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  • Fortnite RTX

    'Fortnite' will add ray tracing and DLSS on September 17th

    by 
    Christine Fisher
    Christine Fisher
    09.15.2020

    'Fortnite' will get NVIDIA's ray tracing and DLSS tech on September 17th.

  • The Repopulation drops its first patch for the new build

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.03.2015

    It's more possible to play The Repopulation now than it has ever been, and that means the design team is shaking up how it handles updates. Instead of the monthly recaps of the past, the team is putting forth notes for each individual patch, such as the first major one to hit the current testing build. It's focused on improving several areas of the game, starting with a polishing of textures and performance in Plymouth City and a few other smaller points. Several combat improvements have also been rolled out, although the next patch will hit most of the major combat issues players have brought up. Skill gain rates have also been adjusted, as have the Auction and Work Order systems in hopes of keeping the economy lively. If a few lingering issues had kept you from fully enjoying The Repopulation or you just want a picture of all the changes that have come down the pipe, check out the full walkthrough of the latest patch.

  • New ArcheAge producer promises communication, game improvements

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.23.2015

    There's someone new at the head of ArcheAge, producer Marv Lee Kwai. Kwai posted a lengthy letter to the players on the forums recently outlining the major standing issues that the team still sees in the game along with several of the changes and additions set for the game over the next year. He stresses that the developers are well aware of unusual market fluctuations, sieges being too costly and difficult, and the balance of top-end rewards; moving forward, the team means to see them all tweaked and improved. The letter goes on to mention that the team is planning to add a global trade channel to reduce faction chat spam. Also en route is The Diamond Shores, a new area in southern Auroria that accompanies a bump in the level cap to level 55. It's a little past the start of the new year, but Kwai's tone is hopeful that the game can rise above its somewhat buggy and controversial launch.

  • The Repopulation looks back at its July test updates

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.04.2014

    The end of the month means a new update for those on the outside looking in at The Repopulation, and July brought with it some sizable changes. For example, the game introduced 27 new areas, with several existing areas seeing new improvements and a lot of extra paths opening up. Any explorer has plenty of new stuff to see throughout the game, from new ways to see old regions to old regions just filled with new things. July also saw the inclusion of the training mechanic, which allows players to spend training points to improve various abilities. Pharmaceuticals, equipment fittings, and music also saw large-scale overhauls for players, and the development team launched a survey to get a better idea of the player types watching the game closely. You can see the full list of patch changes with the official update, along with more details on the overhauls and plans moving forward.

  • Final Fantasy XIV updates with sightseeing, weapons, and poses

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.05.2014

    Final Fantasy XIV is going to have a big week at E3 next week. That's not speculation; Naoki Yoshida is running two live letters from the show floor, and players have been promised big announcements. But a big patch has just dropped for the game, and patch 2.28 brings plenty for players to enjoy all by itself. The promise of more in the near future is just icing on the cake. Owners of Animus weapons can now continue advancing their weapons to Novus incarnations, with larger Mythology tomestone rewards making the road to Animus a bit less onerous. The patch also includes the new sightseeing log, challenging players to find the scenic vistas across Eorzea. It also improves the existing posing system, with new poses for each race and a memory of what pose you were in when you move. You can read through the full patch notes to get an idea of everything contained therein, and take a gander at the Ramuh preview for an idea of what's coming next in patch 2.3.

  • EVE Online warns supercarrier pilots of impending changes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.28.2014

    On June 3rd, EVE Online is rolling out its latest expansion, and that means changes are coming for everyone. This includes some pretty substantial changes to supercarriers, such as the doubling of all Fighter Bomber drones. Depending on how full your drone bays might be, that could mean you suddenly have more units in your drone bays than you have actual space to fit them. A quick post on the official site notifies players that in the event their drone bays become overfilled, all of their drones will be moved to the cargo bay, where they could leave a ship overloaded and unable to jump until cargo is jettisoned or destroyed. Players are advised to take care of the space in their supercarriers now, before the expansion launches, rather than scrambling to find places to put all of the drones once the update actually happens. You can also check out the original blog outlining the overall supercarrier changes if you missed it the first time around.

  • Shroud of the Avatar opens up access to Release 5

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.24.2014

    It's time to get skilled in Shroud of the Avatar's combat system. That is, it's time to actually have access to the skills that will eventually be in the game. Release 5 is now open to the game's backers, and it brings with it 35 of the 171 skills that will eventually be in the full game. Some skill lines are more fleshed out than others; while the Death line has access to death in both touch and ray form, Water is currently limited to Ice Fist and nothing else. But that will change. Aside from this major addition, the new release will also see the first wave of potential backers admitted into testing with keys that have been given out via an Alienware Arena promotion. There's also a new lighting model in place and a variety of functionality updates. Whether you're in the early access period or just want to keep an eye on the development, check out the full list of Release 5 notes for more details.

  • Final Fantasy XIV updates PvP in patch 2.25

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.24.2014

    When was the last time you were in the Wolves' Den in Final Fantasy XIV? A week ago? A month? Was it never? Well, perhaps you should drop back in, because there's some new stuff in there. New armors. Attractive armors. And don't worry that veterans will have them right away when you log in; these armors require climbing the PvP ranks further, as this patch also adds ranks 31-40 to the ladder. So there's that much more reason to jump into the arena and start earning your Wolf Marks. Patch 2.25 also adds a couple of other features. Players can now use materia transmutation to exchange unwanted materia for a (hopefully more desirable) piece of materia at random. Darklight gear has been made dyeable, and Ventures have been added as a possible reward from treasure hunts. Take a look at the full notes for a few more details as well as a list of bug fixes included with the patch.

  • EverQuest II producer's letter outlines All Access changes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.17.2014

    On April 23rd, big changes are coming to Sony Online Entertainment's All Access membership. The latest producer's letter for EverQuest II outlines how those changes will affect players as well as what updates are around the corner. All Access players in EverQuest II will have seven available character slots, a boost to both coins earned and mount speed, and doubled gain rates for alternate currencies earned in-game. There will also be early access to content and promotions available for members. The first bit of early access content will be the contested version of the High Keep dungeon, exclusive to members for two weeks and sporting all-new story and characters therein. There are also plans to create a more reliable resource to look up what's being updated in the game's near future, a necessity as the updates switch to a weekly schedule. Take a look at the full letter for more details on exclusive member perks as well as the immediate agenda for updates.

  • PAX East 2014: Guild Wars 2 on the Feature Pack and beyond

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.15.2014

    If you're a Guild Wars 2 fan, we all know what you're excited about today. After a year(ish) of small incremental patches and living story, the game is rolling out a big patch full of features appropriately dubbed the Feature Pack. It's not new content, but it's a lot of big bonuses and improvements to the ways that players already play the game's existing content. And we got to see a bit of it in action at PAX East. Some of the information about how these features will work has already been discussed, but not everything, and seeing all of the improvements in action definitely gave a sense of tangible change not visible in development blogs. It's part of a shift in ethos for the development team, as well; rather than trying to roll out changes along with Living Story updates, ArenaNet is implementing a big set of improvements at once to make the whole update feel meatier.

  • Defiance powers up weapons and enemies with Arktech Revolution

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.28.2014

    If you're playing Defiance, you could probably use a bit more gun. The designers certainly thought so. As often as not, higher-rated weapons just weren't worth upgrading to compared to your older weapons with lower ratings. But that's not true with the next major patch. Your EGO rating will be a lot more important than it was, and that means that higher-rating guns are going to become a lot more powerful and a lot more rewarding to use... which has some larger effects on the game as a whole. For starters, in order to compensate for bigger guns, there need to be larger enemies about that won't just dissolve into a red mist when you fire your gun. Players who still want to be able to get out and enjoy the world will also need some means of doing so, which is achieved by a dynamic scaling system which ensures that even lower-rated players can still take part in big stuff. For more details on the numbers and specifics, check out the latest development update at the official site.

  • Star Trek Online overhauls reputation bonus abilities

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.25.2014

    Reputation in Star Trek Online doesn't just give material rewards; higher reputation is directly tied to new abilities and enhancements for both ships and captains. Season 9 is already improving and renovating the system for advancing in reputation, and that means the developers are taking a closer look at the existing system as explained in the latest development blog. That examination showed off some real issues with the extra powers for veterans compared to new characters at the level cap. It came down to the simple fact that the setup was not viable forever, and as more reputations came in, the gap in power would start becoming sizable. So what does it mean? A new setup for the various reputation powers. Starting with Season 9, powers will be renamed to Reputation Traits, with all captains receiving four slots for Ground Traits, four slots for Space Traits, and four slots for active abilities. These slots can be reallocated at any time, as well, letting you choose from a wider pool of tricks as your reputations advance. Take a look at the latest development blog for details on how the existing abilities will be changing to be more powerful with the new system.

  • RIFT's Arbiter and Physician are incoming

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.10.2014

    Patch 2.7 is delivering a bundle of four new souls to RIFT, and that means that every calling will be able to play every role in the game. The support Cleric soul (Oracle) and the healing Warrior soul (Liberator) have already been revealed, but what will Rogues and Mages get? The details were in the most recent livestream: Rogues get Physician as a specific healing soul, while Mages will be able to tank with the addition of the Arbiter soul. According to the most recent development livestream, a great deal of internal testing is being done to ensure that all four new souls remain functional and competitive, even though they're being added before an expansion. Players can keep their eyes peeled for later in the week when the Physician and Arbiter both get revealed ahead of their test realm implementation. These four souls will be purchasable as a bundle, although no announcements on price have yet been made.

  • The Mog Log: 2013 in review for Final Fantasy XI and XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.28.2013

    This feels as if it's been a really long year to me. Spending an entire year waiting for a game to re-release is certainly part of the reason why, but it really seems that there were a lot of things going on for both Final Fantasy XI and Final Fantasy XIV over the last 365-ish days. I didn't even do a year-in-review last year because what could be reviewed? One game shut down and was waiting for a full revamp, and the other was just hitting the numbers and moving along. This year, though, has been the big one. The fifth expansion that no one ever expected to release actually came out. The relaunch happened. A whole lot of mechanics got updated. I flew across the freaking country. It was a big year if you were a fan of online games with moogles, even if that year wound up being a lot bigger for Final Fantasy XIV than Final Fantasy XI.

  • The Daily Grind: Is there an ideal patch schedule for games?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.28.2013

    Guild Wars 2 is very proud of its every-two-week patches, but I find that those frequent patches wind up being so small that they're not really engaging. This is no fault of the developers, really; two weeks is not much time to design anything substantial. It's fast, but is that enough? By contrast, Final Fantasy XIV packed a lot into its first major patch post-launch, which is a good thing, as it was released nearly four months after the relaunch and came when a lot of people were pretty burned out by the options in the game at that time. Having gotten most of the relevant content into farm mode myself, I can say that the next update definitely needs to come along faster than the last one. That put me to thinking: Is there an ideal patch schedule for games? Is there a sweet spot with enough time to develop new content and not enough time for people to get bored with what's there? Should it be all about the content when it's done, or should it be a fast cadence even if things need to be tweaked later? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Rocksmith 2014 trailer plucks out its improvements

    by 
    Mike Suszek
    Mike Suszek
    09.05.2013

    This Rocksmith 2014 trailer tours the game's improvements over the first title published by Ubisoft in 2011. 2014 sees a wide variety of changes, including a better note highway and lack of load times, Ubi says. Rocksmith 2014 will launch in October.

  • Features that have changed the World of Warcraft

    by 
    Matthew Rossi
    Matthew Rossi
    08.27.2013

    Time to be blunt. World of Warcraft is way better now than it was in vanilla. Before you gasp and get a case of the vapors, let's get real here. I'm me, it's true, you know it's true. The talent system? Leaps and bounds better than the last minute Diablo II clone we got in classic. Raiding? Raids today are more accessible, better designed, and far more varied then the resistapaloozas we got back in the day. I say this as a dude who farmed UBRS for the Draconian Deflector and who tanked Princess Huhuran in cloth freaking booties because they had nature resistance on them. Throughout its near-decade long run, World of Warcraft has constantly changed, iterated and improved on the experience it provides. Every patch, every expansion has made adjustments and tweaks, and while nothing is perfect and not all changes were good (We all know that any change to warriors that didn't make them invincible supergods wasn't a good one, am I right? Why are there so many crickets here?) the game has moved forward with new systems and features. For me, it's interesting to look back over the history of the game at those changes that really improved the player experience or changed it in a fundamental way, that altered how we play. And so, now I'll do exactly that. With Flex Raids on the horizon for patch 5.4, what else can we look back on?

  • SWTOR 2.3: BioWare shows off palette upgrade

    by 
    Mike Foster
    Mike Foster
    08.08.2013

    The latest Star Wars: The Old Republic dev blog is something tech geeks and film nerds may find interesting. BioWare's dev team has added color grading technology to the SWTOR game engine, providing its environmental artists with more direct control over how textures appear in-game. Here's the basic gist: The team takes a few screenshots of the area in question, and then edits them with photo editing software. The changes made are then coded into a texture, which is placed on the area originally screenshotted. This allows the game engine to make the color adjustments on the fly. According to the dev blog, this new tech allows the art team to adjust SWTOR's final color output in very much the same way one would edit a photograph, with almost the same amount of flexibility. The blog shows off some cool before/after gifs of specific areas, so if you're into technical, under-the-hood things it may be worth a look.

  • MechWarrior Online discusses the state of the game and the road to launch

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.01.2013

    MechWarrior Online has already gone into open beta with a functional cash shop, but the game still isn't officially launching until September. So how's the road to launch looking so far? According to creative developer Bryan Ekman, it's going quite well. Despite summer traditionally being one of the slowest times for games like MWO, the community has been strong and growing. The development team is also thrilled that response to the game's first charity drive was immensely positive, with Sarah's 'Mech raising over $40,000 for the Canadian Cancer Society on the first day of release. So what comes next? According to Ekman, the development is currently split into two teams, one focused upon major features and the other on content. A revamped UI and the Community Warfare system are the two biggest elements for the feature team, while a new map, Terra Therma, is set to debut next week. Third-person mode is also in testing for those who prefer to see their multi-ton death machines from the outside. Players would be well-served to look at the full letter for more dispatches about the game's future as September creeps closer.

  • The Mog Log: Believing in Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.06.2013

    This week, I'm going to do something different. I'm going to talk about my wife. Lest anyone worry that this is the start of a Paul McCartney-esque slide into sappy sentimentality, there's good reason for this. Ms. Lady has been mentioned on previous occasions as a gaming partner and skilled roleplayer. She's not as into MMOs as I am, but she plays them a lot and she certainly knows what she likes and what she doesn't. And let me tell you, she didn't like Final Fantasy XIV. This is a point of view I hold against absolutely no one, but it sure as heck meant that she was not interested in the relaunch. She'd had enough of the game after the first couple of tries to break in. The relaunch had no hooks to pull her back in, no interesting features that stirred her interest, nothing but the promise of a game she'd already decided wasn't good enough to play. And that all changed.