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The War Z Officially Enters Beta Stage, Over Half A Million Players Playing

Today, Hammerpoint, the devlopers behind the zombie survival MMO The War Z, announced that the title has finally moved out of Alpha and into it’s Beta testing phase.

Some new additions have been added to the beta build, which are:

  • New Characters – new playable characters
  • Clan Support – in-game clan tags, in-game clan chat, visual markers for
    clan members
  • New Playable Area – final section of the “Colorado” game world opened
    up, increasing current map size by 50 percent
  • New Items – players will have access to new items in the game
    marketplace

We are extremely happy with the way our public Alpha has been going,” said Sergey Titov, executive producer for The War Z. “We will now move to a short Beta period before we transition again to our Foundation Release, at which point we will continue to work with our community to add features and content that will continue the evolution of the game. As long as our players keep playing, we will keep developing!”

You’ll be able to learn more about The War Z over at the official site.

The PR message also revealed that their community had grown to over 500,000 active players during it’s Alpha testing stage. For those who are currently in the beta, what’s your overall thought?

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James Lara

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

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PlanetSide 2 Devs Message To Hackers and Cheaters: “We’ll Hunt You Down”

Why do people feel the need to cheat online? Well, whatever the reason, the devs of PlanetSide 2 won’t have any of it in their game.

Just days after release, hackers have already created third-party software that have allowed such things as Aimbots. President of SOE issued a statement to all those hackers and cheaters out there.

 

 

 

This includes any modifcation, no matter how harmless it may be as clarified in their post.

“We do understand there are relatively harmless apps that fall in this category, but if we allowed those they would simply be used as a shield excuse by players trying to cheat.”

Have you run into any cheating or hacking yet in PlanetSide 2?

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James Lara

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

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Report – Star Wars: Battlefront 3, The Reasons Why The Project Failed

A former, anonymous Lucas Art employee has shed some more light on the matter as to why exactly Star Wars: Battlefront 3 had been cancelled.

“This 99 percent complete stuff is just bullsh*t,” this former LucasArts employee told Gamespot in reply to the statement of the game being 99% done before being cancelled. “A generous estimate would be 75 percent of a mediocre game.”

“I was at LucasArts during this time, working on Battlefront III, and remember it well. Everybody from producers to marketing was 100 percent invested in making the relationship work,” the source said. “We were desperate for a next-gen followup to Battlefront (the claim that the project was sabotaged for financial reasons is ludicrous. The [Battlefront] franchise was a huge money maker at the time). When Free Radical continually missed dates and deliveries, [former LucasArts presidents Jim Ward and Darrell Rodriguez] made many ‘good will’ whole or partial milestone payments to keep the project going.”

The source told Gamespot the three reasons why the project failed:

Free Radical’s sci-fi shooter Haze was late by more than a year, and this took resources away from the first half of Battlefront III’s development.

The second reason was that Free Radical underestimated deadlines and failed to create a compelling title, which lead to the third and final reason. They had failed to meet the new assigned dates, which ended up killing the teams confidence and being their downfall, according to the source.

To summarize the development of Battlefront 3: During the development time frame of 2007, the game simply did not work well with the Xbox 360. The only mode available was free-for-all, and maps generally “tested poorly,” the source said to Gamespot. To make matters worse was that the team had also been developing HAZE. The source had suspected that funding from BF3 had went to completion of that title.

“At this point, I felt that Free Radical was akin to a Ponzi scheme where time and budget from the next game was being used to finish the previous, late, title,”

With HAZE nearly a year late, the milestone for BF3, which was pushed back to April of 2009 had not been met. This lead to another set date later that fall, which to was also not met. Key developers began leaving. This ultimately lead to the cancellation of the title.

The timeline (thanks Gamingeverything):

  • Project was a failure for three reasons
  • First reason was because Haze was more than a year late
  • This took resources away from the first half of Battlefront III’s development
  • Another reason: Free Radical “underestimated” or “misrepresented” its ability to meet dates and create a compelling product
  • Third reason: Free Radical missed new assigned dates
  • “This was a huge confidence killer and ultimately their downfall.”
  • Production began in mid-2006
  • Was initially planned for October 2008
  • Free Radical then missed numerous milestones
  • Some cases were due to subjective quality issues
  • Other times functionality wasn’t present
  • Source says several game modes were not implemented
  • Only gameplay in place was team-based free-for-all
  • Maps “generally tested poorly with no focus for action.”
  • In 2007, the source began to suspect that its payments to Free Radical were being used to complete Haze and not Battlefront III
  • During this time, Haze became a PlayStation 3 exclusive, which affirmed LucasArts’ belief that the studio’s engine was not compatible with Xbox 360 at the time
  • August 2007: Free Radical still “struggling” with Haze and Battlefront III
  • Started to shop around TimeSplitters 4 as a result
  • Source levied his most serious claims against Free Radical at this time
  • January 2008: Ellis himself told LucasArts that Free Radical would not be able to meet development milestones for 2008
  • New date was then set: April 2009
  • LucasArts agreed to cover the costs of the extra seven months of work
  • Battlefront III developed was still declining
  • Late 2008: Free Radical still missing its previous agreed upon dates
  • “It now looked like the April 2009 street date could not be met.”
  • September 2008: “key staff” left Free Radical
  • October 2008: Free Radical did not deliver work due for its August and September milestones.
  • October milestone was not met either
  • Was finally cancelled soon thereafter

In response to these claims, Steve Ellis, Free Radical Co-founder has issued a lengthly post to Gamespot.

“I want to set the record straight because a lot of people worked very hard on BFIII (and BFIV) and they don’t deserve their efforts to be distorted in this way.”

“From the personal tone of the comments it is clear that the source is someone whom I personally dealt with. It’s unfortunate that they are making this kind of criticism while choosing to remain anonymous.”

“What annoys me about the article is that I personally am accused of a whitewash, which is nonsense. While I don’t know everything that my ex-colleagues and staff might have said on the subject, personally I have tried to explain what happened as completely and accurately as possible. I have nothing to gain from a whitewash. I’ve gone on record saying that we had had difficult times at Free Radical Design. I’ve admitted that the transition to the latest generation of consoles was more difficult than we anticipated, that we may have made some poor tech choices, and that growing the company to the necessary size for ‘next-gen’ development wasn’t easy. I’ve said that these things had an impact on the development of Haze and that for this reason – and a number of other reasons – Haze didn’t reach the level of quality that we always aimed for at FRD. None of this is new information, so it’s a little strange to see it presented as ‘here’s what these guys aren’t telling you, and since I’m telling you this you’ll also believe me when I tell you all of this other stuff.'”

“The allegation that we used the LucasArts money to fund the completion of Haze is false. Aside from anything else, we didn’t need to. When Haze slipped, Ubisoft supported us by increasing the dev budget to cover the extra time. The ironic thing about this allegation though, is that just about every publisher we worked with would simultaneously worry that we might spend their money elsewhere, but they would invariably ask us to move resources from another project onto theirs. Our answer was always the same: ‘If we do that for you now, how do you know we won’t do it for someone else later?.’ They never liked it, but it seemed like the only way to treat everyone fairly.”

“The suggestion that we kept our difficulties to ourselves is also false. We may have been guilty of this in our earlier publisher relationships, believing that we could quietly deal with our problems by ourselves and not have to risk instigating a situation where the publishers response added further risk to the project or our company. However, with LucasArts this was absolutely not the case; it was the best publisher relationship we had ever had, so when it became clear that the design changes that we had mutually agreed to make meant that there was a risk to the end date, the first thing we did was to bring it to the attention of LucasArts senior management, almost a full year before the scheduled release. There was a lot of discussion and it was agreed to push back the release date. There were no secrets.”

“I don’t know who he might be referring to when he says that ‘key staff’ left in September 2008. During that month we lost a couple of mid-level programmers, a couple of artists, and a member of our admin staff.”

“I don’t know what problems he’s referring to in August or December 2007. In December 2007 they signed us to develop the sequel concurrently, asking us to grow our company further to do so. I’d say that that was a pretty strong vote of confidence in us, not the actions of a company that was concerned about our abilities to deliver on such an important project.”

“It was 75% of a mediocre game.’ Again, false. Until very recently there was a gameplay video on YouTube that showed exactly where the game was. It was leaked by people who were very proud of the game that they had spent over 2 years developing and wanted the world to at least have an opportunity to see it before it was consigned to history. Unfortunately, four years on, LucasArts have chosen to have the video removed. Objectively though, the game was ‘content complete’ and we were fixing bugs. At that stage in development, the way that completion is measured is by looking at the number of open bugs in the database. These are tracked and people spend a lot of time analyzing the fix rate and the rate of discovering new bugs and projecting a completion date when the game will be ready for release. At the time that the development on BFIII was stopped, the figures showed that we would close our ‘must-fix’ bugs with 3-4 weeks. So yes, maybe on reflection 99 percent was a little of an exaggeration. I probably should have said 97 percent or 98 percent.”

“In 2008, LucasArts was a company with problems. Of course I don’t know the full details of or explanation for what happened internally, but some of the facts are clear: the entire management team who were there when we started working together were replaced in the first half of 2008. They made mass redundancies on their internal teams. They cancelled a number of projects. Then our milestones started being rejected. We were told (and it seemed wholly believable given the aforementioned facts) that they could not afford to continue development of both BFIII and its sequel, so they negotiated the termination of BFIV, then later BFIII. There was no ‘termination for breach.'”

“If the problem really was that we had failed to meet their desperate need for a new Battlefront game, you might ask why after all this time they still haven’t released a new Battlefront game using a different developer. I can only speculate.”

“As the ‘anonymous source’ says, there are two sides to every argument. However, it’s easy to make anonymous allegations and not have to back them up. I stand by everything I’ve said. All I’ve ever tried to do is explain the series of events that led to the failure of Free Radical. We were not perfect. We made mistakes, but third-parties had a hand in our failure. Personally I am very proud of the efforts made by the former staff of Free Radical through 2008. They are an incredibly talented group of people who through no fault of their own found themselves in a no-win situation. I’m happy that most of them have had the opportunity to demonstrate their abilities subsequently on games such as Crysis 2.”

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James Lara

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

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Black Ops 2 Multiplayer – The Fine Line Between Greatness and Failure

This article is more of a message to Treyarch and a place to collect your feedback for them than it is a “hey, this is what I think” article.  So if you could, please do us a favor and leave a comment and share this with Treyarch!

It’s almost ironic that something as critical and assumed-to-be-perfected-pre-launch as connectivity via online networking has been such a significant issue for Black Ops II and Call of Duty in general.  In my previous article/video, I discussed why I feel these “lag” issues exist, so I’ll just link you to that here rather than repeat myself.  I will say though that the point of the article wasn’t to blame “lag comp” for all of BOII’s problems.  I wrote that article as a suggestion that maybe some of the advanced features (theater mode, etc.) implemented in BO1, MW3, and BOII are more to blame then bad network design for the issues in the recent COD titles.  Considering we didn’t have such extreme connection-related issues in past CODs, it might be food for thought to consider the additions the more recent CODs have acquired.

The way a typical night of BOII while playing with my friends (when the game plays at its worst) goes down is that I struggle to win every gunfight and lose the ones where I don’t get a crazy headstart in shooting.  I discovered this fourm post recently, which might provide some insight into why my connection seems to improve slightly when I play by myself, assuming of course it’s even remotely accurate.

Playing on my own, however, is even more frustrating despite the mild improvement in connectivity.

Despite the fact that I sometimes do exceptionally well (in League Play I might add):

More often than not, it feels like I’m carrying my entire team and still getting destroyed:

As much as I like skill based matchmaking, I feel like it shouldn’t be a factor in public lobbies.  I’m not always interested in playing against good players.  The randomness of players is part of what makes public lobbies so much fun.  Considering Treyarch included an entire set of separate competitive playlists, I really don’t understand why they implemented SKBM in public lobbies.

Lastly, I’d like to direct your attention to this video:

[youtube id=”y8nIFVHcFu4″ width=”600″ height=”350″]

Now, I’m not suggesting that the spawn system in BOII is broken.  CTF spawns, especially on small maps, are very fixed.  But I think the footage clearly demonstrates an issue that needs to be addressed.  Generally speaking, the smaller the maps become the less space the spawn system has to work with.  Bad spawns are more a byproduct of map size than spawn logic most of the time.

If the above issues are addressed and fixed, it’s my opinion that BOII might just be the best COD ever made.  But oh how thin a line it walks.

So readers and Treyarch, I leave it to you to continue this discussion and maybe get something about BOII’s problems done.

Be sure to leave a comment below and share this article with Treyarch.  Do everyone a favor, however, and avoid arguing over the issues and simply state your experiences and pass the article along.  If you can provide evidence of your claims, that’s even better.

You can contact Treyarch via these links:

Of course, you can expect MP1st to report all the latest patch information should any patches or information be released by Treyarch in the future.  If they release anything regarding a patch, you’ll be able to read up on it here.

Thank you for reading.

BOSS JEDIZOHAN

I've been a gamer since before most gamers were born. Now a full-fledged member of the PC Master Race, I'm enjoying all the best games from both AAA and Indie developers in glorious 1440p. Praise Gaben and may the Steam deals be ever syphoning funds from your life savings. Subscriber

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Far Cry 3: High Tides DLC Announced As PS3 Exclusive, Releases Next Month

While Far Cry 3 has just gotten into the hands of gamers as of December 4th (for North America), Ubisoft is already revealing just some of their DLC plans, starting with a new co-op pack set to launch next month exclusively for the PS3.

The DLC co-op pack is titled “High Tides” and will feature two brand new co-op chapters that take place right after the original six. Both “Jailbreak” and “Redemption” are set to tell the final story of the co-op characters, Leonard, Tisha, Mikhail and Callum.

“We’ve got new missions, tougher fights, bigger competitions, some great up-close time with your favourite characters, and explosive moments unlike anything you’ve seen before,” as explained in the official PR.

No price nor  The DLC will be available for free, as for a  specific date, non has been announced, though it can be expected in the coming days.

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James Lara

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

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Dumb Ways to Die: Battlefield 3 Edition

YouTuber jackfrags shows you the dumbest ways to die in Battlefield 3 in this hilarious and charming remake of the original public service announcement, “Dumb Ways to Die.”

This is just awesome, so I’m not going to say much more. Enjoy!

[youtube id=”0W71h7NWEdg” width=”600″ height=”350″]

For another chuckle, you can view the original “Dumb Ways to Die” here.

David Veselka

Musician, Gamer, Geek. Subscriber

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EVE Online: Retribution Expansion Trailer, Put A Bounty On Your Enemies Head

CCP is gearing up to release a new EVE Online expansion pack and this brand new trailer introduces just some of the new content you’ll find within.

[youtube id=”hX0p0irEOls” width=”600″ height=”350″]

Remember that when DUST 514 launches later next year, both EVE and DUST will join together, allowing each player to help one another out. You can read more on that here.

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James Lara

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

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Crysis 3 Has Hi-Tech Grass, Advanced PC Graphics Settings Revealed

Yesterday, we told you that Crytek wants to melt your PC. Today, we’re going to show you how.

In a follow-up to yesterday’s reveal of Crysis 3’s minimum, recommended and high-performance PC requirements, PC gamer has learned how you’ll be able to tweak Crytek’s upcoming graphical power-house with its advanced graphical settings.

If you remember, Crysis 2 only shipped with minimal graphics options, including v-sync, game resolution, HUD bobbing, and a general quality setting – options which were later expanded in a patch. This time around, Crytek will be shipping Crysis 3 with plenty of options as well as high-res textures right off the bat on the PC. Among the options below, some new additions include lens flares and anisotropic filtering. Check it out:

Crysis 3 Advanced Graphics Options

  • Game Effects
  • Object
  • Particles
  • Post Processing
  • Shading
  • Shadows
  • Water
  • Anisotropic Filtering
  • Texture Resolution
  • Motion Blur Amount
  • Lens Flares

“As I mentioned, Crysis 3 will already ship with hi-res textures, advanced graphics settings, tessellation and DX11 support,” Crytek’s Technical Director Marco Corbetta told PC Gamer. “Additional tech areas that have been enhanced since Crysis 2 are: AI navigation system, animation system, water, fog volumes, cloud shadows, POM, AA, cloths, vegetation, particles, lens flares and grass.”

He went on to explain some of Crytek’s technical goals with Crysis 3: “One of our big goals was to improve image quality, and a lot of work went into developing several DX11 based anti-aliasing techniques for PC, which means gamers will now be able to pick their favorite—this is relatively involved on a deferred-based engine, since it involves selecting every technique and accessing multi-sampled buffers, versus the usual ‘flip the switch’ approach. On top of an improved tessellation system we’ve also introduced character/vegetation tessellation—and since tessellation performance was still not optimal for the level of detail we wanted to achieve, we also did research into different areas and introduced what we called ‘Pixel Accurate Displacement Mapping’ for macro details with nice real-time self-shadowing.”

In Crytek’s latest gameplay demo video of Crysis 3, you’ll most like have noticed some impressive grass. Yes, grass. It turns out, much effort was put into “grass-tech” in Crytek’s studio. Corbetta explains, “this tech allows us to visualize thousands of individual blades of grass, and is very cost and memory efficient as we can even achieve good results on older console hardware like 360 and PS3. One of the most important things is that this technology is improving gameplay. For example, you can see AI aliens running through the fields and bending individual blades of grass, and things such as projectiles, explosions and wind affect grass movement too. This gives a ‘predator-style’ gameplay experience in the Fields level, which is very in line with the experience C3 wants to offer. There are not many other games that can offer this kind of realistic grass simulation and rendering on a multiplatform basis.”

Are you excited to roll around in some grass – I mean, shoot some aliens in Crysis 3 this February, 2013?

David Veselka

Musician, Gamer, Geek. Subscriber

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Halo 4 Crimson Map Pack Xbox 360 Achievements – Flying Spartans Everywhere

343 Industries details what kind of shenanigans you’ll be up to when Halo 4’s Crimson Map Pack drops this December 10.

Below are eight brand new Halo 4 Xbox 360 Achievements that should keep you busy later this month. Of course, along with these achievements, players will be treated to three brand new maps – Harvest, Shatter, and Wreckage – as well as the new 5v5 game mode, Extraction.

A lot of these seem to revolve around the Mantis and the Man Cannons. Which one’s look the toughest to you?

Halo 4 Crimson Map Pack Achievements

Halo 4 Crimson Map Pack Achievement

Now They Fly?

Get a kill while airborne in a Warthog.

50 points
Halo 4 Crimson Map Pack Achievement

Size Is Everything

Kill 20 enemies with a detached Machine Gun Turret.

20 points
Halo 4 Crimson Map Pack Achievement

ODST

Kill a player while you’re airborne from using a Man Cannon.

30 points
Halo 4 Crimson Map Pack Achievement

Bigfoot

Kill 20 enemies using the Mantis’ stomp attack.

20 points
Halo 4 Crimson Map Pack Achievement

David and Goliath

Board an enemy Mantis.

20 points
Halo 4 Crimson Map Pack Achievement

Clay Pigeon

Shoot an enemy out of the air while they use the Man Cannon.

40 points
Halo 4 Crimson Map Pack Achievement

Special Delivery

Kill an enemy with a melee attack when landing from a Man Cannon.

30 points
Halo 4 Crimson Map Pack Achievement

Pump Yer Brakes

Score the killing blow on a Mantis.

40 points

 

Source: Halo Waypoint

David Veselka

Musician, Gamer, Geek. Subscriber

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League of Legends Preseason 3 Patch Notes

League of Legends’ Season 2 has been officially over for about a month, and to move on to next season, Riot Games has made some huge changes in the game. With these changes, they have even decided to launch a new website dedicated to informing player of the latest updates.

As we head into the preseason, we’re rolling out some big changes to items, the jungle, summoner spells, and masteries all aimed at providing you with more strategic options and an even greater roster of champions across all roles.

General stats have been modified, including costs removal, addition, and price of some items. Summoner spells have also been tweaked and some of them have become available for other maps:

General (Stats)

  • Basic Cost for Stats
    • Attack Damage has generally been made cheaper by roughly 5 to 10%.
    • Attack Speed has generally been made more expensive by roughly 20%
    • Armor and Magic Resistance has generally been made more expensive by roughly 10 to 20%
    • Basic items have had their statistics and gold values adjusted to match.
  • Premiums for Tier 3 items
    • Gold premiums on Tier 3 items have generally been reduced across the board. This means that the deeper the build tree – generally the less statistics the item gives or the more expensive it will be compared to before.
  • Penetration Changes
    • % Penetration now applies before Flat Penetration. This means that combining the two statistics will amplify the effect of both – compared to live which reduced the effectiveness of both.
    • Last Whisper’s Armor Penetration reduced to 35% from 40%
    • Void Staff’s Magic Penetration reduced to 35% from 40%
    • Haunting Guise Magic Penetration reduced to 15 from 20
    • Sorcerer’s Shoes Magic Penetration reduced to 15 from 20
  • Movement Speed
    • Movement Speed bonus on all Boot items has been reduced by 25
    • Base Movement Speed on all champions has been increased by 25

Items

  • Removed
    • The following items have been removed and items that build out of them have had their recipe changed:
      • Meki Pendant, Regrowth Pendant, Force of Nature, Ionic Spark, Moonflair Spellblade, Cloak and Dagger, Elixir of Agility, Leviathan, Soul Shroud, Heart of Gold, Madred’s Bloodrazor
  • Reworked
    • The following items have been changed and have had their passives and statistics modified:
      • Malady, Phantom Dancer, Zeke’s Herald, Guardian Angel, Lich Bane, Eleisa’s Miracle, Randuin’s Omen, Deathfire Grasp, Guinsoo’s Rageblade, Tiamat, Black Cleaver, Tear of the Godess, Archangel’s Staff, Manamune, Executioner’s Calling, Morello’s Evil Tome, Warmog’s Armor, Avarice Blade, Aegis of the Legion, Hextech Gunblade
  • New Items
    • The following items are new and will be available on Summoner’s Rift:
      • Jungle-Focused: Hunter’s Machete, Spirit Stone, Spirit of the Ancient Golem, Spirit of the Spectral Wraith, Spirit of the Elder Lizard
      • Support-Focused: Shard of True Ice, Mikael’s Crucible, Banner of Command, Twin Shadows
      • Attack-Focused: Runaan’s Hurricane, Zephyr, Sword of the Divine, Mercurial Scimitar, Liandry’s Torment, Statikk Shiv
      • Defense-Focused: Frozen Fist, Ohmwrecker
  • Boot Upgrades
    • All Tier 2 boots can now be upgraded further with an enchantment for a gold cost – All Tier 2 boots share from the same pool of enchantments.
      • Enchantment – Alacrity: Increases Movement Speed by 15.
      • Enchantment – Furor: Dealing damage to a champion with a single target attack or spell grants you a movement speed boost that decays over 2 seconds.
      • Enchantment – Distortion: Your Ghost, Teleport and Flash cooldowns are reduced by a percentage.
      • Enchantment – Captain: Allied champions moving towards you gain a movement speed boost. Additionally, nearby allied minions gain a large movement speed bonus.
      • Enchantment – Homeguard: Being at fountain instantly restores your health and mana. Additionally, you gain a very large movement speed boost that decays over 8 seconds. This passive is disabled if you are in combat.

Summoner Spells

  • Barrier
    • Now available on Summoner’s Rift and Crystal Scar
    • Cooldown increased to 210 seconds from 125
    • Shield amount reduced to 95 + 20 per level from 100 + 25 per level
    • Improved Barrier increases the shield amount by 20 instead of reducing the cooldown by 20 seconds
    • Shield duration reduced to 2 seconds from 4 seconds
  • Clairvoyance
    • Duration increased to 5 seconds from 4
    • Cooldown reduced to 60 seconds from 70
    • Radius reduced to 1200 from 1400
    • Improved Clairvoyance now maintains sight on units revealed by Clairvoyance for 5 seconds instead of extending the duration by 2 seconds
  • Clarity
    • Now restores 40% maximum Mana to you and nearby allies
    • Improved Clarity now increases the Mana restoration by 25%, up from 20% (total 50% max Mana to you and allies)
  • Exhaust
    • Now reduces Attack Speed by 50%
    • Movement Speed reduction reduced to 30% from 40%
    • Now reduces all damage dealt by 30% from 70% for attacks and 30% from abilities/items.
  • Flash
    • Cooldown increased to 300 seconds from 265
    • Improved Flash is now calculated after other Summoner Flash cooldown reductions
  • Heal
    • Health restored per level reduced to 15 from 25
    • Amount allies are healed for increased to 100% from 50%
    • Improved Heal now increases your champion’s max Health by 5 per level instead of increasing the Heal amount by 10%
    • Cooldown increased to 300 seconds from 270
  • Ignite
    • Cooldown increased to 210 seconds from 180
  • Promote
    • Disabled
  • Revive
    • Now always increases your movement speed after reviving
    • Improved Revive now grants bonus Health after reviving instead of a temporary speed boost
  • Surge
    • Disabled

General

  • Fixed a bug that causes projectile-based skillshots to not appear when fired out of the fog of war (ex: Nidalee spear)
  • The Nexus turrets in The Crystal Scar and Proving Grounds will now kill invulnerable units.
  • Updated all bots’ items, masteries, and summoner spells to account for Season 3 changes.
  • Improved bots’ summoner spell logic and made usage consistent across all bots.
  • Fixed how custom game TT bots adjust to players’ laning decisions.
  • Spells that target your own champion will now put an outline glow around your champion.
  • Unbound default key bindings for ‘Toggle Health Bars’ and ‘Toggle Minion Health Bars’
  • Champion passives will now display their cooldown time over the passive icon.

Although all roles are set to change from Season 2 to Season 3, the main changes for Summoner’s Rift is the jungle:

  • Gold adjustments
    • Ambient gold gain increased to 16 per 10 seconds from 13 per 10 seconds – gold gained from farming lane minions and jungle monsters have been slightly reduced to compensate
    • Melee Minion
      • Base gold value reduced to 20 from 22
    • Ranged Minion
      • Base gold value reduced to 15 from 16
    • Siege Minion
      • Base gold value increased to 40 from 27
      • Scaling gold value based on time increased to 1 from 0.5
    • Minion gold values now update more often on a 90 second interval instead of 180
  • Kill and Death streak adjustments
    • Kill Streak bonus now caps at 500 Gold, down from 600 Gold.
    • Kill Streaks and Death Streaks now accelerate faster by roughly 50%.
      • Example: A player with a 4 kill streak will be worth 500 gold – compared to before which required an 8 kill streak.
      • Example: A player with a 4 death streak will be worth 126 gold – compared to before which required a 6 death streak.
  • Assist Gold
    • The bonus gold added for multiple players participating in a kill has been reduced to 150% from 158%.
  • Jungle
    • Overview
      • Initial difficulty of all jungle camps has been increased
      • Camp difficulty and rewards have been re-distributed more into the large monster in each camp
      • Scaling difficulty and rewards of the primary jungle camps have been significantly increased
      • Overall rewards have been re-distributed between the 3 primary jungle camps (Wolves, Wraiths, Golems) to better match their difficulty and convenience
      • New jungle items have been added to the store and old jungle items have been adjusted
    • Leashing has been changed
      • Jungle monsters now attack the closest target rather than chasing their original target
      • Whenever jungle monsters switch targets it counts as a “leash” – the maximum amount of leashes after which jungle monsters will reset has been increased to 10 from 3
      • Jungle monsters now deal 50% bonus damage to non-champions (ex: Malzahar’s Voidlings, Shaco’s Jack in the Box)
    • The “Banking” system that caused jungle monsters that have stayed alive for a long duration to have slightly increased rewards has been removed
    • Giant Wolf
      • Base Health increased to 900 from 550
      • Health per minute increased to 40 from 31
      • Base Attack Damage increased to 35 from 24
      • Attack Damage per minute increased 0.7 from 0.44
      • Base Gold increased to 44 from 40
      • Gold per minute increased to 0.65 from 0.43
      • Base Experience increased to 153 from 128
      • Experience per minute increased to 2.3 from 1.5
      • Movement Speed reduced to 443 from 510
      • Critical Strike damage reduced to 150% from 300%
    • Wolf
      • Base Health reduced to 300 from 360
      • Health per minute increased to 25 from 16.5
      • Base Attack Damage reduced to 8 from 14
      • Attack Damage per minute increased to 0.43 from 0.286
      • Base Gold reduced to 4 from 5
      • Gold per minute increased to 0.081 from 0.054
      • Experience per minute increased to 0.32 from 0.2136
      • Movement Speed reduced to 443 from 510
      • Critical Strike damage reduced to 150% from 200%
    • Wraith
      • Base Health increased to 750 from 400
      • Health per minute increased to 39 from 28
      • Base Attack Damage increased to 35 from 25
      • Attack Damage per minute increased to 0.75 from 0.5
      • Base Gold reduced to 25 from 33
      • Gold per minute increased to 0.72 from 0.48
      • Base Experience reduced to 103 from 105
      • Experience per minute increased to 2.1 from 1.4
      • Attack Range reduced to 300 from 650
    • Lesser Wraith
      • Base Health reduced to 250 from 275
      • Health per minute increased to 18 from 12.1
      • Base Attack Damage reduced to 10 from 17
      • Attack Damage per minute increased to 0.33 from 0.2195
      • Base Gold reduced to 3 from 4
      • Gold per minute increased to 0.054 from 0.036
      • Base Experience reduced to 15 from 22
      • Experience per minute increased to 0.16 from 0.1064
    • Big Golem
      • Base Health increased to 1000 from 950
      • Health per minute increased to 48 from 37
      • Attack Damage per minute increased to 1.6 from 1.05
      • Base Gold increased to 45 from 40
      • Gold per minute increased to 0.8 from 0.38
      • Base Experience increased to 137 from 117
      • Experience per minute increased to 2.4 from 1.55
      • Movement Speed increased 350 from 300
      • Attack Range increased to 150 from 100
      • Magic Resist reduced to -10 from 0
    • Golem
      • Base Health increased to 500 from 450
      • Health per minute increased to 37 from 25
      • Attack Damage per minute increased to 1.3 from 0.84
      • Gold per minute increased to 0.23 from 0.15
      • Experience per minute increased to 1.6 from 1.08
      • Movement Speed increased to 350 from 300
      • Attack Range increased to 150 from 100
      • Magic Resist reduced to -10 from 0
    • Ancient Golem
      • Base Health increased to 1500 from 1350
    • Lizard Elder
      • Base Health increased to 1500 from 1350
    • Young Lizard
      • Base Health increased to 300 from 250
    • Dragon
      • Base Health increased to 3500 from 3200
      • Health per minute increased to 240 from 220
      • Attack Range reduced to 350 from 500
    • Baron Nashor
      • Base Health increased to 8800 from 8000
      • Health per minute increased to 140 from 125

Masteries have been completely reset for every person, as they have been heavily reworked. Runes have also been renamed so they actually show you what they do. One example is the rune “Mark of Desolation,” which is now named “Mark of Armor Penetration.” The stats these runes give will also change.

Are you anxious for these changes made to League of Legends’ Season 3? Post your comments below!

MP1st Staff

Home > Features

Black Ops 2: Be A Better Teammate – Episode 3 – PTFO!

Hello MP1st readers and fellow soldiers on the digital battlefield!

In the previous two episodes of BABT, I covered understanding/identifying your playstyle and winning gunfights.  This week I take a look at playing the objective in the various game modes of Call of Duty: Black Ops II.

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I guess being a hardcore objective player makes me dumb to the notion that not playing the objective in OBJ-based game modes is ok.  That’s not to say of course that always playing the objective non-stop is a good thing.  But I’d rather be capturing objectives then running around the map hunting for easy kills.  To me, the real fight is always at the B flag.

If you have any feedback that you feel the series would benefit from, feel free to leave it in a comment!  If you’re interested in topics I haven’t covered like specific weapons or scorestreaks, feel free to mention that as well and I’ll considering covering it in a future episode.

Also, as we’re all comrades on the digital battlefield and nobody should have to fight alone, is there any interest in starting an MP1st group/clan of players?  I play BOII on the Xbox nearly every day and while I have plenty of people to play with, maybe you don’t.  Let me know if you want to party up either here or via XBL.  My GT: BOSS jediZOHAN

PTFO and thank you for watching!

BOSS JEDIZOHAN

I've been a gamer since before most gamers were born. Now a full-fledged member of the PC Master Race, I'm enjoying all the best games from both AAA and Indie developers in glorious 1440p. Praise Gaben and may the Steam deals be ever syphoning funds from your life savings. Subscriber

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Killer Instinct Trademark Renewal Refused Due To Trademark Confusion

Last September we reported that Microsoft and Rare had filed a trademark renewal for their hit fighting title, Killer Instinct. It’s been a while now, and finally a response came back, which sadly isn’t what many had hoped for.

Originally found by Neogaf users, the official documents show that the FOX, the broadcasting company, actually owns the trademark for a TV drama serial killer show (Killer Instinct) that no longer airs. The show produced 13 episodes, with only 9 showings. Now the reason why Microsoft and Rare were denied the renewal of the trademark was because people would get them confused.

In the present case, applicant’s mark is KILLER INSTINCT and registrant’s mark is KILLER INSTINCT. Thus, the marks are identical in terms of appearance and sound. In addition, the connotation and commercial impression of the marks do not differ when considered in connection with applicant’s and registrant’s respective goods and services.

Therefore, the marks are confusingly similar.

Thus, upon encountering KILLER INSTINCT for “video game software” and “entertainment services, namely, providing online video games” and KILLER INSTINCT for “entertainment services in the nature of a television series featuring drama, “consumers are likely to be confused and mistakenly believe that the respective goods and services emanate from a common source.

So does anyone even remember this show? Probably not, considering the air time it had. Hopefully this doesn’t halt the progress of any potential future title. Perhaps, a name change will occur. Brute Force anyone?

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James Lara

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

Home > News

Crytek Wants to Melt Your PC, Official Crysis 3 PC Requirements Revealed

Crytek wants to melt your PC.

These system requirements for Crysis 3 prove it. Crytek has released minimum, recommended and high-performance specifications for the PC version of Crysis 3, releasing this February, 2013.

Last April, Crytek said, “we’re just going for making the best looking game that’s ever been made, basically, and I think we’re well on the way.” They later added, “…we’re definitely pushing this game a lot from a visual standpoint, and for sure there’s going to be visual goodies in it that you can only get if you have a super-high-end PC.” So if you’ve dropped some cash on your rig, expect to be treated to some astounding visuals.

Last summer, we got a peak at some high-end Crysis 3 visuals in this tech demo. Have a look and check out the official Crysis 3 PC requirements below.

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MINIMUM SYSTEM OPERATING REQUIREMENTS FOR PC

  • Windows Vista, Windows 7 or Windows 8
  • DirectX 11 graphics card with 1Gb Video RAM
  • Dual core CPU
  • 2GB Memory (3GB on Vista)
  • Example 1 (Nvidia/Intel):
    • Nvidia GTS 450
    • Intel Core2 Duo 2.4 Ghz (E6600)
  • Example 2 (AMD):
    • MD Radeon HD5770
    • AMD Athlon64 X2 2.7 Ghz (5200+)

RECOMMENDED SYSTEM OPERATING REQUIREMENTS FOR PC

  • Windows Vista, Windows 7 or Windows 8
  • DirectX 11 graphics card with 1GB Video RAM
  • Quad core CPU
  • 4GB Memory
  • Example 1 (Nvidia/Intel):
    • Nvidia GTX 560
    • Intel Core i3-530
  • Example 2 (AMD):
    • AMD Radeon HD5870
    • AMD Phenom II X2 565

HI-PERFORMANCE PC SPECIFICATIONS

  • Windows Vista, Windows 7 or Windows 8
  • Latest DirectX 11 graphics card
  • Latest quad core CPU
  • 8GB Memory
  • Example 1 (Nvidia/Intel):
    • NVidia GTX 680
    • Intel Core i7-2600k
  • Example 2 (AMD):
    • AMD Radeon HD7970
    • AMD Bulldozer FX4150

So, the question is: can your rig run Crysis 3?

David Veselka

Musician, Gamer, Geek. Subscriber

Home > News

New BF3 Server Update Rolls Out, Adds Gun Master Weapon Progression Presets, PC Patch Now Live

Before we get into today’s brand new Battlefield 3 server update, we’d like to remind all PC players that the latest Battlefield 3 client update, (multiplayer update 5) is now live. This is the same patch that the consoles received last week. You can view the full update list right here.

DICE’s instructions on how to download the PC patch

As soon as you start your Origin client, the latest game update will automatically start downloading (unless you’ve disabled the option “Automatically keep my games up to date”, in which case it will start downloading when you try to run the game). In Battlelog, you will be notified from the Game Manager. Once you acknowledge the update, it will start downloading within the Origin client.

DICE isn’t done updating yet, however. Earlier today, developers behind Battlefield 3 pushed out a brand new server update for all platforms with the biggest addition being a more flexible Gun Master weapon progression.

Check out the full update list below:

ADDED 5 NEW WEAPON LISTS TO GUN MASTER MODE

We’ve seen a lot of interesting discussions in the community on which order you want the weapons to appear in Gun Master mode – Now we are giving server admins the choice to decide between six different presets, each bringing a twist to this popular game mode in Close Quarters and Aftermath. The available weapon progressions are: Normal (default), Normal Reversed, Light Weight, Heavy Gear, Pistols Only, Snipers Heaven, US Arms Race, RU Arms Race and EU Arms Race.

Normal Reversed reverses the gun order but keeps the knife as the ending of the match. Light Weight is for players who love to play with PDW’s for a really fast paced round. Heavy Gear was added for the Assault and Support players out there wanting to only play with their favorite weapons – and to add a big bang we introduced the C4 just before the final knife kill requirement!Pistols Only is added for the pistol lovers, which also results in a bit of a slower paced version of Gun Master than the other lists. Snipers Heaven is for the skilled snipers out there wanting to prove their aim going from slow to medium paced games, ending with the new crossbow weapon that we’re bringing in from our latest expansion pack Aftermath. US Arms Race, RU Arms Race, and EU Arms Race all have unique weapon progressions focused only on weapons manufactured in each respective region.

We hope you will enjoy these new Gun Master options. Let us know what you think in the comments below!

NEW QUICK MATCH FUNCTIONALITY

It is now possible to Quick Match into Hardcore and Infantry Only servers on PC.

<4 PLAYERS = PREROUND

Servers where the number of players drop below 4 will go back to a pre-round state. Note that you will not lose any progression because of this – the current round will end, but a Battle Report will be sent as normal before the server goes into the pre-round state.

M-COM DISARM EXPLOIT FIXED

We now limit the number of times you can get scores for arming and disarming M-COM stations to 6 times per 180 seconds. This is to prevent people from taking turns on arming/disarming the M-COM stations to artificially boost their stats.

DICE also explains Battlefield 3’s matchmaking process.

Matchmaking – How does it work?

There has been some confusion as to how our Quick Match matchmaking system works. We’ll try to clear that up below.

For your server to receive players from the Quick Match matchmaking system it needs to fulfill these requirements:

  1. The server max player count must not differentiate more than 25% from any preferred game mode player count in your rotation. For example: A server that has Conquest Large (64 players) and Tank Superiority (24 players) in the same rotation cannot fulfill this requirement and will therefore not receive players from the Quick Match matchmaking system.
  2. You need to be running the Normal preset on a console server and Normal, Hardcore or Infantry only on PC servers.
  3. Game mode ticket count must be between 50% and 1,000%.

PC players can check if their server will receive matchmaking traffic with the RCON command: serverinfo (the last Boolean tells you whether it’s enabled or not). In addition to being match-makeable, your server will also need to have at least one player joined for the matchmaking system to send any Quick Matching players to it.

Nice to finally be able to tweak the weapon progressions in Gun Master, right? How are you guys enjoying the patch and server update so far?

David Veselka

Musician, Gamer, Geek. Subscriber

Home > News

Far Cry 3: Transmission and Domination Multiplayer Introduction and Gameplay

Check out these brand new multiplayer gameplay videos, provided by our good friends over at WreckedPixel. Learn all about Transmission and Domination mode in these videos, as we take you through a complete match.

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[youtube id=”Dw-fo1MEGiY” width=”618″ height=”378″]

You’ll be able to watch more Far Cry 3 videos, including the First 15 Minutes, from Wreck’s official Youtube Channel.

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James Lara

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

Home > Features

Call of Duty’s Lag Issues: What’s the Deal?

So, what’s the deal with Call of Duty’s lag?

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If you were to make a list of everyone’s internet connections in the world, you would end up with figures so extremely disparate, it would make your head spin.  While the average American internet connection is probably around 10Mbps Down/2Mbps Up @ 20-50ms ping, there are some countries where the average internet connection is at best 1Mbps Down/.2Mbps Up @ 500-1000ms ping.  Ping is essentially a measure of how much lag your connection has.  There are a variety of other factors that make up an internet connection, but those are the big three.  Because of the difference in those three elements of a connection between all the connections in the world, lag compensation is 100% necessary when it comes to online gaming.  If you want to game online, you have to negotiate the differences between every connection being used by everyone in your game, period.

Recently, lag compensation has become a huge point of contention for Call of Duty players.  Essentially, lag compensation, or lag comp for short, is the collection of coding and software that averages out everybody’s connections in a lobby.  It’s what makes gunfights fair, it’s what keeps your character in sync with how you control it, and it’s essentially the reason these games are even playable.  Black Ops 1 was the first time that COD players really came face to face with “bad” lag comp.  Most people pointed at Treyarch and asked “WHY DID YOU SCREW THIS UP!?”  After all, aside from it’s balance issues, MW2 was (and probably still is) by far the smoothest running COD ever released.  Every shot seemed to count in MW2 and dying was a matter of who shot first, not who lag comp was working for or against.  Why didn’t BO1 play in the same way?  The answer to why BO1 saw such a departure from MW2’s “lag quality” in my opinion has less to do with anything Treyarch did regarding lag comp than it does with the game itself.  BO1 was designed with a lot of extra features that had never been in a COD game before.  Dynamic stat tracking/aggregation, theater mode, split-screen support, custom emblem creation, and interactive maps were all a relative first for COD and BO1 made them a reality.  The way I see it, BO1 is physically moving more data from your Xbox, for example, to the host’s Xbox to Activision’s servers and back again.  Because COD is designed to run on outdated hardware (current-gen consoles) and has an engine that’s essentially aged its way into obsolescence (no amount of “updating” can overhaul a game engine enough to keep it current), I think BO1, MW3, and BOII all push the hardware beyond it’s capacity.  Blacklight Retribution, for instance, plays very well and most of the weapons have nearly the same TTK (time to kill) of COD weapons.  BLR was designed exclusively for PCs.  In fact, most well made PC games play better on PC than on consoles (BF3 anyone?), not just graphically, but in almost every way imaginable.  It’s not that consoles are inherently bad, it’s just that the ones we have sitting in our living rooms are so old they’ve reached the limits of their potential.

While I agree that COD should be optimized to run exactly as it should for all systems, it’s obvious that it doesn’t.  Between the lopsided list of issues for BOII on the PS3 vs the Xbox and how many gunfights most players on both systems are losing when they shouldn’t, it’s wholly apparent that something isn’t right with the optimization of BOII.  But it’s not just BOII, it’s MW3 and BO1 too.

So what’s the solution?

Disable theater mode.  Having the host of every game recording all the player data in addition to acting as the pipe between all the players in a lobby and Activision’s servers is only hurting the optimization of the game.  The end result is a game that despite being easily the most well polished, thoughtfully designed, and arguably well executed being totally ruined by an inconsistent and frustrating experience.  As much as we all love theater mode, every COD since it’s implementation has suffered from spotty hit detection, bad host selection, and sometimes unreliable-matchmaking to name a few things.

The other, and probably more pleasing solution is to wait for the next gen consoles to debut.  With their extra horsepower they should be more than capable of handling the processing that the current hardware struggles to keep up with.

What are your thoughts?  Let us know in the comments!

Thank you for reading.

BOSS JEDIZOHAN

I've been a gamer since before most gamers were born. Now a full-fledged member of the PC Master Race, I'm enjoying all the best games from both AAA and Indie developers in glorious 1440p. Praise Gaben and may the Steam deals be ever syphoning funds from your life savings. Subscriber

Home > News

Borderlands 2 – Mysterious Bug Locks Out DLC Raid Bosses For The Month Of December, New Fix Found

If you have been recently enjoying Borderlands 2’s latest DLC’s, such as Captain Scarlet’s And Her Pirates Booty and Mister Torgue’s Campaign Of Carnage, you may have noticed a few unfortunate errors when defeating and looting their super tough raid bosses.

As of December 1st, a mysterious bug has hit Borderlands 2 that affects all three platforms which seems to lock out the three new raid bosses, Hyperious, Master Gee and Pyro Pete, for much longer then their original 24 hour lock-out. Instead, it locks them out for the whole month of December. Yes, that’s right. The whole month. The issue seems to stem from the lock-out value being changed from the original 24 hours to over 500,000 hours, meaning that these bosses would be locked out for the next 50 years, due to this bug.

Thankfully, not all hope is lost. There is a quick fix for this solution that I’m happy to share with those who really want to be able to farm these raid bosses – at least, while we wait for the folks over at Gearbox come out with an official statement regarding this issue, in which they are currently aware of moment and will hopefully release a patch for soon.

With that out of the way, here’s the quick fix for this issue, as promised:

Xbox 360

  • Sign into Xbox Live
  • Disconnect your Xbox from either router/modem or Xbox network adapter
  • Change your system date to 1/1/13, via System Settings on your Xbox.
  • Start the game
  • Go to Pete’s secret lair and spawn him
  • Pause the game as soon as he spawns
  • Connect your Xbox back to it’s router/modem/network adapter
  • Press the Guide button and reconnect to Xbox live
  • Kill Pyro Pete
  • It will now count as you killing Pyro Pete today instead of 1/1/13

PC

  • Alt-tab out
  • Change date on your PC to 1/1/13
  • Alt-tab back into Borderlands 2
  • Summon Pyro Pete
  • Pause game and Alt-tab out
  • Change the date to the correct date and Alt-tab back in
  • Kill Pyro Pete
  • It will now count as you killing Pyro Pete today instead of 1/1/13

Note: This bug does nott affect Terramorphous and Vermivirous as they don’t have a lock out like Hyperious, Master Gee and Pyro Pete do. Also, there is no known quick fix for the PlayStation 3 version, but once it’s found, I’ll update the article to include it.

That’s it. If you followed the steps above, you should be able to fight Hyperious, Master Gee and Pyro Pete without getting a message saying that they are locked out due to a player already defeating them within a 24 hour time frame, enjoy!

Do you think Gearbox should just remove the lock-out system completely? Let us know in the comment section below!

Thanks to Gearbox community members ‘Cmoney’ and ‘Heycarnut’ for coming up with these fixes.

Joel Santana

Gamer for the past 20 years who loves anything ranging from RPGs, Fighters and of course FPS games. Author

Home > News

Bungie’s “Destiny” Teased In Halo: ODST

Those devs at Bungie are a sneaky bunch.

Not only were initial plans for their recently announced IP already set in motion as far back as 2008, it has recently been discovered that “Destiny” was even teased within their second to last Halo title, ODST. It only took us until now – late 2012 – to find it.

Compare the image below, found in 2008’s Halo: ODST, to some of the leaked Destiny concept art and story details. Pretty similar! Not to mention the “Destiny Awaits” caption.

Destiny Awaits in Halo: ODST

This Easter Egg was later confirmed by former Bungie developer, Vic Deleon, via Twitter, who now works on the development of 343 Industries.

Considering the scope and size of Bungie’s upcoming project, Destiny, it’s no surprise that it has been in the making for a some time now. Not only will it be spanning four epic titles, each bridged by numerous pieces of DLC, it will also usher in the coming generation of consoles with a universe meant to rival that of the Star Wars franchise.

Now, we can’t help but ask the question, did they leave any goodies like this one in Halo: Reach? Do you remember seeing this image in Halo: ODST?

Thanks, FPSGeneral

David Veselka

Musician, Gamer, Geek. Subscriber

Home > News

PS All-Star Patch 1.02 Adds New Item, Fixes Network Issues and More

Nearly two weeks have gone by since the release of Playstation All-Stars Battle Royale and SuperBot Entertainment is already gearing up to release the first true patch for the title.

Collecting feedback from the community, this patch will address just of the few network issues that players have been experiencing along with adding some new items and character tweaks.

1.02 Patch Notes:

  • A new item, Medusa’s Gaze, has been added to the game
  • View Invites has been added to the Party Bar Menu
  • Voice chat icon added to loading screens
  • AI logic enhancements
  • Network performance improvements
    • Issue where players were stuck with a different character than the one picked has been addressed
    • Issue with matchmaking in regards to player skill has been addressed
    • Overall improvements to network connectivity
  • Sackboy changes
    • Level 1 Super – Increase cost from 100 to 150 AP
    • Level 2 Super – Increase cost from 325 to 400 AP
    • Level 3 Super – Increase cost from 600 to 750 AP
    • Jam Session (Neutral Triangle) – Reduced AP generation from 25 down to 10 AP
    • Cakeinator (Neutral Circle) – Reduced AP generation from 25 down to 20 AP
The patch is set to release early next week. Interesting to see Sackboy receiving a nerf, considering that I found him to be one of the hardest character to use. How do you guys feel about it?
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James Lara

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

Home > News

Microsoft Reveals Black Tusk Studios, Hopes To Create The Next Big Franchise Like Halo

If you haven’t heard the good news yet, Microsoft has finally opened (or rather renamed MS Vancouver) a new studio that’ll be focussing on creating fresh new IPs. Sitting right in MP1st’s own backyard, Black Tusk Studio, which originally started with only 5 people, is now a full operation – a 55-eveloper studio located in Vancouver, Canada.

Bursting with talent, the team has high ambitions for their upcoming projects. Speaking with Studio Manager Mike Chump (VancouverSun), Mike discussed how their staff’a average experience in the industry is up to 12 years, which is equivalent to a Hollywood Summer blockbuster film. Expect to see “Big games, budget, teams, and timelines” he said.

“What that means is we are working on Microsoft’s next big entertainment franchise,” he said. “We’re not working on an existing franchise, we’re looking to build the next Halo here in Vancouver, for example, which is really exciting. We are building something from the ground up.”

While studios have been closing left to right in Canada, the team believes that Vancouver is the right place with much investment.

“And the last piece of it is — the reason we really believe in Vancouver is it’s such a great place to live that when we are going out and we’re recruiting, whether it’s California or Frankfurt, it is never a tough sell to convince somebody to move to Vancouver.”

So what do you guys think? Don’t be fooled by the statement about Halo, as it’s speaks more of the success of the franchise rather than pertaining to another sci-fi FPS shooter.
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James Lara

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