PUBG - Dev Letter - Blood Effect Improvement


Dev Letter - Blood Effect Improvement

Posted: 30 Jan 2020 06:11 PM PST



Welcome back Survivors,

With the December update, we introduced improvements to our in-game blood effects, which included changes to both environment splatter and misting from bullet hits. There's been varying degrees of sentiment from the community regarding the change, so we'd like to explain our reasoning for these changes in more detail.

The first change was a new particle effect, which was designed to remain consistent across all color mode settings. This change means that the size of the blood splash will be the same, no matter which colorblind or rating setting you use, keeping the experience consistent for everyone. The core intention here was to create a new effect that would be unified across all graphic settings to make sure that a player's settings could not provide significant advantage over others.

Secondly, all head shots (including those hitting the neck area) now produce distinct particle effect for better identification of the hit. Before the change, determining where you hit became more difficult the further out you were, causing players to have to guess whether or not their hit was accurate. Since your course of action can be heavily influenced on this information, we wanted to make sure you had a clear indicator. A beneficial side-effect to this change was a small performance boost by replacing the cloudy effect.

The third change was the addition of blood splatters on the environment. These splatters on the walls and floors near where enemy players are hit can give you information about recent skirmishes in the area. Doors closed tight but blood everywhere? Someone might be setting up an ambush. These visual queues are in line with what we wanted from footprints on Vikendi.

Last but not least we updated the way wound textures are displayed on characters. We minimized or in some cases completely removed the chance for stretching and dislocating of the impact positions and fixed a bug which would cause wound textures to sometimes be projected onto incorrect body parts.

After roll out, we came across a few concerns thanks in part to community reporting. One of the main points being that the new blood effect was harder to see than before. After the blood effect update, it was reduced in size and visibility, making it difficult to see at distances or unclear when characters were in the shadows. We deployed a hotfix on December 23 to increase the size and visibility of the new blood effect and to fix the issue with incorrect blood colors displaying under various lighting conditions. Even with the hotfix, there are still feedback from the players that the visibility of blood effect is still not clear compared to the original version.

We will continue improving the visibility of the effect based on your feedback and our next phase of improvements aim to smooth the effects and adjust the size of the blood splatter to more accurately reflect FOV zoom. Formerly, particles didn't scale (their LOD/size) with change of field of view (FOV) and they only scaled by distance. After the changes have been applied, the players should be able to clearly see the hits regardless of zoom level and distance.

Even with the size changed, we're also working on tweaking other components of the blood effect. Color will be adjusted to make the blood more visible regardless of the light level. Blood particles will be spawning faster which will allow players to take notice of how many shots have been hit. We'll also be tweaking its texture to make it look less like liquids and more like splatters.



On console, the new blood effects are currently reverted, as we saw performance issues which need to be worked out before we can reapply the patch. Once this issue is resolved, we can start working on improving the effects on console as well.

We're working hard to make sure these effects look good and give players helpful visual cues, while not offering an advantage to those who tweak their display settings.

We're planning to have the improvement updated during February. We'll keep you updated as improvements continue to roll out and as always, we appreciate your feedback. Our Community Managers will continue to pass along your thoughts as we build out our road map for this and future quality of life improvements.


Thanks,

Animation & Gameplay Unit

Warframe - Today: Devstream #137!


Today: Devstream #137!

Posted: 31 Jan 2020 11:00 AM PST

Live Broadcast: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/230410/announcements/detail/1710740767933374721]here[/url].

Today: Devstream #137!

Posted: 31 Jan 2020 05:30 AM PST



Who: Rebecca is joined by the usual crew on the couch!

What: Welcome to 'the whole bunch of different things' stream – from a preview of a new option for a Simulacrum tile to Lich changes, we've got a buffet for the day! Join us for an hour and talk Warframe!

Prizes? We have plenty of Digital Prizes to give out. We even have Physical Prizes this Stream!

Where: Find us at: twitch.tv/Warframe and mixer.com/playwarframe

Twitch Drop / Mixer Reward: Tune in to find out what you can snag for watching our Devstream!

When: Join us today, January 31st at 2 p.m. ET!

See you there, Tenno!

Rocket League - Community Spotlight: Jon Sandman

Link to Rocket League RSS Feed

Community Spotlight: Jon Sandman

Posted: 30 Jan 2020 11:05 AM PST



If someone follows Rocket League content creators on YouTube or Twitch, there's a 99% chance Jon Sandman is one of those creators. He's been building his audience since before Rocket League existed, which recently crossed the 1 million subscribers mark on YouTube alone. And that's just one platform! He's approaching 300,000 followers on Twitch, where he streams regularly, and has amassed more than 170,000 followers on Twitter where he keeps up with the audience.

How did a guy who was living the life of a struggling actor on the west coast rise to become one of the top creators in the community? 

Hard work.

But there's more than Jon's unmatched work ethic at play here. Jon hopped on the Discord call for his interview with the same charisma he has in his videos. The 31 year old is the same energetic and friendly guy you see on his channel. Blueprint Fights, Ranked Match grinds at the Grand Champ level, you name it, he's doing it. His personality has always been the appeal, and he certainly understands that.

"I push out so much energy in my streams, which is why they're only four hours," Jon explains. "I have a wild intro called 'Roll Call,' where I rap everyone's name. I'm at 100 MPH all the time. It's not me being fake. It's truly just me. You see that when you meet me. It's definitely exhausting, but I love it. It's just who I am. It's who I've been since I was a kid."

That kid fell in love with video games at a young age, thanks to his dad. Jon recalls beating Super Mario Bros. sitting on his father's lap when he was around 3 years old. As he grew, so did his gaming tastes, which graduated to CounterStrike, League of Legends, and Call of Duty. When he wasn't gaming, Jon was performing. 

He got the acting bug in high school, which was a good fit for a kid growing up in Los Angeles. Jon started performing with his school's choir, while acting in dramatic plays. Those opportunities took him around the world to places like Switzerland and Scotland. When he wasn't performing in his school groups, he was getting acting work.

"I was a drama nerd. I loved doing plays and performing. I was able to do these shows and then act on the side. I was part of the Screen Actors Guild, got in a bunch of B movies and McDonald's commercials. I loved acting and music. That was my life."

Jon was on track to be a musician in high school and even into college. He was part of a band called The Young Rapscallions that was on the rise. The band had steady work, but he had to juggle that AND his courses at community college.

"I really thought the band was going to be my thing, but I was going to college for my parents," Jon says. "They were always really supportive, and I always had a place to stay there. I lived in their guest house until I was about 24. They said, 'if you're under our roof, you're going to school.' I respected that. I didn't have to pay rent but I had to go to school. To me, graduating was for my parents."

He followed through with his end of the deal, graduating with a film business degree. At this point, Jon was in his early 20's, living in his parent's guest house while working on locking down acting gigs and waiting tables. "I was just doing the very L.A. thing," Jon laughs. Through his steady work, video games were a constant. He had his circle of friends who got together with LAN parties to play League of Legends and more. Then, his friend introduced him to ARMA 3, a military-style shooter. Through ARMA 3, Jon discovered role-playing servers where people would behave exactly like their in-game characters did. Essentially, it was "acting meets gaming."

"It hooked me right away, and I fell in love with it," Jon explained. "I built up this server called 'Seal Team Sloth.' I became an admin, and was one of the head people running it. I wasn't getting paid or anything, but I was just into the community." 



Jon started streaming his ARMA antics on Twitch for a modest audience—anywhere between five and ten viewers, who mostly came from his role-playing community. He was waiting tables at Chili's by day, and streaming by night, while his then-girlfriend, Theresa, slept on the couch behind him; whisper/yelling into his headset so he could entertain the viewers without waking her up. This was his usual routine, but then one night, Jon's stream started to bring in actual money.

"I remember it clearly," Jon recalled. "I had work the next day and I told the viewers I had to get to sleep for my morning shift. I remember someone named Eggnies—who's still a moderator today—asked me how much I usually made in a shift. It was anywhere from $30 to $50. A couple minutes go by and $50 gets donated. I was stunned. Are you kidding me? That's just amazing! That's my whole shift! And Eggnies says 'Get your shift covered. Now you can stay up later with us.'"

From there, more donations started to pour in to cover what he would make from his shifts at Chili's, and it wasn't just from the one person. His viewers would throw him $50, and even the occasional $100 donation. It was all enough for him to make it through any given month. Shortly after that, he became a Twitch Partner. Months go by and Jon's audience saw a slow, but steady growth. However, a chance encounter with a Minecraft streamer changed the course of his channel completely, and that course led directly to Rocket League.

"[A streamer, MrWoofless] hit me up and wanted to start a series together featuring Rocket League," Jon explains. I didn't play at the time, so I told him I wasn't good, but neither was he! So, we started from the bottom. We were so bad: camera shake was on, default controls, field of view was all the way zoomed in. Nobody cared. People watched it, because nobody was good yet. But that's how it all started to take off. He would post from his perspective, and I would post from mine. He fully took me under his wing."

MrWoofless was a popular content creator who has multiple YouTube channels that currently have more than 2 million subscribers. He ran into Jon in ARMA 3 and Jon's roleplaying amused MrWoofless enough that he threw Jon a follow on Twitch. Fast forward a year after that follow, and MrWoofless reached out to Jon personally. Much to Jon's surprise, MrWoofless had been following Jon's content.

Jon's videos started to explode. He went from posting videos and streaming a couple of times a week to producing content every single day. That's when Jon's life went through a full transformation: from juggling his humble stream and YouTube videos for a small audience, while waiting tables and taking three-hour naps on any given day, to a strictly regimented schedule. Today, he maintains daily content creation, family time, and even boxing training three days a week. He married Theresa and they have a 2-year-old son and 7-month-old daughter.



He credits Theresa as being the rock in his life; the person that keeps everything on-track and gives him the time to cultivate his content. "She's a superhero. She's the queen. She's unreal. I would not be able to do any of my work without her!" Jon exclaims. But, as the channel continues to grow, he explains that it's difficult for him to turn off his content-creation brain even when he's with the family. He's still working on perfecting that balance.

"I'm not the guy who's always on his phone when he's with his family. I'm very good at taking that away, but I really can't fully unplug," Jon explains. "I just can't. I think it's just a content-creator mindset where you're just constantly thinking about what would be a funny or entertaining video. That never turns off. You have to find that balance. We have found it now, but that balance can be thrown off a bit as the family grows. My daughter is teething now so I'm working less. Family comes first, but I always joke about that. My community is my family too!"

That community keeps growing. Even as Jon continues to grow his brand, he also keeps the humility of a small channel and still makes the time to read every single comment on his videos, which averages roughly 500 comments each. He says it's what keeps him grounded.

"Some of my comments are really touching," Jon explains. One person said, 'I just wanted to let you know that I've been watching you for a couple years, and when I watch one of your videos, I just become happier.' Something as simple as that makes me take a step back as a content creator and take a pause. That guy, whatever is going on in his life, one of my videos gave him a smile that he's not getting in his life. Then you start noticing more of those; more than five, more than 20, possibly more than 100. That's insane! It makes me pretty emotional. And that's where I sort of check myself. I might be doing this for the drive and the daily videos. I'm having a good time doing it but this could be something more for someone else. And that's what I love about content creation."

Connection, positivity, energy, entertainment. Those are the pillars of JonSandman's channel that continue to support a community of over a million and counting. The grown up theater kid has found his stage.


Keep up with Jon on his YouTube and Twitch[www.twitch.tv] channels where he posts daily content.

Rainbow 6 - DEV BLOG: QUICK MATCH PLAYLIST ROTATION


DEV BLOG: QUICK MATCH PLAYLIST ROTATION

Posted: 30 Jan 2020 06:01 AM PST



In this Season, the Quick Match (previously "Casual") Playlist will again be receiving updates to its map rotation throughout the Season. There will be 14 maps available in Quick Match at any one time. Below you will find the latest Quick Match map pool.

Y4S4.3 - END OF Y4



Y4S4 - END OF Y4S4.2



Our goal is to give players the ability to familiarize themselves with a more curated selection of maps. We are also aiming to make the playlist more dynamic and enjoyable.

PUBG - Journey to PGC 2020: Welcome to the PUBG Global Series!


Journey to PGC 2020: Welcome to the PUBG Global Series!

Posted: 30 Jan 2020 06:27 AM PST



Hello Survivors,

Last December, we announced our plans to evolve and expand PUBG Esports in 2020 (Esports 2020: PUBG Global Series at a Glance[www.pubgesports.com]). We learned a lot from 2019 and this year we aim to be ambitious with improvements. This new format is designed to be more accessible, engaging and action packed for our partners, players and viewers.

Today, we would like to provide a detailed look into the PUBG Global Series (PGS) that will help us raise the global status of PUBG esports and bring the strongest teams to the global stage. Are you ready? Let's drop in!



3 Leaps Towards PGS and PGC

In 2020, PUBG will host a total of 4 global events. After three PGS events, the PUBG Global Championship (PGC) 2020 will mark the final event and determine the best PUBG esports team.

A total of 32 teams will compete at each of the three PGS events. The top four teams from the most recent global competition will automatically qualify for the next event. The remaining 28 slots will be filled by teams who participate in regional qualifiers in one of the six regions, including Korea, China, Japan, Europe, Americas, and Asia Pacific.

Each PGS event will consist of three stages: Group Stage, Elimination Stage, and Grand Finals. The event will run for a total of 9 days. The top 12 teams (6 from each group) out of the 32 teams in Group Stage will advance to Grand Finals. Elimination Stage will be the last opportunity for 4 more teams to catch the train to Grand Finals.

To crown the 2020 PUBG World Champions, 16 teams will battle it out at PGC 2020. The top 4 teams from the 3rd PGS event will automatically qualify for PGC. The remaining 12 spots will be filled by the highest ranked teams based on the sum of points scored in the Grand Finals from all three PGS events.

Better Revenue Sharing

First, building off our ability to distribute more than $6 million USD in prize pool and crowdfunding to teams at the 2019 PGC, we will create a more diversified revenue sharing program for participating teams. Between prize pool and crowdfunding efforts, pro teams can expect a guaranteed minimum of $20,000 for each PGS event. The first three PGS events will feature a prize pool of $500,000 USD each, while PGC 2020 will award $2,000,000 USD.

In addition, Pick'Em Challenge will return stronger and crowdfunding initiatives will continue with high-quality PGS items. For every PGS event, 25% of PGS item sales will be shared with participating teams, where 10% of the sales will be contributed to the event prize pool, another 10% of the sales distributed to participating teams and 5% will count towards the prize pool of PGC 2020.

The First Battleground, PGS: Berlin
The PUBG Global Series kicks off with PGS: Berlin, which takes place for two weeks at Messe Berlin from March 31 to April 12. Group Stage and Elimination Stage will run from March 31 to April 5, followed by three days of Grand Finals beginning on April 10 to determine the winner of the first PGS event.

Regional Online Qualifier to earn slots at the PGS Berlin will be completed in March. Stay tuned for the list of 32 teams that made it to Berlin. Check out regional PUBG esports websites for details about regional qualification.

See you on the Battleground!

Monster Hunter : World - Title Update 1


Title Update 1

Posted: 29 Jan 2020 04:00 PM PST

Title Update 1 releases on Thursday, February 6, 0:00 UTC, and will include new features and bug fixes!


[Major Features]
- "Rajang" added to the game.

Quests that feature Rajang can be unlocked by talking to the Admiral in Seliana after (1) having beaten the game and (2) having visited the Guiding Lands at least once.

New Rajang-based hunter and Palico equipment have also been added!

You can also obtain a new weapon pendant, Rajang Claws, by completing all of the quests given to you by the Admiral.

- "Volcanic Region" unlocked in the Guiding Lands.

- Player Room Updates

You can now set your room to "public" via the Housekeeping or start menus. Setting your room to public allows other hunters in your online session to visit your room (all rooms will be set to public by default). You can also add a passcode to your room or make it completely private.


[Featured Events]
- Holiday Joy Fest

- Weapon Design Contest Event Quest, "Every Hunter's Dream II" — February 6 to March 12 (UTC)

- Weapon Design Contest Event Quest, "Every Hunter's Dream III" — February 6 to March 12 (UTC)

- Raccoon City Collaboration Event Quest, "RE: Return of the Bioweapon" — February 6 to March 12 (UTC)


[Bug Fixes]
- Fixed an issue where temporary files were saved to the wrong location when taking in-game screenshots while the Steam Cloud is active.

Please note that this issue has no effect on game progression, but if the folder "_TempPhoto" has been created in the root folder of the drive where you have the application installed, it may be safely deleted. Once the patch has been applied, future files will be saved to the same folder as save data.

- Added a wider range of framerate options.

- Fixed other minor bugs.


Important:
Matchmaking in Monster Hunter World: Iceborne requires players to have updated to the same version. Keep in mind that you can only match with other players who have the same update. You can verify the version number in the bottom-right corner of the title screen.

For other questions, please visit the official Monster Hunter World: Iceborne support portal below.
http://www.capcom.com/mhwsupport/

Path of Exile - Talent Competition Highlights


Talent Competition Highlights

Posted: 29 Jan 2020 12:21 PM PST

Our Talent Competition is currently in full swing! We're blown away by the talents of our community and we're very pleased to see so many amazing music submissions this time. We've selected more highlights from the submissions so far to showcase. Check them out below:

Dancing Duo Fan Art by FloofyDwagon


Low Clouds in Sarn by Dezlaboom


Blight Theme Cover by caladriel


Carved Marble Exalted Orb by Zrux


Check out the rest of the highlights in this news post[www.pathofexile.com]!

We'd like to remind that if your entry hasn't been featured in our news this doesn't mean you won't win. While selecting the winners we always make sure to consider every single submission, so don't worry!

If you got enough inspiration from seeing talents of our players and would like to participate in this competition, you have 10 more days to submit your entry! Good luck!

Dead by Daylight - Players Satisfaction Survey

Link to Dead by Daylight RSS Feed

Players Satisfaction Survey

Posted: 28 Jan 2020 11:10 AM PST



The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey here: https://www.surveymonkey.com/r/psatDbD

3.5.1 Update Patch Notes

Posted: 28 Jan 2020 07:35 AM PST



The 3.5.1 update is rolling out later today.

FEATURES & CONTENT
  • Feature - Added a Compendium page in the Archives. This page allows users to go back to previous Tomes and complete challenges. Completing challenges from a previous Tome will not give the user Rift Fragments.
  • Feature - Added a new Rift and Challenges for Tome II in the Archives.
  • Feature - Showing/Hiding the tally screen chat is persistent after every match. This feature has been added to each type of chat (party, online and tally) and is independent for each chat. (Steam & GRDK ONLY)
  • Feature - Added support for the party, lobby and tally chat. The chat is cross compatible with Steam users. (GRDK ONLY)
  • Feature - Added cross compatibility support for the party, lobby and tally chat between GRDK users. (Steam ONLY)
  • Feature - Removed the invert camera in-game keybinding and from the Controls menu. This option is still available in the Settings menu.
  • Content - Updated the Treatment Theatre map (see details below in the BALANCE section).
  • Content - Removed Twitch Challenges feature.
  • Content - Removed Dutch & Swedish language support. (Steam / PS4 only)
  • Content - Disabled the Cursed Legacy thematic lobby.

BALANCE
  • Gatekeeper Emblem: Flattened score value of all remaining generators so now all generators are worth the same amount (1 point per minute) regardless of the duration that they remain in the match. Also added an additional score for both gate remaining unopened at the end of the match.
  • Hex: Ruin redesigned: All generators are affected by Hex: Ruin; if a generator is not being worked on, it regresses at 100/150/200% the normal regression rate. The Hex effect persists as long as the related Hex totem is standing.
  • The Oni: Removed turn speed limitation on Demon Strike. Implemented a hard cap on the turn angle during Demon Strike.

The Doctor changes
  • Updated the illusionary Doctor animation to play The Doctor's in-game idle animation instead of the menu idle animation.
  • Removed Treatment Mode and the Static Field VFX. The Doctor will no longer need to switch stances to use Shock Therapy, or to use a regular attack.
  • Added Doctor-specific chase music.
  • Added a new special ability, Static Blast, as the secondary power (see below for more information).
  • Set the cooldown of Shock Therapy to 1.5 seconds. This means it will take 1.5 seconds before The Doctor can hit with his primary weapon, use Shock Therapy or use Static Blast.
  • Increased the base range of Shock Therapy by 10%.
  • Range increasing add-ons no longer increase the width of the Shock Therapy, only the length. See the add-on changes below for more information.
  • Reduce charging move speed to 67% normal from 70% normal to keep the speed the same at 3.08 m/s.
  • Madness regresses while outside the Terror Radius, and does not regress while inside it.
  • "Order" - Class I add-on: Slightly increases the Madness inflicted by Static Blast.
  • "Order" - Class II add-on: Moderately increases the Madness inflicted by Static Blast.
  • "Order" - Carter's Notes add-on: Considerably increases the Madness inflicted by Static Blast.
  • "Calm" - Class I add-on: Slightly increases terror radius while Static Blast is ready. Slightly decreases terror radius while Static Blast is on cooldown.
  • "Calm" - Class II add-on: Moderately increases terror radius while Static Blast is ready. Moderately decreases terror radius while Static Blast is on cooldown.
  • "Calm" - Carter's Notes add-on: Considerably increases terror radius while Static Blast is ready. Considerably decreases terror radius while Static Blast is on cooldown.
  • Moldy Electrode add-on: Slightly increases charge time and attack range of Shock Therapy.
  • Polished Electrode add-on: Moderately increases charge time and attack range of Shock Therapy.
  • High-Stimulus add-on: Considerably increases charge time and attack range of Shock Therapy.
  • Interview Tape add-on: Rarity changed from Uncommon to Rare.
  • "Obedience" - Carter's Notes add-on: Rarity changed from Very Rare to Rare. Skill checks have a considerable chance to turn counter-clockwise for Survivors with Madness 2/3.
  • Scrapped Tape: Name changed to Iridescent Queen. Rarity changed from Uncommon to Ultra Rare. Survivors hit with Shock Therapy or Static Blast acquire a lingering Static Charge. If a Survivor with Static Charge is within 4 meters of another Survivor, the Survivor receives a shock with identical effects as the Shock Therapy and Static Blast.
  • Iridescent King add-on: Shock Therapy and Static Blast cause the Survivor to gain a random Madness affliction.
  • Renamed the Shock Therapy score event to Pacified.
  • Added a score event for hitting Survivors with Static Blast (Tranquilized - 300 Bloodpoints).

Static Blast
Static Blast is a new mechanic for The Doctor. We removed the Treatment Mode and the ability to switch between modes. The Doctor will always be able to hit with his primary weapon, use Shock Therapy (which now has a 1.5-second cooldown), and can use Static Blast. Static Blast takes 2 seconds to activate, and has a 60 second cooldown. Effects:

  • The Doctor's Static Blast causes all Survivors within his terror radius to gain 50 Madness points.
  • The Doctor will laugh if the Static Blast affects any Survivor.
  • Affected Survivors will scream; they give away their location if their Madness level increases.
  • Survivors outside the Terror Radius hear a direction-neutral audio cue when the ability is being charged and when it fires.
  • Survivors inside the Terror Radius hear direction-revealing audio cues for the charge and fire of the ability.
  • Scoring event for hitting Survivors.

Snap Out Of It adjustments
  • Missing a skill check will regress the progression bar by 1/4th instead of all the way.
  • Skill checks will trigger at every quadrant of the progress bar.
  • Releasing the Snap Out Of It action will keep the progress made instead of resetting.
  • Snapping Out Of It sends Survivors to Madness Level 1 instead of Level 2.


Treatment Theatre map update
  • Completely reworked the visual look and feel of the map.
  • Made the map darker.
  • Changed the layout to be more rectangular than square.
  • Added flickering signs in the hallways near rooms that spawn generators.
  • Hid totems better.
  • Made each map tile unique (no repeated tiles).
  • Balanced the distribution and safety of pallets.
  • Balanced the distribution of hooks.
  • Updated the logic of vault spawns and activations for the Doctor's Office and the Treatment Room.

UI Improvements
  • Progress bars for Killer powers will now show the Killer's power icon.
  • Added platform prompts when accepting / claiming a Challenge node in the Archives.
  • Changed the level icon shapes in the Tome from squares to diamonds.
  • The level navigation menu becomes golden when a Tome is mastered.

BUG FIXES
Killer related
  • Fixed an issue that caused not all Survivors to see blood orbs when The Oni had the Renjiro's Bloody Glove add-on equipped.
  • Fixed an issue that caused The Oni's Kanobo to disappear when damaging a generator or destroying a pallet.
  • Fixed an issue that caused The Wraith and The Spirit not to have their re-appearance lunge speed burst.
  • Fixed an issue that could cause The Nightmare to be unable to place Dream Snares if stunned while placing one.
  • Fixed an issue that caused The Trappers bear trap auras to be blocked by multiple assets in most maps.
  • Fixed an issue that caused The Trapper to get stuck in an infinite loop when stepping in a bear trap that was placed close to another trap.
  • Fixed an issue that caused The Trapper to step in multiple bear traps at once if they are in close proximity.
  • Fixed an issue that caused The Trapper not to properly trigger his own bear traps when set by the Iridescent Stone add-on.
  • Fixed an issue that caused Survivors to be able to untrap another Survivor from The Trapper's bear traps while the Survivor was being picked up out of the trap.
  • Fixed an issue that caused The Doctor's Iridescent King add-on not to always apply its 5 afflictions within 5 shocks. In addition to this bug fix, we also added scoring events for feedback on which afflictions were applied.
  • Fixed an issue that caused The Doctor's Shock Therapy not to interrupt Survivors using a flashlight.
  • Fixed an issue that caused Survivors to block a part of The Hags screen when performing a basic attack while carrying a Survivor.
  • Fixed an issue that allowed The Hag, The Hillbilly and The Demogorgon to interact with cleansed totem debris.
  • Fixed an issue that caused The Ghost Face to see inside assets when attacking while having a Survivor on their shoulder.
  • Fixed an issue that caused The Legion to see inside of lockers when attacking while having a Survivor on their shoulder.
  • Fixed an issue that caused The Legion to perform a basic attack on the first hit of Feral Frenzy if activated while being blinded.
  • Fixed an issue that caused The Legion to instantly down a Survivor with Feral Frenzy if blinded after activating it.

Map specific
  • Fixed an issue that made it impossible to interact with a specific chest or Jigsaw box when in front of a tree in the Temple of Purgation map.
  • Fixed an issue that caused the camera to clip through walls when being sacrificed on specific hooks in the Hawkins National Laboratory map.
  • Fixed an issue that caused some of the flags inside the manor building to have missing textures on one side in the Family Residence map.
  • Fixed an issue that made it impossible for The Nurse to blink in the area around the base of the shrine in the Sanctum of Wrath map.
  • Fixed an issue that made it impossible to interact with a specific chest of Jigsaw box when it spawned facing a Buddha statue in the Sanctum of Wrath map.
  • Fixed an issue that made it difficult for The Nurse to blink in or around the gazebo tile in the Yamaoka Estate maps.
  • Fixed an issue that made it difficult for The Nurse to blink in or around the shrine tile in the Yamaoka Estate maps.
  • Fixed an issue that made it impossible for The Nurse to blink around the shack tile in the Backwater Swamp maps.
  • Fixed an issue that caused the small boats in the Backwater Swamp maps to have incorrect textures.
  • Fixed an issue that caused some trees to have the wrong textures on their base in the Backwater Swamp maps.
  • Fixed an issue that caused the tops of the corn to appear black in the Coldwind Farm maps.
  • Fixed an issue that caused bear traps to sink into the ground on multiple areas around the silo building in the Torment Creek map.
  • Fixed an issue that caused the railing just in front of the basement in the farm house to partially lack collision in the Thompson House map.
  • Fixed an issue that caused a visible ground seam in the lodge of the Blood Lodge map.
  • Fixed an issue that could cause a placeholder tile to spawn in the Wrecker's Yard map.
  • Fixed an issue that caused the chandelier in the chapel to be floating unattached to anything in the Father Campbell's Chapel map.
  • Fixed an issue that allowed players to climb on top of a rock in the Father Campbell's Chapel map.
  • Fixed an issue that caused an impassable gap for Killers when a tree spawned too close to the asylum building in the Disturbed Ward map.
  • Fixed an issue that caused players to be floating above the ground on most tiles in the Mount Ormond Resort map.
  • Fixed an issue that caused multiple Killer belongings to be offset or floating when spawned on the watch tower in the Mount Ormond Resort map.
  • Fixed an issue that caused multiple texture issues on the hills in the Mount Ormond Resort map.
  • Fixed an issue that caused the windows and walls to be misaligned in the 2 story house in the Badham Preschool maps.
  • Fixed an issue that caused the boarded windows to appear very dark in the Badham Preschool and Lampkin Lane maps.
  • Fixed an issue that made it impossible to vault through a fence window on one side in the Lampkin Lane map.
  • Fixed an issue that caused a log pile to be lacking hitbox collision, allowing projectiles and The Cannibals chainsaw not to detect collision in the Lampkin Lane map.
  • Moved the generator on the top floor of a 2 story house in the Lampkin Lane map that caused players to undesirably vault the window instead of repair.
  • Darkened the grass texture in the Lampkin Lane map.
  • Misc LOD fixes and improvements.

Perks
  • Fixed an issue that caused the Kindred perk to stay active when the perk owner disconnected while it was active.
  • Rainbow maps will now track chests if revealed by a perk that shows chests (ie: Detective's Hunch).
  • Fixed an issue that caused the Kindred perk to stay active for another player with the perk equipped if the perk owner disconnected while it was active.
  • Fixed an issue that caused Sprint Burst to trigger when the button was pressed during specific interactions where the player moves but cannot sprint (vaulting, entering/exiting locker).
  • Fixed an issue that caused Survivors not to get notified of Hex: Huntress Lullaby when succeeding a great skill check.
  • Fixed an issue that made it impossible for The Legion to Frenzy vault over a pallet while it was being reset with the Any Means Necessary perk.


Miscellaneous
  • Fixed an issue that could cause the 4th Survivor slot in the public lobby not to fill.
  • Fixed an issue that caused Survivors killed by the End Game Collapse not to count towards the Reverent Challenge in Tome 1.
  • Added a retry mechanism for sending Archive Challenge progression to the backend.
  • Potentially fixed an issue that could cause Survivors to have a permanent Haste effect from perks or when getting hit.
  • Potentially fixed an issue that could caused Killers to get permanently blinded by the flashlight. Added addition logging to help identify the issue.
  • Fixed an issue that caused a loud noise notification to trigger on the exit gates when they were powered.
  • Fixed an issue that could cause players to become stuck between a hooked Survivor and a wall when canceling an unhook action.
  • Fixed an issue that caused Survivors to snap backwards when picking up and dropping an item without moving.
  • Fixed an issue that could cause the Killer to crash when loading into the match as The Nurse with the Mother Mercy outfit. DBDL-40845 - Authenticate to see issue details
  • Fixed an issue that caused male Survivors hands to be floating above the Pool of Devotion when cleansing their sickness.
  • Fixed an issue that caused the bear trap in the beginning of the Killer Tutorial to appear closed.
  • Fixed an issue that caused the Claudette AI to move around once she begins the struggle phase in the Killer Tutorial.
  • Fixed an issue that caused skirts to appear stretched and warped in the Store and in The Rift.
  • Misc cosmetic and VFX fixes, improvements and optimizations.

Audio & Localization
  • Misc audio adjustments and improvements.
  • Misc localization and translation improvements.

UI & HUD
  • Fixed an issue that caused tooltips for items in the free track to overlap on the Tier progress.
  • Fixed an issue that caused the Broken status effect to stay displayed on the portrait in the HUD of a Survivor that is sacrificed, killed or disconnected.
  • Fixed an issue that caused the Doctor's Madness effect to stay displayed on the portrait in the HUD of a Survivor that is sacrificed, killed or disconnected.
  • Fixed an issue that caused the Archives widget to disappear from the tally screen when returning to it after spectating the match.
  • Fixed an issue that caused players rank to display inconsistently in the tally screen across all players if pips were lost or gained.
  • Fixed an issue that caused the spectate button to appear briefly despite not being able to spectate when leaving the tally screen.
  • Fixed an issue that caused medkit heals not to count towards the Benevolent emblem.
  • Fixed an issue that prevented Spectators from switching between Survivor and Killer when there was only 2 players in a Custom match.
  • Fixed an issue that caused the player names on the right side of the screen in a Custom Game lobby to have no function when selecting one.
  • Fixed an issue that caused The Clown's Reload progress bar to behave incorrectly when the Kill prompt was present in the HUD.
  • Fixed an issue that caused certain tooltips not to update when switching pages or characters.
  • Fixed an issue that caused the Loadout to appear on screen after the lobby timer reached 0 seconds.
  • Fixed an issue that caused the Character Info to disappear when searching for a match as a Survivor.
  • Fixed an issue that allowed non-host players in a Play As Survivor lobby to open the Archives while searching for a match.
  • Fixed an issue that caused the item tooltip to stay displayed when interacting with a node as a new Bloodweb level generates.
  • Fixed an issue that caused the banner to refresh each time when attempting to cycle through the new content when only 1 banner was available.
  • Fixed an issue that caused the switch role tooltip in Custom Game lobbies to display when the button was disabled.
  • Misc UI improvements.
  • Fixed an issue that caused players to receive an Accept Invitation Failure message when accepting an invite at the same time as another player.
  • Fixed an issue that caused great skill checks not to count towards the Nerves of Steel achievement.
  • Fixed an issue that could cause a crash when attempting to reach the main menu while having an active matchmaking and ban.

Fixes & changes from 3.5.0 PTB
BALANCE
  • Fixed an issue that caused Shock Therapy's detonation delay to have an incorrect value of 1.25 seconds. The correct value is 1 second.
  • Changed the Doctor's Shock Therapy cooldown from 3.0 seconds to 1.5 seconds.

  • Updated the Doctor's chase music.

BUG FIXES
  • Fixed multiple crashes related to The Doctor changes and Archives.
  • Fixed an issue that caused loud whispering to be heard after performing the Snap Out Of It action.
  • Fixed an issue that caused the Distortion perk not to lose any tokens.
  • Fixed an issue that caused the Nemesis perk to incorrectly display a 20 second timer instead of 40/50/60 seconds.
  • Fixed an issue that caused the Hex: Ruin perk not to apply to the host of a Custom Game lobby if they switched roles to be a Survivor.
  • Fixed an issue that caused Survivors to be able to walk into hooked Survivors when the hooked Survivor spammed the Attempt to Escape action.
  • Fixed an issue that caused Killers to be unable to perform a lunge attack after being blinded by a Chinese Firecracker or a Winter Party Starter.
  • Fixed an issue that sometimes caused The Hag's trap aura and VFX not to appear correctly.
  • Fixed an issue that caused The Shape's camera to become slanted when canceling the Kill action.
  • Fixed an issue that caused Madness to regress while hiding in a locker while inside The Doctor's terror radius.
  • Fixed an issue that caused The Doctor's Shock Therapy not to play if Static Blasts cooldown ended at the same time.
  • Fixed an issue that caused female Survivors not to play an open mouth scream animation when shocked by The Doctors Shock Therapy or Static Blast.
  • Fixed an issue that caused Survivors afflicted by the Oblivious status effect not to be affected by The Doctors Static Blast.
  • Fixed an issue that caused The Doctor's Iridescent Queen add-on to apply Static Charge while the Survivor with it was in a locker.
  • Fixed an issue that caused The Doctor's Maple Knight add-on not to indicate the area of effect for the Interview Tape add-on.
  • Fixed an issue that caused the beam length from The Doctor's Interview Tape add-on not to affect the range increasing add-ons.
  • Fixed an issue that caused The Doctor not to lose Bloodlust when using Shock Therapy or Static Blast.
  • Fixed an issue that caused The Doctors arm to play the Static Blast or Shock Therapy animations when immediately vaulting after completing the action.
  • Fixed an issue that caused The Doctor's hand to stretch when performing the Shock Therapy or Static Blast actions while looking up.
  • Fixed an issue that caused some of The Doctor's head cosmetics to clip through the camera when performing the Shock Therapy or Static Blast actions while looking up.
  • Fixed an issue that caused certain cosmetic items to drop to the ground after a Survivor was sacrificed.
  • Fixed an issue that prevented users from losing pips when ending the match.
  • Fixed an issue that caused the Archive Challenge widget not to appear in the tally screen when quitting the match.
  • Fixed an issue that caused the New Rift pop-up not to bring the user to the current Tome is a quest from the previous Tome was selected.
  • Fixed an issue that caused matches with less than 5 players to persist if a player got disconnected during the loading screen.
  • Fixed an issue that caused multiple vault points in the Treatment Theatre map not to become contaminated by The Plague's Vile Purge.
  • Fixed an issue that caused an invisible collision on the right side of the basement stairs in the Hawkins National Laboratory and Treatment Theatre maps.
  • Fixed an issue that caused Survivors to get temporarily stuck when cleansing a specific totem in the Treatment Theatre map.
  • Fixed an issue that prevented Killers from picking up Survivors behind a chest in the Treatment Theatre map.
  • Fixed an issue that prevented Killers from interrupting Survivors on two chests in the Treatment Theatre map.
  • Fixed an issue that made it impossible to damage multiple generators from one side in the Treatment Theatre map.
  • Fixed an issue that made it impossible for The Legion to frenzy vault over a specific pallet in the Treatment Theatre map.
  • Fixed an issue that cause a spotlight to be visible in the basement when it spawned in the shock room in the Treatment Theatre map.
  • Fixed an issue that allowed The Doctor to see through the bathroom walls in the Treatment Theatre map.
  • Fixed an issue that caused multiple assets in the Treatment Theatre to have improper projectile collision.
  • Fixed an issue that caused invisible collision along the exterior walls at the exit gate areas in the Treatment Theatre map.
  • Fixed an issue that caused an impassable gap between two hospital beds on a specific Tee tile in the Treatment Theatre map.
  • Fixed an issue that caused hook auras not to fully display on the hooks in the Treatment Theatre map.
  • Misc LOD fixes and improvements in the Treatment Theatre map and Charms.
  • Removed the high pitched TV static SFX from the TVs in the Treatment Theatre map.
  • Misc optimizations in the Treatment Theatre map to improve frame rate.
  • Fixed an issue that caused the Meg AI to die if left of the ground in the first part of the Killer Tutorial.
  • Fixed an issue that allowed input movements on the loading screen into the Tutorial levels.

3.5.1 Hotfix Specific Changes
BALANCE - Treatment Theatre map changes
The following changes were done based on PTB feedback where it was found that some window vaults were too strong in the large rectangle rooms so we reduced the strength of those window loops and increased the strength of the pallet loops in those rooms to compensate:
  • Tile Rec_Bath_1P_01: Reduced window loop safety, increased pallet loop safety to 80+.
  • Tile Rec_Bath_1P_02: Reduced window loop safety, increased pallet loop safety to 82.
  • Tile Rec_Bed_2P_01: Reduced window loop safety, increased pallet loop safety to 82.
  • Tile Rec_Wait_1P_01: Reduced window loop safety, increased pallet loop safety to 80+.

BUG FIXES
  • Fixed an issue that caused the movement extrapolation system (tested during the 3.5.0 PTB) to have a slight effect on Survivors movement (although it was meant to be fully disabled).
  • Fixed an issue causing the Alpine Ski Vest Meg cosmetic to be automatically granted to all players. The cosmetic will now be granted after reaching level 35 in The Reckoning's Rift.
  • Fixed an issue that caused Nea's prestige and legacy torsos to be missing the effects on her arms.
  • Fixed an issue that caused The Plague's vomit splashes to be very loud.
  • Adjusted the distance and intensity at which players would hear the fireworks SFX from hooks and generators.
  • Fixed an issue that caused The Legion's Fairview Varsity Jacket (Graffiti) to play the wrong audio if a Julie or Suzie body cosmetic was previously selected.
  • Tentatively fixed multiple crashes relating to the Archives The Doctor changes.
  • Partially fixed an issue that caused The Doctor's Iridescent Queen add-on VFX to be displaced in front of the Survivor if they were moving. The VFX is still displaced when turning.
  • Fixed an issue that caused Survivors not to see illusionary pallets created by The Doctor's "Order" - Cater's Notes add-on.
  • Fixed an issue that caused the Decisive Strike perk not to work against The Doctor if the Survivor has an insane skill check.
  • Fixed an issue that caused succeeding a Snap Out Of It skill check to grant extra progress.
  • Fixed an issue that caused The Hag's red stain to change brightness when teleporting to a trap.
  • Fixed an issue that caused The Nightmare's Dream Snare placement animation to be slower.
  • Fixed an issue that caused an impassable gap between a hooked Survivor and a hospital bed in one of the hallways in the Treatment Theatre map.
  • Fixed an issue that caused Survivors to get temporarily stuck when cleansing a specific totem in a bathroom in the Treatment Theatre map.
  • Fixed multiple collision issues on the second floor of the Shock room in the Treatment Theatre map.
  • Fixed an issue that caused the Entity VFX to be missing on a specific hook in the Treatment Theatre map.
  • Fixed an issue that caused multiple unreachable totems and pick up spots in the Springwood maps. Shortly after the 3.5.0 update, the maps were removed from the rotation because of these unfair and exploiting issues. With this bug fix in 3.5.1, the maps have now been re-enabled.
  • Fixed an issue that caused an invisible collision on the right side of the basement stairs when exiting the basement in The Underground Complex map.
  • Fixed an issue that could cause party members to see a corrupted lobby briefly after the Offering burn sequence.
  • Fixed an issue that caused an incorrect chat message when the Custom Game host returns to lobby.
  • Fixed an issue that caused players to automatically unlock the ranking achievements without meeting the requirements.
  • Fixed an issue that could cause a crash before reaching the IIS if Steam was offline.

Rocket League - Content Update Coming February 4

Link to Rocket League RSS Feed

Content Update Coming February 4

Posted: 28 Jan 2020 10:41 AM PST

Rocket League's first title update of 2020 will refresh the Esports Shop to help kick off Season 9 of the Rocket League Championship Series (RLCS). You can expect the update to go live on all platforms on February 4 at 10 a.m. PST / 6 p.m. UTC (Pending first-party certification). 

Here are the new teams being added to the Esports Shop rotation:
  • eUnited
  • Pittsburgh Knights
  • Team Reciprocity
  • Veloce Esports

Each team will have the following items added to the Esports Shop rotation:
  • Octane Decal 
  • Dominus Decal 
  • ARMR Wheels
  • Bionic Wheels
  • Patriarch Wheels
  • Player Banner

Additionally, NRG Esports is getting items with the team's newly-branded logos. Expect to see those added to the Esports Shop rotation. Anyone who owns previous versions of NRG items will still own those previous versions in their inventory. Check out the new items below!

Fan Rewards will also be refreshed in this update. We'll have more to share about these new Fan Rewards following the update. We hope you enjoy repping your favorite teams with these new and updated team items! Good luck out there!





Rainbow 6 - Y4S4.3 Patch Notes


Y4S4.3 Patch Notes

Posted: 28 Jan 2020 09:39 AM PST



We're excited to announce that in patch 4.3 we'll be testing our first release of Vulkan to live on PC. For full details on what Vulkan is, why we're bringing it to Rainbow Six Siege, and how to use enable it on PC - please read up on our Vulkan Blog[rainbow6.com].

The Y4S4.3 patch will deploy to PC on Jan 28th and to console a day later on the 29th. For further insight on our balancing changes in 4.3, go check out our Designer's Notes[rainbow6.com]!

VULKAN API



The Vulkan API available to test on PC, for further details on what it is and how to activate it, check out our Vulkan blog.

BALANCING
ADS
  • ADS time increased for all weapons.
  • Assault rifles: from 0.30s to 0.40s
  • DMRs: from 0.30s up to 0.40s
  • SMGs: from 0.20s up to 0.30s
  • LMGs: from 0.40s up to 0.45s
  • Pistol: 0.10s up to 0.20s
  • SMG in secondary slots: 0.10s up to 0.275s*
  • Shotguns: 0.20s up to 0.25s
  • *(Modified based on feedback from Test Server)

BLACKBEARD
We support great beards and more decision-making.
  • ADS penalization will only apply when Blackbeard's Gun Shield is equipped.
  • Weapons without the Gun Shield will maintain the same ADS timings as any other AR.
  • Weapons with the Gun Shield will retain the same ADS timings from before.
  • The Angled Grip will affect the SCAR with and without the Gun Shield equipped.

ECHO
Echo forgot to activate 2SV.
  • Echo can now be called by Dokkaebi.
  • Echo now drops a phone when killed with Dokkaebi present.
  • When hacked, access to the Yokai cameras is also granted for Attackers.
  • Yokai now has lights that show only when NOT cloaked, and Yokai drone lights will change to reflect it is hacked.

ELA
A little more princess, a little less Nerferella.
  • Reduced recoil on Scorpion Evo3 for the first 16 shots, any proceeding shots will retain previous recoil pattern.

FINKA
The juice is loose.
  • Increased Finka's Spear .308 damage to 42 (up from 38).

JÄGER
Wamai giving Jäger a run for his money.
  • Reduced Jager's 416-C damage to 38 (down from 43).

MAESTRO
Maestro joins the No-ACOG club.
  • ACOG removed from Maestro's ALDA.

YING
New and improved Candelas! Great for flashing enemies and not just your team!
  • Candela's now have a new outline that is visible only to Ying.
  • Improved distribution of Cluster Flashes to make the flash more reliable.
  • Number of pellets per Candela increased to 7 (up from 6) - (1 at floor level, 3 at around hip level and 3 at head level).
  • Pellets detonation time reduced to 0.3s (from 1s on throw and 2.5s on deploy).
  • Pellets that bounce on environmental props maintain their velocity instead of falling and detonating on the floor.
  • Candela explosion minor VFX improvements.

FMG9
  • Increased FMG9 damage to 34 (up from 30) for Nokk and Smoke.

BUG FIXES

GAMEPLAY
  • FIXED – Attachers can sometimes go through barricaded windows while attempting to hotbreach without detonating the breaching charge.
  • FIXED – Crashing if Lesion is pushed back by an airjab while trying to pull out a GU mine at the same time.

OPERATORS
  • FIXED – Jackal can't scan footsteps while within the warning area of a Mute jammer. He can now scan footsteps while in the warning area - making it more in alignment with all other Operator gadgets and abilities that can be used while still in the warning area of a jammer.
  • FIXED - A rolling Candela that stops on a staircase will slide downstairs before detonating. Candelas will now stop and stay in place where they activated, even on stairs or uneven surfaces.
  • FIXED – Glaz's Holographic Sight has a larger and thicker red reticle than other Russian Holographic Sights.FIXED –
  • FIXED – After being affected by Thatcher's EMP, Yokai's blue lights remain dark even when being operated.
  • FIXED – Castle's Nail Gun remains present and clips while deploying his Armor Panels.

LEVEL DESIGN
  • FIXED – Invisible collision at the skylight of EXT Roof Top of Kafe for sticky deployable gadgets.
  • FIXED – Wall studs are not destroyed when a reinforced wall is first broken by Maverick and then shot by Zofia's impact grenade.

USER EXPERIENCE
  • FIXED – Thunt matches count towards the "Match Win Streak" Battle Pass Challenge.FIXED – Battle Pass progression does not update properly on end-match screen, but shows correct progression in the main BP HUD.
  • FIXED – Various minor HUD and menu visual issues.
  • FIXED – Various minor shop and cosmetic visual issues.
  • FIXED – If a player mutes a teammate, they can still hear muted teammates after switching sides, even though the HUD indicates they are muted.
  • FIXED - In Caster or support mode, Nomad's warheads pops in her hand while switching/reloading.
  • FIXED – Bandit's shockwire gadget appears offset when he holds it in his hands.
  • FIXED – Incorrect animation for Ballistic Shield ops when being pushed back.
  • FIXED – Zofia's KS79 Lifeline grenade launcher's ammo faces the wrong side.
  • FIXED – Swapping weapons while vaulting will cause the operators arm to appear broken from a 3rd person POV.
  • FIXED – Weapons don't sway back and forth while in rappel and moving L/R.
  • FIXED – Operators can appear to be floating over a shield from 3rd person POV if they vault over a shield twice.

PUBG - Announcing the Fan Art Contest: LAND Winner!

PUBG - Announcing th...

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