With Sledgehammer Games announcing that their Call of Duty: WWII data shows players are having “more fun” with COD: WWII’s 50 points per kill in Domination, it seems they have more data to share, and this one involves spawns in team deathmatch (TDM).
According to Sledgehammer Games boss Michael Condrey, the bad spawn rate in COD: WWII is at a “franchise-setting low.”
Actually, based on many billions of spawn data points, we know our bad spawn rate is franchise setting low in this game. Less than 3 per 1000 spawns.
Actually, based on many billions of spawn data points, we know our bad spawn rate is franchise setting low in this game. Less than 3 per 1000 spawns.
While I’ve mostly played Domination in COD: WWII, whenever I played TDM, I did notice some iffy spawn situations where I either got shot immediately from behind, or I spawned directly at an enemy’s back netting a super easy (but unfair) kill.
Do you agree with Condrey that the bad spawn rates in COD: WWII are at a franchise low? Let us know what you think of it in the comments.
It’s safe to say that a lot of gamers have soured on the whole loot box craze very recently thanks to EA’s handling of the “gameplay feature” in Star Wars Battlefront II. Important to note that loot boxes aren’t exclusive to multiplayer-centric games, as evidenced by Middle-earth: Shadow of War.
It seems beloved studio CD Projekt RED (The Witcher 3: Wild Hunt) isn’t immune to such criticisms. Over on Twitter, a fan tagged the official CD Projekt account due to the studio’s next game, CyberPunk 2077, and its supposed focus on “Games as a Service” (GaaS) implementation.
.@PrettyBadTweets Worry not. When thinking CP2077, think nothing less than TW3 — huge single player, open world, story-driven RPG. No hidden catch, you get what you pay for — no bullshit, just honest gaming like with Wild Hunt. We leave greed to others.
Worry not. When thinking CP2077, think nothing less than TW3 — huge single player, open world, story-driven RPG. No hidden catch, you get what you pay for — no bullshit, just honest gaming like with Wild Hunt. We leave greed to others.
Huge single-player, open-world, no hidden catch and more. That’s what we want to hear from a game, right? And yep, that barb at the end most likely is for EA.
As someone who loved The Witcher 3, I really hope CD Projekt RED nails it once again with CyberPunk 2077. There’s no confirmation yet if the game will or will not include multiplayer at this point, but I’m hoping it does, so MP1st can continue to cover it.
Now, Lucasfilm, the production studio and brand masters behind the Star Wars IP, have issued a statement to The Washington Post in support of the removal.
Star Wars has always been about the fans, and whether it’s Battlefront or any other Star Wars experience, they come first. That’s why we support EA’s decision to temporarily remove in-game payments to address fan concerns.
It has not been confirmed when the microtransactions will return, or if they’ll still factor in progression. Hopefully, it doesn’t, or EA might see itself in this familiar situation once again.
Speaking of Battlefront II, you can check out our beginners guide here to help you get started.
The MinecraftSuper Duper Graphics release date has been pushed back to 2018. This DLC pack is “crammed full of excessive visual razzmatazz: light will filter in shimmering rays through cotton clouds, dappling the ground beneath fluttering foliage, and sparkling on the rippling waters.” Unfortunately, as I said at the start, this has been delayed!
In happier news, the new Minecraft mob has been voted on by fans, and the winning enemy type is the Flying Manta Ray. You can take a look at in the tweet below.
Back to sad news again, it looks like cross-platform multiplayer won’t be coming to Minecraft on the Nintendo Switch until 2018. Developer Mojang stated that they need more time to make it work.
If you want to watch the entire Minecon Earth show, find the livestream embedded below:
Are you satisfied with the winning mob type? Sad that you’ll have to wait for the Super Duper Graphics pack and Switch cross-platform play? Let us know.
ARK: Survival Evolved‘s gameplay designer, Kayd Hendricks, has revealed that his team will be working on “adding a new, more powerful turret that’ll be able to replace about 4-5 of our current turrets.”
The “BobCorp Automated Laterally Attenuated Nano-Cell Electronic Defense system” seems to be an overall bigger and better turret than those already in the game, with the aim for 4x effectiveness increase and cost.
Hendricks explains why they have opted to implement a new turret:
– It conveys the power of the new turret clearly without needing to add any new functionality to anything else.
– It doesn’t create a sudden need to change the balance/functionality of existing turrets in any way, and thus rebalance all sorts of other stuff that could potentially break. We’re aware we have already done a lot of that, let’s not push it farther.
– Existing turrets don’t get a sudden, massive buff.
– We can scale the cost/maintenance/upkeep of the new structure without inconveniencing everyone who isn’t pushing these upper limits.
– If we need to introduce any specific kinds of modifications to this new turret, we can do it without impacting anything else.
In addition to this, Studio Wildcard is collecting all the feedback from players in an attempt to prevent exploits, and correctly implement changes, which include:
– Stego Armor Plates are going to have to block less damage from either bullets, or turrets specifically.
– Veggie Cakes may need a more prohibitive delay on their use in combat.
– Adding knockback to either the new turret, or both new and existing turret to offset specific movement speed + shield + rocket/c4 configurations may be in order.
A new patch for Everybody’s Golf has been released. Update 1.10 adds International Tournaments and Turf War rewards. In addition to this, the overall game performance has been improved, and the ability to change gear from the menus has been implemented.
It’s not immediately clear what the improved performance does, but we’ll be sure to update the post following any testing. The caparison between PS4 and PS4 Pro should prove most interesting.
For the full list of Everybody’s Golf patch notes, see below.
– Implemented International Tournaments
– Match Play implemented for Game Rooms
– Implemented rewards for Turf War
– Added ability to move between Open Courses
– Added ability to change gear from the menu
– Performance improved
Are you looking forward to testing out the International Tournaments? Or simply receiving rewards after a match of Turf War? Let us know below.
Even though it’s only Monday, those who play Smite on PC can have something to look forward to today, as the next time you boot up the free-to-play MOBA, you should be greeted with a new update to the game.
The Smite patch (4.22) include the nightmare mode for the Shadow Over Hercopolis adventure, new skins and of course, god and item balancing. Those who are interested in taking a peek at the new skins to be released with the patch can do so by viewing them below:
If your looking to buy these skins, it should be noted that both Agni’s and Scylla’s skins are only available through the Child’s Play chest, while Serqet’s Kunoichi skin, Druidstone Geb and Oni Musha Haichiman are set to be made available for a limited time as their apart of this year’s Odyssey skin.
For more details on this patch including god and item balancing, such as the Titan’s Bane item being nerfed to combat hunters being able to shred tanks. As well as including some buffs to Fenrir such as his howl not consuming any Runes, feel free to read our previous coverage of this patch here.
Added new videos for Cloud Strife from Final Fantasy VII, and lots more, which you can see below.
Original Story:
While some stuff in Call of Duty: WWII still isn’t working as intended until now, there is one thing that’s going right, and that’s the game’s emblem creator. Same as in previous entries in the franchise, COD: WWII features an emblem creator that lets players go wild in making sure their emblems stand out.
If you’re not creative enough, or don’t have the patience to pore over hours making one, then help is here! Reddit user LilCrusader7 made a few videos showcasing how to make kickass emblems from scratch!
Check out some of his work below.
Overwatch Reaper Face:
Kanye Bear:
Custom Bob-Bomb:
Melted King Boo:
Deadpool:
Daft Punk:
Plz Don’t End My Streak!
Cloud Strife
The Hundreds
Bomber
Palm Tree
Custom Clown
Thanks to LilCrusader7 for giving us permission to feature his work. You can follow him on Twitter, or check out his videos in his YouTube channel. Keep an eye out for this thread, as we’ll be adding more videos.
Got a cool COD: WWII emblem tutorial video? If so, let us know via email or in the comments and we’ll add it to the post (and credit you, of course).
Dragon’s Crown’s latest patch will introduce the chance to sell multiple items at once when attempting to sell at the magic shop, the ability to include Extra Pocket when resetting, and more.
The PlayStation 4 version of the game, Dragon’s Crown Pro, is set to release February 8, 2018 in Japan. Patch 1.07 will implement cross-platform saves and multiplayer mode between the PlayStation 3, PlayStation 4 and PlayStation Vita. The following list of updates will also be added to the Dragon’s Crown Pro version of the game when released.
For the full list of patch notes, see below:
Bug fixes
– We fix bug that we can perform unauthorized equipment under specific conditions.
– We correct the display defect of letters concerning the prefix of some equipment.
– In addition, we will improve operational stability under specific conditions.
Function addition
– You can cross-play and cross-save between PS 4, PS 3, and Vita.
– We will add a function to name each bag.
– We will add a function to specify the effect on the equipment screen and narrow down the accessories.
– By opening the start menu during the adventure you will be able to check the availability of the Talisman and the walking fee of the current hierarchy.
– Various setting values are displayed on the character editing screen of the character name.
– When performing a skill reset at the adventurer guild, it is possible to optionally include “extra pocket” as a reset target.
– If you acquire the same skill again immediately after you perform a skill reset, the target skill item will be automatically reset to your bag.
– When selling at a magic tool shop, it becomes possible to select items collectively.
– We add an item to set “Damage effect display” as option. “Everyone display”, “Display only operation player” “Do not display” becomes selectable. (By suppressing the number of display ※, it is expected to improve visibility and reduction of processing load) – We add an item to set “display position of rune selection UI” as option. “Follow player” “bottom of cockpit” “bottom of screen” can be selected.
Functional improvement
– We will extend the angle of rotation of characters by character editing up to 180 degrees left and right.
– We will adjust some of the probabilities of products placed in the store.
– We will adjust some special effects of enemies in difficulty “Ultimate”.
– We will improve some tutorial functions of some characters.
– We will adjust the priority of the click with the cursor.
– We will improve the behavior of camera work.
– In addition, we will correct minor display and improve functions.
Caution
About changing the number of stored bones We have changed the maximum number of ‘bones’ stored in temples from 32 in number to 28 in order to secure the storage area of the bag name in save data. As a result of this change, since the 29th and subsequent bones are deleted from the data, those who possess 29 or more bones will be revived and buried at “Canaan Temple” and the number of bones possessed will be 28 Please update it to version 1.07 or do cross-save data transfer after doing it below.
What do you think to the latest update? Are you still searching for fortune on the PlayStation 3, or waiting it out for Dragon’s Crown Pro on PlayStation 4? Let us know below.
A new Heroes of The Stormpatch has been has announced. The latest update is currently available on the Public Test Realm until December 11. Hanzo, of Overwatch fame, is available to test the week of November 27.
In addition to this, Blizzard has also added: performance-based matchmaking, several Hero balance changes, and more.
For the patch highlights, see below:
General
Performance-Based Matchmaking – The matchmaking system has been updated to include a performance-based data-driven system, which takes individual player performance into account when determining MMR gains and losses.
– Under this new system, players will now reach their intended Matchmaking Rating quicker and more accurately.
– Read our recent blog about Performance-Based Matchmaking to learn more.
Game Camera Height
– In-game Camera height has been significantly increased in order to provide more visibility of the battlefield.
New Hero: Hanzo
Once heir to the Shimada clan’s criminal empire, Hanzo abandoned his birthright after he almost killed his younger brother. He now strives to perfect his skills as a warrior, and sees the Nexus and its endless conflict as the ideal training ground.
– PTR Note: In order to focus playtesting and feedback on the 2018 Gameplay Update and Stealth changes found in this patch, Hanzo will not be available for play on the Public Test Realm until the week of November 27.
Trait – Natural Agility (D)
– Target unpathable terrain or a Structure to jump to the other side of it.
Basic Abilities
– Storm Bow (Q)
– Activate to charge an arrow that deals 270 damage to the first enemy hit. Storm Bow’s range increases the longer it is Channeled. Reactivate to fire.
– Scatter Arrow (W)
– Fire an arrow that deals 85 to the first enemy Hero hit. Scatter Arrow can collide with terrain and Structures, splitting into 5 arrows that travel extra distance, ricochet up to 4 additional times, and deal 85 damage each to the first enemy hit.
– Sonic Arrow (E)
– Fire an arrow that grants vision in a large area 8 seconds. Enemies inside are revealed for 1 second. If Sonic Arrow lands directly on an enemy, it deals 150 damage to them and follows them as they move.
Heroic Abilities
– Dragonstrike (R)
– After 1.5 seconds, summon a pair of Spirit Dragons which travel forward, dealing 52 damage every 0.25 seconds to enemy Heroes in its area. Enemies in the center take 150% damage.
– Dragon’s Arrow (R)
– Fire a missile that travels across the battleground. Explodes upon hitting an enemy Hero, dealing 100 damage to all nearby enemies and Stunning them for 0.5 seconds.
– After traveling a medium distance, the damage is increased to 200 and the Stun duration to 1.25 seconds.
– After traveling a long distance, the damage is increased to 350 and the Stun duration to 2 seconds.
For the full list of (extensive) patch notes, click here.
What you think to the latest patch? Are you excited to try out Hanzo? Let us know in the comments.
Following its release on November 17, Star Wars Battlefront IIhas entered the UK sales chart in second place. Call of Duty: WWII still sits in first place, for the third week in a row.
Here’s the UK Top 10 for the week ending November 18:
1 – Call of Duty: WWII (Activision)
2 – Star Wars Battlefront 2 (EA)
3 – FIFA 18 (EA)
4 – Pokemon Ultra Sun (Nintendo)
5 – Pokemon Ultra Moon (Nintendo)
6 – Assassin’s Creed Origins (Ubisoft)
7 – The Sims 4 (EA)
8 – LA Noire Remastered (Take-Two)
9 – Super Mario Odyssey (Nintendo)
10 – LEGO Marvel Super Heroes 2 (Warner Bros)
It’s worth noting that these are physical sales figures, and it’s possible that Star Wars Battlefront II achieved better on the digital storefronts. With that said, I can’t help but wonder if the recent controversies surrounding the game caused reduced sales.
Continuing our focus on physical sales figures, Battlefront II launched with 60 percent fewer sales than Battlefront (2015).
Of course, what with Battlefront II‘s standard version releasing on the Friday, the game didn’t have much time to bring in sales for that week.
What do you make of these Battlefront II sales figures?
Paragon‘s latest patch v.44.3 is rolling out today, implementing new Phoenix Skins, a new army and more.
In addition to this, the “Pre-Winterfest Epic Mega Sale” has been brought back to celebrate the holiday season. 30% off all banners, emotes and skins between November 20 and November 27.
For the patch highlights, see below:
MONOLITH & GAMEPLAY SYSTEMS
Minions are rebuilt from the ground up: a new appearance has arrived to match their gameplay changes. Powered by Agora itself, Minions will shed pieces of their armor during the fight, ultimately exposing their weak core for you to take the kill.
– Recommended lane positions by role have been updated to coincide with the balance and UI changes.
– Fangtooth lane is now recommended to be a 2v2 Carry/Support vs. Carry/Support matchup.
– Prime Guardian lane is now recommended to be a 1v1 Solo vs. Solo matchup.
– Mid and Jungle roles remain unchanged.
– Free look camera feature has been added.
– Players can activate to rotate the camera around their Hero.
– Default key binding is Left Alt.
– New Health Regen (Aqua) Buff added:
– Replaces the Gold Camp in the Solo lane.
– Initial spawn at 3:00, respawns at every 2:00 interval in same manner as River Buffs and Gold Buff.
– Killing the Aqua Buff grants an orb which increases Health Regen by 15 for 15s.
Economy
– Gold Drip
– Reduced passive Gold Drip per minute from 360 to 240.
– Increased amount of Gold shared when a teammate gets a last hit from 40% to 50%.
– Minions will now grant a portion of their Gold Bounty to nearby Heroes if they die to something other than a Hero.
– Heroes will receive the following:
– 1 Hero = 60% of Last Hit Gold
– 2 Heroes = 60% of Last Hit Gold
– 3 Heroes = 40% of Last Hit Gold
– 4 Heroes = 30% of Last Hit Gold
– 5 Heroes = 24% of Last Hit Gold
Example:
– Using a 100 Gold last hit as an example, here’s the new full breakdown of the updated Gold rewards:
– 1 Hero
– Last Hit: 100
– No Last Hit: 60
– 2 Heroes
– Last Hit (killer): 100
– Last Hit (assister): 50
– Last Hit Total: 150
– No Last Hit (per Hero): 60
– No Last Hit Total: 120
– 3 Heroes
– Last Hit (killer): 100
– Last Hit (2 assisting Heroes each get): 25
– Last Hit Total: 150
– No Last Hit (per Hero): 40
– No Last Hit Total: 120
– 4 Heroes
– Last Hit (killer): 100
– Last Hit (3 assisting Heroes each get): 16.67
– Last Hit Total: 150
– No Last Hit (per Hero): 30
– No Last Hit Total: 120
– 5 Heroes
– Last Hit (killer): 100
– Last Hit (4 assisting Heroes each get): 12.5
– Last Hit Total: 150
-No Last Hit (per Hero): 24
– No Last Hit Total: 120
– Increased Death Streak Gold Bounty reduction from 0/-68/-85/-85/-102 to 0/-80/-100/-100/-120 (these are cumulative).
– Adjusted Hero XP bounties, reducing them at early levels but increasing towards mid and late game. Hero XP bounties are based on the level of the Hero which died.
– Reduced melee miss combat slow penalty from 10% to 5%.
– Reduced melee hit combat slow penalty from 30% to 20%.
– Increased duration of Ranged combat penalties from 80% of attack cycle to 100% of attack cycle. These penalty durations are clamped at a minimum duration of .7s and maximum duration of 1.0s.
– Increased duration of Melee hit combat penalties from 65% of attack cycle to 100% of attack cycle. These penalty durations are clamped at a minimum duration of .6 seconds and maximum duration of 1.0 second.
Fangtooth
– Adjusted Health from 4000 (+320) to 2900 (+400).
– Adjusted Basic Defense from 65 (+0) to 40 (+3).
– Increased initial spawn time from 2:00 to 5:00.
Prime Guardian
– Adjusted Health from 5980 (+373) to 3800 (+400).
– Adjusted Basic Defense from 65 (+0) to 40 (+3).
– Increased Ability Defense from 35 (+0) to 60 (+0).
– Reduced Homing Projectile Base Damage from 95 to 85.
– Increased Knockback Base Damage from 150 to 350.
– Increased Slow Cone Base Damage from 200 to 300.
– Increased Prime Helix Gold Bounty from 816 to 900.
Structures
– Reduced early game bonus defense duration from 7 minutes to 5 minutes.
– Reduced early game bonus defense from 150 to 120.
– Increased Tower defense penetration from 50% to 75%.
– Increased Tier 1 Tower Damage from 182 to 200.
– Increased Tier 2 Tower Health from 2500 to 2800.
– Increased Inhibitor Basic Defense from 65 to 80.
– Updated economy rewards for structures.
– Increased structure kill gold bounty for nearby Heroes from 204 to 300.
– Reduced Tier 1 Tower Gold Bounty global payout from 224 to 200.
– Reduced Tier 2 Tower Gold Bounty global payout from 292 to 200.
– Reduced Inhibitor Gold Bounty global payout from 292 to 200.
Jungle
– Increased Large Jungle Minion Health from 980 to 1100.
– Increased Green Buff Minion Health from 1500 to 1550.
– Increased Black Buff Minion Health from 1500 to 1550.
– Reduced initial spawn time of Green and Black buff camps from 1:30s to 1:20s.
– Updated economy rewards for jungle camps.
– Increased Large Jungle Minion XP from 42 to 52.
– Increased Large Jungle Minion Gold Bounty from 150 to 215
– Increased Small Jungle Minion XP from 15 to 20.
– Increased Small Jungle Minion Gold Bounty from 50 to 75.
– Increased Green Buff Minion XP from 45 to 55.
– Increased Green Buff Minion Gold Bounty from 200 to 250.
– Increased Black Buff Minion XP from 45 to 55.
– Increased Black Buff Minion Gold Bounty from 200 to 250.
– Increased Gold Buff Minion Gold Bounty from 225 to 300.
– Increased effectiveness of Hunters Sight buff.
– Increased Melee slow magnitude from 15% to 20%.
-Increased Ranged slow magnitude from 5% to 15%.
Lane Minions
– Increased the amount of time before Minions are added to the waves.
– Minions will now be added on the 30th, 44th, and 60th waves, previously was on the 22nd, 38th, and 58th waves.
– Reduced Minion Movement Speed from 700 to 660.
– Reduced Super Minion Health from 1200 to 1100.
– Reduced Siege Minion Damage vs Heroes from 75% to 20%.
– Adjusted Melee Minion Ability Defense from 42 (+1) to 30 (+2).
– Adjusted Ranged Minion Ability Defense from 42 (+1) to 30 (+2).
– Updated economy rewards for lane Minions.
– Increased Melee Minion Gold Bounty from 68 to 75.
– Increased Ranged Minion Gold Bounty from 95 to 105.
– Increased Siege Minion Gold Bounty from 115 to 125.
– Increased Super Minion Gold Bounty from 0 to 20.
– Increased Super Minion XP Bounty from 0 to 10.
Knockups
– All knockups have had their height reduced and made consistent across the board.
– Knockups are now always accompanied by a Stun that persists beyond the Knockup duration.
Respawn Times
– Increased base Respawn Time from 7s to 10s.
Bots
– Updated Carry lane to Fangtooth side & Offlaner to Prime Guardian side to reflect new recommended lane positions by role.
– Bots now respect players’ lobby-picked position preference.
– Bots can now place Wards in a few more spots.
Hero Unlocks
– Adjusted the levels in which Heroes unlock. There are now 4 tiers at Levels 3, 5, 10, and 15.
Polish and Bug Fixing
– Shield of Zechin (Green Buff) now correctly displays a single entry on player’s HUD after killing it.
– Shield of Zechin (Green Buff) now listed as “Shield of Zechin” (previously “Jungle Buff”) for consistency in the Recent Damage death log
– Renamed the Orange River Buff from “Echo Orb” to “Stinging Orb”.
– Fixed an issue that was causing Spell Shields to block the DOT damage from the Stinging Orb buff.
– Fixed an issue where Hunter’s Sight (Black Buff) wasn’t slowing for correct speeds based on whether the damage dealer was Melee or Ranged.
– Fangtooth’s Bite and Breath abilities now have names so that they correctly show up on status effects.
– Fixed an issue that sometimes allowed players to recall in the Shadowplane after gaining a Shadowplane Orb.
– River Buffs no longer play a coins audio cue since they do not award Gold.
– Various minor map collision fixes and improvements.
For the full (even more extensive!) list of patch notes, click here.
What do you think of Paragon‘s latest patch? Are you looking forward to getting a holiday season bargain? Let us know below.
Leauge of Legend‘s update 7.23 adds new Champion Zoe to the game, as well as a new game mode, and more.
Here’s Zoe’s character description:
Don’t be fooled by her childish appearance—Zoe is an ancient being, a cosmic messenger of Targon. When the Aspect of Twilight appears, she warps reality. Despite all this power, she often shirks her duties in favor of blowing bubbles and playing tricks on unsuspecting mortals. One can never be sure of what she’s really aiming for… other than her own amusement.
The new Overcharge mode is a 3v3 “marksman-only deathmatch,” which the aim of the game being to destroy “charge bots” in an attempt to overcharge your team, issuing higher movement, increased invulnerability and additional points for killing champions.
For the full list of bug fixes, see below:
– Made several fixes to improve in-game FPS and performance, especially in games lasting longer than 35 minutes
– Made several fixes for issues that occurred if players left their client open for extremely long periods of time
– “Center Camera on Champion” now always puts your champion in the center of your screen, rather than doing nothing in Locked Camera mode or placing your champion at the last camera offset position in Semi-Locked Camera mode
– Emotes now work in custom games!
– Fixed a bug where Baron Nashor could spawn before Rift Herald returned to the Void
– Tooltips for all boot items have been fixed
– The Bandit passive on Ancient Coin, Spellthiefs Edge, Relic Shield, and their upgrades no longer incorrectly grants gold for nearby minion deaths while you’re dead
– The first ring of Nautilus’s E – Riptide now properly slows enemies hit
– Dr. Mundo’s Q – Infected Cleaver now refunds the proper health amount when it kills an enemy
– Champion-created units with ward-style health (ex. Gangplank’s E – Powder Keg) can now properly be attacked by Xayah while Passive – Clean Cuts is active, as well as by Azir’s soldiers
– Thresh’s Q – Death Sentence chain once again disappears if he hits a spell shielded unit
– Fixed a bug with Lulu, Sona, and Ryze where multiple instances of the same shielding effect were stacking, rather than refreshing. (This bug mostly occurred at high levels of CDR.)
– Fixed a bug where basic attacks empowered by Blitzcrank’s E – Power Fist or Vi’s E – Excessive Force were fizzling if the buffs expired mid-attack. The empowered attacks now properly complete.
– Re-fixed a series of bugs where some channeled effects were interrupted through spell shields by hard crowd control
– Fixed a bug where if Ryze’s target died during the cast time of W – Rune Prison or E – Spell Flux, he wouldn’t get the cooldown reset effect of Q – Overload
– The Death Sworn and Omega Squad ward skins have been sized up to match other wards
– Lancer Rogue and Lancer Paragon Blitzcrank’s dance SFX are now synced with the animations
– Lancer Rogue Blitzcrank’s recall SFX are no longer too quiet
– Red beam VFX for Battlecast Vel’Koz’s R – Life Form Disintegration Ray are no longer missing
– Victorious Graves’ Q – End of the Line no longer uses classic VFX
– Giant Enemy Crabgot no longer steals ground VFX from Battlecast Urgot when casting R – Fear Beyond Death
– Battlecast Urgot chromas textures are now affected by character quality settings
– Moving the camera away from Warring Kingdoms Nidalee and back onto her during Q – Javelin Toss no longer causes the javelin to disappear
– Full Metal Jayce once again uses proper E – Thundering Blow VFX, as opposed to classic
– Program Lissandra’s W – Ring of Frost no longer breaks when used on a dashing champion
– On-hit VFX have been restored for High Noon and PROJECT: Yasuo
– Mantra’d R – Soulflare VFX are no longer cut off on elevated terrain for Conqueror and Winter Wonder Karma
– Ring VFX during PROJECT: Yi’s taunt no longer disappear when moving the camera away and back
– PROJECT: Ashe’s digital screen VFX no longer disappear when moving the camera away and back during her recall animation
– Arcade Ahri’s W – Fox Fire VFX no longer render under various map objects
– Astronautilus’ shiny visor VFX no longer disappear when moving the camera away and back
– Blood Moon Yasuo’s crescent moon VFX no longer disappear when moving the camera away and back
– The chair in Heartseeker Ashe’s recall no longer rotates at the end of the animation
– Dark Star Thresh is no longer missing his VO when collecting souls SKT, Sewn Chaos and TPA Orianna are no longer missing SFX during their taunt animations
– Cutthroat Graves’ left hand no longer clips through his weapon during several animations
– Kog’Maw’s R – Living Artillery warning indicator VFX can once again be seen from self/ally view in Medium, Low, and Very Low graphics settings
– Mecha Rengar’s Passive – Unseen Predator VO for the first and second stack of Bonetooth Necklace have been restored
For further details on patch 7.23, click here for a long, long list of notes.
At launch, Call of Duty: WWII‘s Headquarters was a bustling social space, where players could enjoy events like competitive target shooting and one-on-one gunfights in the Pits. However, following severely critical server issues, developer Sledgehammer Games pulled the plug on multiplayer Headquarters lobbies, causing the social space to become empty and lonely.
Well, it looks like players will be lonely no more! CharlieINTEL is reporting that Headquarters “is starting to come back online for more players” with themselves saying that they “just got in a full 48 players HQ!”
A new Fortniteupdate is rolling out in the form of a hotfix, which adds a new suppressed SMG to the game, while also making balancing changes to weapons.
Here’s everything that’s being tweaked with the latest Fortnite update:
Enabled Silenced SMG
Can be found as a Common, Uncommon or Rare variant.
This new SMG is Suppressed, making it the quietest weapon in the game.
Assault Rifle accuracy increased.
ADS accuracy benefit increased by 33%.
Accuracy penalty per shot decreased by 20%.
Accuracy reset speed increased by 20%.
Recoil reduced by 30%.
SMG damage increased from 12/12/13 to 14/15/16 for all rarities.
SMG magazine size increased from 25 to 35.
Tactical SMG damage increased from 14/15/16to 16/17/18 for all rarities.
Adjusted SMG/Tactical SMG environmental damage to match base damage.
Rocket Launcher reload time increased by 10%.
I’m a sucker for a suppressed weapon, and can’t wait to try out the new suppressed SMG. What is your highlight from this hotfix? Let us know.
RuneScape‘s latest patch has fixed crash caused by multitasking with other Windows applications, reduced memory usage of animation system and more.
Find the full list of patch notes below:
Graphical
– The Skeletal Horror has now packed up his disco, leaving the environment behind him consistently lit.
– The shadows on snow have been toned down.
Skills, D&Ds and Minigames
– Using the mix option on a regular or shiny tortle shell bowl without the required ingredients will now open the correct make-x category.
– A redundant ‘Pie’ category has been removed from the Cooking make-x interface.
– Using the Borrowed Power wish from Pauline will no longer disconnect the player if using the wrong spellbook.
– Players who have not read some post-quest dialogue after Shilo Village can now attack Hydrix dragons in the Sunken Pyramid.
Other
– The Sunspear item charge tooltip now accurately updates.
– Regenerate is no longer triggered by Revolution.
– Revolution now fires combat abilities when stats are boosted.
– Items will now consistently appear in a Beast of Burden when using the ‘Give BoB items’ option.
– The Dungeoneering map will now correctly save in the third interface layout preset. Note: You’ll need to save a new preset over preset 3 to fix the issue.
NXT
– Fixed an issue which prevented quickchat from working on quickchat worlds.
– Fixed lag when minimising/maximising in normal mode on some Windows systems.
– Fixed possible cause of 3D world freezing but interface remaining responsive on Windows.
– Fixed possible cause of crashes when multitasking with other applications on Windows.
– Fixed some billboards from not appearing in the environment.
– Fixed device resets causing a logout from lobby or authenticator code screen.
– Fix an issue where NXT could launch multiple error pages.
– Reduced memory usage of animation system.
– Reduced driver overhead of animation system (especially on AMD graphics cards).
– Improved robustness of device loss recovery (less likely for things to render broken or crash after PC sleep, driver crash, minimising compatibility mode, switching GPU, etc).
– Reduced CPU usage of animation, picking and entity logic systems, especially at framerates well below 50.
– Reduced work being done by logic loop during frame drops/stutters, which was previously multiplying their length.
– Reduced stutter/frameskip when loading or moving around, especially on AMD graphics cards.
– Reduced instances of white/noisy pixels on terrain at extreme glancing angles with anisotropic filtering enabled.
– Implemented immutable texture storage extension, which many improve performance on some GPUs.
RuneScape‘s also hosting a “Free Weekend” from November 24, 12pm UTC (game time) through to November 27 12pm UTC. 8 new combat pets have also been introduced, available to unlock by training their respective skills. The pets added have been chosen by the community using player or player inspired designs.
What do you think to the latest patch notes? Are you saw to see the Skeletal Horror go? Let us know in the comments.
Despite attracting millions of players with its addicting gameplay, PlayerUnknown’s Battlegroundshas never been the greatest performer when it comes to high frame-rates and smooth action. It’s a tough title to run, with frame drops dipping down to below 60fps on even the most high-end hardware. Poor performance is nothing new, but following the recent update, it now runs even worse!
I experienced the choppy frame-rates myself over the weekend, and other players have been complaining on Twitter and Reddit.
One Twitter user complained to PUBG‘s marketing and events manager, Sammie Kang, who confirmed that the developer is aware of the performance problems and will be investigating soon.
The silver lining here is that, no, it’s not your computer, it’s the game. Here’s hoping the performance problems are quickly fixed and we can all get back to killing one another over a glorious chicken dinner!
Ubisoft has announced Rainbow Six SiegeYear 3, which will bring eight new Operators, two new maps set in Italy and Morocco, and one map makeover “with a new level design and art direction.”
Take a look at the Rainbow Six Siege Year 3 roadmap below:
Rainbow Six Siege Year 3 begins with “Operation Chimera”, which features two Operators that are “specialists in biohazard situations.” The game’s first ever co-op event, called “Outbreak”, will also be playable during Year 3 Season One. Outbreak will last for four weeks and be accessible for free. It will also feature an “exclusive collection of cosmetics, available only during the time of the event.”
We don’t yet have a clear release date for Operation Chimera, and it’s likely we’ll have to wait for the full reveal during the Six Invitational 2018 event to learn more.
Are you hyped for Rainbow Six Siege Year 3? Another year full of events, new content and support! Sounds great to me!
H1Z1‘s November patch implements a new combat zone, which allows you to practice combat mechanics by spawning in with a full kit and no need to parachute.
In addition to this, several bug fixes and general improvements have been made, including: the time of day has been adjusted to improve visibility, also the chance to enter a vehicle when it’s slowly moving instead of just stationary, and more.
Find the full list of patch notes below:
NEW FEATURE: COMBAT ZONE
This is an all-new game mode designed for practicing combat mechanics.
– Spawn in with a full kit ready to go.
– Respawn after death, no parachuting.
– Game takes place on a small, more intimate map that highlights various elements of The Arena.
-Max number of players per game is 55, and games end after one hour.
NEW FEATURE: DAILY CHALLENGES
We’ve added a Daily Challenge system to the game which primarily rewards Skulls. You’ll be given three Challenges per day; one easy, one medium, and one hard (harder Challenges reward more Skulls). You’ll be able to discard one Challenge per day and get a replacement. Challenges don’t necessarily need to be completed in a single match and won’t be replaced until you complete or discard them.
A few examples of Daily Challenges:
– Halfway There – Place in the top 75 of a Solos match (easy)
– Domed – Destroy 10 helmets worn by other players (medium)
– One Shot. One Kill. – Kill an opponent with the .308 Hunting Rifle (hard)
With the introduction of Daily Challenges, the Bounty System has been removed and the Skull Store has been updated with several awesome new rewards including the first ever animated Helmet!
COMBAT & GAMEPLAY TUNING
We’ve made a number of weapons adjustments based on player feedback.
– Slightly decreased AR-15 recoil reset time to give the user more responsive 2-taps.
– Reduced AK-47 fire rate to help alleviate close-quarters spammability.
– Added a fixed, non-rotating pattern for Shotgun blasts including a center pellet.
– Shotgun damage and fall-off damage have been increased to increase its close-quarters reliability.
– Bullet drop has been reduced for pistols and rifles. The values are now much closer to what they were before the Combat Update in August
In addition, there are several quality of life gameplay improvements in this update.
– Fall damage should be significantly more consistent now. Height is now the only determinant of fall damage, so forward velocity will not affect you. You should also no longer take 1-2 points of damage randomly when running and jumping over small objects.
– Explosive arrows are now very effective against vehicles.
– It is now possible to loot while reloading.
– The fifth passenger in a vehicle can now reload and shoot (careful!).
– Fuel is now consumed slightly faster than before when using turbo boost.
MATCH PACING & TUNING
– First safe zone is now revealed after 45 seconds, instead of 2 minutes.
– Gas begins moving after 2 minutes and 15 seconds, instead of 4 minutes and 30 seconds.
– First phase Gas moves slightly slower over 5 minutes and 27 seconds, instead of 5 minutes.
– The first phase will be 2 minutes and 30 seconds shorter but it should be easier to outrun the gas in a vehicle.
– The toxicity mechanic has been removed.
– The gas mechanic has had its damage retuned due to the removal of the toxicity mechanic.
– The airdrop plane and drop itself now move slightly faster.
– The loot distribution system has been tuned on a per mode basis. Item spawns have been increased in Duos by approximately 15%, and Fives by approximately 25%.
– Slightly increased AR-15 spawn rate.
– Slightly decreased AK-47 and Hellfire 4-6 spawn rate.
– Slightly increased Medkit spawn rate in residential areas.
– Increased crossbow spawn rate and decreased long bow spawn rate. There will be roughly the same number of total bows (including both types) as before.
UPDATES TO THE ARENA
We revamped the lighting and colors of The Arena to be more visually appealing. This change came in part from direct player feedback during the Reverse AMA on Reddit. In addition to many general bug fixes, loot balance has been improved at The Dam, barns, and office buildings.
GENERAL IMPROVEMENTS & BUG FIXES
– We’ve made improvements to our file system that reduce the download size of the game. This change will require that previous files are downloaded again to receive the new format; however future downloads will utilize the new format and will therefore require a smaller amount of space.
– The time of day has been adjusted to improve visibility and enhance gameplay.
– You can now enter vehicles that are moving slowly instead of only when they are completely stopped.
– Training & Skirmish have been removed from the UI. Future Skirmishes will be presented through the Events system.
-Added a “Scrap Duplicates” button that allows you to Scrap all but one of the selected item.
– Fixed an issue that could cause Twitch Accounts to not successfully link to Daybreak Accounts.
– Shooting from a passenger seat should no longer result in hitting a teammate in the backseat.
– You will no longer get stuck after crouching in a truck bed.
– You can now consistently see other players stand up when they are in the back of a truck.
– You can no longer throw a grenade and shoot with a single click.
– Stun Grenade effect will no longer be canceled by exposure to a second Stun Grenade.
– You will no longer incorrectly go into first person if you enter a vehicle while zooming.
– AK-47 will no longer appear further from the camera than usual when going into first person while aiming down sights.
– Camera will no longer rarely veer off target when crouching and quickly switching between first and third person.
– Reticle no longer slightly shifts when punching.
– Vehicles will no longer occasionally spawn with two sets of keys.
– Backpacks that are upright (e.g. leaning against the wall) will now properly show up in proximity.
– Players will no longer occasionally enter a handgun stance when exiting a vehicle.
– Different satchel types now give the same number of cloth scraps (2).
– Leather satchels are now visually distinguishable from plain Satchels.
– Made Survivor Backpacks a bit smaller.
– Hellfire 4-6 bullets now properly go through chain-link fences.
– Fuel (Biofuel) now detonates when hit by molotovs and flaming arrows.
– One shot from a Hellfire 4-6 now brings Makeshift Armor to 16% condition instead of 0%.
– Flaming arrows now trigger the on fire animation when they successfully damage a player.
– Balanced out the effective range of various arrow types.
– Group members will no longer get stuck in queue if the leader queues while one or more group members are in an unready state.
– Fixed an issue where a player could queue for a match then join a group, and then be unable to queue for a new match.
– Fixed an issue where the end screen would not display if your map is open during a win.
– End screens will no longer display on the main menu when dying with your map open.
– Leaderboard player list and icon no longer disappear when user clicks on a player profile then switches divisions.
– Selected skins will properly load when clicking on a locked skin then back.
– Previewing a locked skin will no longer prevent you from previewing another skin afterwards.
– Mousing over new items should no longer cause customization to re-sort.
– Changed text color for carrying capacity in Inventory to be a bit easier to read.
– Canceling on “Match Found!” will no longer cause “Back” and “Exit H1Z1” buttons to disappear.
– “Crouch Blocked” message will now always properly play in the appropriate situations.
– Various anti-cheat improvements and crash fixes.
What do you think to the latest H1Z1 patch? Let us know below.
The latest Total War: Arena patch fixes a long list of bugs including: an issue with artillery not turning, no longer allowing you to move and shoot with light artillery while they’re deployed, several crashing issues and more.
In addition to this, Creative Assembly has also worked on: scoreboard UI improvements, matchmaking Bbalance – Commander Power limitation, improved end screen, improved Consumables panel, balancing & content changes and general UI changes.