Path of Exile - Path of Exile: Synthesis FAQ


Path of Exile: Synthesis FAQ

Posted: 31 Mar 2019 03:50 PM PDT

Path of Exile: Synthesis has been out for three weeks now and while the community has done a lot of the exploration of the league and its mechanics, we wanted to share an FAQ for those who may still be wondering how things work.

What is Synthesis?
Synthesis is the current Path of Exile league. In it, an NPC named Cavas needs your help to recover his memories. You'll first meet him in The Coast, where he will open a portal to a Fragmented Memory.

What are Fragmented Memories?
Fragmented Memories are the areas Cavas sends you to. They're like any other area in Path of Exile, except they decay over time. After entering a Fragmented Memory you'll have to activate the first Memory Stabiliser to explore the area, but as soon as you do, the memory begins to decay. This is represented by the ever-growing blue wave which disintegrates whatever it passes over.

You need to quickly journey to the other Memory Stabilisers in the area. The total number is displayed at the bottom of the screen, and they are always in one of the four cardinal directions from the centre of the area (i.e. they're along the north, east, south or west edges of the area). Don't worry about picking up items during this process, as all of the items dropped by slain enemies will be dropped at Cavas' feet once you're done.

If you get swallowed by the decay you'll be booted back out to where Cavas was standing. If you manage to touch all the stabilisers you'll gain a Stabilised version of that memory to be used in the Memory Nexus.

You mentioned Stabilised Memories earlier. What do I do with Stabilised Memories?

After you've collected a few Stabilised Memories, Cavas will suggest you visit the Memory Nexus. From here you can use the Stabilised Memories you've collected to build paths through the Memory Void. This is the meat of Synthesis League's gameplay and may feel reminiscent of board games.

What is the the Memory Nexus?

The Memory Nexus is the hub where much of the league's gameplay takes place. Here you will find four bridges, your stash (alongside a guild stash if you are in a guild) and a Synthesiser in which you can use any Fractured Items you've collected.

What are Fractured Items?

Fractured items are rare items found exclusively within memories. They have special effects on the art and have light-brown mods which, unlike ordinary mods, cannot be altered. Like most rare items, Fractured items have random mods which may or may not be useful for your character. Unlike other rare items, however, they have a secondary use -- by placing three of the same type of Fractured item (ie. three helmets, or three one-handed maces, or three quivers etc...) in the Synthesiser (found in the Memory Nexus), you can produce a Synthesised item with special implicits.

Tell me more about Synthesised Items!

Okay! Synthesised items have the item level of the highest level Fractured item used to create it. The implicits on Synthesised items are determined by the mods on the Fractured items placed within the Synthesiser -- but not necessarily the light-brown Fractured mods. If you want super strong implicits, you may have to sacrifice items with high-tier mods. There's an element of randomness so you may not always get what you want (however savvy players may find ways to swing the odds in their favour).

Tell me more about the Stabilised Memories!

Stabilised Memories often have mods which affect the area and monsters within (like maps!). They can also gain new mods based on what you do with them in the Memory Void. You can use them to build a path to one of the many randomly generated features within the Memory Void, such as Reward memories, memories with Memory Modifiers and Memory Amplifiers, or even one of the league's difficult boss fights.

There are some restrictions when building paths, however. A memory you want to place must not have any bridges that lead to dead-ends -- that is, you won't be able to place a 4-bridge memory next to a memory with no bridges that would connect with it. All bridges must lead to either an empty space or another bridge.


There's also a limit to the total number of memories you can have placed at any given time, though you can move previously-placed memories to new locations, or back to your queue, or even just delete them!

Stabilised Memories also have a finite lifespan. Eventually they, like the Fragmented Memories they once were, will decay too. All memories which decay will drop items at a secure location, so you never need to worry about rushing to pick up items in a decaying memory. Stabilised Memories which aren't decaying will not redrop items, so you will have to pick them up yourself.

Reward Memories sound good. Tell me about them!

You got it! Reward memories (known in-game as Distant Memories) are memories which contain a platform with some sort of reward on it -- typically several chests. All reward memories begin to decay as soon as you activate the memory's Stabiliser. That means you have limited time to find the reward platform, which is placed randomly somewhere in the memory. You need to be quick if you are to claim the rewards!

You can typically tell what a Reward memory will give (at least in broad terms) by the icon hovering above the Memory in your Memory Map (which can be viewed by pressing V).

Remind me what Memory Modifiers are again?

Memory Modifiers are special reward memories which, instead of giving item rewards, allow you to select a (non-decaying) memory and modify it and up to four adjacent memories. Many of these modifiers are potent and will cause the adjacent memories to have more, stronger or different monsters, and cause those monsters to drop more, stronger or different items. Any single memory can only be affected by a maximum of five memory modifiers.

What about Memory Amplifiers?

On your Memory Map you'll often see empty squares with a yellow prism highlighting them. These are Memory Amplifiers. Each Memory Amplifier influences memories placed on them in various ways. Some add to the number of times you can run that memory, others increase the level of the memory or the quantity of items or monsters found within that memory. Saving a particularly juicy memory for a Memory Amplifier is never a bad idea.

I'm pretty good at Path of Exile and want to kill some bosses. Tell me how I can do that!

Once you have progressed past a certain point in the Atlas (outlined in the spoiler section below), Boss memories can start to appear. These are like any other Distant Memory, except they contain a boss encounter. That's pretty much it.

What else can I do?

You can move previously-placed memories to new locations, as long as those locations are valid. You can also send those memories back into your memory queue. You can also just run whatever memories you want, regardless of Amplifiers and other special rewards, just to get more Fractured Items.

WARNING - SPOILERS BELOW
Cavas is gone and now Zana's doing stuff. What happened?
After obtaining your first Shaper Memory Fragment, your next memory will be a special one in which Cavas regains his memory, discovering that he is in fact High Templar Venarius -- the man who sent the Shaper into the Atlas and who freed the Elder.

This revelation does not come as a surprise to Zana, as she was present when Venarius demanded that her father (the Shaper) build the map device he eventually used.

Venarius, however, has a bit of a saviour complex, and sees himself as the only man who can save Wraeclast from the eldritch horrors of the Atlas. Also he can apparently modify the Fragmented Memories, rewriting what they contain. He plans to rewrite the memories of living people so that they follow him and support him in his planned fight against the Elder. Zana is not on board, and neither are you! So he flees, and Zana takes over his duties in the hopes that the two of you can recover these memories before Venarius has a chance to rewrite them.

So that's why Zana's there now.

Oh cool.
Yeah.

So is he coming back?
Nah.

Oh. Whose memories are those anyway?
A broad range of people! Some of them do actually belong to Cavas/Venarius, some to famous lore figures, and some to nameless individuals. Putting the lore puzzle pieces together is meant to be just as fun as putting the memories together in the Memory Void. Also, Zana/Cavas will sometimes tell you whose memory you've just stabilised for memories with four bridges.

We hope this helps cover some of the main points of Synthesis! If you still have any questions, let us know in the comments and we'll consider doing a part two.

Artifact - Towards A Better Artifact


Towards A Better Artifact

Posted: 29 Mar 2019 02:01 PM PDT



When we launched Artifact, we expected it would be the beginning of a long journey, that it would lay the foundation for years to come. Our plan was to immediately dive into our normal strategy of shipping a series of updates driven by the dialogue community members were having with each other and with us.

Obviously, things didn't turn out how we hoped. Artifact represents the largest discrepancy between our expectations for how one of our games would be received and the actual outcome. But we don't think that players misunderstand our game, or that they're playing it wrong. Artifact now represents an opportunity for us to improve our craft and use that knowledge to build better games.

Since launch, we've been looking carefully at how players interact with the game as well as gathering feedback. It has become clear that there are deep-rooted issues with the game and that our original update strategy of releasing new features and cards would be insufficient to address them. Instead, we believe the correct course of action is to take larger steps, to re-examine the decisions we've made along the way regarding game design, the economy, the social experience of playing, and more.

So what does this mean?

Moving forward, we'll be heads-down focusing on addressing these larger issues instead of shipping updates. While we expect this process of experimentation and development to take a significant amount of time, we're excited to tackle this challenge and will get back to you as soon as we are ready.

PUBG - Survivor Title System Season 2 - Reward Distribution and Consequences for RoC Violators


Survivor Title System Season 2 - Reward Distribution and Consequences for RoC Violators

Posted: 29 Mar 2019 11:11 AM PDT

Hi everyone,

We sincerely thank all the players who participated in the 'Survival Title System Season 2' which ended on March 20. Congratulations to all the players who were able to achieve a rank of Novice V (1000 SP) or higher, you will receive your season reward(s) upon login.

'Survival Title System Season 3' is now live with new end of season rewards and additional rewards granted upon each new title achieved. Check out the new rewards in-game under the 'Season' tab and read about the new season in detail in the Update #27 patch notes.[www.pubg.com]

The majority of participants in Season 2 played hard and fair to achieve their end of season rewards, but unfortunately a small number of players abused the system in an attempt to unfairly gain a higher rank and more rewards. We don't take this behavior lightly and will be removing end of season rewards from all players found to be abusing the system, in accordance with PUBG's Rules of Conduct.[www.pubg.com]

All players found to be cheating will be permanently banned.

Participants of Survival Title Season 2 found to be abusing the system:
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KS_-Xiao****
ks-Sa****
QIETV_10****
Ks_Tv_****
KsTv_ya****
L1nz**
KS_TV_****
KsTv_2055****
openhearted****
kstv---qing****
Mar****
KS_Pa****
LadyLuc****
Huya-GTq****
ks_QingSho****
AnMuXiSuan****
HuYa_He****
KSVT-D0ng****
sss****
KuaiSh0uTv-y****
KSTV_Le****
O_Seven****
KsTv-Laow****
KSKAI****
KsTv_z****
kstv_qingsho****
KsTv---Langy****
LaoWu****
DianMiao-Le****
MayBe****
Au-****
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FASAO****
LDH_L1****
QieTV-1****
KSTV__Na****
KS-Le****
  • Penalty: Removal of all Survival Title Season 2 end of season rewards
    • Reward removal will begin March 29
Removing season rewards is just the first step we're taking against players who've abused the system to advance and gain more rewards than they could obtain fairly. Additional measures will follow if more severe or further violations against the Rules of Conduct are identified.

We will be implementing additional measures to ensure fair gameplay and prevent abuse during 'Survival Title System Season 3'and beyond. Additionally, we'll continue to enhance monitoring of misconduct, including the sale and use of unauthorized programs.

Thank you
– PUBG Corp.

Dev Letter: Rustle/Rattle Sounds Improvement

Posted: 28 Mar 2019 09:00 PM PDT



Hey everyone,

Among the updates to gameplay balance we released in the latest patch (Patch 27), we made an improvement to the sounds generated by a character's movement, which is a critical sound for gameplay. To provide detailed information on the Rustle/Rattle changes, we would like to explain the changes thoroughly and give some before and after examples.


Previous Character Movement Sounds

In order to continually improve realistic elements in PUBG, our DEV teams recently turned their focus to the sounds that are generated from character movement. Previously, when a character was sprinting at full speed, using the shift key, the character emitted a fixed amount of Rustle/Rattle sounds. The video below gives a good example of this.
https://www.youtube.com/watch?v=P1EORFyDGVg <Previous movement sounds while running with and without equipment>


As you can see from the video above, the character was still emitting rustling sounds in the early game, even before acquiring any equipment. There were cases where rustling sounds were not being emitted when walking and walking slowly.

To simulate these situations more realistically, we have modified the sounds to be more natural, while trying not to disturb gameplay as much as possible*. We've also worked on improving character movement sounds in general as part of these changes.

*From recent feedback from the test server, we have confirmed that the volume of the updated sounds were too loud, harming gameplay. We followed up on this with a hotfix last week.


Improved Character Movement Sounds

The general improvements we've made to Rustle/Rattle sounds are below.
  • Only Weapons (excluding pistols) and Backpacks will emit Rustle/Rattle sounds.
    • Pistols and Melee weapons will not emit Rustle/Rattle sounds.
  • Rustle/Rattle sounds will be at their highest volume while sprinting (using Shift key).
    • Normal running will play Rustle/Rattle sounds at a lower volume.
    • Rustle/Rattle sounds will be hardly audible while walking slowly or crawling.
  • Overall audible range of Rustle/Rattle sounds are lower than footstep sounds.

To better illustrate the changes, we've prepared a few video examples with the above situations.
  • Characters without any major equipment will no longer emit Rustle/Rattle sounds.
https://www.youtube.com/watch?v=dzcFrdCNA5s <When a character moves without any equipment>


  • In terms of weapons, there is a different Rustle/Rattle sound while wearing a weapon on your back and holding one in your hands. Holding a weapon will be slightly louder.
https://www.youtube.com/watch?v=jGW6WlV-Cek <Comparison of held weapon vs worn weapon sounds>


  • Improved realism of sounds emitted by characters wearing a backpack.
https://www.youtube.com/watch?v=E_dS4OS1MPM <Rustle/Rattle of equipped bags>


  • If you're holding a gun, wearing a secondary gun, and have a backpack equipped, you will emit all three Rustle/Rattle sounds at once.
https://www.youtube.com/watch?v=oaprur9fY20 <Rustle/Rattle sounds while fully equipped>


As mentioned earlier, the goal here was to make character sounds a bit more realistic. This might seem like a relatively subtle change, but we believe sound is one of the most important elements in PUBG, so we wanted to make sure that everyone understood the changes we were making. These changes are part of Update 27, which is now on live servers. As always, we're looking forward to your feedback on this patch, and anything else we can do to improve the realism, quality, and balance of the game.


Thank you,

-The PUBG Team

Rocket League - Community Spotlight: Get to Pro-Level with Practice

Link to Rocket League RSS Feed

Community Spotlight: Get to Pro-Level with Practice

Posted: 28 Mar 2019 11:45 AM PDT



The pros of Rocket League are almost ready to hit the field for Season 7 of the Rocket League Championship Series (RLCS)! That means that League Play begins on April 6, but the best of the best just didn't get there overnight. If you want to learn to play like the pros, you're going to have to put in the time on the practice field.

Since this is the first training pack roundup of 2019, this edition of Community Spotlight focuses on improving play no matter your rank. Some players may be working on the consistency of air dribbles, while newcomers are still working on getting off the ground. Whether you're just starting out in Bronze or climbing that ladder to Grand Champ, you'll find a Training Pack to improve your game and impress your opponents. Here are this month's Custom Training Packs.



#
Author
Name
Difficulty
Code
1
Hinata
The ultimate warm-up
Diamond
FA24-B2B7-2E8E-193B
2
Shia Laboost
Backboard LaBoomers
Champion
6501-3E56-56A4-6426
3
Oneill
Groundwork Attack
Champion
3CF1-6A0E-D4B9-8B38
4
Gweep
REDIRECT 10 PACK
Champion
F2A4-8700-AC81-19B2
5
JustPlay
tough angles
Diamond
76C2-C5E5-100E-8847
6
Awesup1
Power Shot Training
Platinum
36AE-90A0-5489-7EB5
7
King
Backwards Saves
Platinum
EABD-7F2F-D4FA-46B2
8
Floating Mongoose
Simple wall shots
Silver
276F-25E2-754D-D8E3
9
Syntax
Upper 90 Striker Training
Platinum
BCAC-7526-0941-D593

Think you've created the next great Custom Training Pack? Let us know by sharing it on Discord[discord.gg], Reddit, and Twitter. We go through fan-submitted Training Packs each month, and could even choose yours in our next Community Spotlight!

Path of Exile - Wings and Back Attachments Multisale and New Microtransactions


Wings and Back Attachments Multisale and New Microtransactions

Posted: 28 Mar 2019 08:20 PM PDT

: You can find the details for this event on the announcement page [url=https://steamcommunity.com/games/238960/announcements/detail/1723097746689707273]here[/url].

Wings and Back Attachments Multisale and New Microtransactions

Posted: 28 Mar 2019 08:20 PM PDT

We're finishing the release of new microtransactions this week by introducing several microtransactions, inspired by the Elder itself. Check them out below or press M to get yours.

The Elder Armour Set is made of metal and decorated with scrolls, tentacles and cloth scraps. What makes this set look like the Elder is a pair of extra crossed arms on the body armour and an unusual helmet skin with sharp teeth and moving tentacles.

Check out the full set by watching this video!

The Void Wings were designed to complete the Elder Armour Set, and of course this back attachment is made of giant moving tentacles.

Click here to watch the video.

In addition, we're holding a huge sale for the most of the Wings and Back Attachment microtransactions. There are over 80 Wings and Back Attachments available at discounted prices. Check out the full selection of discounts by pressing M. Please note that this sale excludes all the Wings and Back Attachment microtransactions which were released during the current Synthesis cycle.

Thank you so much for your support! Have a great weekend!

PUBG - Survivor Pass 3: Wild Card is now available!


Survivor Pass 3: Wild Card is now available!

Posted: 28 Mar 2019 01:15 AM PDT


Today we're excited to announce the launch of our third Survivor Pass, Wild Card!
Survivor Pass: Wild Card offers a mixture of great new cosmetic items with a spy film theme, allowing players to drop into their favorite map dressed to kill!

Wild Card works in much the same way as our previous Survivor Passes, with the main pass allowing everyone to earn rewards for free. Players who want access to more rewards, including several great new cosmetic pieces, can purchase the Premium Survivor Pass for $9.99. Doing so immediately earns you the Floral Bomber Jacket item and gives you access to some additional rewards for completing premium missions.

Players have 10 weeks to complete as much of their pass as they can, earning rewards and coupons as they achieve new levels. You will earn either a Blue, Yellow, or White coupon with each level up, which can be exchanged for random crate keys in the Coupon Shop. For those who wish to skip ahead or supplement their current level, level packs are available for purchase once again, immediately granting you the rewards from those levels.

In addition to what we've done previously with Survivor Passes, we've adjusted the difficulty of missions overall, and have added a new series of challenge missions that revolve around your skills with certain weapons. Completing these missions will unlock a special skin for that weapon, so be sure to complete these if you're looking for a stylish new way to show off your Tommy Gun, Beryl M762, S686, UMP45, or M16A4 skills!

Survivor Pass: Wild Card is available now and runs until 7pm PDT on June 4th. Complete your missions, earn XP, and dress to kill!

For more details, please visit Survivor Pass Microsite.[pass.pubg.com]

Update #27 - Now Live

Posted: 28 Mar 2019 01:02 AM PDT


PUBG's latest content release, Update #27, is now available on live servers and we're excited to announce with it the launch of our third Survivor Pass, Wild Card! Read all about it here.

Check out the patch report below for a rundown of what to expect in this update!
https://www.youtube.com/watch?v=rTA2zRGLthw To see all the changes included in this update in detail, head over to our patch notes.

This update brings the brand new Survivor Pass 3: Wild Card! With up to 60 rewards available. In celebration of the PUBG 2 year anniversary, we've also be added a free 2 YEAR ANNIVERSARY CAP to the store.

Survival Title System Season 3 has also now been launched! Survival Points from Season 2 have been soft-reset, meaning you don't have to start completely from scratch. Players who reached the threshold to claim season rewards will receive them soon.

Major changes have been made to the Flare Gun, including quality of life improvements. We've added the new MP5K SMG to Vikendi, bumped up the loot on Erangel, made lots of changes to weapon balance, including making the M16A4 stronger, and also reduced aim punch.

If you want a more detailed explanation of the gameplay balance changes being made, as well as the loot changes to Erangel, read out dev letters below:

Dev Letter: Patch 27 Gameplay Balance
Dev Letter: Erangel Loot Rebalance

We can't wait to hear all of your feedback!

- The PUBG Team

Dev Letter: Patch 27 Gameplay Balance

Posted: 27 Mar 2019 06:01 PM PDT



Hello everyone,

We recently released Update #27 on the Test Server, which included lots of changes, including the new MP5K SMG, Survivor Pass 3, and changes to the Survival Title System for season 3. In addition to these, we made quite a few changes to gameplay balance and wanted to go a little more in depth on our thought process behind those in this Dev Letter.

Update #27 is the first major balance patch of 2019. We introduce balance patches such as these to keep the game evolving and prevent gameplay from becoming stale. Our goal is to release a pretty major balance patch roughly once per quarter, to provide a more diverse PUBG experience and keep the game evolving and feeling fresh.

Let's take a look at some of the major changes implemented with this balance patch.


Aim Punch

Aim punch is a type of camera shake that is triggered by getting hit and momentarily offsets player's aim point, and is used to simulate the realistic effect that being struck by a bullet would have on your aim. We have done multilateral analysis of our aim punch system, including taking in lots of player feedback, and concluded that it needs to be adjusted to generate less impact on gameplay while keeping the effect to some degree. In the past, getting shot applied a considerable penalty on long range aiming, especially when using high magnification scopes. With the update, players are now able to readjust their aim and find their target faster. For short range aiming, previously, aim punch could potentially lead to losing the entire fight just because you were hit first, which would sway your full auto burst away from the target. With these changes, players should see fewer instances of this, as the effect of aim punch has been reduced by around 50% of what it used to be. However, remember that aim punch penalties are harsher when not wearing armor, so be aware of this if your helmet or vest happen to break.


Attachments

In terms of attachments, we decided to undertake a couple of actions to reduce the loot clutter in the game. As of this patch, Pistols and SMGs now utilize the same attachments, significantly reducing the overall attachments in the loot pool. This change will also be accompanied by a greater number of AR and SR attachments spawning in the world. Along these same lines, we merged shotgun and bullet loops into one single item that can be used on both shotguns and sniper rifles. Finding this type of attachment should now be much easier, especially when you need it on your Kar98k or lever-action rifle. Since this change has removed several items from the game, we have filled in that loot gap by increasing the quantities of overall items spawned. While the quantity increase was evenly distributed across all other items, a few items that are more highly desired received a greater amount of increase, such as ARs, heal/boost items, and equipment. Exceptions to this quantity increase were level 3 helmets and flare guns, which could drastically alter the game experience even with a small quantity change. The main purpose of this adjustment is to provide a better gameplay experience by increasing the quantities of major items while keeping the items that have a huge impact on gameplay to the same level.


Weapons

We've also made a few changes in the weapons department. SMGs will now deal more damage to limbs to improve their short range effectiveness, whereas sniper rifles will deal significantly more damage to the torso, being able to one-shot kill unarmored targets (except for Win94). Apart from that, we decided to swap around the calibers of two sub-machine guns; the Vector and UMP. This is to make them more realistically accurate damage wise, as well as to improve the usability of the Vector by giving it a larger magazine capacity. While the damage of the Vector has been reduced slightly to 31, it still remains a very capable weapon, now with an increased default magazine capacity and being able to fire up to 33 rounds quickly with an extended magazine. This change also means that very long bursts with the Vector will now be a little easier to control. Last but not least, we've added the tactical stock attachment to the Mutant and the M16A4, making them easier to use as "tapping weapons." The latter also had its recoil reduced on the initial shots of burst mode, making it more deadly in CQC scenarios.


First Aid Kits

Finally, we decided to change the way the first aid kit works in the game. Instead of restoring you to 75% health immediately after the use timer, the healing will now apply over 2 seconds. This change will make it a little more difficult to immediately re-engage a target after you've applied a heal, so finding good cover is recommended before you take the time to heal. If you are on the attacking side of things, this gives you a little more time to close the distance on a recovering enemy while they wait for their health bar to fill. We are looking forward to seeing how this changes the dynamics of firefights and are eager to hear your feedback on how this feels as a player.

These balance changes put more emphasis on PUBG's core gameplay elements, and are intended to boost playability while offering a fresh gameplay experience. We expect there to be a lot of varied feedback for this update and understand that balance changes such as these can be a touchy subject. As always, any and all feedback is welcome and will be the basis of which we decide future directions for PUBG. Hop in-game, check out the changes, and let us know your thoughts!


Thank you,

--PUBG Dev Team

Monster Hunter : World - Get Ready for a Special Collaboration Event with the Assassin's Creed Series!


Get Ready for a Special Collaboration Event with the Assassin's Creed Series!

Posted: 27 Mar 2019 05:00 PM PDT





From Friday, May 3 00:00 to Thursday, May 16 23:59 UTC,
a special collaboration with the Assassin's Creed series sneaks onto Steam with a new event quest: "SDF: Silent, Deadly, and Fierce"!

Hunt all target monsters to earn "Senu's Feather." Take this item to the Smithy to unlock delivery requests for the Bayek Layered Armor and the Specialized Tool: Assassin's Hood. Once the requests are done, you can also earn new backgrounds, titles, and poses for your Guild Card!

Note: You need to be Hunter Rank (HR) 14 or higher to take on this quest.

© 2009-2017 Ubisoft Entertainment. All Rights Reserved. Assassin's Creed,
Ubisoft and the Ubisoft logo are registered or unregistered trademarks of Ubisoft Entertainment
in the U.S. and/or other countries.
© CAPCOM CO., LTD. 2018 ALL RIGHTS RESERVED.


Important:
The latest version of MONSTER HUNTER: WORLD is revision number 166925.
You can verify the version number in the top-left corner when you launch the game
in windowed mode.
Keep in mind that you can only match with other players who have the same update
version as you.

For other questions, please visit the official MONSTER HUNTER: WORLD support portal below.
http://www.capcom.com/mhwsupport/

Path of Exile - The Celestial Wings


The Celestial Wings

Posted: 27 Mar 2019 06:44 PM PDT

We've just released the Celestial Wings! Designed to match other celestial microtransactions, they are a nice addition to your collection! Check out the video below or press M to get yours.

Click here to watch the video.

Made of gold and cosmic fabric, the gorgeous-looking Celestial Wings work great with many outfits, from the Innocence Armour Set to the Crucible Armour Set. Support the celestial theme of your look with the Celestial Weapon Effect.



Thank you so much for your support!

Glimmerwood Mystery Box Concept Art

Posted: 27 Mar 2019 04:30 PM PDT

The Glimmerwood Mystery Box became amazingly popular in our community, despite its unusually colourful and bright style. We really enjoyed making this Mystery Box, so today we'd like to give you a glimpse of this process by showcasing pieces of concept art created by our team for this Mystery Box.

Check them out here.[www.pathofexile.com]


Path of Exile - The Necrotic Cloak


The Necrotic Cloak

Posted: 26 Mar 2019 07:21 PM PDT

We've just introduced the Necrotic Cloak to the store! Check out the video below or press M to get yours.

Click here to watch the video.

This stylish cloak is decorated with spikes and emits a green foggy effect. We'd recommend going full Necrotic and wearing this cloak with the Necrotic Armour Set[www.pathofexile.com], Necrotic Hood[www.pathofexile.com], Pestilence Character Effect[www.pathofexile.com] and the Pestilence Weapon Effect[www.pathofexile.com].

Thank you so much for your support!






3.6.3 Patch Notes

Posted: 26 Mar 2019 04:12 PM PDT

At the end of last week we announced[www.pathofexile.com] upcoming changes to Synthesis. Since then the team has been vigilantly working on the 3.6.3 update, which we are planning to deploy by this Friday (New Zealand time). In the meantime, check out a preview of its patch notes in this news post! Please note that the final patch notes may be changed prior to the release of the 3.6.3 update.

When patch 3.6.3 deploys, any Memories that have more than five Memory Modifiers will be reduced to only having five Memory Modifiers. This is because Memories are being changed to have a maximum of five Memory Modifiers.

Synthesis Fixes
  • You can now return Placed Memories to your queue. Doing so removes any Memory Modifiers applied to it and destroys the underlying Memory Amplifier if it is placed on one.
  • You can now move Placed Memories in the Memory Nexus. To do so, click on a Memory Stabiliser, then click on a Placed Memory that you wish to connect to your current location.
  • Moving a Memory which is placed on a Memory Amplifier will destroy the Memory Amplifier.
  • Distant Memories now have a chance to generate when you acquire a new Fragmented Memory, rather than when you place one. This should prevent Distant Memories from interrupting planned journeys through the Memory Void.
  • When reaching the reward platform in a Distant Memory, your checkpoint is now saved there and a portal back to the entrance of the area is created. You can then freely roam the area with the assurance of being able to get back to the reward platform, while still being able to return to the entrance afterwards.
  • Slightly reduced the rate of Decay in Distant Memories.
  • Synthesis Boss encounters now drop a Fractured item with three implicits, with a chance to drop multiple. The Cortex Boss encounter now drops three Fractured items with three implicits, with a chance to drop more.
  • Rebalanced rewards from Distant Memories and the chances of each type of Distant Memory appearing.
  • Generic, Jewellery, Armour and Weapon Distant Memories now always contain chests which drop Fractured Items of the associated type.
  • Chests which contain Fractured Items now have a chance to drop Fractured Items with two Fractured Mods.
  • Memories placed in the Memory Nexus can now only be affected by up to five Memory Modifiers. Rebalanced Memory Modifiers as a result of the new maximum. Any existing Memories that had more than 5 Memory Modifiers applied to them have been reduced to meet the new maximum.
  • Memory Modifiers are no longer applied to all Memories in sequence. Memory Modifiers are now applied to a chosen Memory as well as all Memories which are adjacent to that Memory.
  • Disabled the "Grants an additional Global Mod to Memories connected in a sequence to the Memory placed on this location" Memory Amplifier due to changes to how Memory Modifiers are applied.
  • Added a Synthesis Map Info panel to the Memory Map which displays various current and maximum values for objects within the Memory Void.
  • Breaches and Abysses can now spawn in non-Decaying Level 68+ Memories.
  • All Synthesised Monsters can now drop Maps, rather than just the Rare Synthesised Monsters.
  • Fractured Items now drop from all Memory Nexus areas, rather than just Decaying areas.
  • Synthesis Stash chests now have labels which are always visible.
  • You can now return to your hideout by using /hideout while in the Memory Nexus.
  • Added subtle audio when removing a Memory from your Memory Map.
  • Updated the audio used in Synthesis Boss Encounters.
  • Clicking a Memory Stabiliser that isn't the first or last in a Fragmented Memory no longer temporarily pauses the Decay's expansion as it was causing desync. Slowed the rate of Decay in Fragmented Memories with 3 or 4 bridges.
  • Walking near a Memory Stabiliser in a Fragmented Memory no longer causes items to be pulled to that location. This fixes an issue introduced in 3.6.2 where items would sometimes not be dropped near Cavas or Zana at the completion of a Fragmented Memory.
  • Adjusted the minimum number of modifiers that a Fragmented Memory can have based on its level. Higher level areas have higher minimum modifier values.
  • Increased the chances of encountering three- and four-bridged memories.
  • Fragmented Memories which contain 2 bridges are now equally likely to contain Straight bridges as they are to contain Corner bridges.
  • Added new Fragmented Memory tilesets.
  • The Templar Laboratory Memory can no longer generate in Zana missions.
  • Barrels spawned by Sextant modifiers can no longer spawn in Fragmented Memories.
  • Reduced the range at which monsters that are close to the Memory Stabiliser at the entrance of a Memory will attack players.
  • Reduced the difficulty of the Synthesis Tutorial Fragmented Memory.
  • Spoken dialogue now ends when you leave a Memory Fragment.
  • Fixed a bug where Pack Size modifiers were not applying correctly to areas in the Memory Nexus.
  • Fixed a bug where small- and medium-sized memories contained more monsters than intended. Along with the Pack Size modifiers being corrected, this should result in slightly fewer monsters in small memories, approximately the same number in medium sized memories, and a greater number of monsters in large memories. Small-sized memories stop appearing at area level 51+.
  • Fixed various cases where not enough spawn points existed for monster packs within Memories. This sometimes resulted in fewer monsters being spawned than intended.
  • Fixed a bug where Boss Encounter areas did not have the displayed modifiers applied to them.
  • Fixed a bug where a death penalty was not applied if you died in a placed Memory. The amount of experience lost is based on the area level of the Memory.
  • Fixed a bug where a Memory Stabiliser could sometimes display "Decay starts on Interaction" in an already-Decayed Memory.
  • Fixed a bug where a portal to the Memory Nexus could sometimes not be created when interacting with a Memory Stabiliser.
  • Fixed a bug where the "Return to Nexus" button would display when the Memory Map is opened by interacting with Zana.
  • Fixed multiple bugs caused by not speaking to Cavas before the Templar Laboratory Memory. This includes issues with the incorrect dialogue playing during Fragmented Memories.
  • Fixed a bug where non-Decaying Memories had Decay with a light blue edge, indicating that the Decay would move. They will now correctly have Decay with a dark blue edge.
  • Fixed a bug preventing the Challenge Panel from being viewed while you had the Memory Map open.
  • Fixed a bug where the Paradise Memory didn't display the correct art when in a Planned state.
  • Fixed a bug where areas affected by Monstrous Treasure failed to spawn any monsters or strongboxes in Fragmented Memories.
  • Cavas or Zana will now have an indicator above their heads if they have extra information at the end of a 4-bridge Fragmented Memory.
  • Fixed a bug where Zana mission objectives (such as "Slay the Beyond boss") could spawn inside of a Fragmented Memory.
  • Fixed a bug where the "Curse Enemies with Level 5 Elemental Weakness on Hit" Synthesis Implicit could not be obtained.
Miscellaneous Fixes
  • You can now see a list of Undiscovered Veiled modifier crafting recipes on the Crafting Bench panel.
  • Prophecies can no longer trigger when entering Zana mission areas.
  • The Monstrous Treasure prophecy can now affect areas which contain Alva. Monsters within the Incursion areas are unaffected.
  • Fixed a bug where the Mastermind could spawn as a Betrayal Target.
  • Fixed a bug that sometimes prevented opening a Safehouse in your Hideout.
  • Fixed a bug where Safehouse portals could fail to be created if you had left the area before they finished opening.
  • Fixed a bug where Divine Ire, Storm Burst and Lightning Tendrils were unable to generate multiple Frenzy, Power or Endurance Charges per cast while channelling.
  • Fixed a bug where some players which owned the Sunspire or Doomguard Hideouts had their Hideout selection removed, causing it to appear as if they had lost their Hideout.
  • Fixed a bug where some trees, including those found in Lava Lake Map, were not fading out correctly.
  • Fixed a client crash.
We're aiming to release the 3.6.3 update for Xbox One and PlayStation 4 as soon as possible after its release on PC.

PUBG - Changes to Bonus/Gift Code Policy


Changes to Bonus/Gift Code Policy

Posted: 25 Mar 2019 06:04 PM PDT

Hello everyone,

PUBG has been generating various codes for cosmetics items since March of 2017 and over 5 million item codes have been distributed globally through events and promotions.

Distributed codes have historically had no expiration date, which has lead to cases of codes not being used for their intended purpose, or otherwise being exploited/abused. Therefore, in the coming weeks, we will be deactivating certain existing item codes to prevent further abuse and facilitate a healthy item economy. 

These changes will also allow us to continue offering players opportunities to obtain item codes through events and promotions well into the future.


Code deactivation is conducted in accordance with the "Bonus / Gift Code Policy" specified in [Operational Policy].
Please check the details below for code deactivation schedule and to review applicable codes.

※ Codes will no longer be redeemable after deactivation.
※ For those who possess item codes obtained for free, please make sure to read this announcement in detail.

9. Bonus/Gift Code ("Code") Policy
1) PUBG may provide Codes to allow customers to redeem and use skins, including costume skins, weapon skins, and other in-game contents (Collectively, "Contents") either as free of charge or as paid Contents through approved affiliate companies or directly from PUBG. "Free Code" means PUBG grant customers Codes without any charge, which are used for promotional and marketing purposes. If customers obtain Codes after participating an event and/or a tournament, we still consider these Codes as Free Codes.
5) Free Codes have an expiration date of 3 months after they have been issued, and customers cannot redeem Codes if they are expired.
 [Deactivation Schedule and Codes subject to Deactivation]
- Code redeemable until: 23:59, Sunday, April 25 (Tentative) (KST)
- Code deactivation as of : After Monday, April 26 (KST)

- Codes subject to deactivation
Codes subject to deactivation can be identified by the first 4 characters of the serial number.
For example, all codes that start with P153 as the prefix are subject to deactivation, which means P153-xxxx-xxxx-xxxx is subject to deactivation.

(Example image)
All codes with the following prefixes are subject to deactivation (you can quickly search the prefix using Ctrl+F):
  • P040, P042, P043, P044, P045
  • P049, P050, P051, P052, P053, P054
  • P080, P081, P083, P084
  • P087, P089, P090, P091, P092
  • P112, P113, P114, P115, P116, P117, P118, P119
  • P122, P124, P126, P135, P138, P139, P140
  • P144, P145, P146, P147, P148
  • P150, P151, P152, P153, P154, P155, P156, P158
  • P160, P161, P162, P163, P164, P165, P166, P167, P168
  • P173, P174, P175, P176, P177, P178
  • P182, P183, P184, P185, P186, P187
  • P190, P191, P197, P198, P199
  • P201,  P202, P203, P204, P205, P206, P207, P208, P209
  • P210, P211, P212, P213, P214, P215, P216, P217, P218, P219
  • P220, P221, P222, P223, P224, P225, P226, P227, P228, P229
Please review the instructions below if you have an existing code you wish to redeem before the deactivation date.

[How to redeem codes]
Open PUBG > Store > Items > Add Bonus/Gift code




Thank you for your understanding.
- PUBG Corp.

Warframe - CELEBRATE OUR 6TH ANNIVERSARY - Free Liset Dex Skin and more on March 27!


CELEBRATE OUR 6TH ANNIVERSARY - Free Liset Dex Skin and more on March 27!

Posted: 25 Mar 2019 08:44 AM PDT


783 billion enemies killed. Nearly 50 million registered Tenno. 1.8 million Floofs earned.

Thank you for an incredible 6 years, Tenno!




Celebrate with us and log in on March 27 at 2 p.m. ET until April 10 at 2 p.m. ET to receive the new Liset Dex Skin and Excalibur Dex Noggle for free! You'll also be able to earn all previous Dex items by completing special Anniversary Alerts.

The full list of previous Dex Items available is as follows:


Dex Furis


Dex Nouchali Syandana


Dex Dakra


Dex Sybaris


Excalibur Dex Skin

But act quickly, these Alerts are only available until April 10!

You still have time to save 15% off Tenno-designed 6th Anniversary merchandise from For Fans By Fans, plus a chance to win Mesa Prime Access! Order before March 31 at 11:59 PM PST, by using discount code: 6YEARS at checkout.

PUBG - Announcing the Fan Art Contest: LAND Winner!

PUBG - Announcing th...

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