issue that was preventing players from completing the Force Push tutorial.

  • Players can no longer bypass a specific area on Dathomir that requires double jump.

  • BD-1 will no longer disappear during a later section of the game.

  • Talking to BD-1 during the AT-AT scene on Kashyyyk will no longer break the scene.

  • There was an issue which prevented players from locating the double bladed lightsaber on Dathomir, this has been addressed.

  • Improved collision on Bogano.

  • Improved collision on Ilum.

  • Fixed an issue which would cause the player to die at the same time as another [spoiler] character.

  • Fixed an issue which would cause parts of the level to become affected by lightsaber throws during one of the fights with [spoiler].

  • Fixed an issue where players could become stuck on Dathomir after defeating [spoiler].

  • Fixed an issue from occurring where a character would not appear on Dathomir, and thus preventing players from progressing.

  • An issue preventing players from completing a sphere puzzle on Zeffo has been addressed.

If you notice more bugs that aren’t addressed yet, share them in the comments below and we’ll ping Respawn for you.

Source: Reddit

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Alex Co

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

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Modern Warfare Gunfight Tournament Beta Now Live

If you’re currently enjoying Call of Duty: Modern Warfare’s new Gunfight 2v2 mode, Infinity Ward has something to make matches a wee bit more exciting, and that’s the Modern Warfare Gunfight tournament beta, which is now live on all platforms!

Those familiar with the mode, it’s essentially the same, though this one is set up as a tournament with the top teams advancing until one team is crowned #1!

Check out the rules straight from Activision:

Rules of Play

Gunfight is an intense cage match where players are given one life, one randomly chosen loadout, and one teammate to head into battle and eliminate the opposition. The gameplay of Gunfight remains the same during the tournament, but they are a few other things you need to know about on the road to victory.

The tournament is single elimination with 32 players, 16 teams, and 8 rounds on the way to being crowned the victor. You advance with a win or go back to the lobby with a defeat. For each victory you earn XP and other rewards. For winning the tournament for the first time you can earn a high tier cosmetic reward and XP!

The tournament is bracket style, and you’ll be able to see the teams on both sides of the bracket. You’ll wait at a menu screen before the match and have a little bit of time to choose your Operator and discuss game strategy. Afterwards you’ll load into the game and play your first round. If you win, you’ll advance to the next round. Just note, you may have to wait in the lobby until your opponent finishes their match.

Don’t forget, there’s a new Modern Warfare hotfix rolled out today that included gameplay fixes. Check out the full notes here.

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Alex Co

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

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Battleborn Servers Shutting Down on January 2021

Remember Battleborn? Gearbox Software’s big Overwatch-killer (Overwatch competitor?)? In case you’re still playing it, your days are numbered. Publisher 2K Games has announced that the Battleborn servers will be shutting down come January 2021.

Battleborn has already been removed from digital storefront, and once February 2020 rolls in, players won’t be able to buy any premium currency for the game, since, y’know, it’s about to die. While Gearbox Software won’t be removing any features from Battleborn prior to its shutdown, once January 2021 rolls in, players won’t be able to play Battleborn in any way.

Given how Gearbox Software has already found success in Borderlands 3, and there’s the possiblity of the studio’s Brothers in Arms franchise making a comeback, I suspect we won’t be hearing anything about Battleborn in the near future — or at all.

Those still playing the hero shooter, play as much as you can now! You do have a full year to play it, but 12 months goes by fast, and before you know it, Battleborn will be Battledead.

Source: GameWatcher

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Alex Co

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

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Gears 5 New Operation “Free for All” to be Revealed Next Week, Thanksgiving Event Detailed

As we head into the holiday season, the Gears 5 new Operation has been teased. Called “Operation: Free For All” this one will drop on December 11 and will feature all-new content plus a new Tour of Duty for fans to rank up and unlock. Developer, The Coalition, also mentions in their weekly update that two new heroes will join the game, Lizzie Carmine and Baird. They will feature abilities for both Horde and Escape and will be available as skins in multiplayer.

Gears 5 is also getting a limited-time playlist called Thanksgibbing. Here’s what The Coalition had to say about the new mode:

Arriving on Tuesday, Thanksgibbing is a variant playlist where everyone starts with a Cluckshot – a version of the Boomshot that fires hyper deadly chicken projectiles. (Why chickens on Thanksgibbing? Because of this beauty of a Gears 3 Easter Egg!)

In Gears 5, we’ve turned the Cluckshot up to 11 – it’s the Cluckshot you know from Gears 4 until you hit an active, making your projectiles flying chickens that will carpet bomb explosive eggs along their flight path.

Yes, we did just get to write a paragraph explaining we have carpet-bombing chicken weapons in Gears.

Also, apart of the Thanksgiving festivities will be an extended double stars weekend for those looking to finish up the first operation. From November 28 to December 2, everyone can get snag a Free Boost for every day you log in during the Thanksgibbing event. The times to log in for the event to gain these goodies are as follows:

  • Thursday Free Boost: 2 am PT – 1:59 am PT (Friday)
  • Friday Free Boost: 2 am PT – 1:59 am PT (Saturday)
  • Saturday Free Boost: 2 am PT – 1:59 am PT (Sunday)
  • Sunday Free Boost: 2 am PT – 1:59 am PT (Monday)

 Next week The Coalition will unveil everything that is coming with Operation: Free For All, so be sure to check back here for all the details.

Source: Gears of War

Kyle Hooper

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Modern Warfare Update Today Includes Fixes for Weapons, Perks & More

Infinity Ward has rolled out a Call of Duty: Modern Warfare update today, and it’s a server-side update (meaning there’s no download required), and players will update it automatically and be forced to soft restart the game client in order for it to take effect. Check out the Modern Warfare update today patch notes for the full list of fixes.

Modern Warfare update today November 25 patch notes:

WHAT’S NEW

  • Allowing up to 4-player parties in Gun Game
  • Moving FFA to the Filter menu
  • Fixing join in progress for FFA to prevent finding late-progress matches
  • Turning off spawn cameras for Headquarters and Hardpoint

    GENERAL FIXES:

  • Removed infils for both teams when loading into Piccadilly, Search and Destroy
  • Fix for a bug where the thermal optic on the PP19 Bizon would appear white while ADS
  • Fix for the E.O.D. perk not allowing players to hack claymores in FFA
  • Fix for various boosting and out of bounds exploits
  • Fix for laser sights becoming misaligned on the P90 and MP5
  • Special Operations: Minor adjustment to difficulty

As you can see, the laser attachment bug which we covered over the weekend has been fixed, as well as the one for the E.O.D. perk. That said, we do hope spawns will be looked at and we’ll get an update for that one soon too.

Source: Reddit

More Modern Warfare Reading:

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Alex Co

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

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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

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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.
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    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.
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  • 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.
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  • 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.
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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.
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  • 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.

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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:
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  • You quit when you feel that the game is unfair, or unbalanced, or that you don’t have a chance.
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    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.
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  • You quit when you are shot in the back, without having an opportunity to face your enemy.
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    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.
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    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.
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  • Longer Range combat is harder and leads to frustration more often.
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    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.
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  • Frustration with the Core Gameplay is high, and wider spread than discussed here.
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    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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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).
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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

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Alex Co

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

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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

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Alex Co

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

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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