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  • Most 2016 Volkswagen cars can avoid crashes and talk to your phone

    by 
    Jon Fingas
    Jon Fingas
    07.29.2015

    You normally have to spring for higher-end cars to get semi-autonomous features that could save your hide, but Volkswagen is aiming to make them relatively commonplace. The automaker has started shipping its 2016 model line, and most of it will at least make crash avoidance features an option, if not include it as a matter of course. The majority of Golf, Jetta and Touareg models will have the choice of smart cruise control and emergency braking technology that could keep you out of an accident even if you can't react in time; they're standard on Executive trim levels for the CC and Touareg. You'll also find a lane departure system on the CC, Golf, and Touareg, and parking assistance on the Golf.

  • Adobe Creative Cloud update boosts speed, adds stock photo library

    by 
    Billy Steele
    Billy Steele
    06.16.2015

    Moving to a subscription-based plan of cloud-run apps allows Adobe to push regular updates, and the company is keen on at least one major update a year for the entire suite. In the 2015 installment, Adobe improved performance with speeds up to 10 times faster than CS6 in some apps. Besides that welcome tweak, the company also announced its own stock photography service: Adobe Stock. As you might expect, Stock is integrated with Creative Cloud apps so you can nab those images easily and CC subscriptions will save you 40 percent on photo purchases. You'll be able to search the Stock library from within apps like Photoshop before placing selections in a mockup. And yes, there is an additional fee required. You'll pay $10 per image or $30 a month for a collection of 10 ($50 if you're not a Creative Cloud user).

  • What will raiding be like in Warlords?

    by 
    Matthew Rossi
    Matthew Rossi
    03.15.2014

    When discussing how the changes coming in Warlords of Draenor will affect raiding, we're of course looking at an incomplete picture. We don't know what new spells and abilities might come, we just know to an extent what won't be there - abilities like Skull Banner will be gone, as well many CC abilities, and healing will be greatly changed - casting on the move will also see a significant decrease. What we therefore need to consider is that raiding itself will have to change to embody these changing philosophies. It would be a disaster to alter class abilities and leave raids designed around the same high damage, high mobility kit we see in modern raiding. But what will raid design entail? Well, I'm not a raid designer. If I was, I'd be super busy designing some raids. What I am is a guy who raids a lot, so I can give you my perspective as a dude who has seen every fight in the game at this point. What are we in for in Warlords, based on what Blizzard has said is changing, and what they intend to try and do?

  • Black Gold's Skycaller class designed for crowd control, support

    by 
    Jef Reahard
    Jef Reahard
    03.13.2014

    If you're a fan of crowd control classes, chances are good that you'll like Black Gold Online's new Skycaller class. An update on the steampunk MMO's website says that the newly announced archetype is "capable of high-level single-target crowd control abilities plus excellent support." The Skycaller also boasts "long-range area attacks with light damage but crippling effects." Skycallers wear light armor, and they can be played by either the Kosh or Yutonian races. Snail has also provided a description of the class's special moves as well as a bit of lore, all of which you can read via the links below.

  • Warlords of Draenor: A peek at Diminishing Returns changes

    by 
    Olivia Grace
    Olivia Grace
    01.10.2014

    Senior PvP designer Brian Holinka has been on Twitter today clarifying the changes to diminishing returns in Warlords of Draenor. Along with the recently posted indications of changes to CC, Community Manager Lore tweeted and then posted about the changes to DR, or Diminishing Returns: Lore One other thing I just mentioned on Twitter that I'd like to bring up here as well -- we're also planning on having fewer DR categories (and thus, more shared DR's) in WoD. Again, still in development, anything can change, but that's what we're looking at. source The reduction in DR categories is welcome indeed, as we've discussed here in the past, there are 117 abilities across 13 categories, excluding things which CC and don't DR at all. This is baffling for new PvPers, and even advanced players often won't know every spell's category. As part of the big CC cull in Warlords, Blizzard's devs are looking to simplify DR. And Holinka has added more detail to their plans.

  • Warlords of Draenor: More information on player CC removal

    by 
    Olivia Grace
    Olivia Grace
    01.09.2014

    Blizzard Community Representative Lore has been over on the official forums providing players with more information on the planned reduction in CC that will be implemented in Warlords of Draenor. While Lore isn't exactly spelling out what will and won't be removed, he is talking about how the devs currently like CC in talent trees, particularly when it's three abilities over one row. The reason for this is that it forces players to make intelligent choices about the CCs they take. Struggle with casters? A root won't do you any good. Know you're facing a lot of fear breaks? Don't take that, then. And it cuts down the overall number of CCs available to existing players. This, to me, is far better than the current trees for, say, warriors, where Storm Bolt and Shockwave are both on trees with two DPS abilities -- although Dragon Roar is a knockback. These two abilities would be far better off on the same tree, perhaps with Dragon Roar as the third. Bladestorm could then join another CC break + damage increase -- Avatar -- on another tier. Lore also mentions, in the blue post after the break, that they will not just look at talent tree CC, but at baseline abilities as well. What's more, given the removal of CC abilities, CC breaks will need to be slimmed down, and that is on the devs' radar. In a subsequent tweet, he adds that DR categories are being looked at. With 14 at the moment, this is also a welcomed change. Hit the break for Lore's full post.

  • The future of CC and Diminishing Returns

    by 
    Olivia Grace
    Olivia Grace
    10.16.2013

    Following his post on Friday listing out the giant categorization of Diminishing Returns (DR) in PvP, Blizzard Community Manager Lore has posted again regarding the future of DR and its PvP implications. Lore As our senior PvP designer Brian Holinka tweeted over the weekend, we've got some pretty solid goals for the future regarding crowd control. We do think it needs to be toned back a bit, both in the amount of CC effects available and in how frequently they can be used. That said, CC is still an integral part of World of Warcraft PvP. Dealing with it intelligently, both in choosing when to use your own CC as well as reacting to opponent CC's, does have strong gameplay value. Quote: Honestly going to guess they're getting the exact opposite of what they planned from it. Our only "plans" were to try to make an admittedly confusing system less so. Confusion about which CC effects share DR's doesn't help anyone. source So where do we go from here? First up, the post he's referring to in the section about their "plans" is the Diminishing Returns list published last week. This is an incredibly useful resource, which all teams should have at least a cursory glance at before they start trying to make CC chains. There's no need to memorize it, but it's good to have an idea of how your comp's CC works. But that aside, it's a pretty scary list. As Lore mentions above, Brian Holinka tweeted about their plans to rectify the issues behind the DR system in the next expansion. What are the options? What should they do? What shouldn't they do?

  • WildStar locks you down for a look at crowd control

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.21.2013

    Whether it's made up of stuns, knockdowns, sleeps, or disarms, there's a whole part of MMO gameplay dedicated to making sure your opponents don't get to do anything. The latest WildStar Dev Speak video notes that this is an important gameplay aspect that's also very challenging to manage from a design perspective. After all, having the ability to disable others adds a lot of strategic depth... but absolutely nobody enjoys being beaten on by multiple opponents without being able to do anything. So what's the WildStar solution? Simple: Make sure that even crowd-controlled players have something to do. If you're stunned, you can mash on a key to try and break out early as in many fighting games. Knocked down? Use a roll to get back on your feet quickly. Disarmed? Run over and grab your weapon! You can see several forms of crowd control in the video below, and while the changes might not prevent you from being stunlocked by seven people, you can at least react with something other than patience. [Source: Carbine Studios press release]

  • Adobe releases latest Creative Cloud apps, surveys disgruntled customers about pricing

    by 
    Steve Dent
    Steve Dent
    06.18.2013

    Love it or hate it, Adobe's Creative Cloud subscription-based software is now the only way to get your favorite apps like Photoshop, Premiere Pro and the like. The company has just released the latest versions of most of those programs, now dubbed CC, which can be installed alongside the current apps for those afraid to change mid-project. Meanwhile, Adobe's trying to tempt previous suite or apps owners to transition to the new system for up to 60 percent off for CS6 owners during a 12-month period, or 40 percent off for those on CS3 to CS5.5. According to Photo Rumors, Adobe is also considering a new pricing structure in response to a massive online backlash against the subscription model from existing clients, who feel it's too expensive. The company sent out a survey asking some of them what they thought about paying $10 per month for three years for Photoshop, or $30 for the entire suite, while being able to keep a permanent CS6 copy of either at the end. Considering the level of vehemence we saw earlier, we'll have to wait and see if that'll fly. Meanwhile, check the PR after the break to see what's new in all the apps.

  • Is instant-cast crowd control too ubiquitous?

    by 
    Olivia Grace
    Olivia Grace
    12.12.2012

    First, no, Polymorph isn't an instant-cast spell. Second, onwards! Blizzard Community Manager Nakatoir has posted this morning about Blizzard's current thinking on instant cast CC. Nakatoir First things first, I want to make sure you're aware that the information below reflects both short and long-term design considerations on our end. This isn't all on the table for patch 5.2 for a number of reasons. To make this clear right off the bat: This shift of instant casts back to cast times is not just targeted at crowd control. We also wish to start moving some heals back to having a cast time rather than being instant. That said, we're not necessarily planning on overhauling many of the spells and abilities that have been instant for a long time now, such as Hand of Justice. We're looking at some of the big outliers that we see brought up a lot, which are instant-cast, area-of-effect abilities like Blinding Light, or Presence of Mind in combination with Ring of Frost. We think that there are too many of these AoE CC spells at this time, especially instant AoE CC, which can create some frustrating gameplay experiences. Some other particular crowd-control effects that are on our radar are abilities like Blood Fear, which we're considering redesigning altogether, and Predatory Swiftness in combination with Cyclone, which feels virtually impossible to counter. Posted by Inférnal While we are talking about cc what about having some more spells share DR with each other. A pala can repentance/blinding light/ hammer. No Dr at all. Why is it that fear and blind share a DR and polly/fear and cycone dont? and many more examples like this. We're looking at diminishing returns for CC right now as a possible way to help with CC in PvP combat, but it's the type of gameplay overhaul that can be risky to implement in the middle of an expansion cycle if the change is too drastic. We are, however, taking a look right now at the DRs within particular classes, as well as special snowflakes like Cyclone. Either way, the design discussion will undoubtedly continue! ^^ source

  • Control Wizards join Neverwinter's class lineup

    by 
    MJ Guthrie
    MJ Guthrie
    10.31.2012

    You've seen the brawn that's coming in Neverwinter, the upcoming Dungeons & Dragons action MMO, now meet the brains: the Control Wizard. These masters of arcane magic eschew physical battle, instead relying on knowledge and study for their power. As their name suggests, Control Wizards have the ability to hinder multiple foes by using their spells to stun and disable large groups of surrounding enemies. Check out a video after the cut as well as images of the Control Wizards doing what they do best in the gallery below. And tell us, which class would you prefer to play when Neverwinter releases -- muscle or magic?%Poll-78724%[Source: Perfect World Entertainment press release]%Gallery-152607%

  • Crowd Control announced on your screen in patch 5.1

    by 
    Olivia Grace
    Olivia Grace
    10.12.2012

    In one of my earlier PvP addon posts here at WoW Insider, I talked about a fantastic addon, which was, and still is, called LoseControl. What LoseControl did was to bring up an icon in the middle of your screen whenever you lost control of your character, that indicated precisely how you had lost control, by displaying a spell icon, and for how long. This could also be modified by OmniCC to add a duration if you preferred that to the pie-chart method of measuring time, as can be seen in the header image. I always think that the mark of a really good addon is when Blizzard incorporates it into the game, and it looks like this is exactly what's happening with LoseControl. The Blizzard blog with the official 5.1 PTR patch notes had this to say: Blizzard A new banner will appear when a player is subjected to an effect that causes them to lose control of their character. The effect that caused the loss of control and remaining duration will be displayed. Configuration options are available in the "Combat" section of the "Interface Options" menu. source Additionally, new strings have been datamined that indicate that these banners will show the type of CC a player is subject to, as well as the effect itself, so, for example, Psychic Scream is a fear effect, and can be removed with Will of the Forsaken or a Tremor Totem, whereas Mortal Coil is a horror and cannot.

  • Netflix to bring closed captioning to all video content by 2014

    by 
    Edgar Alvarez
    Edgar Alvarez
    10.11.2012

    The road to become the best it can be will surely be a long one, but Netflix is certainly doing all it can to be covered on all grounds. Most recently, the streaming giant announced that it has reached a settlement with the National Association for the Deaf which ensures that the company will offer captioning services on its entire video library by 2014. Currently Netflix has caption options on nearly 85 percent of its hefty entertainment repertoire, with the outfit expected to make it 90 percent by next year and, shortly thereafter, have its full set CC-ready. Needless to say, this is a win-win for all parties involved.

  • Amazon adds closed captions to select Instant streams

    by 
    Terrence O'Brien
    Terrence O'Brien
    10.03.2012

    Amazon is finally catching up to the rest of the streaming industry and adding closed captions to some of its Instant Video selections. For the moment the library of CCed content is pretty slim, with only 169 shows and 74 movies, but we'd expect that to grow pretty quickly. That does put the burgeoning media giant quite a bit behind competitors like Hulu and Netflix, who have been catering to the hearing impaired for some time. For now, captions are only available when streaming from Amazon's website, but the company promises to expand support to "additional devices" soon. For more info check out the Amazon help page at the source and the email notice forwarded to us by a tipster after the break. [Thanks, Linda]

  • Hyperspace Beacon: SWTOR's Gabe Amatangelo on 1.4 and free-to-play

    by 
    Larry Everett
    Larry Everett
    09.18.2012

    It's not usual for the Hyperspace Beacon to feature two interviews in a row, but Star Wars: The Old Republic has some major changes coming. Update 1.4 promises to give us new and exciting content like a new operation and a new warzone, and after the EA earnings call, we learned that SWTOR will tackle the free-to-play market. Readers and fans voiced both concerns and excitement over this move. I couldn't just let that stand; I had to pose some questions to the BioWare developers. SWTOR's Principal Lead PvP Designer Gabe Amatangelo picked up the call. Our conversation focused on these two major changes to the game and the concerns fans have for the game's immediate future. Read on!

  • Diablo III tries a new approach to crowd control

    by 
    Justin Olivetti
    Justin Olivetti
    09.05.2012

    If you've been playing Diablo III and thought that its crowd control mechanics felt, well, weak, then Blizzard agrees with you. In a new post on the official site, Senior Technical Game Designer Wyatt Cheng explains the original reasoning behind Diablo III's crowd control, brainstorming sessions that the devs had to fix it, and the team's final decision. Coming soon to the game will be a buff for CC that creates new rules for how mobs process these abilities when used against them. Cheng explains it thusly: "Monsters have a 'CC resistance' that is stored on a per-monster basis. The CC resistance starts at 0%. For every one second CC that is applied to the monster, the monster receives 10% CC resistance. Monsters lose 10% of their CC resistance every second that they are not CC'd. Elite monster CC resistance is capped at the current reduction values already active for Elites." He says that after the change, "near-infinite CC strategies will work," making the player feel powerful while not unbalancing the game.

  • Crowd control basics by class

    by 
    Olivia Grace
    Olivia Grace
    01.04.2012

    So, crowd control. Contrary to the name, it isn't really a good way of controlling crowds; rather, it's a great way to control the size of the crowd of mobs mercilessly attacking your tank. Crowd control in this post means abilities that can be applied prior to a pull. We'll get to abilites like Psychic Scream, warriors' Intimidating Shout and Shadowfury a bit later, but they're not our primary concern right now. There are some situations, particularly in the Rise of the Zandalari dungeons where pre-pull CC isn't possible (such as the adds on the way to Nalorakk in Zul'Aman) where you'll need to CC on the fly, but this is rarely the case. Not all classes have crowd control abilities of the type we're talking about here. Warriors and death knights have a few stuns, fears and Hungering Cold, all of which can be put to excellent use but aren't really crowd control in this sense as they can't be cast prior to the pull. So which classes have these pre-pull crowd control abilities, and what are they?

  • Caption Contest: Real-life Super Mario party searches for Princess Peach

    by 
    Joe Pollicino
    Joe Pollicino
    11.06.2011

    Mamma Mia -- it's 'a me whole lot of Marios! If we were you, Bowser, we'd return Her Majesty to Mushroom Kingdom at once. Okay, okay... in actuality, the above was merely Nintendo hyping the upcoming US release of its psychedelic-consuming plumber's first 3DS title, Super Mario 3D Land. So there's no need to worry folks, Ms. Peach is safe -- at least until you get your grubby paws on the game come November 13th, that is. Darren: "Mario has sabotaged the Beastie Boys' redux of Sabotage." Terrence: "Occupy Mushroom Kingdom." Joe: "Will the real Super Mario please jump up?" Mat: "Someone got the infinite lives cheat massively, massively wrong." Sean: "The Mario family reunion took a turn for the awkward when Luigi realized he was the only attendee out of uniform." Tim: "It's 'a me... your worst nightmare." Richard Lai: "I ate the wrong mushroom." Jon: "After defeating multiple Agent Smiths, Neo finds that he advances to level 2 in the Matrix..." Brian: "Moments later, the mob located a pet store, went to town on the turtle tank and escaped safely through the toilet." Myriam: "Where's Waldo?" Zach Honig: "Darn it, Myriam... you took mine!" Billy: "The first rule of Project Mayhem is..." Brad: "This would've made that lousy Super Mario Bros. movie a whole lot better." Amar: "King Hippo + $2 Taco Night = this" Richard Lawler: "And not a single flying Cape Feather was given that day." Josh Fruhlinger: "Another Sunday in Williamsburg, Brooklyn."

  • Scattered Shots: Scatter-trapping with grace and ease

    by 
    Basil Berntsen
    Basil Berntsen
    11.05.2011

    Frostheim appears to be decimated, unable to write this week, over the loss of the most recent raiding gun from the patch 4.3 PTR files. As someone who PVPs to get my first raiding weapon of most patches, I can choose whichever ranged death-dealing machine I want. Of course, as a Worgen (not to mention someone who is generally the butt of many of Frostheim's jokes on our podcast), I usually choose a crossbow after buying, returning and screenshotting the gun. Today, Scattered Shots will be all about a very basic hunter PVP survival skill: scatter-trapping. All hunters of all specs can scatter-trap, and whether you're being ganked doing dailies, trying to win Baradin Hold, or doing competitive Arena, it's one of those skills that can really set you apart. Traps on their own are only useful for people you can force to cross through them. Mostly, this means melee, although you can sometimes force a ranged player to cross a trap if you're humping a pillar properly. What do we do when we want to freeze someone who isn't chasing us, though? Freezing Trap is really our most effective crowd control ability. We'll often want it to be used on someone that matters like a healer. Unfortunately, short of stepping up to a healer and dropping a trap on them, there's no way to force them to cross our path.

  • Is it time to kill tanking?

    by 
    Matthew Rossi
    Matthew Rossi
    08.25.2011

    Please note I said "tanking" and not "tanks." If you know a tank, give him or her a hug. He or she isn't clad in cold metal or an angry bear that will tear off your face because of you; it's those pesky mobs. The tanking system has long been somewhat problematic in World of Warcraft. While it scales to some degree, from 5-man dungeons to 10-man raids, the scaling falls apart when we get to 25-man raiding, which currently demands about the same amount of tanking as 10-man. You can get through most of Firelands with two tanks, no matter your raid size. Majordomo Staghelm only requires one tank, again, no matter your raid size. This means that the scaling from five to 10 works, but as soon as you go from 10 to 25, instead of needing 2.5 times more tanks, you need no more tanks. The other problem is simply that there already aren't enough tanks for every 5-man group. When the Call to Arms feature was announced for the Dungeon Finder tool, it was created out of the simple fact that we're not seeing the distribution we'd expect in the playerbase. In order for the Dungeon Finder to work without significant group queues, we would need 20% of the people queuing up to be tanks (1 in 5 = 20%). This is not the case. People simply don't want the perceived group responsibility of tanking. It's why changes were made to CC mechanics that allow groups to CC on the fly without pulling. It's why Call to Arms exists. And yet, despite both of these changes, tanking was still so unattractive to players that threat itself needed to be redesigned. All of this work to try and get people to tank. Maybe the problem isn't the players here, though. Maybe it's the role.