Probably in just a few days, a new weapon will be added to Fortnite: Battle Royale – the Remote Control Rocket. Many players fear that with the new super weapon, the balance of the shooter could be disrupted. But is that really true?
Epic brings new content for players of Fortnite: Battle Royale. Even though the jetpack is still awaited – Epic proves that they still have some tricks up their sleeve. The recent announcement of the remote control rocket is making big waves.
Is such a weapon not far too powerful? Will it not be THE item that everyone wants? Well, the functioning of the new weapon is still entirely unknown. We speculate how it could work – and whether it can rightly be called “too strong”.
The Remote Control Rocket in Fortnite: Battle Royale – How it Could Work
According to the in-game message, the remote control rocket will likely be a high-rarity item, so epic (purple) and / or legendary (orange). Presumably, the remote control rocket will shoot rockets (similar to the rocket launcher).
The significant difference from the rocket launcher will likely be that we can influence the flight path of the remote control rocket. For this purpose, we will necessarily have to switch views, which will leave our character defenseless.
Whether the remote control rocket is an “orbital weapon,” as seen in other shooters, is unlikely. Presumably, the weapon will be launched like a standard rocket launcher – and the projectile will then be remotely controlled.
The player’s ability to influence the flight path will likely be moderate. Sudden 90-degree turns, which we know from comic times (like Tom and Jerry), will likely not be possible.
Can the Remote Control Rocket Disrupt the Balance?
Whether the remote control rocket will be “overpowered” depends on many factors:
How fast will the launched rocket be? Rockets from the standard rocket launcher are slow, you can react to them. It is likely that one can protect oneself with a fortress against the remote control rocket.
The announcement speaks of “death from above.” How high does the rocket fly? Is it hard to spot? How loud will the projectile be for the targeted opponents?
Can the player’s character move and even shoot while controlling the rocket? That seems unlikely, but it would make the use of the remote control rocket completely risk-free.
Can an incoming rocket be destroyed?
It is also unclear whether one will be able to ride on the projectiles. However, since the rockets are also controllable in the vertical direction, this seems unlikely, or a crash during a vertical flight path is probable.
Robert says: No panic! Epic has also proven in the past that new weapons do not disrupt game balance (apart from the double pump shotguns). At one point, the minigun was feared to play a major role in endgame and destroy every fortress. At least in solo play, the minigun is not used.
I also think that during rocket control, there will be no influence on one’s own character possible, which greatly restricts the use case. Because in open fields, you cannot fire the weapon without being completely exposed. In buildings, similarly.
However, the remote control rocket could become a good option in duo and team play – players occupied with the rocket will, in the meantime, be protected by their teammates.
The remote control rocket will likely appear with the next update – either on Thursday, 29.03. or on Monday, 02.04. At least Monday seems unlikely, as it’s also a holiday in the USA on Easter Monday.
What do you think about the remote control rocket? Will it become too strong?
This is an AI-powered translation. Some inaccuracies might exist.
With WoW: Battle for Azeroth, Blood Elves could change their eye color. Data miners have found exciting details!
Update 28.03.2018:A new alpha patch has been deployed, revealing that golden eyes are indeed available for players! This means that Blood Elf players can choose golden eyes as a customization option for their characters in the future.
Original report:
A new patch for Battle for Azeroth has been deployed to the alpha servers. Many new game data await in the latest version of World of Warcraft and the data miners have eagerly dived into the files. Especially with the Blood Elves, they must have been astonished, as three new faces have been discovered for both male and female characters.
Image source: wowhead
The special thing: The faces of Blood Elves do not have fel-green eyes, but light-golden eyes!
From a story perspective, such customization options would certainly make sense. After all, the Blood Elves have been using fel magic that turned their eyes green only in rare cases since the end of The Burning Crusade. Since then, the Sunwell has been purified and serves the Blood Elves again as an energy source for their spells and as a calming influence for their Arcane thirst. That this turns their eyes golden would indeed be a plausible result.
Image source: wowhead
New eyes only for NPCs?
However, these customizations contradict what Game Director Ion Hazzikostas said in the developer stream a week ago. It was mentioned that the focus for new customization options would primarily be on the allied races.
It is also possible that these options are only used for NPCs with a very strong connection to the Light. An example here would be Lady Liadrin, who has shed all cruelty since the cleansing of the Sunwell and presents herself as more devout than Uther. She is already depicted with golden eyes in Hearthstone.
What do you think of the golden eyes? Would you like to have them as a customization option for your Blood Elves?
In Destiny 2, the Weekly Reset is today, March 27th. Update 1.1.4 is now live. With the weekly reset, the 5th faction rally comes to an end. The victorious faction is now determined. But new activities like the Nightfall strike or the Flashpoint can now be engaged.
The maintenance work on this Tuesday is over! After a slight delay due to maintenance, a new week in the Destiny universe begins. After successfully downloading and installing the update 1.1.4, Guardians can face new challenges. The hunt for the exclusive Nightfall strike rewards is on!
The 5th faction rally has just ended. The faction rallies will now take a break and will be revised by Bungie.
The winner this time is once again the New Monarchy, which now offers you the grenade launcher “Interference VI” in the Tower. The weapon will be available for purchase by all Guardians until the next Weekly Reset. Members of the victorious faction pay 1000 Glimmer, while all others must pay 50,000 Glimmer.
Furthermore, you have until the end of the winning week on April 3rd for one last chance to unlock faction armor ornaments from Season 2 – provided you have already sworn allegiance to a faction before today’s Weekly Reset.
Let’s see what the current week still has to offer.
Nightfall Strike from March 27th on PS4, Xbox One, and PC
In Prestige mode, you need to activate the modifiers via the challenge cards. These cards drop for DLC owners in both the regular and Prestige modes of the Nightfall strike.
The following challenges need to be mastered:
Unbroken: Complete the Nightfall with less than 3 deaths.
Siege Machine: Do not allow Brakion to be shielded for more than 40 seconds before defeating him.
Tess Everis is currently selling the Omega Mechanos class item for 800 Glimmer. If you still lack this in your collection, you now have another chance to complete it.
Other interesting Glimmer purchases:
Tesla’s Revenge – Ornament for the Wardcliff Coil for 800 Glimmer
Silver Sphere – Ornament for the Crimson for 800 Glimmer
Details about the 4th Community Day in Pokémon GO have now been released. The special Pokémon you’ll encounter is Voltilamm.
Trainers, Niantic announced on the evening of March 27 the first details about the next Community Day in Pokémon GO, which will take place in April. Instead of another starter Pokémon, you will now encounter Voltilamm after Bulbasaur. Additional details and bonuses have already been announced.
Community Day in April – Start and End
After the past Community Days in Pokémon GO were a great success for many trainers, Niantic continues in April. You will be invited to the event already in the middle of the month.
The 4th Community Day in Pokémon GO will take place on April 15. That’s again a Sunday. The developers have not changed the event times. As usual, you are invited to participate from 11:00 AM German time to 2:00 PM German time.
The special Pokémon of this day is Voltilamm. As usual, the exclusive event move for the Pokémon will only be revealed when we approach the event. However, two additional bonuses are already known that will be active during the event:
Incense will last from the usual 30 minutes to 3 hours
Additionally, the distance needed to hatch eggs will be reduced to a quarter.
So, it’s a good reason to collect as many 10k eggs as possible and hatch them on this day with only a quarter of the distance, which is 2.5km.
These Community Day events take place once a month. They aim to unite trainers and strengthen the community. The special Pokémon may appear more frequently everywhere, but they are even more likely to be found in parks. Many trainers gather to pursue their hobby together and catch many of the little monsters.
We are excited to see what move Voltilamm can learn during the Community Day event. Do you have any guesses?
The 3rd Community Day in March was dominated by the blue team “Mystic”. They caught the most Pokémon per player. You can see the distribution in the graphic above.
In Destiny 2, Update 1.1.4 can now be downloaded and installed. Bungie also announced the patch notes for PS4, Xbox One, and PC.
The March Update 1.1.4 for Destiny 2 is now live. It is approximately 130 MB in size and must be downloaded and installed so you can play Destiny 2 again once the servers are back online.
Bungie just released the official patch notes for Update 1.1.4
What’s new and what bug fixes are included in Update 1.1.4
The most important new features had already been announced in advance:
Possible rewards include Legendary weapons and Exotic gear.
The drop probability increases based on score tiers.
Reduction of duplicate strikes
Players will no longer encounter the same strike twice in the strike playlists.
Challenge card
The maximum power penalty has been increased from 40 to 45.
A problem was fixed where “Tree of Probabilities” did not end immediately after eliminating Valus Thuun when it was defeated very quickly.
A bug was fixed that occasionally allowed players to re-enter under the boss battle in “A Garden World”.
A problem was fixed where vehicles would not grant points if destroyed.
A problem was fixed where orbs in Public areas granted points.
Miscellaneous
Reduction of exotic duplicates
It is now prevented that the same exotics drop from exotic engrams multiple times in a row.
A bug was fixed where some badges did not display the stats they count.
The Prometheus Lens now appears correctly in the collection for Exotic weapons for players who received this item from Xûr, without owning “Curse of Osiris”.
The interaction time for patrol beacons and activity totems was reduced from 3 seconds to 1 second.
A bug was fixed where players were sometimes taken back up in the shader inventory when viewing or using a shader.
Sandbox
Weapons
Pulse rifles
PvE damage for all pulse rifles has been increased by 16%.
The rate of fire for adaptive and high-impact pulse rifles has been increased.
Adaptive: from 360 rounds per minute to 390 RPM (+8.3%)
High-impact: from 320 rounds per minute to 340 RPM (+6.3%)
Base damage for adaptive, rapid-fire, and high-impact pulse rifles has been increased.
Adaptive: from 14.5 to 16 (+10.3%)
High-impact: from 16 to 18 (+12.5%)
Rapid-fire: from 12 to 12.5 (+4.2%)
The precision multiplier for lightweight pulse rifles has been increased from 1.5x to 1.6x (+6.7%).
The precision multiplier for adaptive pulse rifles has been reduced from 1.55 to 1.475 (-5.8%).
Design note: Considering the buffs for base damage and rate of fire, precision damage remains close to its current value. As a result, the buff mainly shows in body shots, but precision damage generally increases nonetheless.
Scout rifles
PvE damage for all scout rifles has been increased by 15%.
Base damage for high-impact scout rifles has been increased from 37 to 40 (+8.1%).
Hand cannons
PvE damage for all hand cannons has been increased by 15%.
Precision hand cannons deal 0.15x more precision damage (resulting in +6.6%, from 1.5x to 1.6x).
While using controllers on consoles or PC, hipfire accuracy has been improved by 33%.
While using controllers on consoles or PC, aim accuracy has been improved by 25%.
Sidearms
PvE damage for all sidearms has been increased by 15%.
Improved hipfire accuracy, projectile spread has been reduced by 20%.
Improved aim accuracy, projectile spread has been reduced by 12%.
Increased inventory size (you can carry more reserve ammunition).
Increased range drop off start (+1 m).
Increased movement speed while aiming down sights.
Submachine guns
PvE damage for all submachine guns has been increased by 10%.
Optics have been set to 1.3x.
Increased inventory size (you can carry more reserve ammunition).
Linear fusion rifles
PvE damage for all linear fusion rifles has been increased by 50%.
Aim assist has been improved.
Flinch multiplier has been reduced.
Shotguns
PvE damage for all shotguns has been increased by 35%.
Increased inventory size (you can carry more reserve ammunition).
Aim assist for Suros precision shotguns has been improved.
Sniper rifles
Increased PvE damage:
By 20% to yellow health enemies
By 40% to red health enemies
Precision damage has been increased and adapted to the weapon’s rate of fire.
At the lowest rate of fire, damage has been increased to 3.0x and at the highest rate of fire to 3.5x (originally all were at 2.5x).
Aim assist has been improved.
Increased inventory size (you can carry more reserve ammunition).
Grenade launchers
Explosion radius has been increased.
Chamber grenade launcher: +0.5 m
Single-shot grenade launcher: +1.0 m
MIDA Mini-Tool
The optics of the MIDA Mini-Tool have been decreased to align with other submachine guns.
“Lightweight” and the lightweight perks of the MIDA Mini-Tool are no longer stackable.
Player movement speed has been adjusted to that of the MIDA Multi-Tool.
Auto rifles
Range for all precision auto rifles has been reduced by 10.
Aim assist for all precision auto rifles has been reduced.
Perks
PvE damage for the following perks has been increased:
Impact reserves
From 1.12x to 1.30x (+16%)
Kill Clip
From 1.33x to 1.53 (+15%)
Rampage
From 1.33x with 3 stacks to 1.65x with 3 stacks
The duration has also been increased from 3 seconds to 3.5 seconds.
Dragonfly
Damage has been buffed
from 50 to 65 (+30%).
+30% additional damage against enemies
FX have been updated
Explosive rounds
The explosive round damage multiplier in PvE has been reduced by 15%.
PvE damage for standard weapons has been increased to compensate for the reduction.
Grave Robber
Reloads 50% of the magazine instead of 30%.
Time Payload
Splits explosive and direct damage in a ratio of 55/45. The previous ratio gave the direct damage the advantage.
Abilities
The super regeneration times have been reduced from 6:40 minutes to 5:00 minutes.
The output of each increase of mobility stats from 2-10 has been increased, giving players a significant speed boost.
“Blink” (invisibility while dodging) and “Vanishing Smoke” (invisibility through smoke bomb)
Dodging remains unchanged and still disables aim assist and projectile tracking for the duration of the actual dodge.
The invisibility granted by “Blink” no longer disables aim assist or projectile tracking in PvP (unchanged in PvE).
The duration of invisibility granted by “Blink” has been increased by 1 second.
Duration of invisibility from smoke bomb has been increased by 1 second.
The movement speed of “Melee Supers” (Chaos Fist, Sentinel Shield, and Arc Staff) has been increased.
While these supers are active, sprint speed is automatically set to maximum (no additional perks are required).
Characters automatically sprint when moving forward.
Movement acceleration has been increased so maximum speed is reached almost immediately.
Titan
The distance a player covers with an un-aimed shoulder charge (Shield Bash, Seismic Strike, and Hammer Strike) in mid-air has been increased back to 4.5 m.
Hover
Steering Hover
The max speed of “Steering Hover” has been increased.
Catapult Hover
The horizontal acceleration gained when activating “Catapult Hover” has been increased.
The duration of “Catapult Hover” has been increased to allow for more control.
Hunter
Arc Staff
The speed of the dodge animation for the Arc Staff has been increased.
The speed of all Arc Staff animations has been increased.
The time during which you cannot control the attack due to the animation has been reduced for the start of the Arc Staff super as well as for all Arc Staff melee attacks.
The effect range of all Arc Staff attacks has been increased.
Warlock
Glide
General
The initial increase in vertical speed when activating “Glide” provides quick speed boosts when needed.
Steering Glide
The max speed of “Steering Glide” has been increased.
The horizontal acceleration of “Steering Glide” has been greatly increased to improve maneuverability in the air.
The maximum height of “Steering Glide” has been increased to match other vertical movements.
Thrust Glide
The max speed of “Thrust Glide” has been increased (now higher than the max speed of “Steering Glide”).
Balance Glide
“Balance Glide” has been recalibrated to gain a bit from the increased speed of “Thrust Glide” and the added horizontal acceleration of “Steering Glide”.
Design note: We intend for “Balance Glide” to have some properties of both Thrust and “Steering Glide” without being as strong.
Dawning Blade
Less super energy is consumed when throwing sword projectiles, allowing for an additional throw.
The extended super duration of “Eternal Flame” has been further extended (~+20%).
The buff from the “Quickstrike” melee ability now disables all airborne precision penalties when active.
Cooldown of “Icarus Dash” has been reduced from 10 seconds to 6.
Grenade and melee energy gained from “Heat Rises” per kill has been increased from 10% to 16%.
A bug was fixed where players could throw an infinite number of Nova Bombs in the Cauldron.
Mods
Mods that affect ability regeneration rates (e.g., for grenades, melee, and class abilities) now have increased output (16.667% per mod). The limit remains 3 mods (50% regeneration rate).
Crucible
Weekly recommended playlists (Rumble, Cauldron, Iron Banner)
Each week we rotate between Rumble, Cauldron, and Iron Banner playlists in the crucible.
Reduction of Crucible repeats
Quickplay, Competitive, and Iron Banner playlists are now protected from map repeats.
Penalty for quitting
Incomplete matches in Competitive Crucible playlists now result in a warning or temporary exclusion (30 minutes) from Competitive and Trials of Osiris playlists.
Invisible barriers and kill volumes have been added to some maps to prevent players from leaving the playable area.
Iron Banner
Now comes with 6v6
The time limit is 12 minutes
The point limit is 125 points
The respawn time is 7 seconds
All control zones start neutral
Additional Guardians in a zone (up to 3) increase the capture speed
“Emperor’s Deadline” has been removed from the “Iron Banner: Control” playlist
Power ammunition
Respawn time for team-based power ammo boxes has been reduced (from 90 seconds to 45 seconds).
Initial respawn time for team-based power ammo boxes has been reduced (from 90 seconds to 30 seconds).
Improvements to Crucible gameplay / ammunition
Quickplay match duration (Conflict, Control, Supremacy) has been increased by 10 minutes and the score cap adjusted accordingly.
All modes
Assist and kill credit time has been increased from 2 seconds to 2.5 seconds.
For both kills and assists, players gain increased super energy.
Players who are defeated while holding power ammunition lose it entirely, dropping 50% of it in brick form.
This brick is visible to all and can be picked up by anyone.
It will disappear after 30 seconds.
You must interact with the brick for 0.25 seconds; simply running over it will not work.
This interaction can be interrupted if a player takes damage.
Quickplay
All modes
Match duration has been increased by 10 minutes and score limit adjusted accordingly.
Respawn time for all quickplay modes has been reduced from 5 seconds to 2 seconds.
Respawn time for team-based power ammo boxes has been reduced (from 90 seconds to 60 seconds).
Neutral boxes in Conflict / Supremacy remain unchanged.
The player super indicator has been removed from the HUD.
You can still see this information on the death screen and in nav mode (when the ghost is out).
The super indicator in Competitive remains unchanged.
Control
Initial respawn time of team-based power ammo boxes has been reduced (from 90 seconds to 30 seconds).
How much super energy players receive when capturing zones has been adjusted.
Players on the team that captured receive slightly less than before.
Players who are involved in the capture receive 2x as much.
Conflict / Supremacy
Initial respawn time of team-based power ammo boxes has been reduced (from 90 seconds to 60 seconds).
Competitive (including Trials of the Nine)
All modes
Tracker is now disabled.
Design note: This allows for better flanking and showcasing individual skill.
Survival
Respawn time of neutral side boxes has been reduced (from 75 seconds to 45 seconds).
The respawn time has been reduced to 7 seconds.
Countdown
Respawn time for team boxes has been reduced (from 60 seconds to 45 seconds).
Revive timer has been reduced from 20 seconds to 7.
Players no longer lose their revive tokens upon dying.
Crucible Power Ammo Boxes
Rockets
Now: 1 rocket
Was: 2 rockets
Chamber Grenade Launcher
Remains at 4 grenades
Single-Shot Grenade Launcher
Now: 6 grenades (can be limited by weapon inventory size)
Was: 4 grenades
Sniper rifles
Now: 6 shots
Was: (variable) 2 magazines, cap at 6
Shotguns
Now: 5 shots
Was: (variable) 2 magazines, cap at 4
Slam Shotgun
Now: 6 shots
Was: (variable) 2 magazines, cap at 4
Fusion rifles
Now: 5 shots
Was: (variable) 4-5 shots depending on magazine size
The current mega hit Fortnite has a nasty twist. One of the game’s main developers left the game early, probably because it was too “Pixar” for him. The game he developed instead was a terrible flop, but exactly what he wanted to make.
With the success of Fortnite, some statements gained a truly terrible irony in retrospect.
When Fortnite went live in the summer of 2017 and wasn’t exactly a hit, Eurogamer interviewed game developer Cliff Bleszinski. He was once a big deal at Epic Games, and he was the one who presented Fortnite in 2011.
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However, Bleszinski left Epic Games in 2014 to pursue his own thing.
Fortnite? It looks like Anna and Elsa are killing zombies
In 2017, Bleszinski said in an interview what bothered him a bit about Fortnite: the Pixar graphics.
According to Bleszinski, people had grown tired of the post-apocalyptic look at that time, and as a reaction, they preferred a “cartoon look.” There’s a generation that grew up with Pixar movies. In the interview, the developer said: “If you look at the Fortnite trailer, it looks like Elsa and Anna are running around killing zombies.“
Apparently, that was not what Bleszinski wanted.
He said: “I respect that, […] but we wanted to do something different. A first-person shooter that appeals to fans of Call of Duty and Halo. A shooter that has more of a dark sci-fi look than the cartoonish.”
Bleszinski left Fortnite in 2014 and instead made the shooter Lawbreakers with a sci-fi look.
Instead of Fortnite, he made a terrible flop
Half a year after the interview, the situation now speaks a clear language:
Apparently, the generation that grew up with Pixar movies is now in charge.
In Bleszinski’s defense, it can be said: Surely the look was not the only reason for his departure. Typically, such things are also a combination of several factors. But the irony here is already bitter.
Currently, “Battle Royale” is arguably the most popular game mode, making games like PUBG and Fortnite really big. Should Overwatch follow this trend?
The impact of Fortnite and similar games is also being felt by major publishers. When the player count and time invested in such games increase, time spent on other games must decrease.
According to some analysts in a summary from Investors.com, it is not the games themselves that are so successful, but rather the game mode. Therefore, analysts expect major publishers (such as Activision and also Blizzard) to follow suit and simply implement these modes into their games to rekindle player interest.
What the analysts are indirectly suggesting is the assumption that Overwatch will also implement a “Battle Royale” mode to recapture players. Time and again, one hears the wishes of fans from both games that such a mode would be perfect.
However, I don’t believe that will happen.
Battle Royale does not fit Overwatch
Battle Royale requires a gigantic map that would need to exceed the size of all current Overwatch maps combined. This presents an almost impossible challenge for Blizzard and the quality standards of Overwatch. Months are spent refining individual “small” maps. If one were to create a “Battle Royale” map, either the quality would massively suffer, or Blizzard would spend nearly a year solely on the design of the map.
Furthermore, I find Battle Royale unsuitable for Overwatch. Most characters in Overwatch are designed for teamwork and have many weaknesses when played alone. This can also be beautifully demonstrated in Deathmatch, where typically the same 4-5 characters are selected who can survive best on their own.
Even if one entertains the thought and expands on the idea, many questions and possibilities remain that all sound “just mediocre” interesting. What does progress within a round look like? Do you perhaps unlock your hero’s abilities gradually? Do you “find” charges for the ultimate as loot on the map? Do the damage numbers increase? I believe it would then end in a Widowmaker sniper tournament. That would certainly be exciting, but it doesn’t require a Battle Royale.
The best case scenario would be a mode in the Arcade, in a drastically stripped-down form – but that would hardly differ from the existing Deathmatch.
One does not have to chase every trend – and I hope that Blizzard does not do so in this case.
Would you want an Overwatch “Battle Royale”? Or are you glad when this hype is finally over?
Ubisoft offers microtransactions for unlocking weapons or outfits in the campaign of the newly released Far Cry 5, but this is not as bad as it may sound.
The open-world spectacle Far Cry 5 has been available since March 27, 2018, for Xbox One, PlayStation 4, and PC. Prior to its release, Ubisoft assured that the included microtransactions are only meant to accelerate progress in the game. The offered items could also be unlocked by playing the game. And so far, they have been right with their announcement.
Ubisoft offers payment with in-game or premium currency
The premium currency in Far Cry 5 is silver bars, which can be found in small quantities around the game environment or purchased with real money in the shop. Those willing to pay can choose between silver bar packages ranging from €4.99 for 500 bars to €49.99 for over 5,000 bars.
If you don’t want to spend real money in the game, you don’t have to. Most available items are also offered in the in-game currency.
This currency can be earned quite well in the game: defeated enemies have money on them, it is hidden in bunkers, and can also be earned by selling animal hides. A money guarantee is the dog companion Boomer, who keeps finding ammunition or coins in the environment.
Moreover, the best weapons cannot simply be purchased in the shop from the start, but are unlocked through the story or specific objectives.
While you can buy weapons and other items from the merchants in the game using in-game currency, the premium shop is displayed in the main menu of Far Cry 5. There, you can only purchase vehicles, weapons, or clothing with silver bars. Either you save the silver bars found in the game for the items you really want, or you ignore these items.
These weapons only seem to be particularly painted or decorated and do not provide any advantages in the game.
So far, there seems to be no reason to raise alarm about the microtransactions in Far Cry 5. Should that change, we will report on it at Mein MMO.
Sea of Thieves is getting a huge update for PC and Xbox today, March 27, with the number 1.0.1. We will show you what issues are being fixed.
During the maintenance on March 27, the Sea of Thieves developers will provide a massive update for the community. It is the first update after release and is as big as the entire game. The focus is on performance improvements and bug fixes.
Sea of Thieves Patch Notes 1.0.1 – Download Size
The servers of Sea of Thieves are currently unreachable and are expected to remain down until 3:00 PM due to planned maintenance. Nevertheless, you can already download the patch that will be available to you after the maintenance.
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Players with poor internet will have to be strong now, as the patch is huge. The developers faced the choice of reducing the size of the update in the coming days. However, this would delay the update. So, they decided to release the update now, so players can benefit from improved performance and bug fixes sooner. Therefore, you will have to download several gigabytes now.
Update size on PC: 19.53GB
Update size on Xbox One: 9.99GB
Update size on Xbox One X: 18.97GB
Patch Notes
Bug Fixes
Players who redeemed their Black Dog Pack code can now see these items in their chests
Characters should no longer lose details like hair colors and scars
When digging up a chest, there is no longer a chance that you cannot lift the chest
Players should no longer miss items or weapons after starting the game
Weapons, clothing, and cosmetic ship changes now persist even after server migration in other sessions
Players will now correctly see the titles of other players
Snakes should now function properly and look at the player when they are excited
The movements of animals and skeletons on slopes have been improved
The game should no longer be in “Not Responding” status when accepting a game invite during matchmaking
The notifications of the trading post faction should now be displayed correctly when turning in various items
The lighting conditions have been adjusted at various outposts and islands to improve performance
After being killed by multiple explosive barrels, the tinnitus sound no longer persists after death
Seagulls now fly over floating barrels
Players can no longer be held by an apparently invisible kraken tentacle
Many potential game crashes have been fixed
Performance Improvements
Significant performance improvements on all platforms. Especially the 4K native resolution on the Xbox One X was the focus.
The chance of tearing on the small ship has been significantly reduced
The chance of tearing in taverns has been reduced
Large frame rate improvements when traversing large islands
Reduced chance of frame rate drops at outposts
Improved foliage for a better player experience in jungle areas
Further improvements for all platforms are in progress
Known Issues
The gold and reputation rewards after turning in quests may be delayed
Player achievements may be activated with a delay.
Are you afraid to land in Fortnite: Battle Royale in the Tilted Towers? No problem. With our guide, you will survive the house battles and walk out of the city with tons of loot!
The Tilted Towers are like the Bild newspaper of Fortnite – everyone talks about it, but no one wants to see the place from the inside. So, who are the two dozen crazies landing in this maze of buildings every round?
What seems like pointless self-torment has a significant reason, as the Tilted Towers offer several advantages:
more loot than you can carry,
many opportunities to work on your combat skills, and
more time to enjoy the sights, as the city is almost always in the first safe zone.
Moreover, the buildings provide cover and plenty of space to hide. Even passionate trap setters can gather plenty of materials for funny kills with a bit of strategic thinking.
But like any major city, the Tilted Towers also have some social hotspots where things can get hectic. Here, tactical skill is required! If you land cleverly, you can ambush fighters with a bit of loot and snag some kills.
We turn every stone in the Tilted Towers: Where do most players land? How can you capitalize on that? After our guide, you won’t have to fear the city anymore!
Basic Tips for Landing in the Tilted Towers
Whoever has a weapon first has the advantage – this principle applies across the map of Fortnite: Battle Royale, even more so in the Tilted Towers. How to get to the city before anyone else, is revealed in our guide to landing faster!
In the Tilted Towers, make sure that you either
hold the high ground – meaning an elevated position,
or stay within a building
Whoever sprints across the central square right after landing will experience a gauntlet that will most likely end in the lobby of the game. Therefore, always land on a building or at least directly next to one to seek refuge.
If you play in duo or team mode, always land together at one spot. Distributed teams will have no chance, as they will have 75% of their firepower stripped away. If you are ambushed by multiple opponents, your team cannot help you – and you will have to become the passive spectator afterwards.
The tall building with open side walls on the roof is probably the most popular landing spot on the entire map. The building is large and offers tons of weapons and items. Many players land here – whoever finds a weapon first has a big advantage.
Avoid this building – luck decides who remains alive after landing here. However, this does not mean that you cannot return later. In fact, a fort built on the roof of this building offers a perfect all-round view.
If the zone’s progression indicates towards the Tilted Towers, you can build a home there and have a complete view of the city (and any latecomers from other parts of the map).
The Tilted Towers are predestined for trap use. Those who explore the large buildings will quickly become careless. Traps can be placed in places that seem illogical at first glance – and they can provide the trap setter with easy kills.
Therefore, always move slowly through the buildings and keep an eye on the ceilings. If you have traps yourself, you can of course place them in a hard-to-see spot.
Keep an eye on the surrounding areas of Tilted Towers
Many players focus only on what is happening directly in the city – a big mistake. Specifically on the south and west sides, other players can lie in wait on hills and capture simple victories after a fight, as players in the city are focused only on their immediate surroundings.
Therefore, always keep an eye on the surrounding areas if possible. If you need to heal and there is no cover – build yourself one (including a roof). This makes it harder for distant players to take aim at you.
If you have a sniper rifle or a similar long-range weapon, you can also turn the tables and take out careless players from a building.
Tastes differ here for sure – I have discovered the southern zone of the city as my preferred landing spot. Here is a church tower (which I avoid) and directly west a small four-story house that provides a good foundation of items to start with.
The church tower is a bad idea – land in the building next door (bottom left in the picture)
The house is also rarely approached. Then you go directly south down a steel staircase to a building that is almost never visited and offers great loot. Both on the roof and inside the building itself, there are various loot spots. Through a small hideout, you can access the basement, which may also contain a chest.
Now you have several options:
If the city is too crowded, you can exit it to the southwest through the ravine and try your luck elsewhere or
you can walk east up the hill to the next building.
If you choose the building east of the church tower, you can go up to the roof and get a first all-around view of the city. But be careful, there is a great danger from both the building in the center and the mountain behind you!
Now the players in the Tilted Towers should be quite thinned out – so you can venture into the center. Look for the roofs of the tall buildings as quickly as possible to gain an advantage over your remaining opponents.
Keep your eyes peeled and pay attention to the surrounding buildings. It is easy to be caught by a player through a window.
What are your experiences with the Tilted Towers? Do you have any further tips?
This is an AI-powered translation. Some inaccuracies might exist.
Just before the arrival of update 1.1.4, Game Director Chris Barrett speaks out and promises the community soon answers to random rolls and weapon slots in Destiny 2 These are two of the biggest points of criticism that arose even before launch.
The update milestone 1.1.4 for Destiny 2 is already knocking at the door. Only a few hours separate players from the long-awaited March patch, which will make many changes and adjustments to Destiny 2. This aims to make the game more attractive for Guardians again.
The focus is clear – Destiny 2 should become a hobby again
A fan asked in a discussion thread on Reddit about Bungie’s plans on whether Destiny 2 should become a time-consuming ongoing occupation for many Guardians again or rather lean towards a game where people do not feel “forced” to invest several hours daily.
In response to this question, Barrett provided a clear answer: Bungie wants to re-establish Destiny 2 as a hobby where there is always something new to do and cool, even more powerful stuff to chase.
Random rolls and the old weapon slot system – Guardians deserve answers
Furthermore, it was asked whether random rolls, in the same form known from Destiny 1, will also find their way into the successor.
It was also raised whether there is a chance that the old weapon system from the first Destiny title could eventually replace the current system in Destiny 2.
Here, Barrett was somewhat more reserved but pointed out that both random rolls and weapon slots are very high on Bungie’s priority list and promised that final answers from Bungie can be expected in the near future. After all, they owe the players these answers.
Sven thinks: The word “promise” holds enormous significance here. The studio is usually very cautious and sparing with such binding statements. If Bungie did not have a real solution to present in the foreseeable future, they likely would have avoided this terminology.
Furthermore, it should not be overlooked that Chris Barrett is not known for throwing around clichés, empty words, or false promises. So far, he has not given the community a reason to distrust his words. On the contrary – his honest and direct manner makes him so popular among the community.
It indeed looks like fans will soon receive answers to some of their most pressing questions, which will significantly influence the future of Destiny 2.
What do you think? Will random rolls and the old weapon slot system possibly return?
In the new gym leader costumes, you can let your Pokémon GO character shine in your team’s colors.
Defending gyms in Pokémon GO is a way to earn coins and represent your team. Those who are diligent in this area now have access to new clothing in the shop. These are chosen to match your team colors and help you better identify with Team Red, Blue, or Yellow in the game.
Gym Leader Clothing and Prices
The new outfits give reasons to defend more gyms. Because you unlock the clothing with the progress of your gym leader medal. The gold gym leader medal is unlocked when you have defended gyms for over 1000 hours in total.
These clothing items are based on the progress of your medals. So it could be that there will be more new clothing in the future in connection with other medals from Pokémon GO.
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The following clothing items for female gym leaders are now available in Pokémon GO
Gym Leader Gloves – 50 Coins – requires Bronze Medal
Gym Leader Skirt – 200 Coins – requires Silver Medal
Gym Leader Shoes – 100 Coins – requires Silver Medal
Gym Leader Top – 220 Coins – requires Gold Medal
Total 570 Coins
Male gym leaders have the following selection:
Gym Leader Gloves – 50 Coins – requires Bronze Medal
Gym Leader Shorts – 200 Coins – requires Silver Medal
Gym Leader Shoes – 100 Coins – requires Silver Medal
Gym Leader Top – 220 Coins – requires Gold Medal
Total 570 Coins
Do you like the new outfits for the trainers? Perhaps you will wear them as you embark on new adventures soon, as the game will be expanded with quests. These are tasks where you need to catch certain monsters or engage in gym battles. Everything we know about the new quests in Pokémon GO, we will show you here.
This is an AI-powered translation. Some inaccuracies might exist.
The World of Warcraft is coming to television! Soon, Azeroth will influence Peter and Stewie, who are in conflict like Alliance and Horde.
Blizzard’s MMORPG World of Warcraft has been the topic of various television shows at times. In addition to numerous documentaries, there are also some funny references, including a complete South Park episode. Now World of Warcraft is receiving another one of these honors, as another comedy series has decided to dedicate an episode to the conflict in Azeroth: Family Guy.
On April 1, the episode “Veteran Guy” will air on the American channel Fox. According to a rough summary of the episode, Peter and the others impersonate war veterans and are therefore sentenced to join the U.S. Coast Guard.
Family Guy: The Coast Guard for Azeroth?
What exactly this has to do with World of Warcraft remains completely open in the description. At least the teaser image for the episode is very much reminiscent of some promo images from Battle for Azeroth, where Orcs and Humans face off – in this case, Peter as an Orc and Stewie as an Alliance member, while the war is already raging in the background.
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On Facebook, they promote the episode with the words that “only someone as crazy as Leeeeroooooy Jeeeeeenkins would miss this episode” and that viewers should tune in on Sunday for “a bit of Warcraft magic.” Whether the episode treats World of Warcraft as a side topic or actually makes it the focus remains to be seen.
However, it will likely take a few months before the episode is broadcast in localized form on German television. However, there shouldn’t be a lack of streams for the original version on the internet starting April 2 …
Monster Hunter World received its first DLC on March 22, bringing a new monster to the game with the Dämonjho. The update also included a major balance adjustment for nearly all weapons in the game. This led to shifts in the tier list for both single and multiplayer.
Shortly after the update, the Japanese site gamy.jp created a new weapon ranking for both single player and multiplayer. The utility of weapons can vary significantly in a group versus alone.
The ranking is based on weapon mechanics and player opinions. The ranking reflects the status as of March 23, the day after the balance update was released.
Tier List for Weapons in Single Player
Below you will find an illustration of the tier list for single player. The great sword, hammer, and sword & shield have benefited from the recent changes.
Weapon Ranking in Solo Play on March 23. Image source: gamy.jp
Weapon Ranking in Solo Play
SS – Bow / Hammer / Great Sword / Energy Blade
S – Long Sword / Sword & Shield / Dual Blades / Light Bowgun
This is how the ranking in single player is explained:
Since the update, it is noticeable that sword & shield now excels with quick attacks, thanks to the circular slash combo.
The chance of paralysis has increased for the hammer, making monsters immobilized faster.
The great sword deals significantly more damage. The damage buff from Charged Slash II and III combined with a simple tackle is a relief in solo play.
The ranking of switch axe and heavy bowgun has drastically decreased. The switch axe requires a lot of macro-management, causing many players to turn their backs on it.
The heavy bowgun has several disadvantages in its mechanics, including low mobility and long reload times.
Tier List for Weapons in Multiplayer
In multiplayer, the ranking is somewhat different from single player, since a different dynamic and situation for the weapons arises in group play. The hammer is also among the top here. It is also noticeable that the great sword is top-tier in single player, while it ranks at the bottom in multiplayer.
Weapon Ranking in Multiplayer on March 23. Image source: gamy.jp
Weapon Ranking in Multiplayer
SS – Sword & Shield / Dual Blades / Hammer / Energy Blade
S – Hunting Horn / Long Sword / Bow / Light Bowgun
This is how the ranking in multiplayer is explained:
The heavy bowgun ranks here at the bottom tier, as it tends to interrupt other hunters’ actions with its attacks.
In multiplayer, the hammer shines in the SS tier, as it also benefits from its increased paralysis chance.
The great sword drops significantly here, landing in the B tier, as the strong True Charged Slash can be difficult to hit in group play.
Sword & Shield are also top-tier in multiplayer. The weapon deals decent damage. Players are also able to support the group by using items while wielding their weapon.
The hunting horn has risen from a low rank to a high S rank in group play due to the recent adjustments. This weapon is designed for support and has received improvements to its buff capabilities.
Energy Blade, Dual Blades, Bow, Light Bowgun, and Long Sword are in the top tier, as their macro management is easy to handle.
Lance and Gunlance are solid in defense and still land in the A tier.
What do you think of this tier list? Do you agree or would you arrange the weapons differently?
Today marks the official launch of the MMORPG Shroud of the Avatar. However, this is overshadowed by a controversial announcement to “transfer” EU players to Travian Games.
The fact that players from Russia and the Baltic States were “ceded” to the Russian publisher Black Sun was met with discontent in the SotA community.
Instead of learning from the situation, the developer studio Portalarium is now repeating this and transferring EU players to Travian Games. This bombshell was dropped just a day before the official launch of the MMORPG. Consequently, the mood among EU fans is quite sour.
Players from the EU now feel displaced. Although they still have access to the official forum, can participate in discussions, and manage their guilds outside the game, this step is met with frustration. This is partly due to the new prices of the game. Through the Portalarium shop, SotA costs $39.99. However, through the EU shop, it amounts to €39.99.
The price difference is explained by the taxes that apply in the EU even for digital purchases. However, the prices are significantly higher than a 1:1 conversion of dollars to euros plus taxes. Therefore, European players have to pay significantly more.
Those who do not switch lose access to service
Apparently, for legal reasons and due to data protection, consent is required to transfer data from Portalarium to Travian Games.
Those who do not agree here seemingly lose all claims to use the service. Anyone who does not want their data transferred to another company will no longer have access to the item store. The situation regarding already purchased items remains unclear.
What about the Telethons?
It is also unclear how the Telethons will proceed. Through these, Portalarium has been generating funds for the further development of the game every month. Viewers of the live show had to purchase something in the item shop.
But how will this work now, as the item shop cannot be used by EU players? And how does it affect taxation, as EU players now have to pay taxes for digital purchases related to the game?
In Fortnite, the “Battle Royale Starter Pack” is now live in the PlayStation and Xbox shop. The pack includes the so-called Halo Skin and 600 V-Bucks for about €5. Players have been waiting a long time for this offer.
For about a month, players have been eager to purchase the “Fortnite Battle Royale Starter Pack”. It was visible early on but could not be acquired. This was one of those cheap leaks that companies sometimes experience and nobody can explain, which stir up excitement for what is briefly visible. If only they could always be prevented…
Battle Royale Starter Pack – Here you can buy it for PS4, Xbox One, and PC
In any case: It is finally here, and the pack is available in the PlayStation Store and in the Xbox Store. It is also expected to come to PC. On PC, it is now also available – you can find the pack simply in the Fortnite store within the game, where you usually buy V-Bucks.
What’s included in the pack:
There is an exclusive outfit “Renegade Agent Outfit” – only for Battle Royale – this is the so-called “Halo Skin”
Additionally, “Catalyst Back Bling” – only for Battle Royale
And 600 V-Bucks
Image source: Fortniteintel
The price: It costs €4.99.
How long is the offer valid? It is still not really known. Originally, it was only announced until April 1st. There is no expiration date found in the shops.
Why is this something special? Normally, 1100 V-Bucks cost €10, but you don’t get anything for free. With the Battle Royale Starter Pack, you get the skin as well. Therefore, the offer is enticing, and it seems some people like the skin.
Is this really the Halo Skin? No, the design is inspired by the “Orbital Drop Shock Troopers” from the Halo universe, but Epic does not have rights to the name and calls it something completely different. Epic would certainly deny that the skin is from Halo. Just like with the John Wick incident. But… it is the Halo Skin.
The action MMORPG TERA will launch on consoles Xbox One and PlayStation 4 starting April 3rd. However, buyers of a founder’s pack can start as early as March 27th. We will show you what is in the different packages.
TERA will be released on April 3, 2018, for consoles Xbox One and PlayStation 4, after being available on PC since 2011. However, buyers of one of the founder’s packs can already start today. The various packs include items like game currency, mounts, titles, or loot box keys. Alternatively, you can also get access to the TERA head start with Twitch Prime.
The smallest founder pack costs 29.99 euros in the respective console shops. The included items can only be claimed and used by one game character. The included items are:
1,000 EMP, which can be spent in the in-game TERA shop
Character title “Founder”
Mount Blesse: A fiery ostrich mount with a movement speed of 280
Beutelin: A companion with a mobile 72-slot inventory
10 Cassette Keys: Lockboxes may contain valuable consumables, such as EXP boosts, crystals, and enchantment materials
TERA: Deluxe Founder Pack
The Deluxe Founder Pack costs 59.99 euros in the respective console shops. The included items can only be claimed and used by one game character. The included items are:
2,500 EMP, which can be spent in the in-game TERA shop
30 days of Elite status, which grants various account bonuses
An additional character slot
Bank expansion with 72 slots
Character title “Founder”
Mount Gloria: A ghost wolf mount with a movement speed of 280
Paw Prints: A companion with a mobile 72-slot inventory
20 Cassette Keys: Lockboxes may contain valuable consumables, such as EXP boosts, crystals, and enchantment materials
TERA: Super Founder Pack
The Super Founder Pack costs 99.99 euros in the respective console shops. The included items can only be claimed and used by one game character. The included items are:
5,000 EMP, which can be spent in the in-game TERA shop
90 days of Elite status, which grants various account bonuses
Three additional character slots
Three bank expansions with 72 slots each
Character title “Founder”
Cosmetic item “Fiery Halo”: “You are so fashionable that it burns in the eyes!”
Mount Schlitza: A deathsteel wolf mount with a movement speed of 280
Popolin: A companion with a mobile 72-slot inventory
50 Cassette Keys: Lockboxes may contain valuable consumables, such as EXP boosts, crystals, and enchantment materials
TERA: Ultimate Founder Pack
The Ultimate Founder Pack costs 149.99 euros in the respective console shops. The included items can only be claimed and used by one game character. The included items are:
10,000 EMP, which can be spent in the in-game TERA shop
180 days of Elite status, which grants various account bonuses
Four additional character slots
Four bank expansions with 72 slots each
Character title “Founder”
Cosmetic item “Fiery Feathers”
Mount Tempa: A bronze-colored wolf with a movement speed of 280
Companion pack with five companions: Rambo, Frog King, Purpuri, a Draka, and the carnivorous plant Nimmersatt. All companions in this pack have the ability “Automatic Looting”
100 Cassette Keys: Lockboxes may contain valuable consumables, such as EXP boosts, crystals, and enchantment materials
The war between the Alliance and the Horde is endless in WoW. The Horde is guilty of starting the war – but the Alliance is guilty of not preventing it.
The conflict between the Horde and the Alliance is the cornerstone of World of Warcraft. In every expansion, it’s about the war between the two factions, sometimes more intensively, sometimes less. But what superficially seems like a “You started it” or “No, you started it!” has deeper reasons that are firmly rooted in the structures of the Alliance and the Horde.
At least that’s how the user seinera sees it on Reddit. In a very extensive post, seinera explains with many references the geopolitics behind the wars and why the war machinery in Azeroth keeps turning in circles and will probably continue to do so for a long time. Here’s a brief summary.
The Horde: Hunger as an Ever-Present Fear
On the side of the Horde, seinera sees a perpetual underlying fear: the fear of starving. For the lands of the Horde are mainly barren landscapes, such as the Barrens or Durotar. Once fertile lands, like Lordaeron, have been rendered useless by the bio-weapons of the Forsaken.
Furthermore, nearly all Horde races are hunters. The cultivation of grain and fruit is virtually non-existent. While Thrall tried to make the Barrens usable for this purpose, it took too long and caused rejection within their own ranks.
Without a functioning agriculture, the Horde constantly lives with a fundamental fear: hunger. To open up new hunting grounds or to plunder food is a natural consequence of war. However, the areas plundered by war are usually destroyed, for example by the use of Sylvanas’ plague, which means they haven’t made any progress.
The leaders of the Horde also face another problem: they have to expend almost all their energy to remain in power. Because very little is truly solid and politically “stable” within the Horde.
Here are a few examples:
Baine Bloodhoof had to win a civil war nearly five years ago to succeed his father. He was only able to raise an army with financial help from the Alliance – thanks to Jaina.
Lor’themar Theron is only the regent of Silvermoon, appointed by the last king of a now-extinct noble family that also became traitors. During his short reign, he has already had to order two pogroms – against the high elves and the void elves – because he cannot deal with internal disagreements.
Orcs have changed their leader three times in the last five years.
The troll leader Vol’jin died after just one year – who leads the trolls now is uncertain.
Gallywix is an intriguer. His power is based on deception, fear, and money. He might rule for years – or be murdered next week.
Sylvanas‘ power position is relatively stable, as she is revered like a goddess by her people. However, there was a rebellion six years ago. Even among the Forsaken, there is now political opposition, as the “Desolate Council” (which governs for her in Undercity when she is away) has different plans than she does.
The wars always end for the Horde with many resources consumed and very few gained. This exhaustion provides for a temporary peace, as the Horde regains strength before the fears (mentioned above) kick in again.
The Alliance: Abundance and Passivity
According to seinera, the Alliance is not only passive and a “victim” of the Horde’s raids, but also fails to meet its responsibility. Because if it is the Horde that starts every war and breaks the peace, then it is the Alliance that fails to maintain the peace.
The leaders of the Alliance are all “firmly in the saddle” regarding their positions:
Anduin Wrynn is the descendant of an old royal family and is popular.
Prophet Velen is an ancient Draenei, revered by his entire people for millennia.
Gelbin Mekkadrill has been the democratically elected leader of the Gnomes for years.
Tyrande has ruled the night elves for 10,000 years and is the high priestess of Elune, who has been saved multiple times by Elune herself. Aside from a dispute with Maiev, there has been no resistance in her ranks.
The Council of Three Hammers is a relatively “new” political entity, but the individual members within their dwarf faction are virtually undisputed.
Genn Greymane is battered after the defeat in Gilneas, but has the support of the humans and night elves. His position is also secure.
However, the Alliance not only has strong political leaders but also plenty of wealth. Its territories consist largely of fertile lands, forests, or maritime regions with fishing. The Alliance focuses on the cultivation of grain and fruit. Even with some exceptions, like the poverty in Westfall, the Alliance as a whole does not suffer from this and thrives.
The Alliance is only a military alliance. Otherwise, they have no real unity and are rather uncoordinated, whether in trade or other plans – often the races even end up with differing intentions. Added to the discord is the paralysis when they are not at war – the Alliance does not decide, it only reacts. Over the years, this has led to built-up distrust that holds the Alliance back from extending a helping hand to the Horde. Only this could take away the reason for the Horde to attack repeatedly.
The initiative in every conflict lies with the Horde. They start the first attack, have great success, and cost the Alliance many resources. The Alliance must sacrifice its resources to avoid losing wars instead of preventing them in the first place. Even after a war ends, the Alliance focuses on rebuilding and then falls back into passivity – until the Horde strikes again.
The End of the War – What Must Be Done to Achieve the World of Peacecraft?
Towards the end, seinera even gives some suggestions that could lead to enduring peace between the Alliance and the Horde.
The Horde must cleanse the lands they possess and finally start with controlled agriculture to permanently eliminate the fundamental fear of hunger.
The Alliance must overcome their resentment and support the Horde – financially and politically.
The leaders on both sides must avoid populist and inciting rhetoric and, if in doubt, even act violently against it.
Both sides must disarm to build trust and free up more resources for other areas of life.
But of course, that won’t happen in the near future. Because what would World of Warcraft be without war?
You can find the complete post by seinera in English in our sources.
What do you think of seinera’s analysis and thoughts? Does it sound logical and coherent to you? Do you believe that Blizzard actually puts so much thought into the situation in Azeroth?
World of Tanks (PC) is now available as version 1.0 and looks like a modern game. So is it worth diving into the tank MMO? And what kind of players should definitely join?
World of Tanks was released in 2010 and has been continually expanded since then. Eventually, the old BigWorld engine reached its limits and was recently replaced by the new Core engine. The result is World of Tanks 1.0. But what is it about World of Tanks now and is it worth starting to play with the new version?
Fast Tank Action
World of Tanks is an action MMO with tanks. Your “character” is thus a heavy tank. There is no storyline or campaign. It’s all about PvP, that is, the fight among players. Each team consists of 15 players who fight against each other with their guns. Alternatively, there is also a larger 30vs30 mode with even more tanks.
The goal is to capture the enemy’s base or hold a neutral point depending on the map. If all tanks are neutralized, the round ends as well. If you are destroyed, you are out and can’t rejoin. This makes rounds in World of Tanks often quite short.
So it’s the ideal game if you want to quickly play a few rounds with the tank after work or during a break. You can either enter a match alone with 14 randomly selected players or compete in small teams of 3 players.
Tanks of All Nations, Unite
Before the battle, you choose a tank from your collection. It doesn’t matter which nation the tank belongs to. German tanks fight side by side with French, Russian, or US models.
Only the tier matters, as only tanks of similar strength are sent into battle. The tier is called “Tier” in the game, derived from the English word for level. The higher the “Tier”, the more modern and stronger the tank.
At Tier 1, you’ll find ancient machines from the interwar period. In the middle tiers, there are famous tanks from World War II, including the Panzer IV, the T-34, the M4 Sherman, or the mighty Tiger.
In the top tiers up to level 10, you will often find machines from the 1960s or curious prototypes and uniques like the mighty Maus or the experimental E-100.
Over 500 Tanks from 10 Nations
If you think that there were only a handful of tanks in the war, you’ll be quite surprised by World of Tanks. There are now over 500 vehicles in the game. They come from each of the 10 nations:
Germany
Russia
USA
United Kingdom
France
Japan
Sweden
Czechoslovakia
China
Poland
Each nation has special characteristics that reflect in the vehicles. German tanks are quite accurate, Russians can take a lot of hits, and the French are fast and have drum magazines later on.
Every Tank Also Falls into One of 5 Classes:
Light Tanks: These vehicles are ideal scouts and can cause trouble in the rear.
Medium Tanks: These all-rounders ideally operate in packs and attack from the flank.
Heavy Tanks: These heavy machines are the “tanks” among tanks. They can take a lot of damage and are heavily armored. Therefore, they are usually found at the front.
Tank Destroyers: If World of Tanks were a shooter, tank destroyers would be snipers. They usually stand well camouflaged in the second row and shoot precisely into the fray.
Self-Propelled Guns: These tanks are mobile artillery. They shoot over enormous distances and over obstacles. However, they must also see where the enemy is and rely on scouting.
However, the classes are not set in stone. There are heavily armored tank destroyers that roll to the front like a battering ram. Or heavy tanks that can also act as snipers. Each tank has its own unique gameplay.
Progression Through Research
So how do you acquire the individual tanks? You start with a small little tank that hardly deserves the name “tank”. When you play, you get experience points and silver, depending on your battle performance.
With the points, you unlock new components. Among other things, a new engine or a better main gun. The game is based on reality. So you can’t just attach an 88mm cannon to a little Panzer III.
The unlocked components are then paid for with silver. When you have enough points and have researched certain components, you can unlock and buy the next higher tank in the next tier. This is how you progress through the tiers.
The higher the tier level, the more expensive and longer the unlocking takes.
Arcade Action with a Bit of Realism
The competing game War Thunder allows you to experience realistic simulations. In World of Tanks, things are far less complex. Every tank has hit points. Once they are gone, it explodes. Precise hits on components can immobilize the engine, jam the gun, take out individual crew members, or even blow up the ammunition storage.
Aside from an ammunition explosion, however, a tank can survive such damages. The failure is repaired after a short time, and the affected module is still partially usable. As long as the tank still has hit points, it will roll and shoot.
The armor works quite similarly to real life. If a projectile hits at an unfavorable angle, it will ricochet with sparks. But even if it penetrates, it can somehow get stuck in the armor. Depending on how you angle the armor plates by positioning the vehicle’s hull, a shot may still be deflected.
Additionally, you need to be aware of the various types of ammunition. Some shells penetrate better, while others deal significant area damage but lack piercing power.
Free2Play with Premium Shop
World of Tanks is a free-to-play game that you can play for free without restrictions. However, you can still spend real money there. With that, you can buy the following goodies:
There is a Premium Subscription that you can take out. This will give you more experience and in-game currency per battle.
You can also get special Premium Tanks. These are only available for real money and are usually quite solid at their tier. They are generally not better than regular tanks.
Special Ammunition can also be purchased for real money, but it is also available for in-game currency.
What Has Changed with Version 1.0?
All the previously mentioned features have been long in World of Tanks, and they remain in place with update 1.0. Only the presentation has changed. But it has turned out really well. The game now includes:
High-resolution textures
Dynamic dirt, snow, or sand that sticks to tanks
Explosion craters and unevenness that can be seen on the tank’s suspension
Beautiful light effects
Water and grass dynamically deform when you fire your gun or drive through.
All sounds sound much more impressive
Every map has a unique music intro and a dynamic soundtrack that adapts to the gameplay.
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With all these innovations, World of Tanks 2018 presents itself like a modern game.
Is World of Tanks Right for Me?
World of Tanks excites tank fans with its engaging gameplay and numerous tanks. However, not everyone enjoys the arcade gameplay. Therefore, we have summarized the advantages and disadvantages of the tank MMO:
World of Tanks is the right game for you if you …
love fast action in between
are interested in tanks
are a good team player
are looking for a motivating free-to-play game
appreciate gameplay that is easy to learn but hard to master
World of Tanks is less suited for players who …
prefer realistic simulations
have problems with hit points in tanks and would rather have a dynamic damage model
prefer to rush forward alone
have an issue with faster progress through spending real money and being able to buy the best ammunition directly
cannot deal with toxic players. World of Tanks has millions of players, including some pretty salty individuals. So the tone can be a bit rough.
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The Sea of Thieves developers planned to take gold from players when they die. The community did not think that was cool at all. Now, the feature is being scrapped.
Those who die in Sea of Thieves go to the Ferry of the Damned and must wait for a certain time before they are allowed back on deck of their ship. The developers also planned a tax that the deceased player would have to pay for their death. However, the community found it not funny at all that they would have to pay for their death.
Now, the developers have thrown these plans overboard.
No more death costs in Sea of Thieves
When it became known that there would be death costs in Sea of Thieves due to a future update, some players took to arms. “In the game, you are a pirate on the high seas, and now you have to pay when you die? IN A PVP GAME?”
Afterwards, the developers explained that it was never planned to charge costs for PvP deaths. However, that was still not what the community wanted. Players were completely against this idea of costs.
This feedback reached the developers at Rare. Producer Joe Neate tweeted that the death costs are “dead” and now gone.
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Furthermore, Rare is commenting on the griefing problems that currently exist in Sea of Thieves. There are currently issues with pirate crews camping other players. They kill the other crew, wait for them to respawn, and kill them again. This happens over and over until the dominant crew has had enough.
Rare states that they are reading the feedback on griefing and are aware of it. They are now considering what short-term changes the developers can implement to combat griefing. An update on this topic and further feedback points will come later this week.