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Axlerod

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Everything posted by Axlerod

  1. You know what is crazy is that all of this is available to make it yourself. Now, if they decide to ban vegetable oil, now that will start an outcry.
  2. Battlefield 5 Launch Day Patch Notes will be over 135 pages long, almost 23,000 words November 7, 2018 2 Comments Danial Arshad Khan Battlefield 5’s Launch Day Patch will be over 135 pages long as revealed by the game’s multiplayer producer. Battlefield 5 releases on November 20 for the PS4, Xbox One and PC after being delayed from its initial release date of October 19 to “make some final adjustments to core gameplay”. The Battlefield 5 Day 1 Patch by the looks of it will be massive with developers DICE making several changes after the game went gold. The game’s multiplayer producer David Sirland posted a screenshot of the word count for the patch earlier on Twitter today, which shocked many fans to say the least. View image on Twitter David Sirland@tiggr_ Release/Launch notes - final draft. It's going massive. I don't think I'll beat this for a while... @JaqubAjmal 9:14 AM - Nov 6, 2018 356 85 people are talking about this Twitter Ads info and privacy Sirland was suggested by a fan to make a video explaining the changes but that wouldn’t be possible due to the sheer number of changes in it. Battle(non)sense@BattleNonSense · Nov 6, 2018 Replying to @tiggr_ @JaqubAjmal Maybe turn this in a video instead? People generally prefer to watch/listen to a video instead of reading a lot of text. That's why "changelog videos" get tons of views (and why audio books are so popular). You might reach much more people this way. David Sirland@tiggr_ That would take us forever, this document we can work on on the side for 2 weeks or so. For future patchnotes (that are obviously much much smaller, sure). For this one, consider it a gift from us to you content people out there . 9:29 AM - Nov 6, 2018 45 See David Sirland's other Tweets Twitter Ads info and privacy The Battlefield 5 Patch Notes will be releases on Thursday, the 8th of November according to Sirland. Stay tuned as we’ll post them as soon as they’re available. ♛ s̸S̸e̸c̸c̸a̸T̸t̸@sSeccaTt2_ · Nov 6, 2018 Replying to @tiggr_ @JaqubAjmal When can we read it? I’m really looking forward to it David Sirland@tiggr_ We hope Thursday in english at the very least. We'll see if we can make it 9:19 AM - Nov 6, 2018 10 See David Sirland's other Tweets Page not found GEARNUKE.COM The latest technology news, reviews and features
  3. I figure at this stage, who needs it. It is only 8 maps. Now once it gets up to 33 maps like BF4. Yeah map vote might be nice.
  4. Battlefield 5 will release later this month, on either the 20th, or earlier for certain players. Recently, DICE released details for the eight multiplayer Battlefield 5 maps which will feature in the game at launch; Aerodrome, Arras, Devastation, Fjell 652, Hamada, Narvik, Rotterdam, and Twisted Steel. Now, it has emerged that there will be no way for players to vote on maps when playing online. However, the studio explained its reasoning for the decision. Why There Won’t be Way to Vote on Battlefield 5 Maps In-Game While there are eight different Battlefield 5 maps, it is worth noting that they are not all available for every game mode. They are all available for Conquest, and most are available for at least 4-5 other modes too. In addition, every map features as part of a pair in one of the game’s four Grand Operations. However, this nonetheless means that the selection of maps for any given game type, at least at launch, will be fairly small. It is fairly common in online multiplayer games like Battlefield for players to be able to vote on a selection of possible maps prior to the start of a match. However, no such feature will be included in Battlefield 5. At least not at launch. Instead, Battlefield will make use of another style of map selection; a map rotation cycle. In essence, the game will automatically cycle through available maps, ensuring that players don’t see frequent repeats of the same Battlefield 5 maps. However, DICE has not ruled out possibly adding a map voting system at a later date. One of the game’s developers, Dan Mitre, recently said during a Reddit AMA that map voting; “will not be available at launch.” DICE plans to add plenty of new maps through the Tides of War post-launch content schedule. The first three chapters of this schedule have already been detailed, and include several upcoming Battlefield 5 maps. As the roster of available maps grows, DICE may well see fit to implement a map voting system, or perhaps make such a system available for certain modes. Ultimately, it may also be influenced by player feedback, as DICE tweaks the game following launch.
  5. Soldiers! There's a small, but important patch being deployed now! It's not the big 0.1.1 (we're still testing that) but we've decided to push the new Master Server patch earlier. It's live right now and will require you to update the game. This is the last part of the ninja patches we were pushing for the last two weeks, marking the end of the old Master Server. Patch notes [GENERAL] • New Master Server, [iMPROVEMENTS] • Vastly improved connection times. As always, keep us up to date on any problems this change might introduce. We've been testing the new backend for a week now, but we tested the last one as well. Happy shooting! https://forum.worldwar3.com/index.php?/topic/4299-patch-010-live/
  6. Blizzcon is about PC gaming. Blizzard had also dropped hints weeks prior to this about a new Diablo coming soon to PC. That is why everyone was shocked at the announcement for a game on the phone.
  7. Blizzard Says It Wasn't Expecting Fans To Be This Angry About Diablo Immortal KOTAKU.COM Yesterday, during a BlizzCon Q&A shortly after the announcement of mobile game Diablo Immortal, a fan in a red shirt approached the mic. “Just was wondering,” he said in a deadpan tone, “is this an out-of-season April Fool’s joke?” The audience cheered. It was just the beginning of a very long weekend for Blizzard.… Talk about pissed off gamers!
  8. World War 3 Preview: A Private’s Life For Me NOVEMBER 1, 2018 BY GREG BARGAS I don’t know what it is about war-based first-person shooters that has always intrigued me. Sure, going into space and blasting aliens as some sort of new age marine is a fun concept. But the whole boots on the ground, fighting with your buds has always seemed like a much more fulfilling experience. In the past, I’ve enjoyed the Battlefield, Call of Duty, and even the Brothers in Arms franchises. Each has offered their own take on the FPS experience, particularly in the multiplayer aspect, and World War 3 is no different. Prepping For Battle There are two important areas to customize prior to heading into battle. The first major portion is the map selection. Being that World War 3 is an Early Access title, there are still a limited number of map options. At this point, Berlin, Warsaw, Moscow, and Smolensk are all represented on the world map. However, Smolensk is not available at this time and promises to come at a later date. Each of the maps allows you to select a small or larger-scale sandbox. A third option will, again, come to Early Access at a later time. Even so, there is still a massive area playable in both of these sandbox-style maps. At times, selecting the larger one seems a bit barren, what with the limited number of players and lack of vehicles. However, it does outline some of the ambition that The Farm 51, the game’s developer, has in mind for the rest of the experience. The second major portion of preparation you can explore comes in the loadout menu. There are three options set up by default: Light, Medium, and Heavy. Each of these has designated weapon options reflective of those classes. For example, choosing the Heavy gunner option provides a much larger, fully-automatic machine gun. When you flip through the menu for each one of your guns, including this one, you’ll see smaller icons identifying recoil and weight. At first, I failed to realize that selecting the heavier class also had an impact on my player movement. Carrying around a much larger gun makes you move more sluggishly. Depending on how your squad is designed and the number of defenders vs. attackers, this can literally weigh on your combat strategy. Conquest-ador The gameplay in World War 3 is very much akin to that of Battlefield‘s Conquest modes. There are objective points on the map which your team must capture and defend from the enemy. When things go correctly, and when your team works together, things start to feel more like a real shooter experience. I never felt that it was as hectic as Battlefield, though. On the occasion when both team lobbies were filled and enough players joined, things were more eventful all around. Tanks and squads scurried around the map, with small drone bombs taking you out unexpectedly. Small gunfights broke out at the various choke and capture points. However, at this time, such experiences are too few and too far between. Viewing your map also becomes cumbersome, with icons for waypoints being non-existent. I do think the HUD could use some major tweaks in identifying those capture points. Too often they disappear from your HUD and view, demanding you halt your sprint to check your map. This slows down combat, not to mention also having to stop and reload, as you cannot perform these actions while running. Once these issues are ironed out, I can see a more fluid player experience unfolding, particularly given the already growing arsenal of guns available. Battle Feels I did find the weapon customization portion of the game to be well designed. There are options for gun sights, barrels, and secondary sight options. This is important, as you can tilt your gun when peering around corners. In most other cases, kills are often determined by quickdraws alone. Mostly, I used the Beryl 762 light machine gun. This gun was highly effective in close-quarters as well as mid-range fire. The bullet drop starts to deteriorate firing beyond that. I found this to be the same even with the Pecheneg Bullpur, one of the heavy machine guns. That detail was quite useful to know, as most of the combat tends to gravitate towards the open areas of the map. Damage dealt and firing distance are things I would have liked to view prior to swapping barrel attachments. The focus in World War 3 is still much the same as other war-based shooters. Snipers will pick you off if you continuously sprint around the map, causing you to drop to your stomach at a moments notice. However, body movement also becomes an important factor in how you approach combat. Instead of going prone on your stomach, you can also roll over into a reclined position on your butt in order to fire behind you. It’s the little attention to details like these that make the experience feel like a more fleshed out, tactile shooter. That is the case most times when bugs aren’t part of the experience. Gun’s Jammed There were numerous times during my Early Access experience that I experienced bugs. For the most part, the Early Access version can give you a general feel for the game. There is enough actionable gameplay where you can see how large-scale battles will take place, how fast the action can be, and how capturing a point is a team effort. My screen became engulfed with an ammo satchel that I couldn’t set down. This was also before spawning on my squad leader, only to be left falling through the floor. Yet many times during my sessions, these experiences were halted by falling through the map, clunky climbing animations, and bugs where my body and gun disappeared altogether. At one point, I was attempting to throw down a satchel of ammo for my team to use. Instead, the large bag overtook the screen and I was nothing more than a walking ammo cache. I couldn’t help but wonder if I looked like that to the rest of the team. Final Thoughts The whole Early Access development model usually turns me off. You never know if a game will, in fact, reach a full release, breaking free from the reins of the platform. It seems like World War 3 might be the exception to that rule. There are some very promising aspects to it, including its weapon, combat, and map designs. The visuals are also fairly polished at this time and have various options for graphics in order to hit 60 FPS. The game plays very much like an Early Access title, but it does seem a little farther along in the development process than most other games I’ve played. Bugs are sometimes very visible in your experience. When things are pumping on all cylinders though, World War 3 actually makes for a decent shooter, even if it mimics others you might have played before. There’s quite a lot of gaps to fill, sure. That said, these early efforts show that The Farm 51 is willing to not only stand by their product—but deliver.
  9. Maybe Microsoft were just a bit ahead of the curve when they wouldn’t stop talking about the cloud in the run up to the Xbox One’s launch? They quickly toned it down after the console’s launch, and we’re still waiting for Crackdown 3 which was a real posterchild for cloud tech, but where Microsoft have faltered, EA are now looking to really forge ahead with cloud-based gaming. Project Atlas is set to be EA’s new platform for expansive, ever-changing online game worlds. Writing in the announcement blog post, Ken Moss, Chief Technology Officer at EA said, “I’m talking about games that offer living, breathing worlds that constantly evolve. You’ll play them one day, and when you come back the next, things have changed based on inputs from other players, AI, and even the real world. These new experiences will lead to deep, meaningful social interactions.” Presumably he doesn’t just mean trolling, but what this really means is really bringing online infrastructure into the game engine, in what he calls an “integrated ‘engine + services’ game development platform.” Given that it’s already the de facto EA game engine, this will be built with Frostbite at its core, and then blend in an online platform that combines things like cloud hosting, matchmaking, marketplace, data, AI, achievements and social in a unified set up. AI could be used at every step of the creation process to, in Ken’s example, use real world data to fabricate in-game mountain ranges, and the cloud computing element can be scalable to allow for huge online worlds. Explaining the scope of the project, he explained: We’re calling this Project Atlas and we believe in it so much that we have over 1,000 EA employees working on building it every day, and dozens of studios around the world contributing their innovations, driving priorities, and already using many of the components. To put that into context, DICE had 640 developers back in 2016, while EA as a whole has over 9,300 employees. While there will be overlap with other tech departments and game development, over 10% of all EA employees are working on Project Altas in some capacity.
  10. Battlefield 5 recommended system requirements OS: 64-bit Windows 10 or later Processor (AMD): AMD Ryzen 3 1300X Processor (Intel): Intel Core i7 4790 or equivalent Memory: 12GB RAM Graphics card (NVIDIA): NVIDIA GeForce® GTX 1060 6GB Graphics card (AMD): AMD Radeon™ RX 580 8GB DirectX: 11.1 Compatible video card or equivalent Online Connection Requirements: 512 KBPS or faster Internet connection Available Disk Space: 50GB The full Battlefield 5 system requirements have been posted on Reddit by Dice's official account. It looks like we'll need extra RAM in addition to an RTX card to take advantage of DirectX ray tracing (DXR). Battlefield 5 system requirements | PC Gamer WWW.PCGAMER.COM Find out what you'll need to turn on ray tracing.
  11. Axlerod posted a topic in Gaming
    https://forum.worldwar3.com/index.php?%2Ftopic%2F3878-patch-011%2F
  12. After Star Wars Battlefront 2 backlash, DICE reveals Battlefield 5's cosmetics-only microtransactions Hopefully this time it won't tank. Emma Kent After Star Wars Battlefront 2 backlash, DICE reveals Battlefield 5's cosmetics-only microtransactions WWW.EUROGAMER.NET We've been waiting a little while for an explanation of how Tides of War - Battlefield 5's new live services system to … Reporter @GoneEFK We've been waiting a little while for an explanation of how Tides of War - Battlefield 5's new live services system to replace the premium pass - will actually work. The developer has been pretty cagey on the subject, which is unsurprising in the wake of the backlash over Star Wars Battlefront 2's loot boxes - a mistake DICE said it "can't afford to make" in future. Now, DICE has finally peeled back the curtain on Tides of War's monetisation and progression systems. As promised, the emphasis seems to very much be on cosmetic microtransactions, and avoiding accusations of "pay-to-win" game mechanics. In terms of the game's economy, Battlefield 5 will have two types of currency: "Company Coin" (which can be earned through daily missions, special assignments and Career Rank progression), and a purchasable currency called "Battlefield Currency". The latter may only be spent on cosmetics, while Company Coin can be used to buy skill tree upgrades and new gear. If that all sounds like a confusing mess, the infographic provided by DICE helps explain it all. No, it's not a graph from the 2018 Budget. According to the post, Battlefield Currency will not be available at launch, as DICE wants players "to get hands-on experience with their Company, the progression system, and earning Company Coin before introducing premium currency". Call me cynical, but maybe it's because DICE also wants to avoid any immediate bad publicity in the crucial weeks following launch. On this point, however, reaction to the game's economy largely seems to be cautiously optimistic. Players seem fairly content that everything can be bought with in-game currency, but others have highlighted that currency drop rates and prices have not yet been revealed. A low in-game currency earn rate could make it difficult for players to afford cosmetics, and as Reddit user FWEpicFrost notes, should Battlefield 5 include timed shop events, players may have to spend real money if they want to claim a cosmetic before it's too late. On top of this, if in-game currency is scarce, players may need to prioritise spending Company Coin on guns and skill upgrades over pretty things. Unless you're all about style over substance - I won't judge. In the post, however, DICE emphasises it believes "real-world money should not enable pay-to-win or pay-for-power". The focus on cosmetics should avoid this issue - but whether players will take issue with other aspects of the monetisation system remains to be seen. :: Red Dead Redemption 2 perfect pelts, hides and hunting explained Two currencies are company, three's a crowd. Beyond the game's economy, the post also details a little more about Battlefield 5's progression system, which seems rather frag-mented. As previously mentioned, one of the ways to earn Company Coin is by moving up Career ranks, but this is only one of the categories of progression within Battlefield 5. There's also Class Rank, which like in previous games improves with how often you play a specific class, and unlocks additional primary weapons along with Combat Roles (formerly Archetypes). There's a "deeper level of customisation", allowing players to create more specific equipment loadouts for specific combat scenarios. Weapon and Vehicle Ranks seem fairly self-explanatory on the surface: you can rank up specific weapons and vehicles as you play them, with higher ranks allowing you to access specialisation options such as improved fire accuracy or durability. As previously mentioned, however, the catch is that you then need to spend Company Coin to actually unlock these specialisations. Nothing's ever easy, is it?
  13. I have people sending me the pumpkin pics on facebook. These are hilarious
  14. Just a moment... WWW.DATACENTERDYNAMICS.COM EA version called ATLAS sounds interesting if they can pull it off.
  15. https://forum.worldwar3.com/index.php?%2Ftopic%2F3878-patch-011%2F
  16. Yes, Yes it is but you have to admit, it's pretty damn funny!
  17. https://www.nasdaq.com/article/microsoft-challenges-electronic-arts-in-unlimited-pc-gaming-cm1047010 Things are getting interesting with subscription services these days. Sounds like Sony version is garbage.
  18. Have a great day and an even better night!
  19. Activision Blizzard stock is still doing pretty good. They are steadily going up.
  20. Electronic Arts Downgraded by Analyst Who Admits He Was ‘Wrong’ WWW.BARRONS.COM Keybanc’s Evan Wingren lowered his rating to Sector Weight from Overweight and has “diminished confidence” in the videogame maker’s pipeline. 404 - Page non trouvée - NmsuNews NMSUNEWS.COM Electronic Arts - EA - Stock Price Today - Zacks WWW.ZACKS.COM View Electronic Arts Inc EA investment & stock information. Get the latest Electronic Arts Inc EA detailed stock quotes, stock data, Real-Time ECN, charts, stats and more. Right now EA overall is sell sell sell. 2nd quarter earnings statement comes out later today.
  21. it is loads of fun. Just like any early access, the game is not optimized yet. It does not make since to do so this early because things will constantly be changing. Because of this there are some high pings to have to deal with. Considering this game is not due to be release as a COMPLETE game for over a year. I am pretty impressed with it so far.
  22. Interesting
  23. I feel you. Sounds similar to WW3. Sounds like both need some optimizations. Lag and frame rate loss makes any game miserable to play.
  24. It's early access which means PRE_ALPHA! It is not a complete game. That is why small developers rely on players to critique the game so they can change it. That is why there have been over a dozen changes to date. If you want a complete game. Go buy COD WW2 or wait and buy BF5. They are complete games and I am sure there will not be any issues at all. Just like BF4 never had a single issue.

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