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  News - Fortnitemare Challenge Guide Part 2: Ghost Decorations, Cube Fiends, And More
Posted by: xSicKxBot - 10-28-2018, 05:20 PM - Forum: Lounge - No Replies

Fortnitemare Challenge Guide Part 2: Ghost Decorations, Cube Fiends, And More

As part of Fortnite‘s 6.20 update, developer Epic Games rolled out a spooky new event for Halloween. Fortnitemare sees the floating cube affectionately known as Kevin turning a little malicious and spawning Cube Monsters, which are essentially zombies. There’s also a few new cosmetics to unlock and, of course, you’ll need to do challenges to get many of these. Challenges are being split over multiple parts, and you can find details on it here. Day 2 is now available, and you can read about them below.

For Part 2 you’ll need to kill 150 Cube Fiends, do 5,000 points of damage to them using Shotguns or SMGs. On top of those, you also have to kill three enemies in Corrupted Areas and destroy a Ghost Decoration in seven different named locations. Complete those four challenges and you’ll unlock a new spray.

No Caption Provided

Fortnitemare Part 2 Challenges

  • Destroy Cube Fiends (150) — 500 XP
  • Deal damage with Shotguns or SMGs to Cube Monsters (5,000) — 500 XP
  • Eliminate opponents in Corrupted Areas (3) — 500 XP
  • Destroy a Ghost Decoration in different named location (7) — 500 XP

Completing these will also get you one step closer to getting the Dark Engine Glider. You’ll need to complete all four parts of the Fortnitemare challenge set to get this. If you’re looking for a more immediate Halloween-themed unlock you can get the Deadfire skin in the in-game store now. This is a new kind of outfit that changes as you progress in a match. This, Epic says, will let players "show off [their] skills in style."

The skins change depending on the damage you deal to your enemies and also how long you're able to stay alive. The skin also comes with the Shackled Stone Back Bling and the Dark Shard pickaxe is also available in the store. These are also reactive cosmetics.

Epic Games has also detailed the contents of Fortnite update 6.20 which, along with giving players Fortnitemares, adds the new Six Shooter weapon to the game. It also gives players the ability to redeploy Gliders after they've landed on the Island. This feature is something Epic is testing, so it's available in all Battle Royale game modes

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  News - Nintendo scares up Halloween fun with spooky games
Posted by: xSicKxBot - 10-28-2018, 11:48 AM - Forum: Lounge - No Replies

Nintendo scares up Halloween fun with spooky games


Nintendo scares up Halloween fun with spooky games


Want to know what chills and thrills Nintendo has in store for Halloween? Keep reading…if you dare!!!

Turn out the lights and get ready for frights with spooky games like Luigi’s Mansion™ for the Nintendo 3DS™ family of systems and Undertale for the Nintendo Switch™ system. You can brush up your vampire-killing skills with classic Castlevania games and use your trusty whip to take out ghoulish enemies and the king of the undead himself: Dracula.

From creepy costumes to spine-tingling party games, Nintendo Switch News has the scoop on all things All-Hallows’ Eve. Keep your eyes peeled for seriously important info, like which costume-changing games might inspire your next costume and which party games can transform you into the ghost-est with the most-est, Check out Nintendo Switch News on device through Halloween for more hauntingly good news!

You can find spooky spectacles on Nintendo eShop for Nintendo 3DS, including a list of spooky games for Halloween and a compilation of (eek!) monster games. Whether you’re looking to get into the spirit of the season, or just passing the time between trick-or-treaters coming to the door, you’ll have a screaming good time on your Nintendo 3DS system.

Tip: Ghost and ghouls won’t stand a chance around a pumpkin with Luigi’s frightened face on it. Therefore, it makes perfect sense to turn your jack-o’-lantern into a Luigi-o’-lantern. Visit the Play Nintendo site to download a free printable pumpkin-carving stencil. While you’re there, check out petrifying polls, spine-chilling quizzes, and more for a family-friendly take on the most haunted of holidays.

Over at My Nintendo, you can catch some spooky-fun rewards like an October calendar and Halloween-themed wallpapers. Redeem your My Nintendo points and add some spookiness to your Nintendo 3DS system for a haunted night of gaming on October 31st.

Happy haunting, game lovers!

For Nintendo 3DS systems, use Parental Controls to restrict 3D mode for children 6 and under.

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  News - 10 level design tips and tricks
Posted by: xSicKxBot - 10-28-2018, 11:48 AM - Forum: Lounge - No Replies

10 level design tips and tricks

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


In this blog post I’m going to elaborate on a selection of tips and tricks that I’ve tweeted over the last few months from my account @TomPugh1112

These tips are methods that Level Designers use to move players, encourage progression and create areas of immersive gameplay. The tips I’m going to share are general bits of advice that work in different ways for different games.

As a Level Designer these tips should be interpreted in a way that is relevant to your level designs. Every game is different so every game requires a different approach.

This selection of tips are in no way “rules” of level design. As far as I’m concerned there are no rules, only guidelines that help create the best experiences possible. Every designer has their own approach to creating levels and solving problems so please take these tips and tricks as just that, and not some gospel of level design.

Each one of these “tips” could easily have a whole blog dedicated to it, and in the future I may write some. But for now I’ve tried to give as much detail in as few words as possible.

Tip 1: Have clear and consistent Affordances

An affordance is a rule that is created through your games level design. For example in “Tomb

Raider” the player learns that if they see a piece of wood or a old cart which is angled in the air, they know that they are able to use it as a launch pad to make longer jumps.

A simple real life example of an affordance is a door handle. A pull bar or a push pad on a door informs you what action you should take to open the door.

It is very important to have clear and consistent affordances (rules) in your levels. You need to build a trust contract with the player so that they clearly understand what they can and can’t do in the game. You should avoid breaking this contract. If you do you’ll cause confusion and frustration for the player. How annoying is it in real life when a door says push but really means pull?

There are times when your game may require you to break this contract with the player. In a survival horror game breaking affordances is a good way to create stress and put the player under pressure. Even this can be risky and may ultimately irritate some players.

Tip 2: Use Leading Lines

Leading lines are a technique that helps to guide the player’s eye towards a specific location, item or event.

Use leading lines to subtly move players in the right direction without the need for additional prompts or breadcrumbing. Leading lines can range from pipes on the ceiling, hedge rows or different textures on the floors and walls. Leading lines can draw the players eye to an important gameplay moment. These should be used in combination with lighting and other techniques.

For example you might have a new enemy you want to reveal to the player. Pipes along the roof and walls could be used to make sure players are looking in the right direction, while the area where the new enemy appears is nicely lit. These techniques in combination should control where the player looks.

Tip 3: Make use of the Architecture to shape the play space

You should always be looking at real life spaces and how their architecture can translate to level design. Architects have been doing the same thing as level designers for hundreds of years so it makes sense to examine and gain an understanding of architectural elements.

Architectural elements should be used to shape your level designs. Structural components are tools for organising and shaping a space. Think about what your architecture can do before filling a level with crates as obstacles.

For example, rather than placing crates in an open area why not position pillars that can still be used as cover but create a more believable space. By looking at real life spaces you can find ways of creating more believable levels with intuitive architectural elements

Tip 4: Learn to Teach Mechanics

One of the jobs of level design is to introduce, pace and teach the player new mechanics when they become available.

This is something designers new to the field often get wrong (and sometimes more experienced designers too). You’re very knowledgeable of your game mechanics which means that it’s very easy to make a difficult challenge. Making an introductory challenge is often where mechanic teaching falls down.

You can use pacing techniques to plan mechanic introductions and the difficulty of skill gates. Get the pacing right and you shouldn’t have too much trouble with players understanding and trusting mechanics.

The rough sketch below gives an additional idea of how this works. An improvement to the sketch would be to make sure that when the player picks up their new weapon they have some targets to shoot at in the area, such as some tin cans for example. This gives them an opportunity to learn the shooting mechanics without have to be concerned about enemies.

Tip 5: Use Denial and Reward

Denial and reward is an architectural technique that is primarily used to enrich a person’s passage through a built environment. Architects do this by giving people a view of their target and then momentarily screening it from view.

This same technique can be used for progression in level design to enhance a players sense of progression. Give players a view of their objective, send them on  a route where they can no longer see it, and then emerge them closer to the objective with a new angle of visibility.

This image shows how you might start a level using denial and reward. The player can see the objective clearly, they can see the path is blocked and are given an alternative route to take towards the objective.

In the following image the player will have a new angle of visibility and the objective being closer will reward them with a real sense of progression.

The Last Of Us uses denial and reward in the Pittsburgh chapter. The player is given a glimpse of the yellow bridge (their objective location) and then loses sight of it for a while until it comes back into view. This chapter shows how denial and reward can be used to make a journey much more interesting.

Tip 6: Give players a good starting point

How players arrive in an area will influence their first move. Start players facing the right direction and be sure their start position gives them visual cues and options on how to proceed.

The image above from Uncharted 4 demonstrates how you can craft the players starting position by giving them a clear view of the path ahead, leading lines and framing from the surrounding environment give a clear view of the objective location and the player can see openings and other options. This example uses multiple techniques but it is key to understand how all of these methods combine with the start location to give players a clear understanding of what they have to do.

Sometimes this tip can be twisted, but in a cool way. For example the players path or exit could be positioned behind or above them. As long as the player has clear messaging of this it can encourage map exploration and discovery which can create a very rewarding experience. Games like Uncharted have instances of this.

This can become a problem when you can’t control the players start position. In linear games it is easy to determine where the player is when a level starts and making sure they have clear cues can be done. But in an open world it’s much harder to be sure of where the players is.

One way this can be done is to create areas of linearity within an open world. A recent example of this is Horizon: Zero Dawn. Guerrilla have done a great job of funneling players towards mission areas and creating linear experiences during story missions. In some cases this has been done by creating two or three different entrances to a location. Horizon: Zero Dawn is an excellent study on open worlds for more on this I recommend watching the GDC talk Level Design Workshop: Balancing Action and RPG in Horizon Zero Dawn Quests where Blake Rebouche goes into more detail on their process.

Tip 7: Set up some boundaries

Boundaries are a way of showing players when they are transitioning between areas. There are two types of boundary – soft boundaries and solid boundaries.

Solid boundaries can be used to mark an area of surprise or enemy activity. You don’t want players to know what’s inside and you want them to clearly understand they are changing location.

Soft boundaries should be used to entice the player into an area. You want the player to be able to see what’s inside and this should draw them into the area.

Tip 8: Breadcrumbing

If you’re struggling to get players to go where you want you could try using breadcrumbs.

Breadcrumbing can come in many different forms including; a different texture on the floor, gold coins that put the player back on track and collectibles dotted along a path.

In the above example you can see the gems in Spyro are placed in this area so as to draw the player to a higher location I find this and the example below to be two subtle ways of breadcrumbing the player without breaking immersion.

Tip 9: Lighting

You can use lighting to draw attention to exits, points of interest and enemy locations and it can be used as an effective way to guide players through a level.

Lighting in levels should be used to highlight the following; exits, path guiding, enemy introductions and points of interest.

In the images above you can see that exits, paths and enemies are clearly lit and visible to the players. These examples also show how lighting can help set a tone for your levels.

Tip 10: Iteration is key

The key to a good level is iteration and constant play testing. The sooner you can get a blockout of your level into the hands of someone the better. It’s through this initial play test that you’ll see the problems, find the solutions and make a start on improving your level.

Don’t be afraid to let people play your levels, after all that is why we make them.

Conclusion:

Well thanks for reading this two part blog! I hope you found some tips and guidance that will help you with your own level designs. Remember these are guidelines, not rules.

I tried to go into as much detail as I could in as few words as I could. So if you want to talk more about a subject covered here, or not covered here then please feel free to leave a comment and start a discussion.

Thanks for Reading,

Tom Pugh.

Twitter: @TomPugh1112

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  Xbox Wire - Play Conan Exiles Free with Xbox Live Gold This Weekend on Xbox One
Posted by: xSicKxBot - 10-28-2018, 11:48 AM - Forum: Xbox Discussion - No Replies

Play Conan Exiles Free with Xbox Live Gold This Weekend on Xbox One

Conan Exiles first released on Xbox One back in August 2017, then as an Xbox Game Preview title before releasing in May 2018. And just a few days ago we introduced the biggest update to the game since launch, introducing the new concept of taming and owning pets – plus a whole lot more.

Now we’re excited to finally give Xbox One players the chance to play Conan Exiles for free for a limited time. From 12:01 a.m. PDT on Thursday, October 18 to 11:59 p.m. PDT on Sunday, October 21, Xbox Live Gold members can download and play our open world survival game for free, and if you decide to make the plunge and buy it we’re also offering a hefty discount – up to 40% off from October 18 to October 21 . And should you return to Conan Exiles after the free weekend event, all your earned achievements and saved progress will be waiting for you.

Conan Exiles Screenshot

Want to make the jump into our savage world? Here are some tips on how to survive in Conan Exiles and what you can expect in the brutal world of Conan the Barbarian! When you start out, you will find that you have been banished to the Exiled Lands for crimes you may or may not have committed. If you wish to survive the harsh desert landscape and burning heat you must learn how to become a resourceful survivor.

  • At the very start of the game, you should follow the road north. Behind the mountains, you see a big river, where you can find water and food. You should pick up all the resources you can, as they can be used to craft clothing and tools.
  • Eggs from Shaleback nests offer a lot of nutrition but be careful of the big red males, as they attack on sight. As you play you will level up and grow stronger. You can increase your attributes like strength and agility and in addition, you get feat points which can be used to learn new recipes for crafting.
  • You can fight enemies with simple tools but you should try and learn how to craft weapons early. Even if the swords and clubs you can make at first are made from stone they are still powerful enough to deal with most creatures by the river.
  • You will need a place to rest, store your resources, and seek shelter from the brutal sandstorms which sweep across the Exiled Lands. Gather enough stone and wood to build your first house. It does not need to be large, just big enough to fit a bedroll, a fire and some chests for storage.
  • The more you build, kill, craft and gather the more XP you will gain. The further north you travel the more powerful enemies you will face but you will also get access to better and better resources.

Conan Exiles Screenshot

And this is just the beginning. The Exiled Lands are vast, from the burning deserts in the south, to the wet swamps in the east and the cold forests and mountains in the north. You can conquer them all and build great castles or even vast cities. Venture deep into dark dungeons, capture enemies and make them your pets or thralls, grow plants and keep bees, worship mighty gods and summon their avatars and build defenses against attacking NPCs who seek to purge invaders from their land.

We hope all Xbox Live Gold members have fun playing Conan Exiles for free on Xbox One for the next week. And don’t forget to take advantage of that great discount if you’d like to continue your adventures after the free play event concludes.

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  News - Nintendo Celebrates The First Anniversary Of Super Mario Odyssey
Posted by: xSicKxBot - 10-28-2018, 11:48 AM - Forum: Nintendo Discussion - No Replies

Nintendo Celebrates The First Anniversary Of Super Mario Odyssey


Can you believe it? Super Mario Odyssey is one year old already, as it’s now 27th October in Japan. It seems like it was only yesterday we were eagerly anticipating the game’s release on the Nintendo Switch. At the same time, it also feels like a lifetime ago as we’ve played many other games since.

In celebration of the big occasion, Nintendo’s Japanese Twitter account has released some special artwork (see above) and an instrumental dance version of Jump Up, Super Star:


In the UK, the official Super Mario Twitter account is promoting a snapshot contest to celebrate the one year anniversary. The contest is open until 30th October, with the winners to be announced on 12th November. Here’s a bit about it:

The theme for this round celebrates the one year anniversary of Super Mario Odyssey – it’s ‘Yourfavourite Captures’. So, find the things you love to Capture most and snap away! Get as creative as you like!

Upload your best shots to Twitter or Instagram before the end time, including the #OdysseyJournal and #SuperMarioOdyssey hashtags

After the closing date, we’ll select our three favourites and feature them on the official Nintendo website, and our Facebook and Twitter pages!


In case you missed it, last week Nintendo added new snapshot filters and a new zombie outfit to Super Mario Odyssey to celebrate the spooky season. The outfit will set you back 5,000 coins and the headwear is priced at 3,000 coins.

Are you still playing Super Mario Odyssey a year later? What do you think about it now compared to when the game launched? Tell us in the comments.

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  Steam - Daily Deal – My Time At Portia, 20% Off
Posted by: xSicKxBot - 10-28-2018, 11:48 AM - Forum: PC Discussion - No Replies

Daily Deal – My Time At Portia, 20% Off

Bless Online is Now Available on Steam!

The evolution of high fantasy MMO

Dive into the beautiful world of Bless with breathtaking experiences that feels surreal.

Bless offers variety of contents such as RvR battles, field PvP, dungeon exploration, field raids, monster taming, and much more.

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  News - How Does Red Dead 2 On PS4 And Xbox One Compare?
Posted by: xSicKxBot - 10-28-2018, 11:17 AM - Forum: Lounge - No Replies

How Does Red Dead 2 On PS4 And Xbox One Compare?

Red Dead Redemption 2 is finally here, and those who haven't bought one of its different versions yet may still be wondering which platform to play it on. To that end, tech specialists have completed their analysis and concluded that, pound for pound, Xbox One X delivers the most picturesque version of the Old West. This is hardly surprising given that the enhanced Xbox One is the most powerful console around.

According to the Digital Foundry analysis, the Xbox One X runs natively at 4K while the PlayStation 4 Pro uses a reconstruction technique to output in 4K. If you don't own either of those high-end machines, though, the PlayStation 4 runs at standard 1080p, versus 864p for the Xbox One S. The lower-end Xbox is the worst performing console in the test, with textures that are said to be blurry and grainy.

The frame-rate for Red Dead 2 also stands out on Xbox One, with a locked 30 FPS that outpaces the occasional dropped frames in busy areas like towns. Both of the base consoles are said to hit the low 20s at times when visiting high-density cities. In this respect a base PlayStation 4 performs slightly worse than Xbox One. The two more powerful consoles deliver higher quality textures on characters and clothing, and there doesn't appear to be a difference in terms of foliage and landscapes. On the whole the analysis concludes that the Xbox One X wins by a "considerable margin."

PlayStation 4 has been front-and-center for Red Dead Redemption 2 marketing, given the exclusive PS4 Pro console bundle and timed exclusive content. It seems that Xbox One X actually edges it out.

Meanwhile, RDR2 reviews have rolled into town. GameSpot's Kallie Plagge praised the prequel as surprising all on its own. "Red Dead Redemption 2 is an excellent prequel, but it's also an emotional, thought-provoking story in its own right, and it's a world that is hard to leave when it's done," she wrote.

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  Fedora - Design faster web pages, part 3: Font and CSS tweaks
Posted by: xSicKxBot - 10-28-2018, 11:17 AM - Forum: Linux, FreeBSD, and Unix types - No Replies

Design faster web pages, part 3: Font and CSS tweaks

Welcome back to this series of articles on designing faster web pages. Part 1 and part 2 of this series covered how to lose browser fat through optimizing and replacing images. This part looks at how to lose additional fat in CSS (Cascading Style Sheets) and fonts.

Tweaking CSS


First things first: let’s look at where the problem originates. CSS was once a huge step forward. You can use it to style several pages from a central style sheet. Nowadays, many web developers use frameworks like Bootstrap.

While these frameworks are certainly helpful, many people simply copy and paste the whole framework. Bootstrap is huge; the “minimal” version of 4.0 is currently 144.9 KB. Perhaps in the era of terabytes of data, this isn’t much. But as they say, even small cattle makes a mess.

Look back at the getfedora.org example. Recall in part 1, the first analysis showed the CSS files used nearly ten times more space than the HTML itself. Here’s a display of the stylesheets used:

That’s nine different stylesheets. Many styles in them that are also unused on the page.

Remove, merge, and compress/minify


The font-awesome CSS inhabits the extreme end of included, unused styles. There are only three glyphs of the font used on the page. To make that up in KB, the font-awesome CSS used at getfedora.org is originally 25.2 KB. After cleaning out all unused styles, it’s only 1.3 KB. This is only about 4% of its original size! For Bootstrap CSS, the difference is 118.3 KB original, and 13.2 KB after removing unused styles.

The next question is, must there be a bootstrap.css and a font-awesome.css? Or can they be combined? Yes, they can. That doesn’t save much file space, but the browser now requests fewer files to succesfully render the page.

Finally, after merging the CSS files, try to remove unused styles and minify them. In this way, you save 10.1 KB for a final size of 4.3 KB.

Unfortunately, there’s no packaged “minifier” tool in Fedoras repositories yet. However, there are hundreds of online services to do that for you. Or you can use CSS-HTML-JS Minify, which is Python, and therefore easy to isntall. There’s not an available tool to purify CSS, but there are web services like UnCSS.

Font improvement


CSS3 came with something a lot of web developer like. They could define fonts the browser downloads in the background to render the page. Since then, a lot of web designers are very happy, especially after they discovered the usage of icon fonts for web design. Font sets like Font Awesome are quiet popular today and widely used. Here’s the size of that content:

current free version 912 glyphs/icons, smallest set ttf 30.9KB, woff 14.7KB, woff2 12.2KB, svg 107.2KB, eot 31.2

So the question is, do you need all the glyphs? In all probability, no. You can get rid of them with FontForge, but that’s a lot of work. You could also use Fontello. Use the public instance, or set up your own, as it’s free software and available on Github.

The downside of such customized font sets is you must host the font by yourself. You can’t use other online font services to provide updates. But this may not really be a downside, compared to faster performance.

Conclusion


Now you’ve done everything you can to the content itself, to minimize what the browser loads and interprets. From now on, only tricks with the administration of the server can help.

One easy to do, but which many people do wrong, is decide on some intelligent caching. For instance, a CSS or picture file can be cached for a week. Whatever you do, if you use a proxy service like Cloudflare or build your own proxy, minimze the pages first. Users like fast loading pages. They’ll (silently) thank you for it, and the server will have a smaller load, too.

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  News - PSN Name Changes Can Make You Lose DLC, Save Data, And More
Posted by: xSicKxBot - 10-28-2018, 04:50 AM - Forum: Lounge - No Replies

PSN Name Changes Can Make You Lose DLC, Save Data, And More

Sony is finally allowing PlayStation Network users to change their names soon, but it appears the feature may come with a few more caveats than expected. Sony previously warned of some game and app compatibility issues in the initial announcement. According to users in the beta, though, an attached disclaimer warns that players are warned they could lose lots of information associated with their account, including DLC purchases and saved games.

The disclaimer was leaked by beta members on the ResetEra forum. It notes that not all games and applications support the online ID change feature, so players who use it may lose access to content including virtual currency, game progress like saved game data, leaderboard data, and Trophy progress. It also notes that some games might not function properly, even offline, and your prior ID could remain visible to other players in some situations. If you run into issues with the change, according to the users, you can revert back to your original username at no additional fee. But that may not resolve all of the problems.

It's difficult to tell from the disclaimer how widespread these bugs could be, or even if Sony is simply covering its bases by warning of possible complications. Still, if you've been looking forward to changing your name you may want to wait for more information on how common these problems are.

If you're in the beta, or once the feature launches in full, you can change your name once for free. After that it will be $10 USD/CAD / €9.99 / £7.99 for subsequent changes, or half those prices for PlayStation Plus members.

The preview program will last until the end of November, and then the full feature will roll out to all users in early 2019. All games published after April 1, 2018 will be compatible, and Sony will issue a full list of compatible games published before that date when the feature goes live for everyone. Once it's live, you'll make the change through the Settings menu or the Profile page. You can also choose to display your old PSN ID next to the new one so that friends will recognize you, but once you make that decision you can't change it.

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  News - Overwatch Won't Get New Map At BlizzCon, But New Content On The Way
Posted by: xSicKxBot - 10-27-2018, 10:39 PM - Forum: Lounge - No Replies

Overwatch Won't Get New Map At BlizzCon, But New Content On The Way

Overwatch is one of Blizzard's ongoing live games, but the company wants to manage expectations ahead of next month's BlizzCon event. In a developer update, game director Jeff Kaplan noted that fans shouldn't expect a new map to be announced at the fan celebration.

He said that given that fans may be expecting this year's announcement to be similar to those of previous years, which would include a new map. For that reason, he wanted to be "explicitly clear" that no new map is coming this time around. He said that new maps announced at BlizzCon have gotten "a little lost in the shuffle" and "didn't have as big of an impact as we wanted."

That said, he did note that the company is working on new map content in general. It sounds as if it simply wants to strategically time it so that it doesn't get overshadowed by a lot of the other happenings around the event. Plus he promised Overwatch announcements for the event without specifying what those might be. Finally, he announced buffs in the works for several characters, which we're currently seeing on the public test realm.

One pre-BlizzCon announcement detailed in the developer update is a new feature called the World Cup Viewer. A beta version will go up before the event through the Battle.net client for PC players. It will let you watch matches live in the spectator point-of-view, with full control over camera movement or even watch in first-person through the eyes of a player.

Blizzard similarly did some pre-event expectation-setting for Diablo. To see all that the event has in store this year, you can enter to win some free virtual tickets. BlizzCon kicks off on November 2.

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