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Fives

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Posts posted by Fives

  1. I need help someone , I upgraded my PC yesturday and had to install new drivers once i did that i have no sound at all my mic still works but no sound ive searched the internet and tried everything and no fix there was sound before i installed the new drivers 

     

    i installed Geforce game ready drive version 385.41 as my games where not working , now they do but no sound

     

  2. Call of Duty: WWII's second beta weekend was scheduled to begin tomorrow, September 1, but it's gone live a day early. You can already jump in and check out the beta, which includes several additions from last weekend.

     

    Players noticed earlier today that the beta had become accessible well before its planned September 1 start date; GameSpot has since confirmed that it's playable now. So, if you've pre-ordered the game on either PS4 or Xbox One and received a code for the beta, you can start playing as soon as it's downloaded.

     

    This is the second beta weekend for Call of Duty: WWII; the first was exclusive to players who pre-ordered on PS4. This current beta test features some content that wasn't in the first weekend. Most notably, the Aachen multiplayer map is now playable. In addition, you can try out the M1A1 Carbine, new Scorestreaks, and a new sniper rifle. Team Deathmatch, Domination, Hardpoint, and the new stage-based War Mode are all available, as well.

     

    The beta ends on Monday, September 4. Call of Duty: WWII launches on November 4 for PS4, Xbox One, and PC

  3. Source: PCGAMER

     

    http://cdn.mos.cms.futurecdn.net/UQSrnBxLEty8CpFfDo93qb-650-80.jpg

    While Rockstar hasn't billed the new Motor Wars adversary mode in GTA Online as their take on battle royale, it definitely has some of the same ingredients: 4-28 players jump from a Cargobob helicopter in up to four teams, landing on a shrinking kill space that has weapons and armoured vehicles up for grabs. Everyone has one life. It's not quite GTA Online's version of PUBG, if that's what you were hoping for, but it's a fun knockabout vehicle combat mode, despite a few minor issues.

     

    Rockstar has called Motor Wars a marriage of its existing Drop Zone and Penned In modes, and that's pretty accurate. Arriving from the sky, you're shown the locations of weapons and vehicles on the map (a significant difference from PUBG), so you can figure out the best region for your team to land. When you're not in a vehicle, you're invisible on the map. Once you're driving one, a moving icon shows up with the colour of your team, flagging your location to enemies.

    http://cdn.mos.cms.futurecdn.net/F7bw8HHgqbN4YhmQEYhDqb-650-80.jpg

    It's a mode about everyone piling into the best military vehicles possible, rather than sniping or stealth. But some of the same strategies from PUBG can apply—cowardice can often get your team to at least second place while you skirt the perimeter of the playing area, avoiding firefights—and GTA's systems add their own humour, like when teammates brain themselves while trying to parachute gracefully to the ground (this usually happens to at least one person per game).

    You're not playing in the entirety of Los Santos, sadly, but in truncated little pockets of the landmass that have been cleared out for this mode. The maps based in the empty city are my favourites, since it's a nice and eerie space to be in while you're waiting for an enemy jeep to speed round the corner as you're sat on a turret.

     

    Rounds last for no more than ten minutes, and you can play one round to win or two. Giving players this choice was an error, I think—Motor Wars should be a one-round mode, for a few reasons. If your team is the first to be eliminated in round one, it's not uncommon for people to just drop out, treating it like they're playing PUBG and leaving the rest of you to it. The host can set the game to auto-balance the team numbers if this happens, but this can be flawed depending on how many players are left: if every other team starts with four players and you have three, that puts you at an obvious disadvantage when the best armoured vehicles require two players to operate them effectively (one on the turret and one in the driver's seat).

    http://cdn.mos.cms.futurecdn.net/Rv4jLW9oNwwE2devkCj4nb-650-80.jpg

    Then there's the waiting. GTA Online's matchmaking always feels a bit sluggish to me, but it's the inconsistent pauses between rounds that I found a bit maddening here. In the second round of one game, the camera hung on the cargobob for over three minutes before the round began. During that time, my entire team left the game except me, leaving me to face a round alone against one team of four and another of two (I didn't win that one, unsurprisingly). If Motor Wars was a mandatory one-round mode, this wouldn't be a problem.

     

    That was a one-off, but I still had a couple of occasions where there there was a momentum-killing pause of just under a minute between rounds. It's tons better when the game's over after ten minutes or less.

    http://cdn.mos.cms.futurecdn.net/rSSh4tnjWtv3jwChdqv8mb-650-80.jpg

    Shrinking city

     

    The shrinking playing space works pretty well here, even if the maps are so small that you won't spend loads of time worrying about being outside of it. Motor Wars does spotlight how great GTA's vehicle combat can be, and it often reminded me of piling into a Warthog in the original Halo's Blood Gulch map and tumbling over the horizon towards the enemy. Team strategies actually work. Once everyone knows what the best vehicles are and you can co-ordinate attacks on individual enemy cars, you start to get a handle on how to win. Going it alone gets you nowhere here.

     

    I can't see myself playing hours more of Motor Wars, but if you're keen to see some of the basic elements of battle royale applied to GTA, it's definitely worth seeing the result. My guess is that this won't be Rockstar's only effort at this type of mode, and that a solo-focused version of is on the cards as well. Modes like Overtime Rumble and Overtime Shootout show how Rockstar is willing to experiment to get the best possible version out of a format, and I can see this being enormously popular just for its surface-level similarities to PUBG.

     

    I'd still love to see a 100-person version set on the entirety of Los Santos, with randomly placed vehicles and weapons that don't show up on the map, if such a thing is even possible on a technical level in GTA Online. Motor Wars gives you just a taste of what that might be like, but there's a lot of lingering potential here.

  4. Source: PCGAMER

     

    http://cdn.mos.cms.futurecdn.net/UQSrnBxLEty8CpFfDo93qb-650-80.jpg

    PREV ARTICLENEXT ARTICLE

    GTA Online's PUBG-style mode is not as good as PUBG

    By Samuel Roberts 15 hours ago

    But it's definitely worth a go.

     

     

     

     

     

     

    COMMENTS

     

     

    Advertisement

     

    While Rockstar hasn't billed the new Motor Wars adversary mode in GTA Online as their take on battle royale, it definitely has some of the same ingredients: 4-28 players jump from a Cargobob helicopter in up to four teams, landing on a shrinking kill space that has weapons and armoured vehicles up for grabs. Everyone has one life. It's not quite GTA Online's version of PUBG, if that's what you were hoping for, but it's a fun knockabout vehicle combat mode, despite a few minor issues.

     

    Rockstar has called Motor Wars a marriage of its existing Drop Zone and Penned In modes, and that's pretty accurate. Arriving from the sky, you're shown the locations of weapons and vehicles on the map (a significant difference from PUBG), so you can figure out the best region for your team to land. When you're not in a vehicle, you're invisible on the map. Once you're driving one, a moving icon shows up with the colour of your team, flagging your location to enemies.

    http://cdn.mos.cms.futurecdn.net/F7bw8HHgqbN4YhmQEYhDqb-650-80.jpg

    It's a mode about everyone piling into the best military vehicles possible, rather than sniping or stealth. But some of the same strategies from PUBG can apply—cowardice can often get your team to at least second place while you skirt the perimeter of the playing area, avoiding firefights—and GTA's systems add their own humour, like when teammates brain themselves while trying to parachute gracefully to the ground (this usually happens to at least one person per game).

     

    PREV ARTICLENEXT ARTICLE

    GTA Online's PUBG-style mode is not as good as PUBG

    By Samuel Roberts 15 hours ago

    But it's definitely worth a go.

     

     

     

     

     

     

    COMMENTS

     

     

    Advertisement

     

    While Rockstar hasn't billed the new Motor Wars adversary mode in GTA Online as their take on battle royale, it definitely has some of the same ingredients: 4-28 players jump from a Cargobob helicopter in up to four teams, landing on a shrinking kill space that has weapons and armoured vehicles up for grabs. Everyone has one life. It's not quite GTA Online's version of PUBG, if that's what you were hoping for, but it's a fun knockabout vehicle combat mode, despite a few minor issues.

     

    Rockstar has called Motor Wars a marriage of its existing Drop Zone and Penned In modes, and that's pretty accurate. Arriving from the sky, you're shown the locations of weapons and vehicles on the map (a significant difference from PUBG), so you can figure out the best region for your team to land. When you're not in a vehicle, you're invisible on the map. Once you're driving one, a moving icon shows up with the colour of your team, flagging your location to enemies.

     

    Advertisement

     

     

    It's a mode about everyone piling into the best military vehicles possible, rather than sniping or stealth. But some of the same strategies from PUBG can apply—cowardice can often get your team to at least second place while you skirt the perimeter of the playing area, avoiding firefights—and GTA's systems add their own humour, like when teammates brain themselves while trying to parachute gracefully to the ground (this usually happens to at least one person per game).

     

    It reminded me of piling into a Warthog in the original Halo's Blood Gulch map and tumbling over the horizon towards the enemy.

     

    You're not playing in the entirety of Los Santos, sadly, but in truncated little pockets of the landmass that have been cleared out for this mode. The maps based in the empty city are my favourites, since it's a nice and eerie space to be in while you're waiting for an enemy jeep to speed round the corner as you're sat on a turret.

     

    Rounds last for no more than ten minutes, and you can play one round to win or two. Giving players this choice was an error, I think—Motor Wars should be a one-round mode, for a few reasons. If your team is the first to be eliminated in round one, it's not uncommon for people to just drop out, treating it like they're playing PUBG and leaving the rest of you to it. The host can set the game to auto-balance the team numbers if this happens, but this can be flawed depending on how many players are left: if every other team starts with four players and you have three, that puts you at an obvious disadvantage when the best armoured vehicles require two players to operate them effectively (one on the turret and one in the driver's seat).

    http://cdn.mos.cms.futurecdn.net/Rv4jLW9oNwwE2devkCj4nb-650-80.jpg

    Then there's the waiting. GTA Online's matchmaking always feels a bit sluggish to me, but it's the inconsistent pauses between rounds that I found a bit maddening here. In the second round of one game, the camera hung on the cargobob for over three minutes before the round began. During that time, my entire team left the game except me, leaving me to face a round alone against one team of four and another of two (I didn't win that one, unsurprisingly). If Motor Wars was a mandatory one-round mode, this wouldn't be a problem.

     

    That was a one-off, but I still had a couple of occasions where there there was a momentum-killing pause of just under a minute between rounds. It's tons better when the game's over after ten minutes or less.

    http://cdn.mos.cms.futurecdn.net/rSSh4tnjWtv3jwChdqv8mb-650-80.jpg

    Shrinking city

     

    The shrinking playing space works pretty well here, even if the maps are so small that you won't spend loads of time worrying about being outside of it. Motor Wars does spotlight how great GTA's vehicle combat can be, and it often reminded me of piling into a Warthog in the original Halo's Blood Gulch map and tumbling over the horizon towards the enemy. Team strategies actually work. Once everyone knows what the best vehicles are and you can co-ordinate attacks on individual enemy cars, you start to get a handle on how to win. Going it alone gets you nowhere here.

     

    I can't see myself playing hours more of Motor Wars, but if you're keen to see some of the basic elements of battle royale applied to GTA, it's definitely worth seeing the result. My guess is that this won't be Rockstar's only effort at this type of mode, and that a solo-focused version of is on the cards as well. Modes like Overtime Rumble and Overtime Shootout show how Rockstar is willing to experiment to get the best possible version out of a format, and I can see this being enormously popular just for its surface-level similarities to PUBG.

     

    I'd still love to see a 100-person version set on the entirety of Los Santos, with randomly placed vehicles and weapons that don't show up on the map, if such a thing is even possible on a technical level in GTA Online. Motor Wars gives you just a taste of what that might be like, but there's a lot of lingering potential here.

  5. Source: PCGAMER

     

    The typical refund restrictions of 14 days or 2 hours of play weren't in effect earlier, but they are now.

    http://cdn.mos.cms.futurecdn.net/pDGcKaDmtUaBLoKQX9qL2C-650-80.jpg

    It was reported that Ark refunds were being allowed on Steam regardless of how long players had owned the game, or how many hours they had played. That was true for a while today, but Valve has fixed the issue, and the standard refund rules appear to be back in effect. Well, that's what I get for taking the time to test it out myself and attempting to obtain comments from the developers and Valve. I was late to the party with this story. Sorry, everyone!

     

    Original story: A post on Reddit today claimed that Steam was allowing players to receive refunds for Ark: Survival Evolved—and that those refund requests were being honored no matter how long ago they bought the game or how long they had played it.

     

    While the Steam refund policy typically only allows refunds if a game has been bought within the past 14 days and has been played for under two hours, several Redditors chimed in to say that they had received refunds even though they had purchased Ark in Early Access months or even years ago, and had played it for dozens of hours.

     

    I asked another member of PC Gamer to attempt to refund Ark, and sure enough he received one despite having purchased the game in Early Access way back in 2015 and having nearly 30 hours of playtime logged.

     

    Attempts to obtain a refund for the Scorched Earth DLC, according to at least one person on Reddit, were not successful. Refunds also don't appear to work for those who bought Ark as part of a bundle or from other key retailers.

     

    It's currently unknown if the Ark refunds are intended by Studio Wildcard and Valve—a resetting of the refund time-frame window, as it were, since Ark left Early Access today. If intentional, I don't know if this is part of a wider policy to honor refund requests when a game leaves Early Access for full release, regardless of the date of purchase or number of hours played.

     

    It seems a bit ripe for abuse: if someone has played Ark for dozens or hundreds of hours, asking for refund doesn't exactly feel fair at this point, but I don't make the rules, I just spend a lot of time staring at Reddit.

  6. Source: Kotaku

     

    Posted Image

    To say that No Man’s Sky had a troubled launch would be a massive understatement. Even as someone who generally had a good time with the game then, I had to admit that it was missing promised features and lacked polish. Over a year later, a lot of things have changed for the game, and all for the better. Even though I’ve always liked it, this is the first time I’d say that No Man’s Sky is an actual good game.

     

    I frequently enjoy things that aren’t “good,” like the CW’s Riverdale or Fall Out Boy’s music. The things that I like about them aren’t necessarily on purpose, and are maybe a little corny, but I find value in them. For a long time, No Man’s Sky fell into that category for me. It wasn’t delivering on the vision it promised, of unfettered exploration and discovery. It was a bit repetitive, and I felt like I’d discover more things I couldn’t do than things I could. Want to make a home on a planet? Well, you can’t build bases. Want to become an expert dogfigher? Not enough information in the heads up display to make it work.

    I’d go to a planet, scan for resources, discover some species, and hope that something interesting would happen before getting bored and leaving. Compared to the now infamous E3 demo, this was unremarkable, but it was really perfect for getting your buzz on and listening to podcasts. I played the vanilla No Man’s Sky for a long time, but the shine did wear off, I ran out of podcasts, and I moved on.

    Posted Image

    Returning to the game doesn’t feel wholly alien, but the changes are significant and important. This really struck me when I finally got in a dogfight in space. At launch, all aerial combat sucked. Whenever I jumped into space and got an alert that pirates were attacking my ship, I always resigned myself to death. Ships didn’t handle very well, which made aiming any weapons with the reticule and avoiding enemy fire feel impossible. Since the most recent patch, dubbed Atlas Rising, I had noticed that flight controls were more sensitive, and I could fly closer to the ground on planets. In space, when it came time to fight, I learned suddenly that I could roll right and left, that my turning radius was sharper, and when I had an enemy ship in my sights, the camera would zoom in slightly, and the ship I was aiming at would be highlighted. These are small, quality of life changes, but last night was also the first time I was able to destroy an enemy ship. Finally, combat didn’t feel like a slog.

     

    There’s also a lot of new content—like base building, vehicles and joint exploration—but what makes a difference to me is that the core features have polish. The changes to the scanner makes discovery not only more interesting, but more profitable, as scanning animals automatically adds credits to your account. You could always play as a pacifistic explorer, but now it’s less grindy and more profitable. Base building has also added farming, making trade among NPCs an actual viable tactic for making money, and giving players a chance to settle into a planet they like and stay there.

     

    The changes to how planets and animals are generated make space feel more mysterious and exciting. There’s new biomes, some of which are shockingly beautiful, and on those planets more variation in abandoned buildings or ruins or crashed freighters you can find exploring planets. You’re no longer resigned to walking around and hoping you find something, either. You can now build signal boosters, which will point you in the direction of an interesting close landmark. That’s how I found my first crashed freighter, half buried in the ground. Against my will, I found myself sighing, “wow,” when I saw it.

    Posted Image

    The user interface has even changed in ways that make the game easier to play—all items stack now, when previously they did not, and ships have multiple menu screens for different kinds of resources. These minor retools help me find game features that have been there since launch that I had never encountered. When I landed on a planet with incessant acid rain last night, the game told me right away I could craft an add on for my exosuit to protect me from it. You could always do that, but I never felt invested enough previously to explore such a hazardous planet. Every complaint, major and minor, had been addressed. When I played No Man’s Sky at launch, my reaction was often, “oh, well, that’s it?” Now it’s, “Wow, I didn’t know I could do that.”

    Portals, which can send you to specific coordinates once you learn the glyphs to turn them on, also allows players to visit specific landmarks and areas of interest..Combining that with joint exploration, a basic multiplayer which allows you to speak to other players, the game now fosters community instead of forcing players apart. The people who stuck with No Man’s Sky always found ways to play with each other. The Galactic Hub was created as a way to bring players together and share discoveries. Portals make what was once complicate much easier. You don’t have to jump through hoops or make complicated maps to find what other players have found—you can just go there, and then talk with other players about things you’ve all experienced.

     

    No Man’s Sky has always been a good idea. Exploring a vast universe and discovering the unknown was a good enough hook that hundreds of thousands of people gave it a try. Now the game has graduated from a good idea to an actual good game. It’s not just that there’s more content and more things to do. The game has been re-tooled, from the user interfaces to the dogfighting to working Portals, in order to improve players’ ability to discover interesting things, and allow them to actually feel a part of the worlds they inhabit. If you haven’t played since launch, pick it back up. If you were turned off by bad reviews, it’s time to give it a try.

  7. Posted Image

    PlayerUnknown’s Battlegrounds has a new map on the way, one which will soon serve players their just deserts. Look, sand puns are hard to figure out, alright? Point is, while PUBG’s latest arena may be something that is still far from finished, you can expect the sandiest of sandbox showdowns to be pretty massive in scope.

     

    Originally designed to be around 4×4 kilometres in size, PUBG creator Brendan “Playerunknown” Greene revealed to Eurogamer that the desert map will now actually be the same size as the Russian map that everyone is playing on right now: 8×8.

     

    “For 100 players an 8×8 just makes more sense and it gives more flexibility when we move onto custom games and things like that,” Greene said.

     

    Other details gleaned from the Eurogamer interview include a map whose water-based combat will be far more limited and mostly reserved for a small river that will house a few small boats to make deadly use of, while also revealing that Bluehole has the technology to create bicycles for PUBG. There’s no confirmation that bicycles are in PUBG, but make of that what you will.

    Posted Image

    Batman, Hodarit, Pepe and 1 other like this
  8. d7d9db17-1e7f-426a-8eb6-1a2d9418655b.jpg

    Beneath the hanging Tie-Fighters and Rebel Starships at the EA booth at gamescom sat a large amount of PCs with the latest version of the Star Wars Battlefront series. It was the first chance players in Europe had to get their hands on the game—and it did not disappoint.

    Star Wars Battlefront lit the gaming world on fire when EA Sports announced the title back in E3 2014. The Battlefront series of games made by Pandemic and Lucasarts for the PS2, Xbox, and PC in the 2000s was a much beloved franchise.

    EA was looking to remake the series and cash in on that nostalgic charm but really failed to deliver on what could have been a masterpiece. The end product was a mess that sapped the fun and enjoyment out of the original games. The matches themselves were unenjoyable. They were little more than repetitive slugfests, and the game as a whole felt like a money grab rather than a love letter to the fans.

     

    In short, the game received a lot of negative feedback—something that EA and DICE have clearly been listening to. At E3 2017, EA delivered an impressive keynote talking about how it was looking to change the game heading into the sequel based off of feedback from the previous installment.

     

    For starters, the team looked at things they could implement into the new game, such as space battles, fighting as droids and the republic which you couldn't do in the original game, objective warfare, and free-DLC are just some of the few things that EA has revealed are coming to the new game since its reveal. There will also be a long-awaited single player campaign—something which the original game glaringly lacked.

     

    All of these new features based off of existing game modes are melding together to create a bigger, better, and more entertaining experience that feels like a true successor. The game is finally starting to become something that older fans of the series can embrace.

     

    At gamescom, EA showed off space battles for the first time, pitting two teams of 16 players against each other. One team had to defend their star destroyers by killing the opposing team's players over 100 times, while the other tried to destroy vital choke points in order to win the map.

     

    Space battles feel super responsive—the lightest touch on the joystick makes your spacecraft move, barrel roll, and dodge out of the way of enemy fighters. The controls themselves are easy to pick up with each different spacecraft having a unique set of abilities that match the ship's design.

     

    Spacecraft that are mainly used to destroy enemy fighters are equipped with homing missiles and a speed boost while bombers are slower and equipped to deal massive damage to objectives as well as having a healing ability to keep them in the fight for that much longer.

     

    The gameplay itself is also very forgiving. When a player gets locked on by an enemy homing attack, they're given all the information they need on where the missile is coming from. A missile locked onto you does not mean instant death if you are a great pilot.

     

    The showmatch could preview the game's main competitive mode if EA has any ambitions of taking the game to an esports stage in the future. Ships dodge, weave, and work together on a chaotic map. The mode is simple to learn and hard to master—and, of course, exhilarating to watch as a spectator.

  9. Using glitches, a giant whale or shark-esque creature has been spotted in the skybox—and it might be related to the raid.

     

    Using glitches, a giant whale or shark-esque creature has been spotted in the skybox—and it might be related to the raid.

     

    For new PC players that might not know, it's long been a tradition to unravel secrets about the future of Destiny by doing what we know best: glitching through walls. What would Destiny 2's debut on the PC be without a discovery of our own? And hoo-boy, it's a biggun. Let's reel this one in.

     

    Reddit user XonVisniyr was diligently exploiting collision detection on the small slice of the Nessus overworld leading into the strike mission, when this popped into view.

     

    Quick spoiler warning: if you want Destiny 2 to stay a complete and total surprise, turn back now. Here be giant space fish.

    http://cdn.mos.cms.futurecdn.net/udAgQ8zxrVM4ycJwHfq5JA-650-80.png

    Curious, but also fairly unclear. Reddit user big-beetle came back with some better images from an unobstructed angle, positioning what appears to be some sort of massive whale-shark thing in full view.

    http://cdn.mos.cms.futurecdn.net/PbacqkML7vBFv8Pzx6GPL9-650-80.jpg

    http://cdn.mos.cms.futurecdn.net/Nq3QCP554eqGXSrw5ubqJ9-650-80.jpg

    At first glance, it looks like a big cartoonish fish-shaped ship getting ready to swallow something big. We'll definitely know more once we can play through the final game in its entirety, so it could be a Cabal mothership of sorts, positioned over Nessus for easy access bombardment and domination.

     

    But due to some pretty clear connections between a leaked PlayStation trophy description and some recently updated concept art, some players think our massive fish friend could have something to do with Destiny 2's as-yet unannounced raid. The trophy for completing the raid references "Leviathan" which are commonly known as large or powerful aquatic creatures, typically whales. And yeah, whales aren't fish, we know.

    [YouTube]

    [/YouTube]
  10. GTA Online gets a PUBG-style Battle Royale mode in the Smuggler's Run update

    http://cdn.mos.cms.futurecdn.net/3cSERHFT8aoPabYx44XmqY-650-80.jpg

     

    The Smuggler's Run update to GTA Online that was announced last week rolled out today, and it brought with it an unexpected surprise: A new and very familiar-sounding Adversary Mode called Motor Wars that Rockstar described as a "tense battle for survival" in which players scrounge for weapons and do battle inside an ever-shrinking "kill box."

     

    "Blending the adrenaline rush of Drop Zone with the claustrophobic tension of a match of Penned In, this brutal Adversary Mode is a deadly scavenger hunt where second place is not an option," Rockstar said. "Up to four teams parachute into a periodically shrinking kill box strewn with a lethal assortment of guns, explosives and Weaponized Vehicles. Work together, find a vehicle, and fight opposing teams and the shrinking map to survive and win."

     

    Minus the gunned-up cars, that's Playerunknown's Battlegrounds, and while Rockstar doesn't mention the monstrously successful Battle Royale game by name, it's clearly aiming to capitalize on its success. The move also validates our recently-shared opinion that GTA Online should have a Battle Royale mode—and even better, our prediction that it would eventually get one.

    [YouTube]

    [/YouTube]

     

    The Smuggler's Run update also adds a customizable aircraft hangar, "complete with a complimentary Cuban 800," and seven new aircraft including helicopters, vintage fighters, and even Cold War-era bombers. Naturally, there are also new cars in the mix—the Vapid Retinue and the Grotti Visione—and some sweet new duds to wear out on the town.

     

    GTA Online: Smuggler's Run is available now. Full details are available on the Rockstar Newswire.

    Substanz likes this
  11. http://cdn.mos.cms.futurecdn.net/kHFe7RYPe5vDAcpKeYvoxK-650-80.jpg

    The Destiny 2 early access PC beta got off to a bit of a rough start yesterday, but it sounds like Bungie managed to get it smoothed out quickly—and more relevant to our immediate interests, it's now open to everyone.
     
    Those of you who have been playing in the early access beta will need to update, which may require a Battle.net restart. For everyone else, just fire up the client, select "Destiny 2" from the games list, and hit the "Install" button. 
     
    It's a 16GB download, which is nothing to sneeze at, especially if you're on a slow or capped connection. On the good news side, it's apparently running very well: We've got a breakdown of what you'll need to run it at 4K/60fps right here, but even mid-range hardware seems able to keep it flowing fast and pretty.
     
    We'll have a full performance analysis coming to you soon, and in the meantime you can avoid unnecessary hassles by ensuring that you've got the latest video drivers installed—AMD here, and Nvidia here. As for getting the most, here are few recommendations from our inhouse expert/junkie.
     
    To replay the initial story mission, which is called Homecoming, just create a second character. You should do this anyway in order to get a taste of all three classes: Warlock, Titan and Hunter.
    Each class also has a choice of two subclasses, Dawnbreaker or Voidwalker for Warlocks, Sentinel or Striker for Titans, and Arcstrider or Gunslinger for Hunters. To change subclass, just go into your character menu and look for the diamond icon in the top left.
    Whenever you restart the beta your character's perks are reset to the default selection. Tinker around with different builds (pay particular attention to the grenades and jumps on offer) to get a taste for your preferred play style.
    Don't worry too much about loot. There's only a very limited selection of weapons on offer in the beta, and the way it drops in-game (engrams don't actually fall during the Strike mission in this build) isn't representative of the final game.
    Do however check out the exotic weapon you pick up from the Homecoming mission. It's the one with the yellow icon you receive from Shaxx's armoury at the start. Depending on which class you're playing, it'll be different too—Hunter's get the Sunshot hand cannon, Titans get the Sweet Business auto rifle (which is a freaking primary minigun), and Warlocks get the Riskrunner SMG.
    If you're looking to play PvP, look for the Nightshade or Nergal PR4 pulse rifles. They're dominant in the current sandbox.
    Do try to play with friends. Destiny 2 uses Blizzard's Battle.net launcher, so there's a good chance you already have some chums checking the game out. It's a game that's at it's best shooting the shit (and the aliens) over voice comms.
    As for more general impressions, Tim says he's impressed. As hoped, the PC version, aside from being something of a technical marvel, extracting superb performance from even low-end rigs, has addressed a lot of the issues we had with the previous PS4 beta. The ammo economy is better balanced, player movement feels substantially more responsive, and the recharge rate and power level of supers and other abilities have been tuned to better reflect the idea that we're space magic-slinging warrior gods. So, given it's open to all, there's little reason not to jump in and see what the fuss is about. 
     
  12. Microsoft just delivered some big news regarding its mixed reality initiative for Windows 10. All of those affordable headsets that are coming from Microsoft's hardware partners will not just be used for gimmicky Windows 10 interactions, but actual gaming. In a recent blog post, Microsoft let it be known that Steam content will run on Windows mixed reality headsets. Whoa.
     
    "Virtual reality enthusiasts know that Steam is a great place to enjoy cutting edge immersive experiences. We can’t wait to bring their content to you," Microsoft says.
     
    Here is a teaser of things to come:
    Naturally Microsoft will also focus on Windows Store content. It has already lined up several content partners, such as Hulu, Sony, and many others. But Microsoft is also working with 343 Industries to bring Halo into the fold.
     
    To what extent remains to be seen. Microsoft was careful with its wording, saying that its partnership with 343 Industries will "bring future Halo experiences into mixed reality." We hope that means full-fledged games, though it could also mean a lesser experience. Considering that Steam support is planned, we're hoping for the former.
     
    Up until now, much of the talk surrounding surrounding Microsoft's mixed reality play has been focused on the headsets and motion controllers. But like the Oculus Rift and HTC Vive, these headsets will need to be plugged into a PC. Microsoft provided some basic clarification on the PC side, breaking things down into categories—Windows mixed reality PCs and Windows mixed reality ultra PCs.
     
    Mixed reality PCs will consists of desktops and laptops with integrated graphics. When plugged into one of these presumably certified systems, Microsoft says the headsets will run at 60 frames per second.
     
    For a higher end experience, mixed reality ultra PCs will consists of desktops and laptops with discrete graphics. Like the non-ultra setups, the exact hardware configuration is not known, though Microsoft is promising 90 fps on these rigs.
     
    "Both configurations will support today’s immersive video and gaming experiences such as traveling to a new country, exploring space, swimming with dolphins, or shooting zombies. Use your Windows mixed reality motion controllers to enjoy a world of discovery and imagination this holiday," Microsoft explains.
     
    Microsoft reiterated that these headsets will be comparatively affordable, with headset and motion controller bundles starting at $399. They will be compatible with existing and new PCs starting at $499, so you're looking at around $900 to go all-in with a new headset and system.
     
    Dell has already gotten itself out in front by announcing pricing on its upcoming Visor, which is essentially the company's own take on HoloLens. That headset will run $360, with the controllers costing an additional $100 (so $460 for both).
    http://cdn.mos.cms.futurecdn.net/krWyv4Jr8VpfodFDJZRqZg-650-80.jpg
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  13. Posted Image

    Day One Patch:

     

    The Day One patch will be set live across all platforms at approximately 8-9AM EST and should show up on all consoles within the hour. This update will include Ragnarok for console, as well as the End Boss content accessed through the Tek Cave for all platforms.

     

    The update size for console will be approximately 26gb for Xbox. We do not have a number for PS4 yet, but PS4 patches are usually smaller in size due to the different method patches are submitted.

     

    New ARK Servers:

     

    The Official Server Network for PC will be going offline at 2 AM EST, and The Official Server Network for Consoles will be offline at Midnight EST. There will be at least an 8-hour blackout across all platforms where no Officials are online. After this blackout period, we will launch the new Official Servers, as well as the remaining Legacy servers. Over the course of the 24-hours following this, more servers will come online.

     

    For ARKs launch, we plan on providing new Official Servers for the following games mode: Regular/Vanilla, Non-TEK, Primitive+, Hardcore, Isolated Clusters, NoTaming, Extinction Servers and ORP. With the bulk of the servers being focused on the vanilla game mode (Both PVP and PVE), and smaller amounts of niche servers which could be increased based on player demand. The primitive game mode will be removed in favour of the Non-TEK Tier Servers.

     

    PC Asian/China Servers:

     

    The current Isolated PC PvP Asian Servers we have on our Official Network is hosted and provided by Snail Games. They have decided that with the launch, they will be taking down their legacy PvP Servers and relaunching them as part of the new Official Network. These servers will be included in our CrossARK Cluster, and therefore will be transferable to and from as opposed to being an isolated region.

     

    ARK Legacy Save Files:

     

    Later this week, we will have both our PS4 and PC Legacy Save Files available to use. PS4 is expected to be here sometime tomorrow and will be accessible via hosting with Nitrado. Due to sensitive information contained in the save files, it is required to be accessed and hosted through a licensed third-party. Xbox saves will become available when rentable servers are available in September.

    Posted Image

    It's going to be an exciting 24 hours! We hope you enjoy all the new content; we're super stoked to be launching Ragnarok on console and best of luck in the claim for land on the new servers!

    Substanz likes this
  14. 55% of Battlegrounds players own Counter-Strike: Global Offensive, and now they play it less because of it

     

    PlayerUnknown’s Battlegrounds has been topping every Steam chart possible, but not all players are new to the shooter genre.

     

    For many of them, playing Battlegrounds is actually taking away from their time with other popular shooters on Steam, the kind of which they used to play so much of before Battlegrounds launched. Case in point: Counter-Strike: Global Offensive.

     

    According to data tracker Steam Spy, 55% of those who own Battlegrounds are also Counter-Strike: Global Offensive players. Not only that, they used to play CS:GO 50% more than the average player before buying it, but their playtime has since dropped by 30%.

     

    This essentially means that Battlegrounds is attracting the more dedicated audience of Counter-Strike: Global Offensive, and the same applies to H1Z1: King of the Kill, Payday 2, and Left 4 Dead players, according to the site.

     

    In all of these cases, the most engaged parts of the audience have moved to PUBG, proving it’s more than just a fad.

    Posted Image

     

    Interestingly, the report also revealed that the US, China, and Germany make up the majority of the game’s audience. A growth in China is something every online game is chasing nowadays, and it’s likely a big reason for PUBG’s massive growth in such a short time.

     

    PlayerUnknown’s Battlegrounds will no doubt see similar success on consoles, since it’ll give it access to a previously untapped market.

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