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  Steam - Daily Deal – Disgaea 2 PC, 50% Off
Posted by: xSicKxBot - 04-14-2018, 10:19 AM - Forum: PC Discussion - No Replies

Daily Deal – Disgaea 2 PC, 50% Off

Today’s update expands on your Profile Privacy Settings Page, giving you more control over the privacy of your Steam account. With more detailed descriptions of what profile information is included in each category, you will be able to manage how you are viewed by your friends, or the wider Steam Community.

You can now select who can view your profile’s “game details”; which includes the list of games you have purchased or wishlisted, along with achievements and playtime. This setting also controls whether you’re seen as “in-game” and the title of the game you are playing.

Additionally, regardless of which setting you choose for your profile’s game details, you now have the option to keep your total game playtime private. You no longer need to nervously laugh it off as a bug when your friends notice the 4,000+ hours you’ve put into Ricochet.

Looking ahead a little, we are also working on a new “invisible” mode in addition to the already existing “online”, “away” and “offline” presence options. If you choose to set yourself to invisible, you’ll appear as offline, but you’ll still be able to view your friends list, send and receive messages. Sometimes you’re feeling social, and sometimes you’re not; this setting should help Steam users be social on their own terms. We hope to have this feature ready for beta release soon.

Like many Steam features, these privacy options come directly from user feedback. If you would like to join that conversation, as always, we welcome you to visit the Steam Discussions and add your feedback.

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  News - This Week at Bungie – 4/12/2018
Posted by: xSicKxBot - 04-14-2018, 10:19 AM - Forum: Lounge - No Replies

This Week at Bungie – 4/12/2018

This week at Bungie, we mapped more of the road ahead.

We have a new version of the Destiny 2 Development Roadmap. Take a look at what’s coming in Season 3 through the summer, all way up to the beginning of Season 4. You can read more developer commentary in the full Roadmap post.

We hope this gives you a good idea of what we have on our plate for the months ahead. These delivery times are goals. Some of these features could move around as we get closer to releases.

Our next expansion, Warmind, arrives on May 8. We know you have a lot of questions about it. Your answers will arrive in our next reveal stream on April 24. Developers from Bungie will be on the hot seats along with some representatives from our new partners at Vicarious Visions to talk about this new adventure that we created together. 

In the meantime, if you want to decorate your desktop.

Ultimate Power


One thing we’re changing up at the beginning of Season 3 is how your Power level will affect the enemies you face. As you tackle a new campaign and start taking on activities above your current Power level, you may find that the villains you face put up more of a fight. Here is Combatants Design Lead Tomonori Kinoshita to give you some details on the changes we’re making. 

Tomo: Hey, folks!

I’d like to let you know of an upcoming PvE difficulty tuning pass that should be hitting your consoles and PCs along with the beginning of Season 3.

The main goals from this tuning pass are to provide a more challenging experience for players when they take on higher-leveled activities. This should make Power progression and acquisition more meaningful, reinforce and reward the energy type matching gameplay, and provide opportunities for our master PvE-ers to demonstrate their prowess at the highest levels. 

So, how are we going to tackle this?

  • Change our outgoing player damage scaling vs. higher-leveled combatants to be steeper (make them more difficult), similar to Destiny. As a result, higher-leveled combatants will take longer to kill than they currently do—but if you’re at or above their level, you can still melt them (like you’ve come to love) with Update 1.1.4.
  • Extend our outgoing and incoming damage scaling from capping at a 40 power level delta to a 50 power level delta. Currently, in Destiny 2, our scaling only affects the difficulty of combatants up to 40 Power levels  above the player before plateauing. Increasing this to 50 Power levels adds a little more room for players to show off how badass they really are.
  • When combatants are 50 Power levels or higher above the player, they will be immune and display a “??” icon on their nameplate. OG Guardians probably remember the first time they stumbled across the Hive in the depths of Cosmodrome. We wanted to bring back that feeling of mystery and provide challenges for the player to come back to later in their journey.
  • Change combatant energy shields to fulfill the following: Matching energy element damage to shields is most effective (roughly 3x damage plus the current shield detonation), followed by non-matching energy (roughly 2x damage), and Kinetic damage won’t have any bonus damage multiplier. To further incentivize the matching game, the 3x multiplier for matching damage types is not affected by the damage scaling of higher-leveled combatants until the combatants display the “??” nameplates.
  • The previous change also allows us to bring back Match Game as an additional Prestige Nightfall modifier for extra points and bragging rights. When this modifier is enabled, all non-matching damage to energy shields is reduced to 10%, so make sure your fireteam is coordinating appropriately. The current plan is for Match Game to launch along with the rest of these difficulty changes.
  • We look forward to watching the community show off their PvE skills after these new settings go live. Show us what you’re made of, Guardians.

Back in Plaid


We’ve seen the Destiny community do some pretty amazing things to have a positive impact on the real world. Guardians never shy away from lending a helping hand. We’re rallying the banners again for a couple of great causes. Over the next month, Bungie will go head-to-head against other local businesses to raise money for two great organizations.

To prove that men don’t have exclusive rights to kilts, Bungie Foundation Manager Christine Edwards has your call to action.

Christine: Bungie is celebrating its 7th anniversary of supporting families at the Seattle Ronald McDonald House through their annual Men in Kilts fundraiser! As you all know, 7 is a big deal for us, so we’re planning on going all out this year with a giant goal of raising $77,000. Help us achieve our goal and cast your vote for Team Bungie by donating $10 or more. Every $30 donated will pay for a family to stay at the House for one night. Head to the RMHC Donation Page to cast your votes by Friday, April 27!

Need a sweeter incentive? Check out these backer rewards for donating to Men in Kilts!

  • $50—Exclusive high-resolution digital Destiny 2 teaser concept art.
    • Art will be prepped at a 3:2 aspect ratio at a high resolution for easy printing and framing.
    • Art will be delivered via email attachment to donors in early–mid June.
  • $100—The prize above, plus a postcard shipped to you signed by our MiK team.
  • $250—All prizes above, plus a digital print of exclusive art made by Mark Flieg.
  • $500—All prizes above, plus a physical print shipped to you of Mark’s exclusive art.
  • $1000—All prizes above, plus participation in a Bungie studio visit with you and a guest, dates scheduled quarterly in 2018/2019 and announced separately to donors after the event concludes.
  • Note: All travel and hotel accommodations are the sole responsibility of the donor.
  • $2000—All prizes above, plus your own piece of custom concept art, featuring you, created by Mark Flieg 
This year marks our 5th anniversary of the Gauntlet Tabletop Fundraiser. On Sunday, May 20, Team Bungie will compete in a tournament against 20 other local gaming studios and tabletop aficionados to raise funds for Wellspring Family Services. They’re a local organization that has been working to build emotionally healthy, self-sufficient families and a nonviolent community for over 120 years. Your donations help them reach that goal and embolden our team with Power-Ups that will help us win the tournament. Head to our team’s Donation Page to commit your support on or before May 20! 

Debating between donating to Men in Kilts or the Gauntlet? Once you see these backer rewards, you’ll want to donate to both!

  • $10—Vote on a local charity where the Gauntlet Tabletop team can volunteer. 
  • $50—Receive an unannounced new exclusive emblem at the beginning of Season 4.
    • Exact distribution date to be announced to all donors via email in the future.
  • $100—The prize above, plus a “programmer art” caricature of you—we can’t guarantee it’ll be good, but it will be funny!
  • An email containing a deadline for photo submissions will be sent to donors at the end of the event. No photos will be accepted after the deadline has passed.
  • $500—All prizes above, plus a 1 ½-hour Destiny gameplay session with one of our developers. 
  • $1000—All prizes above, plus participation in an exclusive virtual Pentathlon Puzzle Hunt.
    • Every year during the Bungie Pentathlon, teams at Bungie compete to solve a series of puzzles the fastest to win honor and glory. This year we are putting together an exclusive virtual puzzle-hunt for donors.
    • You and up to 12 of your friends will be invited to participate against other donors who’ve contributed over $1000. Date and time subject to Bungie and donor availability.
  • Whatever clan donates the most will be featured on Bungie.net.
    • A survey will be sent to all donors at the end of the event requesting clan names. The winning clan will be contacted regarding their feature upon final determination.
  • If we reach $77k as a team, we will create a video of employees performing an emote of your choice.
    • An email will be sent to all donors at the end of the event with a survey of emotes.

This is your chance to be a hero in real life—and maybe even score some sweet loot.

Rain Delay


Last week, we discovered a late-breaking bug that was going to cause issues with the upcoming 6v6 Iron Banner. We decided to postpone the event and replace it with Rumble. We have resolved the issue with 6v6 Iron Banner, and it will be going live at 10 AM  PDT on April 17. The details posted in last week’s TWAB are still true for the upcoming Iron Banner. Sorry for the last-minute schedule changes. We look forward to watching players participate in 6v6 action for the first time in Destiny 2. We will be on hand to gather your feedback. Make Lord Saladin proud. 

Scan and Repair


Whatever the issue, the Destiny Player Support team is always there to make sure you have the information you need. 

This is their report.

Tower Vendor Issues

This week, Destiny 2 Hotfix 1.1.4.1 addressed issues where players were unable to spawn into the Tower. Since release, we have been closely monitoring the #Help forum for reports of issues and have found that vendors sometimes take up to 30 seconds to spawn. We have forwarded these reports to the appropriate party for investigation.

If you load into a Tower that does not have vendors present, please post a report to the #Help forum noting how long it took for the vendors to appear.

Destiny 2 PC Crash Troubleshooting

In Destiny 2 on PC, players who encounter issues with installed game files should try running the Scan and Repair tool in the Battle.net app. In some cases, players may repeatedly receive an error directing them to use the Scan and Repair tool, but the tool reports “no problems found.” For more information, players should see: Scan and Repair in the Battle.net App.

Additionally, we recommend that players delete their existing CVARS.xml file if they are experiencing issues. This file can be found in: \Users\USER_NAME\Appdata\Roaming\Bungie\DestinyPC\prefs\

PLEASE NOTE: When relaunched, Destiny 2 will generate a fresh CVARS.xml file. This will revert all custom player settings in Destiny 2 to their defaults. For more information, please see our CVARS knowledge base article.

We’ll Always Have Paris


It’s time for the movies. Grab your popcorn and candy of choice, and please take a seat. Before we get to the main attraction, I’m going to give a quick explanation of how this works. Players send in their submissions via the creations page. We pick our favorites. Anyone showcased here gets an emblem. Just please make sure you include your player name in the description of the video so we know who to give them to.

All right, on to the winners.

Movie of the Week: Destiny 2 Sound Swap

[embedded content]

Honorable Mention: Darkness

[embedded content]

Here are last week’s top scores for the Nightfall. This one was close, with only a 281 point difference between first and second place.

Our next update is only a month away. We’ll have more info to share with you before then. Keep an eye on this blog as well as our upcoming stream on April 24. 

See you in Iron Banner next week.

<3 Cozmo

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  PS4 - Time Carnage
Posted by: xSicKxBot - 04-13-2018, 08:13 PM - Forum: New Game Releases - No Replies

Time Carnage



Time Carnage is a frantic VR survival shooter. Travel through time and wreak havoc through worlds swarming with dinosaurs, monsters, robots, and zombies.

Publisher: Wales Interactive Ltd.

Release Date: Apr 10, 2018

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  PS4 - Rogue Aces
Posted by: xSicKxBot - 04-13-2018, 08:13 PM - Forum: New Game Releases - No Replies

Rogue Aces



Join the Rogue Aces and liberate the islands from The Baron and his dreaded pilots. Will you be able to face the fiercest of foes with only one life and three planes?

Publisher: Curve Digital

Release Date: Apr 12, 2018

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  XONE - The Adventure Pals
Posted by: xSicKxBot - 04-13-2018, 03:03 AM - Forum: New Game Releases - No Replies

The Adventure Pals



Your birthday is ruined when your dad is dad-napped by a madman. Now you, your pet rock, and Sparkles the giraffe will have to fight your way through levels filled with platforming, bizarre enemies, and big bosses in the name of friendship and hotdogs to save the world.

Publisher: Armor Games

Release Date: Apr 03, 2018

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  PS4 - Masters of Anima
Posted by: xSicKxBot - 04-13-2018, 03:03 AM - Forum: New Game Releases - No Replies

Masters of Anima



Immerse yourself in an original adventure and defy the forces of evil in strategic, action-packed battles. Summon and assume control of control grand armies of up to a thousand Guardians thanks to intuitive and innovative gameplay and make quick tactical decisions to prevail.

Publisher: Focus Home Interactive

Release Date: Apr 10, 2018

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  PS4 - Extinction
Posted by: xSicKxBot - 04-13-2018, 03:03 AM - Forum: New Game Releases - No Replies

Extinction



Assume the role of one of the world?s last Sentinels, a soldier dubbed Avil equipped with the skills to battle and endless wave of Ravenii. Fight massive brutes and their minions across a sprawling countryside, defending cities and rescuing refugees torn from their homes.

Publisher: Modus Games

Release Date: Apr 10, 2018

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  PC - Dead In Vinland
Posted by: xSicKxBot - 04-13-2018, 03:03 AM - Forum: New Game Releases - No Replies

Dead In Vinland



Dead in Vinland is a survival/management game, mixed with RPG and adventure elements, focusing on a Viking family trying their level best to survive on a mysterious island. Exiled on a faraway and unknown land, lead Eirik and his family on their quest to survive. Manage their physical and mental health, explore the island, organize your camp and deal with other human beings. Some will help you, and some will be less... friendly. Unveil the esoteric mysteries of Vinland. They could save your life? or lead you to your demise.

Publisher: Playdius

Release Date: Apr 12, 2018

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  News - Now Available on Steam Early Access – Radical Heights!
Posted by: xSicKxBot - 04-13-2018, 03:03 AM - Forum: Lounge - No Replies

Now Available on Steam Early Access – Radical Heights!

Radical Heights is Now Available on Steam Early Access!*

Welcome to RADICAL HEIGHTS, a free X-TREME Early Access BATTLE ROYALE shooter. Partake in high-stakes gunplay as you loot for weapons, gadgets, cosmetics, and CASH! Survive to the end or risk it all in this irreverent action game show where everyone wants to be rich and famous!

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  News - Blog: A history of game analytics platforms
Posted by: xSicKxBot - 04-13-2018, 03:03 AM - Forum: Lounge - No Replies

Blog: A history of game analytics platforms

Since the release of the Dreamcast and the modem adapter, game developers have been able to collect data from players about their behavior in the wild. Game analytics actually goes further back when considering early online PC titles such as EverQuest, which was released in 1999. Game servers were necessary for authenticating users and population game worlds, but also provided the capability to record data about gameplay.

Since 1999, the landscape for collecting and analyzing data has changed significantly. Rather than storing data locally via log files, modern systems can track activity and apply machine learning in near real-time. Here’s the four stages of game analytics systems I’ve noticed during my tenure in the game industry:

  1. Flat Files: Data is saved locally on game servers
  2. Databases: Data is staged in flat files and then loaded into a database
  3. Data Lakes: Data is stored in Hadoop/S3 and then loaded into a database
  4. Serverless: Managed services are used for storage and querying

Each of the steps in this evolution support the collection of larger data sets, and reduce the latency from gathering data to performing analysis. In this post, I’ll introduce example systems from each of these eras, and discuss pros and cons of each approach.

Game analytics really started gaining momentum around 2009. At Bioware, Georg Zoeller built a system for collecting game telemetry during development. He presented the system at GDC 2010. Shortly after, Electronic Arts started collecting data from games post development, to track player behavior in the wild. There was also growing academic interest in applying analysis to game telemetry. Researchers in this field, such as Ben Medler, proposed using game analytics to personalize experiences.

While there has been a general evolution of gameplay analytics pipelines over the past two decades, there’s not a fixed timeline for the progression between the different eras. Some game teams are still using systems from the earlier eras, and it may be the best fit for their use cases. There’s also a number of vendor solutions that are available for game analytics, but I won’t cover those in this post. I’m focusing on game teams that want to collect gameplay telemetry and own the data pipeline being used.

Flat File Era



Components in a pre-database Analytics Architecture

I got started in game analytics at Electronic Arts in 2010, before EA had an organization built around data. While many game companies were already collecting massive amounts of data about gameplay, most telemetry was stored in the form of log files or other flat file formats that were stored locally on the game servers. Nothing could be queried directly, and calculating basic metrics such as monthly active users (MAU) took substantial effort.

At Electronic Arts, a replay feature was built into Madden NFL 11 which provided an unexpected source of game telemetry. After every game, a game summary in an XML format was sent to a game server that listed each play called, moves taken during the play, and the result of the down. This resulted in millions of files that could be analyzed to learn more about how players interacted with Madden football in the wild. During my internship at EA in fall 2010, I build a regression model which analyzed which features were most influential in driving player retention.

The impact of win rates on player retention in Madden NFL 11 based on preferred game mode.

About a decade before I started my internship at EA, Sony Online Entertainment was already using game analytics, by collecting gameplay data via log files stored on servers. It wasn’t until a few years later that these data sets were used for analysis and modeling, but it was still one of the first examples of game analytics. Researchers including Dmitri Williams and Nick Yee published papers based on data analyzed from the EverQuest franchise.

Storing data locally is by far the easiest approach to take when collecting gameplay data. For example, I wrote a tutorial on using PHP to store data generated by Infinite Mario. But this approach does have significant drawbacks. Here’s an overview of the tradeoffs with the approach:

Pros
– Simple: save whatever data you want, in whatever format you want

Cons
– No fault tolerance 
– Data is not stored in a central location 
– Huge latency in data availability 
– No standard tooling or ecosystem for analysis

Flat files can work fine if you only have a few servers, but it’s not really a analytics pipeline unless you move the files to a central location. At EA, I wrote a script to pull XML files from dozens of servers to a single server that parsed the files and stored the game events in a Postgres database. This meant that we could perform analysis on gameplay data for Madden, but the dataset was incomplete and had significant latency. It was a precursor to the next era of game analytics.

Another approach that was used during this era was scrapping web sites to collect gameplay data for analysis. During my graduate research, I scrapped websites such as TeamLiquid and GosuGamers to build a collection of professional StarCraft replays. I then build a predictive model for identifying build orders. Other types of analytics projects during this era include scrapping websites such as the WoW Armory, and more recently SteamSpy.

Database Era


Components in an ETL-based Analytics Architecture

The utility of collecting game telemetry in a central location became apparent around 2010, and many game companies started saving game telemetry in databases. A number of different approaches were used to get event data into a database for analysts to use.

While I was at Sony Online Entertainment, we had game servers save event files to a central file server every couple of minutes. The file server then ran an ETL process about once an hour that fast loaded these event files into our analytics database, which was Vertica at the time. This process had a reasonable latency, about one hour from a game client sending an event to the data being queryable in our analytics database. It also scaled to a large volume of data, but required using a fixed schema for event data.

When I was a Twitch, we used a similar process for one of our analytics databases. The main difference from the approach at SOE was that instead of having game servers scp files to a central location, we used Amazon Kinesis to stream events from servers to a staging area on S3. We then used an ETL process to fast load data into Redshift for analysis. Since then, Twitch has shifted to a data lake approach, in order to scale to a larger volume of data and to provide more options for querying the datasets.

The databases used at SOE and Twitch were immensely valuable for both of the companies, but we did run into challenges as we scaled the amount of data stored. As we collected more detailed information about gameplay, we could no longer keep complete event history in our tables and needed to truncate data older than a few months. This is fine if you can set up summary tables that maintain the most important details about these events, but it’s not an ideal situation.

One of the issues with this approach is that the staging server becomes a central point of failure. It’s also possible for bottlenecks to arise where one game sends way too many events, causing events to be dropped across all of the titles. Another issue is query performance as you scale up the number of analysts working with the database. A team of a few analysts working with a few months of gameplay data may work fine, but after collecting years of data and growing the number of analysts, query performance can be a significant problem, causing some queries to take hours to complete.

Pros
– All data is stored in one place and is queryable with SQL 
– Good tooling available, such as Tableau and DataGrip

Cons
– It’s expensive to keep all data in a database like Vertica or Redshift
– Events need to have a fixed schema
– Truncating tables may be necessary

Another issue with using a database as the main interface for gameplay data is that machine learning tools such as Spark’s MLlib cannot be used effectively, since the relevant data needs to be unloaded from the database before it can be operated on. One of the ways of overcoming this limitation is to store gameplay data in a format and storage layer that works well with Big Data tools, such as saving events as Parquet files on S3. This type of configuration became more population in the next era, and gets around the limitations of needed to truncate tables and the reduces the cost of keeping all data.

Data Lake Era


Components in a Data Lake Analytics Architecture

The data storage pattern that was most common while I was working at a data scientist in the game industry was a data lake pattern. The general pattern is to store semi-structured data in a distributed database, and run ETL processes to extract the most relevant data to analytics databases. A number of different tools can be used for the distributed database: at Electronic Arts we used Hadoop, at Microsoft Studios we used Cosmos, and at Twitch we used S3.

This approach enables teams to scale to massive volumes of data, and provides additional fault tolerance. The main downside is that it introduces additional complexity, and can result in analysts having access to less data than if a traditional database approach was used, due to lack of tooling or access policies. Most analysts will interact with data in the same way in this model, using an analytics database populated from data lake ETLs.

One of the benefits of this approach is that it supports a variety of different event schemas, and you can change the attributes of an event without impacting the analytics database. Another advantage is that analytics teams can use tools such as Spark SQL to work with the data lake directly. However, most places I worked at restricted access to the data lake, eliminating many of the benefits of this model.

Pros
– Scales to massive amounts of data
– Supports flexible event schemas
– Expensive queries can be migrated to the data lake

Cons
– Significant operational overhead
– ETL processes may introduce significant latency 
– Some data lakes lack mature tooling

The main drawback with the data lake approach is that usually a whole team is needed just to keep the system operational. This makes sense for large organizations, but may be overkill for smaller companies. One of the ways of taking advantage of using a data lake without the cost of operational overhead is by using managed services.

Serverless Era


Components in a managed Analytics Architecture (GCP)

In the current era, game analytics platforms incorporate a number of managed services, which enable teams to work with data in near real-time, scale up systems as necessary, and reduce the overhead of maintaining servers. I never experienced this era while I was working in the game industry, but saw signs of this transition happening. Riot Games is using Spark for ETL processes and machine learning, and needed to spin up infrastructure on demand. Some game teams are using elastic computing methods for game services, and it makes sense to utilize this approach for analytics as well.

After GDC 2018, I decided to try out building a sample pipeline. In my current job I’ve been using Google Cloud Platform, and it seems to have good tooling for setting up a managed data lake and query environment. The result was this tutorial, which uses DataFlow to build a scalable pipeline.

Pros
– The same benefits as using a data lake 
– Autoscales based on storage and query needs
– Minimal operational overhead

Cons
– Managed services can be expensive 
– Many services are platform specific and may not be portable

In my career I had the most success working with the database era approach, since it provided the analytics team with access to all of the relevant data. However, it wasn’t a setup that would continue to scale and most teams that I worked on have since moved to data lake environments. In order for a data lake environment to be successful, analysts teams need access to the underlying data, and mature tooling to support their processes. If I were to build a pipeline today, I would definitely start with a serverless approach.

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