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  Mobile - The Weekender: Countdown Edition
Posted by: xSicKxBot - 03-01-2020, 11:33 AM - Forum: New Game Releases - No Replies

The Weekender: Countdown Edition

You might be interested in knowing that the new Editorial team for Pocket Tactics starts next week, with the full site relaunch dropping on March 31st. This means that, after today, there are exactly four Weekenders left under my watch. I’m not sure what the new team will and won’t decide to do content wise, but I look forward to finding out.

In that regard, there will be some additional communications from me in the coming weeks as to what exactly is coming to happen come the end of March, and what that will mean for you as readers. Stay tuned.

If you’re wondering why this is dropping today: I’m on holiday tomorrow and rather than skipping another Weekender, I thought I’d just bring it forward a day. The Header image is from Final Fantasy 3.

Meanwhile, in mobile gaming…

New App Releases


Bit of a dry one this week, with the only real release of note is the mobile port of DryGin’s ‘medical malpractice’ simulator Bio Inc. It’s launching on Android today, with an iOS version coming soon.

[embedded content]

The only other games of note to turn up this week was another The Quest expansion, Hero of Lukomorye V, and side-scrolling shoot em-up Aces of the Luftwaffe.

App News and Updates


What a coincidence that, amidst an international medical emergency, as one medical-themed game arrives, another one vanishes (sort of). The developers of Plague Inc. reported today that their virus simulator has been removed from the App Store China for including “content that is illegal in China as determined by the Cyberspace Administration of China”. They’ve released a statement on the situation here.

Speaking of the Coronavirus, it was revealed recently that EVE Echoes’ official release was going to be delayed because of the current situation. They haven’t decided on a final release schedule yet.

In other news, Asmodee have put out a call for more game studios to get in touch to adapt their library of over 250 boardgame properties to digital. It seems that Asmodee Digital, despite trying to publish every digital board game under the sun, isn’t up to handling the task on their own.

In terms of game updates, a few things of note:

Imbroglio has received a large balance update, as spotted by TouchArcade. You should go to the iOS page to get the full rundown of what’s been changed, but the main thing to note is that the leaderboards have been refreshed to account for the patch. Your old scores are still saved though, so any unlocks remain.

As we reported last week, DOTA Underlords’ first official season was imminent, and we can now confirm it has officially kicked off. It has a Battle Pass, a new City area to explore, additional game modes and lots more. The update is pretty hefty, so beware.

[embedded content]

Last, but not least, the recently released Dark Souls-like RPG Pascal’s Wager has gotten an official content roadmap for the rest of 2020. First up is a major free patch landing tomorrow that will add a ‘Casual Mode’, as well as Japanese Subtitles. Next up is a New Game+ mode in March, followed by the Android release around May time along with another content update

App Sales


Only a couple of games worth talking about this week. Final Fantasy III’s iPad and iPhone version (separate entries in the App Store) are both half price at $7.99, while This War of Mine has plummeted down to $1.99 for the first time since the end of December.

Seen anything you liked, played any of the above? Let us know in the comments!



https://www.sickgaming.net/blog/2020/02/...n-edition/

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  Microsoft - Cryptography in the era of quantum computers
Posted by: xSicKxBot - 03-01-2020, 11:32 AM - Forum: Windows - No Replies

Cryptography in the era of quantum computers

The promise of quantum computing is that it will help us solve some of the world’s most complex challenges. When designed to scale, quantum systems will have capabilities that exceed our most powerful supercomputers. We’re seeing this begin to take shape even today, with early breakthroughs in material design, financial risk management, and MRI technology. As the global community of quantum researchers, scientists, engineers, and business leaders continue to collaborate to advance the quantum ecosystem, we expect to see quantum impact accelerate across every industry.

However, this same computing power that will unlock solutions to complex challenges will also break some of today’s most sophisticated cryptography. By anticipating the technology of the future, Microsoft Research – in collaboration with academic and industry partners – is getting ready to accept the challenge it poses by preparing customers for a post-quantum world, today.

Cryptography today


Cryptography – the science of encrypting and decrypting data – ensures the confidentiality of the private communications of individuals and organizations online.  Encryption is used to protect everything from sending text messages to your friends, to banks transferring billions of dollars to other banks, and these transactions happen in a matter of milliseconds. Online encryption scenarios typically use a combination of two techniques: symmetric-key cryptography and public-key cryptography. In symmetric-key cryptography, the sender and the recipient must know (and keep secret from everyone else) a shared encryption key that is used to encrypt and decrypt the messages to be sent. Public-key cryptography, in contrast, allows two parties to send and receive encrypted messages without any prior sharing of keys. It was the discovery of public-key cryptosystems (by Merkel, Diffie, and Hellman in 1976 and Rivest, Shamir, and Adelman in 1978) that allows us to connect securely with anyone in the world, whether we’ve exchanged data before or not, and to do it so fast that we don’t even realize it’s happening.

Classical vs. quantum computing


The public-key cryptosystems that we use today are based on certain hard mathematical problems. For example, the security of the RSA public-key cryptosystem rests on the difficulty of factoring products of two large prime numbers – if we take two 300-digit prime numbers we can easily multiply them together to get a ~600-digit product, but if we start with just the product it is difficult to figure out the two smaller factors, no matter how much classical computing power is available for the task.

In the early ’90s, Dr. Peter Shor at AT&T Bell Laboratories discovered an algorithm that could factor products of two large prime numbers quickly, but his algorithm requires a quantum computer in order to run. Now known as “Shor’s Algorithm,” his technique defeats the RSA encryption algorithm with the aid of a “big enough” quantum computer. A quantum computer with enough stable qubits to use Shor’s Algorithm to break today’s public-key cryptography is fairly far out, but the risk is on the horizon. Further, an adversary could be recording encrypted internet traffic now for decryption later, when a sufficiently large quantum computer becomes available. In this way, future quantum computers are a threat to the long-term security of today’s information.

Post-quantum cryptography


To address this threat, the US National Institute of Standards and Technology (NIST) – whose charter is to promote innovation and industrial competitiveness across a broad spectrum of technologies and endeavors, including cybersecurity – has begun the process of standardizing new public-key cryptographic algorithms that cannot be attacked efficiently even with the aid of quantum computer. With participants from around the globe, this project’s goal is to identify new cryptographic algorithms that are resistant to attacks by quantum computers and then standardize them for broad use.

NIST’s initial call for proposals attracted sixty-nine total submissions from around the world for key exchange and digital signature algorithms, including four proposals co-submitted by Microsoft Research. In January 2019, NIST selected twenty-six of those proposals to move forward to Round 2 of the selection process, including all four of the Microsoft Research co-submissions. Here’s a list of the proposals in which Microsoft Research is a partner:

  • Key encapsulation mechanisms (KEMs):
  • Digital signature schemes:
    • Picnic: A digital signature scheme based on zero-knowledge proofs of knowledge and multi-party computation.
    • qTESLA: A lattice-based signature scheme.

How do we protect our customers?


It will be several more years before NIST finishes its process of selecting and standardizing new post-quantum algorithms. In the meantime, we need to get to work today to begin protecting our customers and their data from future attacks. We know it will take time to migrate all of today’s existing services and applications to new post-quantum public-key algorithms – replacing cryptographic algorithms in widely deployed systems can take years and we need a solution that can provide protection while that work is ongoing.

One approach Microsoft Research is exploring is applying the new post-quantum cryptography to network tunnels. By using both current algorithms and post-quantum algorithms simultaneously – what we call a “hybrid” approach – we comply with regulatory requirements such as FIPS (Federal Information Processing Standards) while protecting against both today’s classical attackers and tomorrow’s quantum-enabled ones.

To test this technology, Microsoft is turning to Project Natick, a years-long research effort to investigate manufacturing and operating environmentally-sustainable, prepackaged datacenter units that can be ordered to size, rapidly deployed and left to operate, lights out, on the seafloor for years. While tunneling can certainly be tested in dry environments, by putting this technology to the test under more difficult circumstances (underwater), on non-production data (safe to test), we have a good representation of what an actual data center customer experience would look like, under stress.

Photograph of Project Natwick underwater datacenterPhotograph of Project Natwick underwater datacenter
Project Natick underwater datacenter

As Karen Easterbrook, Senior Principal PM Manager at Microsoft Research says, “If we can get this to work underwater, then we can get this to work anywhere… We want post-quantum cryptography to be running on every link between every Microsoft datacenter and ultimately between every Microsoft datacenter and every Microsoft customer. And this is a necessary first step toward being able to make that happen.”

Getting ready for a post-quantum world


Dr. Brian LaMacchia, Distinguished Engineer and Head of the Security and Cryptography Group at Microsoft Research, says, “The best way to start preparing is to ensure that all current and future systems have cryptographic agility – the ability to be easily reconfigured to add quantum-resistant algorithms.”

By working in partnership with collaborators around the world to develop post-quantum cryptographic algorithms and then applying them to common internet security protocols and use cases, we can use the power of quantum computing to tackle the large-scale problems facing our planet while also ensuring that all of our information remains safe and secure.

Learn more about quantum computing, quantum algorithms including Shor’s algorithm, and Microsoft Quantum:



https://www.sickgaming.net/blog/2020/02/...computers/

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  Fedora - Fedora’s gaggle of desktops
Posted by: xSicKxBot - 03-01-2020, 11:32 AM - Forum: Linux, FreeBSD, and Unix types - No Replies

Fedora’s gaggle of desktops

There are 38 different desktops or window managers in Fedora 31. You could try a different one every day for a month, and still have some left over. Some have very few features. Some have so many features they are called a desktop environment. This article can’t go into detail on each, but it’s interesting to see the whole list in one place.

Criteria for desktops


To be on this list, the desktop must show up on the desktop manager’s selection list. If the desktop has more than one entry in the desktop manager list, they are counted just as that one desktop. An example is “GNOME”, “GNOME Classic” and “GNOME (Wayland).” These all show up on the desktop manager list, but they are still just GNOME.

List of desktops


9wm

Emulation of the Plan 9 window manager 8 1/2 dnf install 9wm

awesome

Highly configurable, framework window manager for X. Fast, light and extensible
https://fedoramagazine.org/5-cool-tiling-window-managers/ dnf install awesome

blackbox

Very small and fast Window Manager
Fedora uses the maintained fork on github dnf install blackbox

bspwm

A tiling window manager based on binary space partitioning
https://github.com/windelicato/dotfiles/wiki/bspwm-for-dummies dnf install bspwm

byobu

Light-weight, configurable window manager built upon GNU screen dnf install byobu

Cinnamon

Cinnamon provides a desktop with a traditional layout, advanced features, easy to use, powerful and flexible.
https://projects.linuxmint.com/cinnamon/
https://opensource.com/article/19/12/cinnamon-linux-desktop dnf group install "Cinnamon Desktop"

cwm

Calm Window Manager by OpenBSD project
https://steemit.com/technology/@jamesdeagle/the-calm-window-manager-cwm-a-quick-start-guide dnf install cwm

Deepin

Deepin desktop is the desktop environment released with deepin (the linux distribution). It aims at being elegant and easy to use. dnf group install "Deepin Desktop" (optional) dnf group install "Deepin Desktop Office" "Media packages for Deepin Desktop"

dwm

Dynamic window manager for X
https://fedoramagazine.org/lets-try-dwm-dynamic-window-manger/
https://fedoramagazine.org/5-cool-tiling-window-managers/ dnf install dwm (optional) dnf install dwm-user

enlightenment

Enlightenment window manager
https://opensource.com/article/19/12/linux-enlightenment-desktop dnf install enlightenment

e16

The Enlightenment window manager, DR16 dnf install e16 (optional) dnf install e16-epplets e16-keyedit e16-themes

fluxbox

Window Manager based on Blackbox dnf install fluxbox (optional) dnf install fluxbox-pulseaudio fluxbox-vim-syntax

fvwm

Highly configurable multiple virtual desktop window manager
http://www.fvwm.org/
https://opensource.com/article/19/12/fvwm-linux-desktop dnf install fvwm

GNOME

GNOME is a highly intuitive and user friendly desktop environment.
* both X11 and wayland
https://opensource.com/article/19/12/gnome-linux-desktop
https://fedoramagazine.org/3-simple-and-useful-gnome-shell-extensions/ dnf group install "GNOME" (optional but large) dnf group install "Fedora Workstation"

herbstluftwm

A manual tiling window manager
https://opensource.com/article/19/12/herbstluftwm-linux-desktop dnf install herbstluftwm (optional) dnf install herbstluftwm-zsh herbstluftwm-fish

i3

Improved tiling window manager
https://fedoramagazine.org/getting-started-i3-window-manager/
https://fedoramagazine.org/using-i3-with-multiple-monitors/ dnf install i3 (optional) dnf install i3-doc i3-ipc

icewm

Window manager designed for speed, usability, and consistency
https://fedoramagazine.org/icewm-a-really-cool-desktop/ dnf install icewm (optional) dnf install icewm-minimal-session

jwm

Joe's Window Manager
https://opensource.com/article/19/12/joes-window-manager-linux-desktop dnf install jwm

KDE Plasma Desktop

The KDE Plasma Workspaces, a highly-configurable graphical user interface which includes a panel, desktop, system icons and desktop widgets, and many powerful KDE applications.
* both X11 and wayland
https://opensource.com/article/19/12/linux-kde-plasma
https://fedoramagazine.org/installing-kde-plasma-5/ dnf group install "KDE Plasma Workspaces" (optional) dnf group install "KDE Applications" "KDE Educational applications" "KDE Multimedia support" "KDE Office" "KDE Telepathy" (optional for wayland) dnf install kwin-wayland plasma-workspace-wayland

lumina

A lightweight, portable desktop environment
https://opensource.com/article/19/12/linux-lumina-desktop dnf install lumina-desktop (optional) dnf install lumina-*

LXDE

LXDE is a lightweight X11 desktop environment designed for computers with low hardware specifications like netbooks, mobile devices or older computers.
https://opensource.com/article/19/12/lxqt-lxde-linux-desktop dnf group install "LXDE Desktop" (optional) dnf group install "LXDE Office" "Multimedia support for LXDE"

LXQt

LXQt is a lightweight X11 desktop environment designed for computers with low hardware specifications like netbooks, mobile devices or older computers.
https://opensource.com/article/19/12/lxqt-lxde-linux-desktop dnf group install "LXQt Desktop" (optional) dnf group install "LXQt Office" "Multimedia support for LXQt"

MATE

MATE Desktop is based on GNOME 2 and provides a powerful graphical user interface for users who seek a simple easy to use traditional desktop interface.
https://opensource.com/article/19/12/mate-linux-desktop
https://fedoramagazine.org/installing-another-desktop/ dnf group install "MATE Desktop" (optional) dnf group install "MATE Applications"

musca

A simple dynamic window manager fox X dnf install musca

openbox

A highly configurable and standards-compliant X11 window manager
https://opensource.com/article/19/12/openbox-linux-desktop
https://fedoramagazine.org/openbox-fedora/ dnf install openbox (optional) dnf install openbox-kde openbox-theme-mistral-thin-dark

Pantheon

The Pantheon desktop environment is the DE that powers elementaryOS.
https://github.com/elementary
https://opensource.com/article/19/12/pantheon-linux-desktop dnf group install "Pantheon Desktop" (optional) dnf install elementary-capnet-assist elementary-greeter elementary-shortcut-overlay

pekwm

A small and flexible window manager
https://opensource.com/article/19/12/pekwm-linux-desktop dnf install pekwm

qtile

A pure-Python tiling window manager
https://fedoramagazine.org/5-cool-tiling-window-managers/ dnf install qtile

ratpoison

Minimalistic window manager
https://opensource.com/article/19/12/ratpoison-linux-desktop dnf install ratpoison

sawfish

An extensible window manager for the X Window System dnf install sawfish (optional) dnf install sawfish-pager

spectrwm

Minimalist tiling window manager written in C dnf install spectrwm

Sugar

A software playground for learning about learning.
* Possibly the most unique desktop of this list. dnf group install "Sugar Desktop Environment" (optional) dnf group install "Additional Sugar Activities"

sway

i3-compatible window manager for Wayland
* Wayland only
https://fedoramagazine.org/setting-up-the-sway-window-manager-on-fedora/
https://fedoramagazine.org/5-cool-tiling-window-managers/ dnf install sway

twm

X.Org X11 twm window manager
https://en.wikipedia.org/wiki/Twm
https://opensource.com/article/19/12/twm-linux-desktop dnf install xorg-x11-twm

WindowMaker

A fast, feature rich Window Manager
https://opensource.com/article/19/12/linux-window-maker-desktop dnf install WindowMaker (optional) dnf install WindowMaker-extra

wmx

A really simple window manager for X dnf install wmx

XFCE

A lightweight desktop environment that works well on low end machines.
https://opensource.com/article/19/12/xfce-linux-desktop dnf group install "Xfce Desktop" (optional) dnf group install "Applications for the Xfce Desktop" "Extra plugins for the Xfce panel" "Multimedia support for Xfce" "Xfce Office"

xmonad

A tiling window manager dnf install xmonad (optional) dnf install xmonad-mate

Photo by Annie Spratt on Unsplash.



https://www.sickgaming.net/blog/2020/02/...-desktops/

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  News - Destiny 2020 Director’s Cut
Posted by: xSicKxBot - 03-01-2020, 11:32 AM - Forum: Lounge - No Replies

Destiny 2020 Director’s Cut

Hey everyone,

Setting aside the tricks our memories play on us, things are often clearer in hindsight than when we’re looking ahead. The recent past is clear, loaded with learnings from the mistakes we make, and the future is fuzzy, hopeful, and unknown. As we readied last year’s Director’s Cut, we had made a number of changes to the game and wanted to give you all some insight as to why we made those changes.

Each Director’s Cut is a chance to acknowledge and own the learnings from the past (when the wounds are fresh) and give a glimpse at tomorrow.

This edition is arriving a little earlier in the development process for how we’re thinking about Year 4 (and beyond) and, while some of the changes the game needs are clear to us, there are others we’re still thinking about. Last summer’s payload covered a wide-range of topics that ended up touching on almost the whole game. Today’s DC is going to look in depth at just a couple of topics: how our philosophy on Seasons is evolving and the problems with weapons that last forever, with some additional quick-hit topics at the end.

This isn’t exhaustive, we know there’s more going on in the game than below. And there will be more to talk about later in the year.

Before we look ahead, let’s look back one more time. 2019 was about a few things for Bungie and Destiny:

Asserting our vision for Destiny. It’s an action MMO, in a single evolving world, that you can play anytime, anywhere with your friends. It’s a game we want to keep building on, and to do so with creative and work/life sustainability. Without our team’s talents, there isn’t a Destiny. And while that seems OBVIOUS to say, I think it’s pretty easy to lose sight of amidst the “This was awesome”/“This was not so awesome” reactions to entertainment. As I covered at length last year, the way we built the Annual Pass wouldn’t work for us over the long haul. We had a lot of help and person-power from our awesome (and now former) partners. We needed to find a better way forward, while preserving the player experience and our business, because we are now self-publishing Destiny. That was a big lift for Bungie in 2019.

When I think about the total scope of that work and the sheer force of will the team demonstrated to deliver in 2019, I feel pretty good about what we achieved (usually, this is where we’d list all of the positives but, instead, let’s use the word count to improve on the past and look ahead to the future).

As we began 2020, much of the existential dread of “Will we make it out of this transition?” is gone. We’ve clarified our vision for Destiny and are working toward the future with that vision in mind. For me personally, the drive home each night isn’t focused on “Will Bungie survive?” like before. Now it’s “Where can Destiny go?” and “How can we get there?”

When I came back from the holiday this year, something about Destiny felt off to me. Season 9 is – to me – the best winter season we’ve done in Destiny 2. But something felt missing. And that missing element is what I think we need to focus on throughout 2020 and into 2021.

Aspiration: 1. A hope or ambition of achieving something. 2. The action or process of drawing breath. 

In Destiny 2, aspiration is what keeps our game alive. It is the air that fills its lungs, it is the breath that gives the game meaning. Aspiration can be about entering Destiny 2 for the first time and feeling the potential of what you could become. It can be about the pursuits in front of you. Or it can also be PVP players looking over the horizon and seeing the Lighthouse and its treasures awaiting them – if they pass The Trials.

Aspiration isn’t something reserved for the elite or the engaged; it’s for everyone (although when I listen to players express the feeling that, “There’s so much to do and none of it matters,” I feel that pain). It’s about the potential of a game to be more than something that just fills your time. It’s about having goals and working toward something that matters to you. I’m not so naïve as to think we can make something that matters to everyone – we all have different values, goals, and time. But I do think Destiny 2 can do a better job of enabling players to set short-, medium-, and long-term goals to work toward.

As a player, aspiration is something I feel so strongly about. It’s the difference between a game I fall in love with and a game I consume like junk food.

Last year, we started thinking about aspiration and what is missing from Destiny. The gaping, burning-eye-shaped hole is something I’d felt since we set Trials aside early in D2. Its return is part of a bigger goal for Destiny moving into 2020 and beyond:

We need to refuel aspiration in Destiny 2.

And a bunch of what we’re going to cover in this edition of the Director’s Cut is going to orbit this.

Seasons of Change


With a few Seasons under our belt since Shadowkeep, we’re well underway on internal discussions around how we feel about them. We look at these iterations through a bunch of lenses. First, there’s the soft, smushy, “How do we feel about Seasons?” These feelings are mined from our own experiences and from ongoing roll-ups of information from our Community. We also look at how well Seasons are engaging our players. Are people coming back each week? How long are they playing? What do we look like month-over-month and how does it perform against our historical data? Then we start to talk about where to take Seasons in Year 4. Looking back, there is some good stuff and things we need to work on.

 Let’s start with what’s been working well.

  • Our Seasonal narratives are starting to connect to one another. The transition to Season 10 – with the community getting involved by donating Fractaline (in 100-count stacks accompanied by looooooooooong button holds [big shout out to the top 3 Fractaline donors in the world:  3jlowes, Dathan WarBucks and joshd29]) and lighting the Lighthouse – was a neat start at players working to move the world forward, ensuring that each story link in the Seasonal chain connects to the next and sets up where we’re heading.
  • The “Save a Legend” element of Season of Dawn was a nice deep cut for those who have been with Destiny since the beginning and a way to introduce the-ultimate-Titan-as-pigeon-superfan-slash-Guardian-orinthologist to many people who hadn’t found his grave the first time. Seeing your reactions was a highlight (and the team had a lot of fun building this one).
  • I’ve enjoyed the simplicity of leveling up Destiny’s version of a Battle Pass. We wanted a progression that you could advance just by playing the game. (We don’t think we’ve got the whole XP thing figured out. Running in and out of Lost Sectors and flash-farming XP isn’t what we had in mind, but we can keep tuning it!)

Speaking strictly about my own play patterns, I feel the need each Season to get all of the Pass’ Universal Ornaments and the title. I like knowing those cosmetics are unique and won’t be offered again. However, I find myself personally less motivated to try and get awesome rolls for the new weapons, which is especially strange considering I like having a “nice version” of each gun in Destiny.

Wanna do some weapon stuff now? There’s gonna be more weapon stuff later on, but let’s just chum the waters a little bit:

[INTERLUDE]

I still really like playing this game. I’ve acquired almost every weapon in the game (whyyyyyyy Anarchyyyyyyyyyyyyyyyyyyyyyyyyyy). I have some pretty slick rolls on a few of them and near-miss “internet-approved god rolls” on others (Spare Rations Rapid/Kill Clip and then Full Bore and a quick visit to Disappointown with Alloy Magazine). Like many of you, I end up gravitating to a few weapons and just using them instead of everything else. Sure, the Outlaw Multikill Clip Breachlight I farmed from Season of Dawn is nice to have (and I love the art for the Dawn weapon set) but is it really going to displace my go-to PVE kinetic weapons? Probably not. I know that.

I recently sat with a couple of external folks who really love Breakneck. It’s the only thing they use. They aren’t ever going to use another primary weapon in Destiny 2. Why? Because they don’t need to.

Part of aspiration is the pursuit that comes with it and, right now, the way we are (and have been) treating weapons in Destiny 2 isn’t actually fueling the aspiration engine.

Back to Seasons.

[END INTERLUDE]

On the other hand:

We aren’t delivering the feeling of an evolving world. Instead we are delivering the feeling of ephemeral private activities and rewards that go away. The Forsaken Annual Pass had its share of challenges (see last year’s DC), but it also had this awesome property: If I stopped playing for a Season, when I came back, there were a bunch of rewards and activities that I could catch up on.

What we’re discussing now – and which is early enough that things might still change – is how we focus our efforts around Seasons from a development standpoint, while also trying to create the moments that make memories, WHILE ALSO balancing the amount of “fear of missing out.” This is a tricky balance, because these elements don’t connect neatly and, in many cases, they work against one another.

The wall of text below is how we’re thinking about things at the moment. We’re going to be continuing to take in the feedback our guts and data provides (your reactions and feedback are a part of that data, so do continue to let us know your thoughts) on our Seasonal model. Before we get into some more thoughts and details, I want to be extremely clear:

This year’s version of Seasons has too much FOMO in them. We want to fix this, and next year’s Seasons will have less.

Because we aren’t spending our development resources and time as well as we could, we’re talking about moving away from creating Season-bespoke private activities and instead using that time and effort to build themes that aren’t just represented by a marquee event that will fade away, but rather to inject these Seasonal themes into more of the game. Like we continue to evolve the world’s narrative, we could invest more in the evolving world of our public spaces and take further efforts to evolve Destiny 2’s core activities.

Core activities? What are those?

Core activities are a way we think about a player’s options and motivations in a given evening of Destiny. They are meant to be more evergreen (quest/campaign content, for instance, is not generally evergreen). It’s usually something matchmade and designed with replayability in mind, either from the properties of the activity itself or the rewards. For example Crucible is fundamentally replayable because the opponents can be different and other players are the ultimate A.I., where The Ordeal is fundamentally replayable because of its reward structure, rather than random encounter generation. (In fact, we hope The Ordeal is consistent within a given week to create mastery and efficiency in defeating it).

Ideally, core activities are convergence points for player motivations (e.g., “I want to maximize XP, chase awesome items, and generate economy that I can use to further my goals” [Yes, I know no one talks this way]).

Right now, our Seasonal Activities (like Sundial) compete with the core activities. They have new rewards and award players powerful gear, but they don’t provide a bunch of XP. Core activities provide a bunch of XP, but we all feel the pain of, “How many more Seasons will I get the Titan Rain-Catching shoulder pads from the Drifter?” What this competition means is that it can be really hard to line up a “night of optimizing” in Destiny because you’re being pulled in different directions by our design!

So what could investing more in core activities look like? It could mean more rewards being distributed into these activities or it could mean taking a theme for a Season and using it to galvanize Strikes. If we’re going to ask players to engage with these activities, we have an opportunity to leverage rewards throughout the Season. Imagine the armor sets or Sundial weapons being woven into core activity reward pools. Or imagine experiences like pursuing rolls for sweet weapons that could only be found in a given playlist as an end-of-match reward, like a Crucible Eyasluna.

We also think we could invest more of our development time on our questlines. Right now, things like Sundial consume team resources and then fade away. Imagine instead that Seasonal questlines like “Save a Legend” didn’t go away in the following Season, but instead existed until the next Expansion releases. That way, as players drift in an out of the game, there’s a bunch of content building up for them to play when they return.

Just as we continue to evolve the narrative of our world, we can continue to invest in evolving the world of open world public spaces (in case you’re unfamiliar, these are the spaces where you seamlessly see other players appear). We’ve built a world where players can encounter others, but we haven’t made a world with fights challenging enough where you feel like other players matter.

Weapons Forever: The Problem 


OK. Let’s talk more about weapons. And let’s begin with how weapons have worked in Destiny 2. All the way back to Destiny 2 vanilla, every weapon you get is a weapon you can keep and infuse to raise its Power level indefinitely. Remember the waters I talked about chumming earlier? It’s time to eat.

In Destiny 2, with infusion, it’s like having every card you own in Magic available and playable in all formats forever. It passively creates power creep (an ongoing Destiny problem), which also means our teams need to spend more and more of their time re-testing and supporting old stuff instead of making new stuff, it reduces player desire for new items (which dismantles aspiration like the shard-the-blues post-Crucible match ritual), and it means we ultimately create a ton of gear that doesn’t have any value beyond ticking the box on the “I Got It” checklist.

That isn’t value. It’s actually the opposite of value, because it’s work that we could be putting into making new stuff, or improving old stuff.

Our combat team works extremely hard to make weapons feel unique. Each Legendary (and many blues) get their own flavors of special sauce. Sometimes it’s the way a gun sounds, sometimes it’s the insanely over budget range stat (HAND IN HAND), sometimes it’s the recoil pattern, sometimes it’s the art, sometimes it’s something indescribable that just makes an item resonate with our players.

In an action game like Destiny, our weapons are feel-based extensions to the character. I’ve played MMOs and ARPGs where I get amazing weapons, but rarely have those weapons felt like an extension of my avatar. Certainly in an action game like Dark Souls or Sekiro, the weapons become a feel-based extension of my character, rather than a stat stick like Fang of Korialstrasz.

Remember many, many words ago (in previous DCs) when I talked about the collision between the action game and the RPG? Couple with that with our theme of aspiration and I believe we are approaching an inflection point for weapons and infusion in Destiny 2.

We’ve made a lot of Magic cards, and we want you to keep the ones you love in your collection (as opposed to taking them and throwing them all away and having the Tower get destroyed again). And a bunch of those Magic cards could be playable around the world while free-roaming or in PVP formats. But where Power matters or aspirational activities are involved, we’re going to make some changes to Legendary weapons.

There was a lot of learning to do when Destiny launched in 2014. But there was also some real good stuff in that game. I think back on a bunch of it fondly – almost wistfully at times. The weapons from the Vault of Glass could be powerful, unique, and rare. If you had Fatebringer, you probably had a bunch of Ascendant Shards to commemorate all of the times you didn’t get it. I miss those days, when rewards were rarer and so special that you celebrated (or hated!) when your friends got one. That’s in part because the design of the game gave them space to be different, space to be awesome.

It’s hard to cleave out that space in the current version of Destiny 2. Weapons that are supposed to come from pinnacle activities like Raids or Trials don’t really have space to breathe. The answer can’t be “Just make them better,” because that approach ends up with the Reckoning situation I described last year. Now we had Pinnacle weapons, which were largely just talents that had Exotic-esque capabilities in Legendary-clothing. These weapons were typically the result of long pursuits and when they arrived in your hands they were pretty strong (sometimes hilariously strong; looking at you RECLUSE). It also meant the team spent significant time developing each one.

If you imagine the abstract weapon space as a pyramid, those pinnacle weapons largely sat at the top of the pyramid. Most other Legendary weapons are down in a clump of “They aren’t really that different.” Why? Because when every Legendary item the team builds is going to be around forever, outliers get weeded out.

Back to 2014: The Vault of Glass weapons could be memorable because we knew they weren’t going to be in the ecosystem for things like Trials, Nightfalls, and Raids forever. They’d naturally fall by the wayside because Power (Attack/Light in those days) would make them obsolete.

In the world we’re imagining, we’ll have space at the top end to create powerful Legendary weapons. Legendaries that are just better than other items in the classification. We’ll be able to do that, because the design space for weapons will expand and contract over time. Items will enter the ecosystem, be able to be infused for some number of Seasons and beyond that, their power won’t be able to be raised. Our hope is that instead of having to account for a weapon’s viability forever when we create one, it can be easier to let something powerful exist in the ecosystem. And those potent weapons entering the ecosystem mean there’s more fun items to pursue.

Changes like this also mean Legendary weapons (or their talents) that would be “shelved” could be reissued at a future date. Or could be brought back in fun ways by involving our community. The more specific nitty gritty for this will come a little bit further down the road but we wanted to get some of thinking behind it to you sooner rather than later. The simplest version of how it is going to work is: Legendary weapons will have fixed values for how high they can be infused. Those values will project the weapon’s viable-in-end-game lifespan and we think that lifespan is somewhere between 9 and 15 months.

One final note: We are not applying this to Exotic weapons at this time. We want to iterate on the Legendary ecosystem first.


Cosmic Gardeners


Last year, we said:

We want playing Destiny to feel like you’re playing in a game world with true momentum, a universe that is going somewhere. A game where things are happening—not just in terms of new items and activities but also in terms of narrative. It’s frequently seemed like Destiny was treading water in terms of moving the world’s narrative forward. We want to tackle this in Destiny 2’s third year.

That statement is still true for us today, as we look into D2Y4 and beyond. We started this in Year 3, but the job isn’t done. By its very nature this is something that really doesn’t have “an end.” The idea of building a narrative that is moving the story of your Guardians (plural, all of you!) forward, creating a universe where permanent change is possible, and where players can have meaningful impact, is still a thing we’re chasing and experimenting with.

To get there, change is going to be inevitable (see above where I talked about how we’re thinking about adjusting the Seasonal model). We’ve said before that Destiny 2 cannot keep growing indefinitely. There are lots of reasons why this is true, some technical, and some creative, because the story wants to push into new areas.

On the technical side, I come back to sustainability. As new areas, features, and event types are added to Destiny, the problems of maintenance grow accordingly for the team. New changes to the system have to be checked against all content, new and old alike. That introduces risk and a big burden on our teams to maintain that legacy content. In practical terms, it also prevents us from responding to players who have problems as quickly as we would like.

Seasons can do some of the heavy lifting here, in the sense of giving players a sense of shared purpose and understanding of what they’re working for. But when we ready expansions, it’s a chance to make some more fundamental changes to the game world and its systems. We’ve done significant systems changes to all Destiny games every time we’ve shipped an expansion, and now we’re going to be making more changes to the game world as we go forward.

We’re getting towards the end here but, before we wrap, here’s a few quick hits on some important topics.

SHORTCUT #1: Faction Rallies


Lots of folks have been wondering if Faction Rallies will return. We have no plans to bring back Faction Rallies. The reward gear hasn’t been used that much, our character cast is growing too large, and crucially, they didn’t drive a bunch of engagement with the game. That said, there’s some sweet looks in that gear and we’re moving the Faction Rally armor to the Legendary engram reward pools in Season 10, alongside a few popular faction weapons.

SHORTCUT #2: Bright Engrams 


For Season 10, we’re doing away with Bright Engrams as purchasable items. We want players to know what something costs before they buy it. Bright Engrams don’t live up to that principle so we will no longer be selling them on the Eververse Store, though they will still appear on the Free Track of the Season Pass.

SHORTCUT #3: New Light, New Intro


Our goals for New Light last year were about bringing new players into the universe and getting them to the core activities as quickly as we could. We dramatically underestimated how many new Guardians would wake up on the Cosmodrome. We’re going to improve the New Light entry this fall and flesh the starting experience in Destiny out.

SHORTCUT #4: Questlog


There’s another round of changes coming out with Season 10 for the Quest tab. The number of Quests you have at any given time sure can feel daunting, especially for procrastinators, so we’re adding a new feature to the Quest tab – categorization. All Quests are automatically assigned a category, and this buckets them into a specific area within the Quest tab.

For example, Exotic quests get their own category, as well as Seasonal quests. The Seasonal quest category is helpful in that it contains all of the quests that expire at the end of the Season. There are several categories, including one for older releases (e.g. Forsaken quests). This should help players focus on the quests that are new and most relevant vs. older content that maybe isn’t as high-priority as it used to be.

Exit Music


Thanks for being here. I appreciate that you’re invested in the game enough (or excited enough about trolling) to sift through the text above. We’re early into 2020 and we’ve got some cool stuff planned. Shortly, Season 10 is entering orbit and there will be more to talk about as the calendar continues. A lot of work from a lot of folks goes into each time I, or anyone else from the dev team, talks about how we’re thinking about the game. Many thanks to them, and many thanks to you for being a part of this community.

See you soon,

Luke Smith



https://www.sickgaming.net/blog/2020/02/...ctors-cut/

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  News - Java Edition: Snapshot 20W09A
Posted by: xSicKxBot - 03-01-2020, 11:31 AM - Forum: Minecraft - No Replies

Java Edition: Snapshot 20W09A

The Nether Update is looking cooler and cooler with each snapshot release!  I have a few ideas already in mind for the new Crying Obsidian block as well as practicing up on my aim with the Target block.  There are a lot of possibilities this snapshot and can’t wait to see it all for myself!

  • Added the Target block!
  • Added the new Crying Obsidian block. It’s sad and it cries purple energy!
  • Bartering loot has been restructured to be more appealing to survival players
  • Entities now get pushed by flowing lava
  • Huge Fungi will now grow only on its matching type of Nylium
  • Can now place Warped/Crimson roots and fungi into pots
  • Nether wart blocks can be cleared quickly using a hoe
  • Warped wart blocks can be cleared quickly using a hoe
  • Weeping vines are now climbable
  • Biome fog color smoothly blends between biomes. Smooth!
  • Changed ambient block lighting in the Nether to be on parity with other editions

TARGET


Because let’s face it, your aim could use some practice.

  • The closer you hit to the center, the larger the Redstone signal!
  • Test your skills with a variety of projectiles, including eggs, snowballs, tridents, and more!
  • You will need one hay block and four Redstone for this recipe

ZOMBIFIED PIGLIN


  • Zombie Pigmen are now known as Zombiefied Piglins, and they now have ears. Well, at least one ear…
  • New particle types: dripping_obsidian_tearfalling_obsidian_tearlanding_obsidian_tear
  • Piglins now have an IsImmuneToZombification data value that prevents them from zombifying in the overworld

BLOCK RENAMES


Some blocks have been renamed. Turns out singular Fungus in the Nether attempted to falsely present itself as many Fungi – very sneaky!

  • Crimson Fungi is now called Crimson Fungus
  • Warped Fungi is now called Warped Fungus
  • MC-7424 – Fall damage death messages don’t show block player fall from correctly (ladders, vines, water)
  • MC-102319 – Nether portal trigger and travel sounds are not assigned to any sound category
  • MC-137554 – Shearing sound is in “friendly creatures” sound category
  • MC-147601 – Purpur pillar block top texture hasn’t changed to a new texture
  • MC-148869 – Player can clip through the ground when exiting a minecart or a boat
  • MC-166246 – Skeleton horses cannot be leashed
  • MC-170273 – Diamond Swords use the wrong pallet
  • MC-170274 – Pickaxe textures are inconsistent
  • MC-170556 – Hoe textures are inconsistent
  • MC-170815 – Soul sand valley fossils generate duplicated / stacked
  • MC-170833 – Crimson Fungi and Warped Fungi cannot be placed in flower pots
  • MC-170835 – Nether large fungi do not kill nylium underneath them
  • MC-170842 – Potted plant models still missing bottom due to faulty uv
  • MC-170844 – Nether sprouts don’t break without supporting block
  • MC-170890 – You can get normal fire on soul soil
  • MC-170897 – Fossils in soulsand valleys can be generated in the air
  • MC-170904 – When viewed in 3rd person mode, the cape renders incorrectly when sneaking while wearing a chest plate
  • MC-170915 – Hoglins have inconsistent texture
  • MC-170932 – Cave generator won’t cut through crimson_nylium and warped_nylium, leading to lots of floating nylium
  • MC-170954 – Lava spreads blue fire at invalid locations
  • MC-170961 – Mining speeds for breaking crimson & warped doors, trapdoors, fences, signs, stairs and slabs aren’t faster with an axe
  • MC-170968 – Crimson and Warped trees / fungi replace certain blocks when growing
  • MC-170986 – Lava fire spread creates normal fire on soul soil
  • MC-171025 – Netherite items aren’t pushed in flowing lava
  • MC-171048 – HugeFungiConfiguration has an unused planted field
  • MC-171077 – Soul Fire can be setblock on air, while normal Fire can’t
  • MC-171245 – Warped and Crimson signs cannot be crafted
  • MC-171448 – The top textures of stripped stems don’t match the normal stem top textures
  • MC-171491 – Fossils spawn floating in the sky in buffet worlds
  • MC-171548 – Soul Soil is not mined quicker with a shovel
  • MC-171731 – Huge Fungi Generate on the Lowest Nylium Block
  • MC-172084 – Soul Sand and Soul Soil have no sounds
  • MC-172090 – Piglins would rather hold a golden item instead of a crossbow
  • MC-172096 – Baby hoglins and baby piglins don’t seem to play with each other
  • MC-172112 – Hoglin walking sound is subtitled as “Hoglin dies” instead of “Footsteps”
  • MC-172151 – Dark oak saplings are called “Jukebox/Note Blocks” in English (United Kingdom)
  • MC-172242 – Left handed piglins don’t look at gold ingots in their right hand
  • MC-172356 – Piglin admiring held gold ingot drops it when killed
  • MC-172363 – Piglins aren’t attracted to certain golden items
  • MC-172434 – Baby piglins don’t sound high pitched when zombified
  • MC-172486 – Piglins drop two shields when killed while holding one in their offhand
  • MC-172516 – Piglin/hoglin become Persistant when within 16 blocks of a player, causing massive lag due to piling up entites
  • MC-172580 – Piglin can no longer pick up items when equipped with a shield


https://www.sickgaming.net/blog/2020/02/...ot-20w09a/

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  Steam - Dota 2 Update – February 26th, 2020
Posted by: xSicKxBot - 03-01-2020, 11:31 AM - Forum: PC Discussion - No Replies

Dota 2 Update – February 26th, 2020

– Fixed a bug with combining Bloodstone or Rapier when some components were in your backpack.
– Fixed the interaction of backdoor protection and Lone Druid’s Bear and Brewmaster’s Primal Split.
– When selling stacked wards both sentry and observer wards now restock correctly.
– Fixed a bug where a gem stolen from the enemy team would credit the wrong player with bounty for wards killed.
– Fixed a bug where a creep killing a ward did not award bounty gold to the player who placed the detection.
– Fixed the interaction of Lone Druid’s Spirit Bear and Magic Lamp.
– Dark Seer’s Surge and Legion Commander’s Press the Attack with the AoE talents will no longer cause the caster to pivot when self-casting.



https://www.sickgaming.net/blog/2020/02/...26th-2020/

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  News - Talking Point: What Are You Playing This Weekend? (February 29th)
Posted by: xSicKxBot - 03-01-2020, 11:31 AM - Forum: Nintendo Discussion - No Replies

Talking Point: What Are You Playing This Weekend? (February 29th)

Rune Factory 4 Special

In celebration of Pokémon Day, this week we got quite a lot of pocket monster news. One of the highlights was the reveal of the new mythical Grass/Dark-type Pokémon Zarude. Greninja was announced as Google’s Pokémon of the Year, and Mewtwo is also appearing in Sword and Shield Max Raid Battles for the first time ever, but you can’t catch it!

Far away from the land of Pokémon, Yacht Club Games lifted the lid on its new Shovel Knight project and PlatinumGames announced a new studio and a new game by Hideki Kamiya. There was a sale on all of the DOOM titles as well, and we’re changing the way we handle Switch screenshots on the site.

To help us unwind after such a big week, we’re here to share the games we’ll be playing over the weekend. We’re also joined by two special guests from the Push Square team. As always, we’d love for you to get involved via our poll and comments section. Happy gaming!

Zion Grassl, video producer


I’m going to be a bit busy this weekend with my band Constance (look us up if you’re into metal) as we’re recording some new tunes, but I just picked up the original DOOM and DOOM II on the eShop for next to nothing! So while the guys are recording their parts, I might try to sneak in a bit of demon hunting, because what’s more metal than that? Rune Factory 4 Special is also sitting here on my desk literally staring me down, but I don’t know if I have the heart to invest in it knowing that my love Animal Crossing: New Horizons will be here in just a few short weeks.

Austin Voigt, contributing writer


This weekend, I will be finishing Luigi’s Mansion 3. I’ve been very busy recently, and I’ve only gotten through a handful of floors in the main storyline, so I’m determined to just sit down and blaze through the rest. Last weekend, I had family home and sunk quite a bit of time with them into the couch co-op – which was awesome – but which ended up only making me want to go back to the main storyline even more. Oh yeah, Luigi!


Liam Doolan, news reporter


Over the next few days, I’ll be sinking my teeth into Rune Factory 4 Special. I didn’t really get to spend as much time as I wanted with the 3DS original, so I’m glad I’ve been given a second chance. This will definitely be a big enough game to tide me over until the release of Animal Crossing: New Horizons. I’m also looking forward to trying out the new features on offer. Apart from this, I’ll probably be spending some time in the original DOOM game (I grabbed it in that sale earlier this week) and SEGA AGES Sonic The Hedgehog 2.

Gonçalo Lopes, contributing writer


Stuck on the last mission of DAEMON X MACHINA. 71% SD Gundam G Generation Cross Rays completion rate. Package from the East arrived with a triple dose of Devil May Cry and the wonderful Katana Kami: The Way of the Samurai. Yet you can surely bet I will be spending more time with Kunio and gang in Double Dragon & Kunio-kun: Retro Brawler Bundle. If only I could squeeze in a few more rounds of Warface…Game of the week is the long overdue début of the Samurai Shodown reboot on the Switch. So many new and old characters to pick from… I need to develop my left thumb D-Pad blister fast, those ultimate special moves are no joke.


Stephen Tailby, Push Square associate editor


Like many people, I’m sat here twiddling my thumbs until Animal Crossing: New Horizons emerges next month. To pass the time, I’ll jump into Pokémon Sword and mop up some more critters for my dex. If memory serves, there’s also some post-game stuff I’ve yet to delve into. Then there’s Asphalt 9: Legends, that free-to-play arcade racer I’ve been ignoring. It’s great fun to play, and now seems like a good slot to put a bit more time into it. Truth be told, I haven’t been playing my Switch all that much recently, but I’ve a list as long as my arm with games I want to check out. Once AC arrives, though, that’ll be that for a good while.

Robert Ramsey, Push Square deputy editor


I finished up the Blue Lions route in Fire Emblem: Three Houses and let’s just say it left me with more questions than it did answers. With that in mind, I’m feeling the urge to get stuck into another house this weekend — I just have to somehow decide between Black Eagles and Golden Deer. My only real worry is that I’ll never like my new class as much as Dimitri and the gang, but at least the New Game Plus features will help ease me into the grind.



https://www.sickgaming.net/blog/2020/02/...uary-29th/

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  Xbox Wire - Xbox Insider Release Notes – Delta and Omega Ring (2002.200219-1515)
Posted by: xSicKxBot - 03-01-2020, 11:31 AM - Forum: Xbox Discussion - No Replies

Xbox Insider Release Notes – Delta and Omega Ring (2002.200219-1515)

Hey Delta and Omega ring users! Today’s Xbox Insider Release Notes highlight the latest fixes, known issues, and features coming to your console. Starting at 8:00 p.m. PT today, users will receive the latest 2002 Xbox One system update (build: 19H1_RELEASE_XBOX_DEV_2002\18363.9135.200219-1515). Keep reading for more details.

System Update Details:


  • OS version released: 19H1_RELEASE_XBOX_DEV_2002\18363.9135.200219-1515
  • Available: 8 p.m. PT – February 20, 2020
  • Mandatory: 3 a.m. PT – February 21, 2020

System Update

System Update

Fixes for Delta and Omega


We’ve heard your feedback, and we’re happy to announce the following fixes have been implemented for this 2002 build:

My Games & Apps


  • Additional fixes implemented to fix users not seeing any installed titles in their collection.
    • Note: If you still see this behavior, please make sure and report it from the console.

Xbox Insider Release Notes

Xbox Insider Release Notes

Known Issues for Delta and Omega


We understand some issues have been listed in previous Xbox Insider Release Notes. These issues aren’t being ignored, but it will take Xbox engineers more time to find a solution. We appreciate your patience at this time!

Audio


  • Users who have Dolby Atmos enabled and console display settings set to 120hz with 36 bits per pixel (12-bit) are experiencing loss of Dolby Atmos audio in some situations.
    • Workaround: Disable 120hz or set Video Fidelity to 30 bits per pixel (10-bit) or lower.

My Games & Apps


  • Users have reported seeing black tiles instead of game artwork when browsing their collection.
  • Some titles in collection may appear with a “trial” tag incorrectly in collection.

Profile Color


  • Sometimes users may encounter the incorrect Profile color when powering on the console.

Are you not seeing your issue listed above? Make sure to use Report a problem to keep us informed of your issue. We may not be able to respond to everyone, but the data we’ll gather is crucial to finding a resolution.

Learn more about feedback and how each ring is differentiated in the following links:

For more information regarding the Xbox Insider Program follow us on Twitter and join the community subreddit for support and updates. Keep an eye on future Xbox Insider Release Notes for more information regarding your Xbox One Update Preview ring!



https://www.sickgaming.net/blog/2020/02/...0219-1515/

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  News - Quixel Mixer 2020 Released
Posted by: xSicKxBot - 03-01-2020, 11:31 AM - Forum: Lounge - No Replies

Quixel Mixer 2020 Released

Hot on the heels of Quixel Bridge 2020, Quixel have just released Mixer 2020.  Just like Bridge 2020, Mixer 2020 has also been made completely free!  This version contains a massively updated UI, a revamped 3D brush system, the Smart Material system and most importantly, the ability to directly paint on your own imported meshes, making Mixer much more of a competitor to Substance Painter in functionality.

From the Quixel announcement blog:

The wait is over! We’re excited to share with you the first Mixer 2020 preview release introducing the first look at early 3D support.

This first release unlocks features for texturing single objects and restyling Megascans assets, with Multi-channel 3D Painting, Megascans Smart Materials, Real-time 3D Curvature, Material ID Masking, Seamless Texture Projection and so much more.

For some odd reason, all of the download links on Quixel.com currently point to the 2019 release.  If you want to try the 2020 version it is available for download here.  Windows and Mac versions are available.

You can learn more about Quixel Mixer 2020 and see the new painting functionality in action in the video below.

[embedded content]

GameDev News Art


<!–

–>



https://www.sickgaming.net/blog/2020/02/...-released/

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  News - Get a job: Insomniac Games is hiring a VFX Artist
Posted by: xSicKxBot - 03-01-2020, 11:31 AM - Forum: Lounge - No Replies

Get a job: Insomniac Games is hiring a VFX Artist

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Burbank, California

Are you Insomniac Games next VFX artist? We are searching for someone to create FX to work and assist in gameplay, environment, and cinematics of the game.

Essential Duties and Responsibilities include the following:

  • Create, design and implement real-time particle effects using both static and animating 2D/3D elements
  • Place effects throughout levels and cinematics
  • Paint particle and decal textures
  • Create simulations for gameplay elements
  • Create FX shaders with node-based shader networks
  • Create FX textures (color, normal, specular, ambient occlusion, height, and incandescent maps.)
  • Create simple geometry and assign UV’s.
  • Optimize FX for framerate and memory.
  • Collaborate with other departments to ensure that FX are implemented appropriately in the game engine.
  • Work with Art Director to maintain FX art direction for game.
  • Ability to work independently and with minimal oversight: Understands and adds to the overall art style of game.
  • Orchestrates FX events involving layering and timing of different FX to create a believable scene.
  • Other duties may be assigned

Education and/or Experience:

  • Bachelor’s degree (B.A.) from a four-year college or university; or two to four years related experience and/or training; or equivalent combination of education and experience.
  • Proficient in Maya, competent working with joints and locators, keyframing, rigid body simulations, hard surface modeling, and UV mapping.
  • Proficient in Photoshop for painting and editing textures.
  • Proficient with node-based shader networks.
  • Knowledge of other visual effects software a plus.

Other Skills: Good people skills, collaborative attitudeand good observation skills and ability to use reference materials. Ability to work independently. Proficient Animation and timing skills. Solid traditional arts background a plus.

If this is the opportunity that you have been looking for, we’d like to hear from you. Please use the link above to submit your application.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.



https://www.sickgaming.net/blog/2020/02/...fx-artist/

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