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  • The Crew accidentally erases player stats

    by 
    Justin Olivetti
    Justin Olivetti
    12.11.2014

    Whoops: It seems as though The Crew's launch wasn't without a few speed bumps after all. Ubisoft admitted that the game's servers had been erasing or showing incomplete player statistics due to a minor issue. Before you get frightened that the game has erased your identity and progress entirely, know that the good news is that "major data" weren't affected at all and that a patch is coming to fix the problem. The Crew launched on Tuesday, December 2nd. Ubisoft refused to provide the media with review copies of the game.

  • Camelot Unchained's use-based stat system will trade grind for immersion

    by 
    Bree Royce
    Bree Royce
    07.14.2014

    This week, the folks at City State Entertainment have a massive game mechanics infodump planned for Camelot Unchained fans as part of its "batshit-crazy" reveal week. A few weeks ago, we spoke with CSE co-founder Mark Jacobs about each of the topics being presented to backers this week on Twitch, so to coincide with today's announcements, we asked about the mechanics of the sandbox's proposed stat system. Enjoy the reveal and the interview! Massively: Can you explain the thinking behind allowing players to fall into "gotcha" builds, unwittingly creating characters that simply will not perform well in the game? By the same token, does the studio not anticipate the preset classes to result in attendant cookie cutter stat builds? CSE's Mark Jacobs: We've been very clear from the beginning of the Kickstarter that we are going to allow players to create builds that aren't 'ideal' for their class or even race selection. Now, having said this, we've also been clear we will present plenty of information so they can make informed choices. I want to give players the freedom to play a race/class/stat combination that is not ideal, but to also warn them and give them the ability to read lots of information at the same time. We are also considering giving out a limited respec after creation just in case, for example, you quickly realize trying to play a Luchorpan tank that you made as small and weak as possible wasn't a great idea.

  • The Art of Wushu: Understanding the Meridian System

    by 
    Patrick Mackey
    Patrick Mackey
    05.08.2013

    Age of Wushu is not the most accessible game. It is full of confusing systems that are hard to decipher, and a large part of the "skill" in the game is being able to wade through the mess of gameplay elements and produce an optimized character. Meridians are one more extremely confusing system to handle. There are nine meridian lines, advanced characters can activate four of them, and even training them at all is pretty confusing. Training the correct ones adds another layer of complexity to an already confusing game. I'm not a huge fan of the system -- it causes a number of metagame problems, particularly due to the increased HP inherent to everyone who trains a meridian line. However, it's there and we have to make the best use of it. How do we do that? Read on!

  • Zuckerberg: more than 1 billion people using Facebook actively each month

    by 
    James Trew
    James Trew
    10.04.2012

    Active accounts have become one of the hottest currencies online, especially for social networks. Previous boasts by Facebook have been quickly shot down, but this latest number is pretty hard to ignore. According to Zuckerberg himself the site now has 1 billion active monthly users. That's right, one in seven people on the planet logs on to the social network at least once a full moon cycle. The announcement comes via the site's official news blog, which if the numbers are true, could mean most of you have read this already. Zuckerberg broke the news originally in a Q&A with Bloomberg Businessweek, also claiming that the site now has 600 million mobile users.

  • IHS iSuppli: PCs no longer command biggest share of DRAM market

    by 
    James Trew
    James Trew
    09.16.2012

    Times change, this is an indisputable truth. But nothing reminds us of this fact as well as a landmark statistic. If there was ever any doubt about the shift towards of mobile computing, then let this be it: personal computers no longer account for the majority of demand for DRAM chips. With 49 percent of all new memory still headed for PCs, it's hardly time to book the hearse for desk- and laptops just yet, but the statistic from IHS iSuppli remind us of the increasing market share that mobiles and tablets are taking. In fact, even though total DRAM shipments for PCs continues to rise, it's estimated that the total share will slip another 6 percent, to 42.8, between Q2 this year and the end of 2013. Of course, this is good news if you have a vested interest in both, not so good if you don't.

  • StatCounter: Windows 7 now powering most PCs, passed 50-percent threshold in June

    by 
    Zach Honig
    Zach Honig
    07.02.2012

    Windows 8 may be on the horizon with a fall 2012 release, but Microsoft's current OS, Win 7, just became the world's most prolific PC operating system, passing the 50-percent threshold last month. According to StatCounter, Windows 7, which overtook XP around the time of its golden anniversary last fall, has made its way onto 50.2 percent of the world's computers, compared to 29.9 percent for Microsoft's eXPerience during the same period. Launched in 2001, XP remains in the runner-up position, but shows a steady decline along with Vista, which never had much of a share to begin with. Oddly enough, iOS also appears as a modest portion of StatCounter's chart, which we presume represents iPads, which in this case fall within the same category (the company tracks mobile operating systems separately, where Android has ticked slightly ahead). If you own a PC running Windows 7, you can rest assured knowing that you're in good company. And we imagine that an even greater number of those current XP users will depart come 2014, when Microsoft has pledged to discontinue support of the aging millennial. Hit up our source link below for all of StatCounter's charts.

  • StatCounter finds 1366 x 768 to be most popular screen resolution for the first time

    by 
    Donald Melanson
    Donald Melanson
    04.11.2012

    It's had quite a run, but it looks like the old standby resolution of web designers everywhere, 1024 x 768, has finally been eclipsed by a newer, wider rival. According to web analytics firm StatCounter, use of 1024 x 768 fell from 41.8 percent in March of 2009 to 18.6 percent this March, while 1366 x 768 (common to many laptops) shot up from just 0.68 percent to 19.28 percent during the same time period, making it the most popular screen resolution worldwide. 1280 x 800 sits in third place at 13 percent, while all other resolutions remain in the single digits. Those interested can break down those stats further at the second source link below.

  • Internet Explorer claws back a bit of market share at the expense of Chrome and Firefox

    by 
    Donald Melanson
    Donald Melanson
    04.02.2012

    It may have been on a steady decline for years (albeit still the number one web browser all along), but it looks like Internet Explorer has now once again found itself on a bit of an upswing. According to the latest numbers from Net Applications, IE (all versions included) gained a full percentage point in the past month (following a similar gain in January) to sit at a market share of 53.83 percent, its highest level since September of 2011. That growth came largely at the expense of Firefox and Chrome, which each dropped less than a percentage point to 20.55 and 18.57 percent, respectively (Safari and Opera also saw slight declines). As others have noted, Net Applications did recently tweak its method for measuring browser usage, although it's not clear if that alone accounts for the shift in IE's favor -- perhaps the new ad campaign is working? You can find the full breakdown at the source link below.

  • China officially tops one billion mobile subscribers

    by 
    Donald Melanson
    Donald Melanson
    03.30.2012

    We heard last year that China was approaching 900 million mobile phone subscribers, and it looks like it's now finally hit the big one. The country's Ministry of Industry and Information Technology confirmed today that, as of the end of February, there were more than a billion mobile subscribers in the country (1.01 billion, to be specific). As the AFP notes, that's individual subscriptions, which includes users with more than one phone, but any way you slice it that's a whole lot of cellphone users. Of those, 144 million are on 3G networks, which is fully double the number from April of 2011. Not surprisingly, much of that growth comes at the expense of landline phones, which have dropped a further 828,000 in the first two months of the year to 284.3 million. Internet use also continues to be on the upswing, with more than half a billion people having internet access of some sort, and 154.96 million having broadband access (up nearly five million during those same two months).

  • Nielsen report finds 56 percent of US households have a modern game console, total gaming time up seven percent

    by 
    Donald Melanson
    Donald Melanson
    03.09.2012

    Nielsen is out with its annual survey of video game use in the US today, and it's found that gaming continues to be on the rise across the board. That includes a seven percent increase in total gaming time compared to the previous year (apparently due largely to increases in mobile and tablet gaming), and an increase in modern console ownership from 50 percent of households to 56 percent; that includes so-called 7th generation consoles like the Wii, Xbox 360 and PlayStation 3. It also found the number of cross-platform gamers be on the upswing, with 24 percent responding that they play on two or more of a console, PC, tablet or mobile device (compared to 17 percent previously). Looking at mobile gaming, specifically, Nieslen found that while iOS gaming tended to be distributed fairly evenly across all age groups, Android gaming proved to be far more popular among those aged 25-34 than any other group. A few other tidbits: 65 percent of consoles are located in the living room, online shopping for games is up while other channels continue to decline, and streaming video continues to be a growing secondary use for game consoles (particularly on the Wii, where it accounts for 33 percent of console usage, compared to roughly 15 percent on both the Xbox 360 and PS3).

  • Ghostcrawler explains stat changes in Mists of Pandaria

    by 
    Michael Sacco
    Michael Sacco
    03.01.2012

    As promised, Greg "Ghostcrawler" Street, the Lead Systems Designer for World of Warcraft, has returned to the official WoW blog with an explanation of stat changes in Mists of Pandaria. Here's a quick rundown of some important changes, with the full blue post after the break. Spell resistance is gone, and so is spell penetration. The chance to block will be handled by a separate combat roll for each attack that is not avoided. Resilience will be renamed "Defense (PvP)" or possibly "PvP Defense." All players will have 30% base Defense, the same way all characters have some base Stamina. All spells and abilities will crit for double damage, baseline. Lots more after the break.

  • Cisco: mobile connections will hit 10 billion by 2016, helped by tablet boom

    by 
    Dana Wollman
    Dana Wollman
    02.14.2012

    That Cisco's always been prescient. Three years ago, the networking giant predicted a 66-fold increase in worldwide mobile data traffic -- a surge that was expected to dovetail with the spread of 4G networks. With us so far? Sounds pretty obvious sensible, right? Well, the company's got more wisdom to share from its crystal ball: the outfit's just released its annual mobile data traffic forecast, and the marquee stat is that there will be an estimated 10 billion mobile connections by 2016. And though Cisco expects the bulk of these (8 billion) to take the form of cell phones, it also foresees a rise in tablets: there will be 5 billion of them, the company says, and that's not even counting all those WiFi-only models floating around (Cisco tallies WiFi traffic in a different forecast, released later in the year). If the market does indeed swell to 5 billion cellular-connected tablets, that would represent a 25 percent jump over today's global figure. Moreover, Cisco estimates that by 2016 21 percent of those 5 billion tablet owners will be relying solely on mobile data to get their internet fix. All told, whatever the mix of smartphones and tablets, we're going to be chugging down an insane amount of data: 10.8 exabytes per month, worldwide, or 130 exabytes annually -- a lofty sum that breaks down to 33 billion DVDs, among other cutesy equivalents. One last figure before we sent you off into a statistic-laced coma: 4G will account for only six percent of mobile connections by 2016, but is expected to generate 36 percent of mobile data traffic. We'll let you newly minted LTE adopters chew on your piggy data-hogging habits; the rest of you can find more numbers in the PR after the break.

  • ComScore report finds drastic shift from web-based to mobile email among younger users in past year

    by 
    Donald Melanson
    Donald Melanson
    02.11.2012

    ComScore released its annual US Digital Future in Focus report this week, offering a year-end wrap of many of the trends its tracked throughout the past year and a look towards the next. One of the more telling stats concerns email use among those in their teens and twenties. According to the report, web-based email use among 12-17 year olds dropped 31 percent in the past year, while use among those 18 to 24 saw an even bigger drop of 34 percent. Some of that can no doubt be attributed to Facebook and other email alternatives, but a big factor is the growth of email use on mobile devices; both of those age groups saw double-digit growth in that respect, with mobile email use jumping 32 percent among 18 to 24 year olds. In terms of sheer growth in the past couple of years, though, there's not much that matches the trajectory of tablets (obviously aided by one in particular). ComScore notes that US tablet sales over the past two years have topped 40 million, a figure that it took smartphones as a category a full seven years to reach. Another area that saw some considerable growth in 2011 is digital downloads and subscriptions (including e-books), which jumped 26 percent compared to the previous year, leading all other areas of e-commerce. The full report and some videos of the highlights can be found at the source link below.

  • StatCounter: Mobile web usage doubling every year, Nokia leads the way

    by 
    Amar Toor
    Amar Toor
    02.07.2012

    We already knew that Nokia sits atop the world's market when it comes to shipments and market share. As it turns out, though, the Finnish manufacturer leads the way in terms of mobile web browsing, too. That's according to the latest report from StatCounter, which found that Nokia handsets account for about 40 percent of the world's mobile browsing, followed by Apple, at around 29 percent. Coming in at a relatively distant third is Samsung, with an approximately 14 percent share. Android OEMs as a whole, however, account for a little under 25 percent of the world's mobile browsing, while RIM came in at just 8.3 percent (thought it still ranks second in the UK, behind Apple). Overall, global mobile web usage has just about doubled every year since 2009, which is both crazy and not crazy. For more numbers and insight, check out the full PR after the break.

  • Bit.ly quantifies internet impatience, old links get no love

    by 
    Lydia Leavitt
    Lydia Leavitt
    09.09.2011

    Oh internet, we love your animated GIFs and sad Keanu websites, but how much attention are we really giving each link? According to a recent study by URL shortener Bit.ly, a standard link is clicked for an average of three hours until traffic subsides by 50 percent, eventually fading away into oblivion. If we're talking about a super timely news story like an earthquake hitting the east coast, well, its half-life was a paltry five minutes. When URLs are shared on social networks, they last around 3.2 hours on Facebook and 2.8 hours on Twitter, but those on YouTube persist more than twice that long. There, link half-life is 7.4 hours -- probably because it's home to phenom bomb memes like the one found after the break.

  • Nielsen confirms Android on top, buyers split on next smartphone

    by 
    Lydia Leavitt
    Lydia Leavitt
    09.01.2011

    In a recent report from Nielsen, Google snagged 40 percent of the smartphone market, while Apple captured approximately 28 percent -- up just barely .01 percentage point from last year. This report coincides with findings filed earlier this week by ComScore, citing Google with 41.8 percent market share and Apple with 27 percent, up one whole percentage point from last year. Diving a bit deeper, Nielsen found that around 33 percent of people planning to buy a smartphone in the next year want an iPhone, while another 33 percent would prefer an Android. The tie between those who want an Android v. an iOS phone fluctuated when Nielsen asked the "early adopters" within the group what kind of phone they are hoping to cop. 40 percent of "innovators" said they would like a phone on Google's OS, while 32 percent want a bite of the Apple -- leaving a mere 28 percent of self-proclaimed tech junkies desiring something else, like a BlackBerry or Windows Phone. Perhaps these figures are an indication that Google will remain on top for 2012, or will there be an upset? Only time will tell.

  • Visualized: Google searches around the globe

    by 
    Vlad Savov
    Vlad Savov
    05.06.2011

    You've already seen Android activations mapped around the globe over time, now how about some Google search volumes? Using WebGL and different color crayons for each language, the coders at Mountain View have put together the above Search Globe, which presents a single day's worth of Google queries in a beautiful, skyscraper-infused visualization. Jacking yourself into the source link below (your browser can handle WebGL, right?) will let you twist and turn the model world for a closer exploration of global Google use. And if you get tired of that, there's an alternative map showing world populations over 1990s -- that's available at the second link.

  • China approaches 900 million mobile phone users, India's market is the fastest-growing

    by 
    Dana Wollman
    Dana Wollman
    04.25.2011

    Even if everyone and their dog in the US bought a cell phone, the total number of mobile users would still pale in comparison to China's. The country is on the verge of becoming the first with 900 million cell phone owners, according to stats collected by the Ministry of Industry and Information Technology. The number of mobile subscribers reached 889 million at the end of March, up 30 million, or a modest 3.5 percent, from the previous quarter. That would put China on track to exceed 900 million sometime in May. Just to put that in context, the US is home to 303 million subscribers, and there's not a ton of room for growth. China's wireless subscribers, meanwhile, surpassed the total US population four years ago. But, notes PCWorld, India remains the fastest growing mobile market with 791 million users in late February -- a 15 percent boost over the 687 million reported just five months earlier. Which will hit one billion first? Place your bets!

  • iOS and Android continue chipping away at mobile gaming market, consoles remain strong

    by 
    Sam Sheffer
    Sam Sheffer
    04.18.2011

    Let's face it -- smartphones (namely, iOS and Android devices) are slowly chipping away at the portable gaming market. If you recall, Apple took a nice slice of the market-share pie -- and as you'll notice in the picture above, we're seeing the same trend this time around. According to data from Flurry and NPD Group, iOS and Android are earning a sizable chunk of the revenue in the portable gaming software sphere, with the Nintendo DS's dominant market share dropping from 70 percent in 2009 to just 57 percent in 2010 to accommodate the newcomers. We may be seeing the decrease in relative revenue because the PSP and DS are on the way out to make room for the NGP and 3DS -- however, this chart speaks only of the current-gen portables. But hey, it's easy for almost anyone to spend a single buck on a full-fledged game, right? Head past the break for some more videogame revenue stats, if you please.

  • "We were wrong": LotRO dev explains radiance's failure

    by 
    Justin Olivetti
    Justin Olivetti
    02.15.2011

    If you had to sum up Lord of the Rings Online's radiance stat in four words, those would probably be: good intentions, horrible execution. As we've known since last year, the much-hated radiance is on its way out of LotRO in the upcoming Echoes of the Dead update, and for many players, it's not a day too soon. "Sometimes it's difficult to shine the interrogation lamp on yourself and find out what exactly went wrong." Developer Allan Maki has the unenviable task of explaining just what went wrong with this feature, but he does it nevertheless in a new LotRO dev diary. Part apology, part history and part transparency, this diary is a fascinating explanation of how a well-intended mechanism can go awry without proper communication and incomplete implementation. After a long period of trying to force radiance to work, the team ultimately decided to yank radiance from the game altogether. Maki insists that it could have worked, had the team gone about it more smartly: "Radiance was not a bad idea. In fact, many of us still feel that if it had been designed correctly it would have been successful. As it turned out, however, we created nothing more than an arbitrary gating mechanic that forced players to get 'keys' in order to enter raids."