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  News - That Hidden LED Light On Your Nintendo Switch Controller Finally Has A Use
Posted by: xSicKxBot - 09-10-2019, 08:14 PM - Forum: Nintendo Discussion - No Replies

That Hidden LED Light On Your Nintendo Switch Controller Finally Has A Use


The Nintendo Switch has been on the market for more than two and half years now, but one of its available functions hasn’t had any use (officially, at least) in all that time. Now, though, the time has finally come for that little function to shine.

On your right-hand Joy-Con and your Pro Controller, you’ll notice that the HOME button has a ring around the edge. As you may or may not already be aware, that ring is actually an LED light; we’ve seen it light up before but only when a Pro Controller connects to Steam.

Starting from today, thanks to a Switch system update which takes the console’s firmware to Version 9.0, the light will finally be used for “alarm notifications”. You can see how that works below:

Alarm Notifications have been added to System Settings > Notifications.
– You can check or delete pre-set alarms.
– Alarms can be set up only within supported software (to be added at a later time).
– A controller firmware update may be required to use this feature.

Ironically, we’ve been trying all sorts of tricks to get our controllers to light up in the office – online game invites, friend requests, and anything that might be considered a “notification” – but haven’t managed to get it to work. Of course, the text above refers to the alarm function being added in the future, but we’d hoped other notifications might work, too – as hinted at by this Switch Lite feature image. Switch Lite exclusive?

Home

Having any luck? Noticed your controllers flashing at you for the first time today? Tell us below.



https://www.sickgaming.net/blog/2019/09/...has-a-use/

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  News - New Nintendo Switch Update Out Now, Adds Features And Fixes Major Bug
Posted by: xSicKxBot - 09-10-2019, 08:14 PM - Forum: Lounge - No Replies

New Nintendo Switch Update Out Now, Adds Features And Fixes Major Bug

The latest firmware update for Nintendo Switch has arrived, and it includes a number of new features, tweaks, changes, and fixes. Version 9.0.0. (released September 9) introduces a new search feature for the News channel, a new option to pull up a QR code on your Switch to check-in at events, and new touch screen sensitivity settings. The update also introduces the ability stop the Switch from recognizing inputs from the console's buttons, except for the Capture and Home buttons. This only applies to the upcoming Switch Lite.

Additionally, the new Switch 9.0.0 update adds a section to account pages for "Online Play Invites," and as its name suggests, this is where you'll see invites from friends for supported games. Finally, the new patch fixes what sounds like a very serious issue. Apparently, there was a bug that completely prevented Fire Emblem: Three Houses from booting at all, instead returning an error. This problem has been fixed with the update through general system and stability improvements, Nintendo said.

This issue was reportedly affecting those who purchased the Three Houses season pass recently, though it's unclear how widespread the issue was or if anything else could trigger it. Whatever the case, it's fixed now.

You can see the full 9.0.0 update notes below, as posted on Nintendo's website.

Nintendo Switch Firmware 9.0.0 (September 9, 2019) Update:

  • Added a search feature for the News Channel.
    • Channels can be searched using filters or free text.
  • Added “Display QR Code to Check In” to User Settings.
    • You can display a QR Code on-screen to check in using your Nintendo Account.
  • Alarm Notifications have been added to System Settings > Notifications.
    • You can check or delete pre-set alarms.
    • Alarms can be set up only within supported software (to be added at a later time).
    • A controller firmware update may be required to use this feature.
  • You can now configure touch screen sensitivity settings.
    • Select between Standard and Stylus sensitivity (optimized for stylus input).
  • Added the option to turn on/off the system button input (Nintendo Switch Lite only).
    • When this setting is turned off the system no longer receives input from the console buttons, with the exception of the Capture and HOME Buttons, and can only be operated from a wirelessly paired controller (sold separately).
    • This setting is on by default and can only be turned off if a compatible controller (sold separately) is wirelessly paired to the console.
    • The setting will automatically turn back on when the console is restarted or after returning from sleep mode.
  • Added “Online Play Invites” section to the User's page.
    • Invites from friends to join online play in supported software will be displayed in this section.
  • General system stability improvements to enhance the user's experience.
    • Resolved an issue where some users can’t start the Fire Emblem: Three Houses game, and get an error instead.

https://www.gamespot.com/articles/new-ni...0-6469733/

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  News - Director’s Cut – Part II
Posted by: xSicKxBot - 09-10-2019, 06:47 PM - Forum: Lounge - No Replies

Director’s Cut – Part II

Hey everyone,

This is Director’s Cut – Part II, a now mega-long update looking at the last six months of Destiny 2 and looking ahead to Shadowkeep, and maybe a bit beyond. If you missed Part I and have an afternoon to yourself, go check it out.

As the first section grew in length, I figured this section would be the last one. But at some point Avengers wasn’t going to be split into Infinity War and Endgame, either. So there will be another part. I love you 3000.

Looking Ahead (to Shadowkeep)

This fall is a necessary first step in turning Destiny 2 into the game we want it to be.

It’s been a busy year, so let’s recap:

  • We assumed publishing control of Destiny and wanted to get something new into your hands as quickly as possible (Shadowkeep!)
  • We paired it with a free entry point in New Light to welcome new Guardians into the fold.
  • We wanted to bring Destiny 2 to new platforms to keep heading toward the you can play Destiny anywhere dream (Steam and Google Stadia).
  • We’re taking the initial steps toward building Destiny as a single, evolving world.
  • And we’re doing all of this while cranking on a bunch of the systems changes we’ve talked about and will continue to talk about heading into Shadowkeep.

Here’s where we’re going this fall.

The Care and Feeding of the RPG: Add Depth, Improve Customization


We want to give people who love the RPG aspect of Destiny (like many of us) more stats and depth on the character sheet to sink their teeth into. We want to give players more agency over how they look. We also want armor to have that deep pursuit players love about Destiny—which brings the victory of finding their perfect roll.

Let’s Talk About Armor, Part I: Mods, Stats, and Tradeoffs

In order to allow players to independently pursue gameplay mods and further customize their Guardian fashion, a lot of work has been done to update armor for this fall. We’ve refactored a number of the stats in the game, we’ve overhauled the UI, and we’ve begun to separate capabilities from aesthetics.

Time-out. 

Before I go on, I want to interject: It seems like some comments from part I around MTX are being misconstrued. Maybe I wasn’t clear enough. Maybe it felt too ambiguous. Let me try and clear this up before we get into armor.

Destiny has and will continue to have Weapons, Armor, Ghosts, Ships, Sparrows, and Shaders that you can earn from activities to prove to the people looking at your character that you did the thing, whatever that thing is: I beat the Raid a bunch; I earned Iron Banner gear; I played a ton of Crucible; I wanted to gather rain in my shoulder pads so I played Gambit a ton; I made a sweet set of Astroshaman gear at the Rune table; I farmed that Strike for the Mindbender roll that makes people rage; et cetera.

Let me be crystal clear: That isn’t changing.

What we are doing with the new armor system is saying: Find the perks you want, find the armor look you want, (from the megalist of currently available Destiny 2 armor) and pursue that armor to get the elements/stats you want and combine them to make your Guardian.

Destiny also has an MTX store that houses things like Sparrows, Ships, Emotes, Ghost Holograms, Weapon and Universal Ornaments. The items in that store rotate and can be purchased with Silver or Bright Dust. And starting this fall, Bright Dust is just another in-game currency that you can earn by completing Bounties, instead of buying a bunch of engrams and sharding them to generate Dust.

In Shadowkeep, there are armor sets, weapons, Ghost, Ships, and Sparrows coming from the destinations and activities.

Time-in. Back to Armor.

We started out by looking at what period in Destiny’s history was a good starting place for evolving the stat game (we felt like it was The Taken King/Rise of Iron) and what principles were guiding our new designs (we want to separate gameplay and aesthetics to grant more agency over both).

There was a deep dive stream about this topic on August 14, but let’s recap some of the high-level points.

  • Armor now has an Energy meter ranging from 1–10.
  • You can use materials and currency to level up the Energy value on a given piece of armor.
  • Mods have both an Energy cost and an elemental affinity. In order for a mod to be equipped, your armor needs to have rolled the correct element and have enough Energy available  (e.g., Hand Cannon Reloader costs three Void Energy to equip, so your armor must have rolled Void and have three Energy available in order to use it).
  • Fundamentally, this means we have additional vectors for tuning things like mods. We could tune their effect (how much speed does the reload effect add?), we could tune their cost (how expensive is this mod to socket?), we could add mods to the pool for a different affinity, et cetera.
  • When you acquire a mod from the game, it’s like getting a perk that you can put on all armor. So once you’ve found Enhanced Hand Cannon Reloader from pinnacle activities (enhanced perks will come only from pinnacle activities), you’ll be able to socket that mod into new armor that meets its criteria (the mod is not consumed and can be socketed in and out at a small cost).

Here are the elements of armor that can roll randomly:

  • Elemental affinity rolls between Solar, Arc, and Void
  • Armor’s starting Energy value can roll randomly as well (they can all be leveled to 10)
  • Stats all roll random values (intellect, discipline, strength, mobility, resilience, and recovery)

Like in The Taken King, the stats will have break points that decrease their cooldowns (yes, your Sparrow now shows up on the character sheet).

Begin Math Time:

Today in Destiny 2, the base recharge rates convert to a stat value of 30 in the new system. Getting to 30 isn’t too difficult, though of course some people (but certainly not you!) will ride the RNG roller coaster to get the stat they really want to 30. By chasing a good stat roll, you can achieve the fast recharge rates available in the game today without needing to use mods. It is totally possible to put together a +100 intellect build (100 is the cap) without socketing a single mod. Some of the new mods will provide +10 to a given stat to help you shore up stats you care about.

But, that specialization may come with a price. Because you’ve specialized in intellect, you may be making tradeoffs for other stats (e.g., grenades come back slower or something—it really depends on your stat rolls). But if your grenades came back slower, then maybe that Demolitionist perk that you’ve been dismantling (I know, I know, Demolitionist is actually pretty good on non-Primary weapons!) would start to look appealing.

End Math Time.

We’ve made a bunch of armor in Destiny, and we didn’t want to leave behind any of the armor that players can currently pursue. So, we’ve also updated every new drop in the game to integrate and leverage the new system. This means if you want to go back and get the small Titan shoulder pads from Sloane on Titan, you can go chase a roll of them that uses the new system.

A number of the current mods will not work in the new armor that’s dropping this fall. But those mods aren’t being deprecated at this time. For example, your Super mods on your current armor will still work, but Super mods cannot be socketed into the new armor (you could socket your armor with intellect mods instead, though).

We did this because, while we think the evolutions we’re making to armor are a great step for Destiny over the long haul, we want you to decide when you migrate to them.

Part II: The Armor Migration

Amplifying depth and choice via the new stats system ushers in some changes to armor. We’ve converted all current Destiny armor to use the stats, so cooldown durations will change as we migrate to the new system. You’ll be able to see the cooldown timers of your legacy armor when Shadowkeep’s patch goes live.

Here’s what we don’t want to happen: you feeling like “the game deprecated my old armor and perks; that time I spent playing Forsaken and its Annual Pass content was a waste, since all of the perks on the armor got turned off while Bungie forcibly migrated to this new system.”

Here’s how we hope this works:

If you’re a pretty hardcore player (or really lucky!) and have a set of armor today with perfect-for-you perks (like a fully loaded Enhanced Gun You Like set of perks), I think you’re going to keep using them for a while. I certainly expect the World First raid teams are going to go in with Forsaken-era gear that they’ve infused up throughout their Shadowkeep Power progression.

As the weeks go by and players approach the Shadowkeep Power cap and start finding mods with enhanced perks, we think that’s when our most invested, progression-chasing players will start to move over. Players can totally mix and match between new armor and the armor they have today as well.

For players without perfectly rolled gear, we think the transition to the new armor system is one they’ll make pretty quickly. In our long-form playtesting, our internal teams (not Velveeta—these are other internal players and playtesters. Sidebar: I’m real disappointed I missed out on the “kraftiest” opportunity in Part I. Good catch, Reddit!) have found that they’ve used their current armor on their “main” Guardian but rapidly switched to Armor 2.0 on their less-played alts.

Remember LiveJournal? Let’s do it.

With how I play, it’s a crude mix of fashion, function, and economic efficiency. I rarely invest resources in an item until it’s an item I know I want to use. I don’t infuse very often unless I need a specific piece/roll for an activity. I do not have a favorite class, I play all three. I tend to rotate them based on what is most effective or needed for group play in a given moment. I personally love it when the game gets hard, and I feel as if we would benefit from more challenge (I really liked how Contest mode enforced an action game skill component on World First attempts!). I totally have my favorite weapon archetypes (which I’ll spare you), and I get really frustrated as a player when there is an archetype I feel like I absolutely have to use all the time because it is far and away the most efficient thing. This is because I do—when playing content that matters—have to be using the most efficient thing. This creates some interesting discussions with the team at work when they create something that is super fun but isn’t actually efficient to use. I will totally mess around and get a triple double in patrol with a weird weapon, but the weird stuff isn’t getting used in a Crown of Sorrows group early in the season. Even then, I want to get through that content as quickly as I can.

My characters generally look HIDEOUS on the climb, and then I start to make them look good again once I get to the end game (and since I’m color-blind, my friends think my characters look pretty hideous in the end game, too). I think for me, I’ll shelve my nicely rolled items, delete everything that I wouldn’t wear raiding, and start using new equipment while I power up and find some looks I like—and then, when it’s time to go on JacketQuest, I’ll infuse up my well-rolled raiding equipment.

End of LiveJournal post.

Back to what I started this with—we want the transition to ultimately be your choice, one that you decide to make when you want to make it. Maybe you’re ready to start tinkering with stats. Maybe you really want to start combining universal ornaments and currently dropping armor to up your fashion game. Or maybe, like me, you’ll do both at the same time (but hopefully with less mocking from your so-called friends).

The Pursuit of Power: Increasing Player Agency 


We’d like the act of chasing Power and stats for your build to be something you have a bit more agency over. Not a full-blown “play whatever you want all the time”—because that means people just find the most efficient thing, rather than dipping their toes into a bunch of different activities—but certainly less restrictive than it’s been in the past.

We’ve also had a long-standing challenge in Destiny of making XP matter, and that feels like a real growth opportunity for us to dig into something we’ve wanted to look at for a while.

This section discusses Power and the changes coming to it this Fall.

Part I: Powerful Sources, Primes, and the World

Like I mentioned in Part I, the number of powerful sources in Destiny 2 ballooned during the annual pass. We’re curating down the sources in Shadowkeep. Our target is to get the number of powerful sources closer to Forsaken-launch levels. In Forsaken, as you over-leveled an activity (meaning your Power gets higher than the activity), the activity’s rewards would become less valuable (the inverse was also true for being under-leveled). In Shadowkeep, we’ve changed that. Instead, the system will advertise a consistent expected powerful reward, regardless of your Power relative to it.

Over the years, we’ve come to discuss several parts of Destiny in terms of short-, medium-, and long-term goals.

In the simplest terms: Short-term goals can be completed in a night or a week, medium-term goals can take several weeks, and long-term goals can take anywhere from a Season to several Seasons. For some folks (like me), getting good at a part of the game may take a lifetime (that’s a personal-mastery goal).

We think reaching max Power can be a medium-term goal for Power-progression-focused players. For those players, we hope pursuit of stats and someday trying out new builds is their long-term goal. I say “someday,” because while we’re taking our first steps in buildcrafting with a new armor/mod framework this Fall, I think we’re going to learn a bunch about what making a viable build in Destiny requires. You’re going to surprise us with crazy, creative things we’ve never seen once this is live—we’re all looking forward to it.

Prime Engrams

We’re doing some minor housekeeping on Prime Engrams. They’ll begin dropping once you hit 900, and you’ll accumulate charges for them as you make your way from 750 to 900. We’ve increased the number of Prime Engrams you can earn in a given week and rebalanced the value of each one to account for the increase in volume.

World Drops

As far as contributing to your Power level, world drops often feel like a waste. To get away from that, we’ve made some changes that allow these drops to help players progress beyond the soft cap. World drops in Shadowkeep will have a chance to drop at a player’s current Power level.

Here’s an example: A player has an overall Power level of 912. Gloves are their lowest slot at 906. A player might open a Legendary engram and receive 912 gloves (an increase of 6 Power).

We’re making this change because we feel like the world Legendaries are a little undervalued at the moment. This isn’t some grand accelerant for Power progression, but rather a little quality-of-life experiment to reward your free-roaming adventures or random Legendary-activity drops.

Part II: Preparing for New Light

One of the essential parts of New Light is crushing the barriers between friends. Today, one of those barriers is the Power level.

To players, Power level can mean “we have different goals, so we don’t play together.” A new character starting at 10 Power would naturally feel that they had to go play all this other content—and in many, many hours you can play with the friend who recommended the game to you.

That does not sound very sweet. It’s like telling someone to play a MOBA and then saying “we’ll play with you in 100 hours when you’ve learned to last hit.” (This is what my friends said to me. Do I have bad friends? As I’m writing this, I’m starting to wonder.)

That’s not what we want in New Light.

We want to get new players and veterans colliding quickly. After Black Armory, we made a deliberate choice to try to do this with each Season. Both Season of the Drifter and Season of Opulence had bounties to boost up players’ Power levels. With New Light and Shadowkeep being bigger moments of collision, we’re continuing that philosophy, but optimizing the mechanics to fit the moment.

We’re setting the Power this Fall to 750 for both returning and new players. We want you to all be together when Shadowkeep opens. Here’s what this means:

  • Every single item in the game is being raised to a Power floor of 750 when Shadowkeep and New Light launch. Every item in your inventory (and vault) is going to automatically jump to 750.
  • It’s like a free global burst of infusion for all players.

Which means that right now, you could (should!) stop spending currency to infuse your gear sets or that C-tier of weapons that you’re keeping around until the patch notes just in case they are going to be good after the changes (there are many buffs coming and it is very tempting to spoil a bunch of them, but I said this wasn’t gonna be the patch notes!).

Part III: More Power, More Problems 

(We originally had this as Mo’ instead of More, but I changed it upon the sad realization that there is an entire generation of players who missed out on Biggie, Puffy, and Mase in the Bad Boy era. Yes, it’s kind of weird that I changed this and left the Highlander reference in. Especially when neither is T for Teen.)

I’m the first to say it: Raising the Power of all players globally is indicative of a greater problem. It’s real weird that someone will boot up New Light for the first time and immediately be 750.

The capital P Power level in Destiny (or Light as it was called in D1) has been asked to do a lot over the years. For a time in Destiny 1, it was one of the only things players had to pursue. In D1, Power/Light meant something in terms of achievement—but that badge of honor had its problems (forever 29 via raid boots, etc).

Destiny 1 put the Light/Power level over the player’s head and drove players to raid and raise it. Over time, we gave players other paths to raising their Light/Power (Nightfall, Iron Banner). We took Light off the nameplate and made it three digits in The Taken King, trying to turn Light into something more like a three-digit item level, but without the stat budgeting assigned to it where the stats dictate true character power.

At D2 launch, we shortened the Power climb, over-simplified the game, made it too easy to get items, focused on bringing new players in, and hoped that players would pursue looks alone as their endgame (we were wrong!) while we continued to build features like what would become Forsaken Triumphs.

During that period, we also democratized Power so that players didn’t need to raid or play Nightfall to reach max Power. They could kind of just do any weekly. Forsaken introduced gold sources onto the map, and over the course of the year, the number of powerful sources continued to increase.

See, Power has a lot to do with the amount of damage players can both deal and receive. In fact, it’s the biggest factor in it. It’s also been the thing to pursue. Our gameplay specialists—the roles where dedicated Destiny players come in and participate in long-form playtesting with their imported-from-home character—frequently point out that they can’t engage with a number of parts of the game ’til they’ve “completed the Power climb.” Over the years, we’ve made the Power climb shorter and shorter. We’ve made it easier and easier to reach max Power.

We’ve also introduced things like Triumphs, titles, and Collections to provide additional stuff to do as the prestige of Power waned.

In Shadowkeep, we’re trying something a little different.

First, we’re introducing a Seasonal Artifact, unique and thematic to each Season.

As the artifact levels up, it can do a few things: First, it becomes a source of seasonal artifact mods—unique mods that can be equipped only during that Artifact’s season. These mods may be brand new experimental mods or powerful mods with reduced energy cost enabling players (and us!) to experiment further in the buildcrafting space.

Second, the seasonal artifact can award players a Power bonus, but that bonus is not applied to gear (nor does it increase the Power of future drops), but instead to all of your characters. This is meant to give players who can’t or don’t want to play pinnacle activities a seasonal path to Power. This way, even if a player doesn’t play the raid, Iron Banner, or the [REDACTED], they can still have a high Power value for the Season. Leveling the artifact to raise your Power is meant to be Seasonal character growth. Each Season, we’ll have a new artifact with new mods that change how you play—and the Power bonus will reset.

In addition to curating the list of powerful sources, Shadowkeep will also introduce pinnacle powerful sources. These sources are the only way to earn gear drops above power 950 in Season 8.

Here’s the thinking: Pinnacle reward sites can award players Power above 950. This is a way of reclaiming a little bit of the character Power prestige that the initial D1 Power climb created. If you inspect a player and see their gear is 960, you know they’ve done a bunch of pinnacle activities. It’s worth mentioning that as you raise your Power via pinnacle activities, other powerful reward sites will continue to drop powerful sidegrades.

All of this said, Power in Destiny 2 is still imperfect. We’re making some adjustments to it this year for Shadowkeep: things like Seasonal Power bonuses and pinnacle activities awarding pinnacle Power. But when we look to the future, we feel like the Power system may benefit from a rework further down the road. There’s real potential in creating more agency for players, figuring out if Power should be prestigious or not, and taking on the challenge of how to keep players relatively close together Season after Season, while still allowing them to make progress.

Here’s something I miss from Destiny 1: filling bars on my items and using materials to level items. Even though I ended up with more ascendant and radiant materials than I ever could’ve needed, the existence of these materials meant the hunt for powerful rolls could go on longer. I think wanting and needing materials is a good thing—as long as you know what you can do to go pursue that material. I’m glad we’re getting a little more of that back into Destiny with Shadowkeep.

Need Masterwork Cores? Well, we didn’t have a very good answer for that much of the year. Lesson learned.

Stay tuned to bungie.net for the third installment of Director’s Cut. It focuses on the action part of MMO-action game (think: combat and PvP, with a bonus section on the evolving world) coming to Destiny this Fall.

See you soon,

Luke Smith



https://www.sickgaming.net/blog/2019/08/...t-part-ii/

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  News - Minecraft Java Edition 1.14.3
Posted by: xSicKxBot - 09-10-2019, 06:47 PM - Forum: Minecraft - No Replies

Minecraft Java Edition 1.14.3

Mojang has released 1.14.3. This release includes many bug fixes and some feature changes to make your lives easier… or harder depending on what they are.

A full summary of the content available in this snapshot can be found in the changelog on Minecraft.net.

  • Items can now be repaired by crafting them together again
  • Reverted the enchanting system to how it was before 1.14

  • Torches, lanterns and pressure plates can now be placed on glass panes and iron bars

  • Lanterns can now be attached below iron bars and glass panes

  • Saturation is no longer required for the “How did we get here?” advancement

  • You can now turn off raids with ‘/gamerule disableRaids true’

  • Patrol changes:

    • Vindicators are no longer part of patrols

    • Doubled the minimum time to spawn from 5 + (up to 1) minutes to 10 + (up to 1) minutes

    • Patrols no longer spawns if the block light level disallows monster spawning

    • Patrols are now allowed to spawn in any biome except mushroom biomes

  • Villagers that are panicking now have a bigger chance of spawning Iron Golems, assuming they can occasionally work and sleep

  • “Last slept” and “last worked” is now saved properly for Villagers

  • Farmers now spend more time farming when they are working

  • Farmers can now always give away food even if other villagers don’t need it

  • Improved performance

  • Fixed bugs

  • MC-47699 – Blazes are able to see a player through blocks

  • MC-72390 – Rcon is not thread-safe

  • MC-74407 – Villager inventories can get into a state where villagers cannot do anything useful

  • MC-93892 – Fire/Flame arrows and fireballs set player on fire even when blocking with shield

  • MC-110004 – Enderman/blaze don’t drop experience when hit with splash/lingering potion

  • MC-123836 – Double blocks aren’t loaded in structures

  • MC-124170 – Performance issue with particles causing lag

  • MC-129491 – Advancement location trigger works inconsistently for structures added in 1.9 or later

  • MC-138053 – Gamerule spectatorsGenerateChunks being false prevents chunks from being loaded

  • MC-139257 – Server crash on reload when worldborder is modified.

  • MC-141301 – Illager patrols spawning on blocks mobs shouldn’t spawn on, such as slabs, carpets, stairs, etc.

  • MC-142360 – Pillagers patrols can spawn pillagers on top of trees inside a leaf block

  • MC-143369 – Wandering trader text implies trades refresh

  • MC-144107 – Miscalculation of camera position in windowed mode on Linux

  • MC-144507 – The legs on cats clip through to the top of the model

  • MC-144929 – When there is water above a water source, other water sources adjacent to the water source flow outwards

  • MC-145863 – Villagers breed even if there are not enough beds

  • MC-146433 – Double Chest does not display custom name

  • MC-146835 – Illager captain spawned from raids will still give the bad omen effect to its killer, causing raids to never end

  • MC-147619 – Foxes that trust a player will still avoid wolves and other players they’re angry towards instead pursuing them

  • MC-147851 – Villagers frequently run right into mobs they’re “trying” to avoid

  • MC-148600 – Zombie pigmen will spread their anger forever if they can continously respawn

  • MC-148610 – Hostile mobs spawning on top Trapdoors, Glowstone and Sea Lanterns

  • MC-148986 – Low-tier enchants from lv.30 standard enchanting setups

  • MC-149372 – Game crashes when opening a 1.13.2 world

  • MC-149443 – Iron golems spawn too often

  • MC-149518 – Skylight appearing under blocks

  • MC-149877 – Baby foxes suffocate when jumping under blocks

  • MC-150319 – I can’t load up my minecraft world after doing /kill

  • MC-150401 – Chickens suffocate if jumping while under a solid block

  • MC-150954 – Pillager Patrol spawn is way off. Spawning too close to each other, in odd biomes, and too frequent.

  • MC-151079 – An employed villager quickly becomes unemployed and employed when he works, even if his workstation has not been deleted.

  • MC-151084 – Chunk rendering is slow and random in 1.14.1 (pre 1)

  • MC-151144 – Hostile mobs in lazy chunks no longer count towards mob cap, breaking mob switches

  • MC-151185 – Game crash after breaking villager point of interest

  • MC-151337 – Mob spawn rate too high

  • MC-151346 – Crash while F3 menu tries to access tags while /reload-ing

  • MC-151395 – Farmers create Bread ONLY when they pick up at least 3 wheat AT ONCE

  • MC-151566 – Pillagers patrols can spawn outside world border

  • MC-151710 – Enties not functioning in forceloaded chunks

  • MC-151753 – More than one raid can happen in a village

  • MC-151771 – Villagers don’t try to run away from zombie villagers

  • MC-151772 – Mob cap in the hundreds to over 1000 per player.

  • MC-151802 – Spawning causes massive TPS CPU load on a flat world.

  • MC-151989 – Players in Survival do not get Dolphins Grace effect if Dolphin cannot path to Player

  • MC-151995 – Patrol Leaders spawning without banner

  • MC-152044 – Baby trader llamas disappear immediately

  • MC-152053 – High client-side lag when pistons activate

  • MC-152228 – Can not /summon trader llama

  • MC-152542 – Resource Warning “Codepoint ‘1ed0’ declared multiple times in minecraft:textures/font/accented.png”

  • MC-152638 – Villager trade GUI does not close when a major change happens to the Villager, leading to free trades and quick stock refreshing

  • MC-152810 – Cat’s natural spawning causes Null Pointer Exception

  • MC-153221 – dragon fireball causes FPS to crash

  • MC-153222 – Broken/Incorrect recipe files cause a data pack not to load with nothing in log

  • MC-153470 – Language map does not close internal ‘en_us.json’ file after reading

  • MC-154000 – When dispenser places shulkerbox it decreases its stack twice.

  • MC-154080 – Wandering Trader trade GUI does not close when the Wandering Trader changes dimensions allowing you to trade infinitely

  • MC-154081 – Opening survival inventory when opening world crashes game

  • MC-154092 – Zombie Pigmen lose aggro even when they’re in range and have a line of sight

  • MC-154239 – NPE server crash when painting entities spawned with mob spawn eggs are saved

  • MC-154328 – The Village Siege (Zombie Siege) never happens

To install the release, open up the Minecraft Launcher and click play.

Cross-platform server jar:

Report bugs here:



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  Steam - Daily Deal – The Caligula Effect: Overdose, 40% Off
Posted by: xSicKxBot - 09-10-2019, 06:47 PM - Forum: PC Discussion - No Replies

Daily Deal – The Caligula Effect: Overdose, 40% Off

Today’s Deal: Save 40% on The Caligula Effect: Overdose and its DLCs!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Tuesday 9/3 at 10AM Pacific Time



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  Xbox Wire - This Week on Xbox: August 30, 2019
Posted by: xSicKxBot - 09-10-2019, 06:47 PM - Forum: Xbox Discussion - No Replies

This Week on Xbox: August 30, 2019

We know you’re busy and might miss out on all the exciting things we’re talking about on Xbox Wire every week. If you’ve got a few minutes, we can help remedy that. We’ve pared down the past week’s news into one easy-to-digest article for all things Xbox! Or, if you’d rather watch than read, you can feast your eyes on our weekly video show above. Be sure to come back every Friday to find out what’s happening This Week on Xbox!

Ghost Recon Breakpoint: Ghost War Multiplayer Hands On
As we near the October 4 release of Ghost Recon Breakpoint, it’s worth looking back at the tremendous support Ubisoft has given to its predecessor, Ghost Recon Wildlands. Since its initial release in March 2017, we’ve seen new story content, Xbox One X enhancements… Read more

Free Play Days: The Elder Scrolls Online and Rainbow Six Siege
This week, we have some exciting games to announce for the Free Play Days event! To make it even better, both games will be available for Xbox Live Gold and Xbox Game Pass Ultimate members to play for a whole week. Starting today, The Elder Scrolls Online… Read more

Gears Ink Hero

Gears Ink Hero

Be Forever Bound by Blood (and Ink) at our Global Gears Ink Pop-Up Events
Tattoos are a long-held tradition in the Gears of War world; from the famous Marcus Fenix tattoo in the game world, to the thousands of Crimson Omens, Lancers and COG tags out in the real world, we are constantly inspired, awed and humbled by the culture of permanent… Read more

Support a Mixer Partner when you join Xbox Game Pass
We consistently hear from gamers that streamers’ content helps motivate them to discover their next favorite game, whether it’s the latest AAA release, a puzzling indie platformer or even a must-play classic. It’s why we first built Mixer Direct Purchase back in 2018… Read more

Control

Control

10 Gameplay Tips for Control, Available Now on Xbox One
We’re delighted to announce that Control is out now on Xbox One. For those unaware (where have you been?) Control is a 3rd person action-adventure supernatural developed by our friends at Remedy Entertainment and published here at 505 Games. You know these devs… Read more

Mega Man Zero/ZX Legacy Collection Lands on Xbox One January 21, 2020
Taking legendary Reploids into the far future alongside a new generation of heroes looking to carve out their own story, Mega Man Zero/ZX Legacy Collection brings intense action from all six games to Xbox One on January 21, 2020 and is available for pre-order today… Read more

The Bard's Tale IV

The Bard's Tale IV

The Bard’s Tale IV: Director’s Cut Arrives with Xbox Game Pass Today
The definitive edition of The Bard’s Tale IV from inXile entertainment arrives today on Xbox One and Windows 10 PC with Xbox Game Pass! The studio founded by Brian Fargo – an Xbox Game Studios alum — invites you to return to Skara Brae to defeat a newly awakened… Read more

Break out the Bondo for Wreckfest, Available Now on Xbox One
If you’ve ever daydreamed about wrenching on the engine of your very own classic muscle car and taking it online to dominate a high-speed racing circuit, then Wreckfest is for you. If the thought of converting your living room couch into a riding vehicle and tearing past… Read more

Borderlands 3 gamescom Preview

Borderlands 3 gamescom Preview

Borderlands 3 Hands On: Let’s Spec a Character!
My hands-on preview of Borderlands 3 at gamescom 2019 began quite unusually, as these things go. No tutorial, no spiel from a game director or designer; just straight into the character selection screen, as if I were playing at home. For all the talk about millions, or even… Read more

New Steam Level Available Now for Human: Fall Flat on Xbox One
Hello there, fellow Xbox humans! It’s been another incredible year for Human: Fall Flat. Since launching the spooky nighttime level Dark on Xbox One earlier this year, our quirky puzzle-puzzle platformer has gone from strength to strength – and it’s all thanks to you… Read more

Monster Hunter World: Iceborne

Monster Hunter World: Iceborne

Prepare for the Monster Hunter World: Iceborne Beta on September 2 by Pre-loading Today on Xbox One
Soon, Monster Hunter: World’s massive expansion, Iceborne, will arrive on Xbox One. To prepare would-be hunters to experience this epic new land, Capcom is hosting a series of beta sessions and four quests to play before the game’s global release on September 6… Read more

ID@Xbox Launches a New YouTube Channel for Independent Gaming
Today marks the launch of the ID@Xbox YouTube channel! Click here to give it a visit. With this channel, we are going to present the very best in Independent games coming to Xbox One and Windows PC, and maybe even some fun original programming along the way… Read more

Games with Gold - September 2019

Games with Gold - September 2019

New Games with Gold for September 2019
In September on Xbox One, take out your targets on a global stage in Hitman: The Complete First Season and then collaboration is the key to escaping in We Were Here. On Xbox 360, and Xbox One via Backward Compatibility, save humanity once more in Earth Defense 2025… Read more

Speedy New Gauss Warframe Blazes a Path in Saint of Altra Update Coming Soon to Xbox One
The Digital Extremes development team has teased players for months now with one of the more iconic upcoming Warframes, Gauss — and he’s almost here! Like your favorite lightning-fast comic book characters, the 41st Warframe is a speed demon fueled by powers and abilities… Read more

Blair Witch

Blair Witch

Blair Witch: How You Play Matters
Blair Witch is a first-person, story-driven psychological horror game and it launches today with Xbox Game Pass and Xbox Game Pass for PC. While based on the iconic, cinematic lore of ”Blair Witch,” it tells a completely original story exploring human descent into darkness… Read more

Play GTA Online This Weekend to Get GTA$ and Check Out the New Ocelot Locust Sports Car
Whether you’re throwing a private party for your friends, spiking your heart rate in the pulse-pounding Race Series or saving the world as we know it from diabolical forces in The Doomsday Heist, there’s always something exciting going on in Grand Theft Auto Online… Read more

Gears 5 Rockstar Energy Vending Machine Tour
Starting today, The Coalition and Rockstar Energy are teaming up to reward Xbox Game Pass Ultimate members with free Gears 5 Collector’s Edition Rockstar Energy cans and exclusive giveaways as part of the Gears 5 Rockstar Energy Vending Machine Tour… Read more

Next Week on Xbox: New Games for September 3 to 6
Welcome to Next Week on Xbox, where we cover all the new games coming soon to Xbox One! Every week the team at Xbox aims to deliver quality gaming content for you to enjoy on your favorite gaming console. To find out what’s coming soon to Xbox One… Read more



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  News - Blog: How I discovered the world of user acquisition and advertising
Posted by: xSicKxBot - 09-10-2019, 06:47 PM - Forum: Lounge - No Replies

Blog: How I discovered the world of user acquisition and advertising

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


I’ve been developing mobile games as a hobby for more than 5 years. My latest game (Tents and Trees) became quite successful and I decided to found my own company a few months ago. Tents and Trees has today about 800k downloads on Google Play and 100k on iOS (oh, and 112 downloads on Amazon App Store…).

appannie downloads

I didn’t do any marketing beyond posting on social networks (and I don’t have many followers). I’ve been lucky to have as many organic downloads as I’ve had, but I wanted to try user acquisition, as the big guys do.
It is a whole new topic for me, as I’ve been mainly focusing on development, and usually, when I release a game, I move on to the next one rapidly. Also, when this was all a hobby for me, I was a bit reluctant to inject “family money” into it. Now that it’s a company, I can invest more of my personal money and be at ease.
My experience was very interesting, as I learned a lot, discovered many acronyms (UA, LTV, CPI, CPE, KPI…), and got many contacts from companies specialized in user acquisition or publishing.
I’m sharing here my results, my process and some numbers obtained along the way. I hope you’ll find some use for the information presented here, and maybe apply some of these same strategies to your own experience.

With about 8 times more downloads on Google Play compared to iOS, I am heavily dependent on Google as my source of revenue. That’s a risk I want to lower, as I’ve already had games removed from the Play Store overnight and I can’t afford this risk. I also think the game has a potential to get more players on iOS. My main goal was to learn UA, but with a stronger focus on getting iOS players.

Until now, my downloads came from word of mouth or the Play Store algorithm. I had an initial spike on iOS on release because it was featured in some countries, but once the feature ended, downloads on iOS were terrible.

Obviously, organic downloads are free, but you don’t have much control over it. I’m just glad it happened. When you start to spend money in UA, you need information from your player base. Basically, you “purchase” players, and you want to measure their quality depending on the source (acquisition campaign). The quality of a user is basically its lifetime value (LTV), that is the money it brings back in the game. My revenue comes mostly from ads, and also from in-app purchases of virtual currency.

chart (3)

faaThere are a few SDKs allowing you to perform user attribution. Attribution is being able to tell where the players found out about your game. It’s a complex topic, because you need to find the connection between the click on an ad, the download and the execution (possibly a few days later) of the game. Nearly all SDKs have a cost (usually a few cents per attributed player). I decided to go with FreeAppAnalytics, the light and free version of Kochava’s solution. I found the setup of the partners and campaigns quite complex, but their support was very good. I can then track installs, tutorial completion, level completion but more importantly, ad views and in-app purchases.
And then, I was ready to track my UA campaigns!

One of the most frightening things in UA and, more generally, in analytics, is that depending on the source, you often get different results. I spent a lot of time trying to compute the LTV of my players. My most precise approach was to use data gathered from Game Analytics. However, the features of the dashboard were a bit light and couldn’t perform it directly on the website. I downloaded hundreds of gigabytes of raw data and wrote multiple computation scripts to gather interesting data. It’s a complex problem and there is a lot of things to consider, such as:

  • Some players play my game for more than a year, and it’s sometimes difficult to get all the data. For example, Game Analytics let me download only 6 months worth of data. I decided that instead of a lifetime value, I’m computing a “30 days value”.
  • Every country has a different eCPM (average revenue for 1000 impressions of ads).
  • When numbers are low, a single player purchasing the biggest pack of coins (worth $20) can really increase the average LTV by a lot. When dividing players by country or another category, how big should the sets be for it to be relevant?
A capture of my google sheet used to compute LTV
Shown above : Capture of my google sheet used to compute the LTV

I used FreeAppAnalytics to have my own analytics. However, I was approached by some partners who wanted me to include other SDKs so that they can track the metrics directly on their end. The partner (I don’t know if they want to be named, therefore I’ll call them partner A) asked me to setup Appsflyer and Facebook SDKs in my game. They wanted to measure the retention and session length. If everything was good, they could push for more paid installs..

Numbers


They got me 206 installs for iOS, and concluded the retention was not good enough and didn’t want to continue. I didn’t get statistics about revenue, so I removed the SDKs in the next app udpate and moved on.

Conclusion


Failure. 0/1 (but I learned a lot about attribution SDKs)

Another partner that I had never heard of before offered to try to acquire users on iOS, too. I could then track data using FreeAppAnalytics.

Numbers


They got me 1296 iOS installs, which is great !
The retention was terrible (2.5% for 1 day retention, where I should expect something between 30% and 40%).

bretention

Players bought items for about $32 (raw money spent by players, before any store cuts, taxes and such), which is also very low, but not as bad as the retention rate.
Players watched about 1400 ads, that’s an additional estimated raw revenue of $5 to $10.

Conclusion


Failure. 0/2 (but I learned a lot about using FreeAppAnalytics!)
We’re still working together, they’re trying to improve their player sources to get higher quality users, but our cooperation is quite slow and I’m not sure we’ll get somewhere interesting.

A third partner contacted me to help me market my game. They basically wanted to test my game retention with their ads. If it was successful, they would make an offer to “take” my game, market it and split the revenue. I didn’t want to lose my IP and give away my game so I refused to work with them.

tat-chineseAnother partner has basically the same approach than Partner C. However, they offered me to do this only for the Chinese market, on iOS. I was hesitant, but they offered me to make a test, while keeping the IP and later, if the test is successful, they’d make me an offer that I still can refuse. I decided to give it a try. I had to include some SDKs. They also created marketing materials (game description and screenshots) to improve marketing value of the game.

Numbers


They approximately brought me 900 iOS users.
Retention was average and they considered it not good enough to continue our partnership. The process was very professional and interesting, however.
They used their own tracking process, and I didn’t get much more information about revenues. I estimate about $20 in ad revenue and no purchases.

Conclusion


Failure. 0/3 (but I learned to work with a moderately big company and they were very professional).

I already had Apple Search Ads campaign set up months ago when Apple offered $100 for free to try the service. It only got me one or two installs per week for my previous game Thermometers Puzzles due to the low CPI (cost per install) I setup.
I decided to setup a campaign for Tents and Trees and track it properly.

Numbers


In two months, I got beween 37 (FreeAppAnalytics source) and 39 (Search Ads source) iOS installs, which is very low. It cost me €31.07, which is 0.84 € per install. Even though numbers are probably too low to be relevant, the day 1 retention rate was very good (43.2%).
No in-app purchase were made, and players watched about 600 ads.

Conclusion


Failure. 0/4. I’m losing money with this campaign (except that I’m still using promotional money for now).

facebook previousI often see ads for mobile games in Facebook and decided to try it. The Facebook Ads Manager and Ads Reporting are really impressive tools. There are a lot of possibilities to setup your ads. You can try a lot of different configuration and compare results (testing different headlines, different screenshots), with the targeting and reporting being very precise (country, age, sex, interests…). In my tests, I targeted players above 26 years old, who like sudoku or mobile puzzle games. I made an ad for English-speaking countries (USA, UK, Hong Kong, New Zealand, Canada) and an ad for French-speaking countries (France, Switzerland, Luxembourg, Belgium).
Also, I tried to create a campaign for Google Play, too. That’s the first time I tried to utilize UA on Google Play, and not only iOS.
The tools are so good it feels like a game to create, analyze and tweak campaigns!

facebook stats
Shown above : Facebook statistics from my different campaigns (click to enlarge)

Numbers


As you can see, numbers are really different depending on the campaigns. CPI goes from €0.30 (a bit expensive for me) to €2.74 (!!).

iOS


I got between 421 (Facebook source) and 439 (FreeAppAnalytics source) installs.
Day 1 retention rate was pretty good: 44.6%.
It cost me € 236.76, which is € 0.56 per install.
Players watched 7661 ads.
Players bought items for about $20 (yes, I know I’m mixing US Dollars and Euros, but that’s the way it is ;)).

Google Play


I got between 18 (FreeAppAnalytics source) and 29 (Facebook source) installs.
It cost me € 81.10, which is a huge cost to me.
Players watched 7 ads and there were no purchases.

Conclusion


iOS


Failure. 0/5 (but I had a lot of fun with the Facebook tools)

Google Play


Failure. 0/6 (but I learned that Google Play acquisition is not always cheaper than iOS).

gadspreviewI set up Google AdWords for Google Play before installing any attribution SDK, because Google Play has tracking integrated into the Google Play Developer Console. Setting up a campaign is not as complete as it was with Facebook. You don’t create precise ads, but just give some hints and resources to create the ad.
I setup multiple campaigns, one using CPI (cost per install), and another using CPA (cost per action, where it targets people that should purchase in the game). I have very low volumes for CPA. I tried multiple value for CPI, it’s actually 0.25 €.
Funny story: one day, I decided to tweak my ad and to add more countries to the ad list. The next day, I was happy to see I had a lot of downloads. I then realized that I had mistakenly added Russia, and after analyzing my stats, Russian players are worth 10 times less than American players. I should have created another ad with a lower CPI if I had wanted to target Russia.
I later tried also to create GoogleAds for iOS acquisition. As you will see with the numbers below, even with a CPI of €0.55, numbers are very low.

Numbers


iOS


6 downloads (this time, I have the same value with FreeAppAnalytics and GoogleAds).
It cost me € 4.43 (€ 0.74 per install).
Players watched 5 ads.
No purchases.

gadsiosstats

Google Play


Between 2600 and 3009 (numbers from Google Play and Google Ads, I didn’t install FreeAppAnalytics immediately).
It cost me €782.
FreeAppAnalytics tracked 807 ad views. By interpolating, I estimate the total number of ad views to be about 8000.

gadsgp
I have weird numbers for purchases. I think some hackers can mess my numbers. Google Play tracked 0 purchases, which I think is the proper number. As you can see with the image below, FreeAppAnalytics tracks 56 purchases. Since these purchases occurred on a single day, it’s probably a hacker.

gadshack

Conclusion


iOS


Failure. 0/7

Google Play


Failure. 0/8

shareAnother important acronym is ROI: return on investment. It’s basically the percentage of revenue from any investment. At 0%, you don’t earn or lose money. In my case, my ROI is about -90%. Of course, I didn’t account for other factors, such as virality of the game. For example, an acquired player can talk about the game to some friends and bring more organic downloads (also called the k-factor). I recently made an update to my game to add a “share” button to help improve the virality of the game. I can even use FreeAppAnalytics to track installs coming from the share button.

Numbers


I had 8 installs and 9 ad views from this button.

I tried 8 different sources, and none of them was profitable. There can be multiple explanations for that:

  • My game is not monetizing well enough, even though it’s the most profitable game I ever made. The trends being hyper-casual games, bloated with ads. In my game, I only have rewarded ads, that are run and shown only when the players asks for it.
  • I’m not creating engaging ads. That’s highly probable, but when I let professionals do it, it still wasn’t good enough.
  • My audience is made up of players who can be considered difficult to target. That’s possible, being in a specific puzzle game market.

I spent quite a lot of time and put quite a bit of money into this, and it’s really interesting. I’m pretty sure there is something I can do to successfully implement UA, but it’s scary to see how far off I still am to be profitable with it.
I’m currently rewriting entirely my previous game, Thermometers Puzzles, to improve its visual appeal, gameplay, monetization, and business model, and will try some more UA with this game in the following months, probably injecting at least € 5000 into the project.
I found it quite difficult to find information for beginners on this topic. This blog post will hopefully give you some precious information if you plan to try UA. Feel free to comment, share and tweet (@Frozax) this article if you liked it!
And if you have experience, ideas, useful tips, or if you are a user acquisition actor and want to work with me, I’d love to hear from you!



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  News - Pokemon Masters Tier List – Who Are the Best Sync Pairs?
Posted by: xSicKxBot - 09-10-2019, 06:47 PM - Forum: Lounge - No Replies

Pokemon Masters Tier List – Who Are the Best Sync Pairs?

By Josh Brown 09 Sep 2019

Pokemon Masters, like many other popular mobile games at this point, feature dozens of units players can collect – with some being noticeably better than others. Weakness and resistance values can make identifying the best difficult at times, as each and every unit can be better or worse than another depending on the situation.

As the game lives and breathes with the introduction of new units over time, tier lists like this one are always subject to change. This Pokemon Masters tier list should be used as a guideline only, alerting you to some of the more versatile and sought-after units in the game with a brief explanation of how to get the most out of those pulls.

For general Pokemon Masters tips, check out this guide. We’ve also looked at some advice for making the most of your early game gems.

As Pokemon Masters splits units into different roles, we’ll highlight the three current “best” units of each.

Physical Strike Sync Pairs


The “sweeper” style of play has long been popular in competitive mainstream Pokemon titles, so we’re starting things off with the strongest physical attackers in the game.

Olivia & Lycanroc


pokemon masters oliviaOlivia’s Lycanroc takes the crown here thanks to its incredible raw attack and easy access to a 100% Crit Chance move. It’s a single target spammer, so it’s best to bring Lycanroc out for boss fights rather than easier trainer battles where AoE moves will speed things up. With plenty of access to self-buff techniques, Lycanroc can take care of itself so long as you take care of any Special Strikers before they can exploit the Sp. Def Lycanroc sacrifices while buffing up.

To get Lycanroc up to its full potential, you’ll need to unlock both Stone Edge and it’s Hard as Diamonds! buff to patch up Stone Edge’s middling accuracy and reach that 100% crit cap. If you have the extra items, unlocking the Amped Up! passive will let Lycanroc boost its Speed with each crit – a dangerous combination indeed. Rolling in with Support units can help buff its stats even further.

Noland & Mega Pinser


With similar power and buff potential, the only reason Mega Pinser isn’t above Lycanroc is the necessity to Mega Evolve in each match to reach its full potential. With the right set-up, this can be sped up considerably; but Noland & Mega Pinser still require a little time to get going. Once they do, they’re a force to be reckoned with.

As it takes some time to set up, pairing Mega Pinser with bulky support units it almost mandatory. Phoebe & Dusclops or Hilbert & Oshawott are fine choices due to their ability to further boost Pinser’s attack on the way there and can quickly replenish the move gauge to keep Pinser on the offensive.. You only really need to unlock Bring it On! for Pinser to shine, but X-Scissor will obviously have its benefits.

Brendan & Treeko


Despite confirming the odd decision for only female main protagonists to have starter evolutions, Brendan & Treeko have managed to climb to the top of the Physical Striker tier list. Treeko can burn through three chunks of the move gauge to boost its offensive stats to the max, with Leaf Storm, it’s choice move, eating up just as much. It’s a greedy creature, but one easily capable of taking down multiple targets and exploiting both Physical and Special defence gaps thanks to its moveset.

Getting the most out of Brendan & Treeko will depend on really committing to its growth through the move gauge, which requires unlocking No Turning Back! and Leaf Storm. Having Rosa & Serperior or Phoebe & Dusclops on your side can help keep things flowing. Buffing its Accuracy can help avoid wasting a large chunk of the move gauge on a bad Leaf Storm.

Special Striker Sync Pairs


Much like the Physical Striker, Special Strikers excel in dealing large amounts of damage – usually at the cost of personal bulk.

pokemon masters blueBlue & Mega Pidgeot


The introduction of Blue & Mega Pidgeot has shaken things up a tad since the beta release in August, earning the pair a top slot with ease. Mega Pidgeot isn’t entirely dependant on its mega evolution thanks to some powerful AoE strikes, but it certainly helps boost the creature above the competition. One AoE can inflict Confuse, while the other has a high natural crit rate.

Mega Pidgeon’s set-up lends to longer fights over shorter ones. Unlocking both Smell Ya Later! and Hurricane are essential. You can patch the latter’s low Accuracy by bringing a unit capable of making it rain if you’re unable to unlock the former.

Karen & Mega Houndoom


According to GamePress, Mega Houndoom can be bested by even some promoted 3-star units at times, but even normal Houndoom is all you’ll need to have a unit ready to take on the big leagues. This makes Houndoom a bit of a hybrid in terms of its role. As it can lower a target’s stats and potentially cause Flinch, it’s a powerful asset for stopping an opponent’s main Pokemon in its tracks.

You’ll want to unlock both Dark Pulse and Entertain Me! to allow Houndoom quick access to its mega evolution and interrupt targets with powerful strikes. Don’t worry about unlocking its passives.

Hau & Alolan Raichu


This decision might not be reflected on other tier lists, but Hau & Alolan Raichu were quite the powerhouse duo in early access. Alolan Raichu was frequently seen clearing the highest level content available at the time – its powerful AoE moves catapulting it up the usability list.

Maximizing Alolan Raichu depends on keeping your resident tank on the field. What Raichu lacks in HP it more than makes up for with Speed and overall DPS. Discharge is the main unlock here, but Feel the Alolan Breeze! can keep it fast on its feet and award the the evasiveness it’ll need to dodge death once a tank goes down. The earlier you pull this unit, the easier a vast majority of the content will be.

Tech Sync Pairs


Tech units specialize in punishing their targets with a barrage of status ailments. It isn’t unusual for them to then carve out extra damage with their sync moves against inflicted foes, but paired with a matching Striker, Tech units can pin strong targets in place while another knocks them out of the field.

pkemon masters crasher wakeCrasher Wake & Floatzel


By no means the single greatest Tech unit in the game, the exciting thing about Crasher Wake & Floatzel is their 3-star base potential. You’ll have to juice the pair up to push the envelope here, but having such easy access to a versatile tech unit can’t be ignored.

Floatzel can inflict a dizzying amount of ailments, with passives that can up the chance of these, too. After unlocking Water Pulse, Floatzel can inflict both Flinch and Confuse, with Aggravation 1 boosting those odds. If you really need to use its Flinch-punishing sync move on a target, its Crit and Attack buffs can allow for a devastating blow.

Koga & Crobat


Crobat isn’t the most exciting unit in the game, but semi-rare typing and access to the “Badly Poisoned” affliction opens up a few interesting strategies.

Having something be Badly Poisoned can break away large portions of a health pool once it gets going, making it great for melting through tougher targets like boss units. The evasiveness afforded with Move like a Shadow! and Speed boost of X Speed should allow Crobat to hang around as toss Poison at multiple targets. It can then take advantage of this with Venoshock or its sync move, but this shouldn’t be necessary unless you’re looking at a type advantage.

Agatha & Mega Gengar


Gengar shines even without its mega evolution due to the usefulness of its numerous applications. It can inflict Paralysis with Lick and Sleep with Hypnosis even before triggering a mega evolution, potentially saving a sync move for a more powerful unit on your team.

But Mega Gengar’s stat boosts make it a viable Tech/Striker able to rival even dedicated top-tier strikers. At 4-star base potential, it’s an uncommon pull that can fill in for any eventual 5-star once you unlock Shadow Ball.

Support Sync Pairs


Support units specialize in keeping the rest of the team fighting fit, not through healing traditionally, but tanking hits with their high bulk and buffing allies to hold their own.

pokemon masters phoebePhoebe & Dusclops


Phoebe & Dusclops really shine in co-op, but they’re incredibly capable solo units, too. Access to Dire Hit All boosts the team’s crit rate, while Shadow Punch’s “Sure Hit” bonus can help get rid of any Pokemon that has been allowed to stockpile evasiness.

Dusclops really begins to shine once Unbreakable Bonds! is unlocked, gifting a bigger team Attack buff and move gauge replenish as its HP drops. Given its a natural tank, firing this off before Dusclops bows out can really turn the tables. If going co-op, be sure to unlock the Pass It On passive, which allows Dusclops to give half its buffs to whichever Pokemon replaces it in battle.

Rosa & Serperior


A unit everyone unlocks through the story, Rosa & Serperior simply need some love and attention to carry you to victory. You’ll need to evolve the base Snivy to reach peak performance, but it’s always worth the effort.

Serperior pairs well with Special Strike units due to its invaluable Sp. Atk. boosts, which are unlocked from the start. You’ll absolutely want to unlock “Time to Energize!” for the massive three move gauge replenishment, which will allow any team to rattle off powerful attacks or build up a sync move more easily. If you struggle to find an alternative tank, consider unlocking Giga Drain to keep it on the field a little longer.

Hilbert & Oshawott


While not actually available at the time of writing, Oshawott can be considered the Attack variant of Serperior. High bulk, Attack buffs based on lost HP, and X Speed All can push Physical Strikers beyond their base stats with ease.

Unlike Serperior, Oshawott has no way of healing itself, creating a time limit of sorts on the match. Where this helps is that Oshawott only needs a single unlock on In This Together to become a viable team asset. X Speed All should ramp up the time to victory, but you’ll need suitable physical attackers to make this most of this tiny sea creature.

So there you have it; a handy list of some of Pokemon Masters’ best units. As we mentioned above, each and every unit in the game has its uses, but we feel these are the Pokemon you’ll want to hunt down for the smoothest in-game experience. Some will need a spot of luck, whereas others will join you on the story, proving that no matter where they come from, every unit serves a distinct purpose with the right strategy.

Do you have any sync pair recommendations? Let us know in the comments!



https://www.sickgaming.net/blog/2019/09/...ync-pairs/

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  rideOS Launches Ridehailing Platform
Posted by: xSicKxBot - 09-10-2019, 05:40 PM - Forum: Linux, FreeBSD, and Unix types - No Replies

rideOS Launches Ridehailing Platform

rideOS, a technology platform designed to accelerate the safe, global rollout of next-generation transportation fleets, today launched its new Ridehail Platform — including a Ridehail API and open-source mobile apps. The Ridehail API offers an easy way for automotive original equipment manufacturers (OEMs), autonomous vehicle (AV) companies, and transportation network companies (TNCs) to create and manage their own ridehailing network using rideOS’ underlying technology. (Yahoo!)

Click Here!



https://www.sickgaming.net/blog/2019/08/...-platform/

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  MagicaVoxel 0.99.4 Released
Posted by: xSicKxBot - 09-10-2019, 01:57 PM - Forum: Game Development - No Replies

MagicaVoxel 0.99.4 Released

MagicaVoxel, the cross platform completely free voxel editing application, just released a new version, 0.99.4 (and 0.99.4.1).  The release is focused heavily on adding new rendering functionality.

Details of the release(s):

  • Renderer [0.99.4.1]
    • Sky->IBL: Image Based Lighting. use “.hdr” format panorama images to light the scene.
    • Fog: add Equi-angular sampling back to reduce noises. support fogs in othogonal views in a bounding volume.
    • Media: enable Sample->TR-Shadow to allow single direct lighting; enable Sample->MIS-Cloud to allow multiple direct lighting (very expensive).
    • Color all color options have their own color pickers which support HSV, RGB, H-Block and Hex values.
    • Palette Menu right click the palette view to show the pop-up menu.
  • Renderer [0.99.4]
    • Matter->Cloud: Media material which supports multiple scattering inside volume.
    • Sample->MIS-GGX: Multiple Importance Sampling (MIS) for GGX surfaces (Metal/Plastic/Glass) for better reflection.
    • Sample->TR-Shadow: Tranlsucent Shadow which allows light passing though glass and cloud voxels. Only Glass->Attenuation can affect the light color.
    • can adjust Bounce->Diffuse/Specular/Scatter path depths separately.
    • can assign glass/cloud materials to sphere/cylinder shape voxels (for experiments only).
    • the renderer pipeline is refactored, which needs more time to improve, optimize and fix bugs.
    • some features such as fog scattering requires more researches.
    • frame drops and noises are expected.

MagicaVoxel is available here.  For the basics on getting started with MagicaVoxel check out our earlier video available here.  If you are looking for an alternative Voxel editing application check out our list available here.

GameDev News




https://www.sickgaming.net/blog/2019/09/...-released/

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