Update 1.3 Atlas Rising not only introduced the teleporters and an expanded story into the game No Man’s Sky, but also enhanced the planets.
In the vast galaxy of No Man’s Sky, there are numerous planets. These have different landscapes and atmospheres as well as various life forms. With the current update 1.3 Atlas Rising, new, more beautiful worlds can now be discovered. These offer even more interesting biomes and many new effects. Some of these planets have already been discovered by players.
https://www.youtube.com/watch?v=JFwLc35SKb0
More Beautiful Planets Thanks to New Biomes and Better Effects
For example, there is a planet whose atmosphere changes from day to night. Bubbles rise from the ground into the sky, taking on different colors depending on the time of day. On another planet, mysterious spheres fly through the air and yet another world features glowing roots of trees and mysterious objects made of metallic hexagonal plates.
Additionally, there is a lush green world full of life and plants. Or you reach a world where apparently a type of coral grows, but not in the sea, rather on land.
But also the effects on the already known worlds have been revised with the update. For example, the grass. This now looks significantly better thanks to new structure and texture, which visually enhances the planets where grass grows.
The grass no longer looks so static and sharp, but lush and with a slight shimmer. This has encouraged players to start a screenshot competition to see who can find the most beautiful grass on a planet.
The Mood of the Fans is Good
Overall, the fans of No Man’s Sky are satisfied with the current state of the game. This is particularly due to the fact that the developers are constantly introducing new features and improvements and are slowly steering the game towards what many hope for: a multiplayer game. Although it is still not really possible to play together with others. However, you can already see other players (in the form of light) and interact a little with them. Many players now hope that this will be further developed, and one day a real collaboration will be possible. This motivates many to keep playing.
What do you think of the graphical updates in No Man’s Sky? Let us know in the comments.
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The release of Patch 7.3 for World of Warcraft: Legion is coming soon, bringing new content. New mounts in Argus await, which will certainly interest not only collectors.
Mounts have accompanied players in World of Warcraft since Vanilla and will likely continue to do so in the future. It is no surprise that almost every content patch contains at least one new mount. With Argus, we can expect several:
WoW mounts from the reputation factions in Patch 7.3
The new faction Army of Light offers several mounts. Once a revered reputation is achieved, you can purchase the Lightforged Warframe armor for a hefty 500,000 gold from Defender Jaelaana – a kind of holy golem.
Through the new Paragon system, which we are already familiar with from the islands, we can earn Radiant Field Crates for reputation upon reaching revered status with the Army of Light. These can, like the old Paragon crates, also contain mounts. Here: three different, lightbound Elekks.
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A further selection of mounts can also be obtained from the second faction making its way into World of Warcraft. If we achieve revered reputation with the Argus Assault, we can purchase six different Talbuks, the Ruinstriders, for an additional 10,000 gold each from Toraan the Revered.
One of the six different Talbuks as seen in the wild animal guide of the PTR.
PvE: Mounts from exploration, quests, and achievements
Scattered throughout Argus are Demonic Flecked Eggs. However, it is still unknown whether these appear as rare objects that can be collected or whether they are rare drops from enemies. If you hatch them, similar to the Mysterious Egg of the Oracles from WotLK, you may get a Manaray in one of five varieties with some luck.
One of the Manarays that can be contained in the Demonic Flecked Eggs. One of five colors can hatch with some luck.
There will also be four sequential achievements:
We Came Here For Two Reasons
To Kill Demons…
…And Chew Mana Buns
And We‘re All Out of Mana Buns
A total of 5000 non-trivial demons must be killed for the last of the achievements in Krokuun, Mac‘Aree, and the Antoran Waste. Besides the nice Duke Nukem reference, we can expect pretty rewards: …And Chew Mana Buns rewards us with the Karghuf Ruinstrider, while And We‘re All Out of Mana Buns grants us the title Demonslayer.
A similar Talbuk, though without the protective armor and clearly much more corrupted, can be obtained as loot from Tormentor Kravos in Mac‘Aree: The Mad Chaosrunner.
Three additional mounts that belong to a new family are also dropped by other rare mobs. These demons resemble the flying mounts of demon hunters after an extensive soak in strong acid. To be obtained are:
The Wicked Abomination of Dog Master Kerrax in the Antoran Waste
The Purplish Maw of Blasenmaul in the Antoran Waste
The Acid Spitter of Skreeg the Devourer in Mac‘Aree
The Purplish Maw is one of the possible colors of these mounts.
Another mount of this family, the Grinning Gallbladder, is also listed. However, only Argus is mentioned as the source for it (though not the boss, Argus the Unmaker). How exactly to obtain this variant remains unclear.
Mounts from Antorus, the Burning Throne
The Antorus raid, which we expect to arrive with patch 7.3.5, also has some mounts for us. At the forefront stands the Bound Ur’zul, a monstrosity made up of the bodies of fallen soldiers. This rather ugly thing can be obtained from Argus, the Unmaker on mythic difficulty.
More macabre than pretty: A mount made from melted Draenei corpses.
Particularly interesting is that the second boss of the raid, the dog duo Shatug and F’harg, can both be obtained as mounts. The first, reddish variant of the demon dogs, inspired by F’harg, can be obtained directly as loot from the boss. The second, bluish variant is awarded after completing the meta achievement Glory of the Argus Raider.
The bluish-purple variant of the shadow dog duo.
From Argus, the item Blood of the Unmaker is obtained upon completing the raid on heroic difficulty. This starts the quest Blood of a Titan, for which we simply have to hand in the blood to Khadgar to then receive the summoning crystal of the Kirin Tor. This teaches us to summon the Violet Spellwing.
Would have been very useful when cleaning the library of Karazhan: The Violet Spellwing.
Professions, Events, and Special Items
Apart from the actual content happenings, there is also an increase for collectors. This seems to be significantly weirder this time than usual. The most unusual might well be the Darkmoon Mini Zeppelin that we can buy for 1000 tickets from the Darkmoon Faire at Lhara.
Hopefully doesn’t explode…
A bit less practical, but not necessarily less strange, is the Pond Nettle. This has only fishing listed as its source so far, how exactly to obtain it is still unknown. The name may hint that it can be fished from a specific pond. If it behaves like the Abyssal Shard of Kosumoth, however, it can only be used underwater.
“Blub blubb Grrrbl blubb blllub” – One owner’s opinion about this mount during a ride.
The probably most mysterious mount that is expected to arrive with Patch 7.3 is the Lucid Nightmare. This rather simple yet pretty mount is obtained through the Challenge of the Riddle Solver. What exactly this entails is still unknown. However, the preceding riddle tasks, which were last rewarded with the Thought Worm of the Riddle Master, suggest a similar effort.
Finally, an item is worth mentioning that is not actually a mount at all. In Mac‘Aree roams a Talbuk, Baruut the Bloodthirsty. This is a “Special Encounter” and rewards us with the toy Baruut the Blitz. This toy summons a “very, VERY fast mount” and is only usable on Argus – presumably, it is an Argus variant of the spirit of Shinri from WoD.
Which of these mounts are you particularly looking forward to? Is there perhaps that one special mount that Blizzard absolutely should add? Share your comments with us!
In Destiny, the Guardians are awaiting the arrival of Xur. Where is Xur and what items does he have for sale? Location and inventory.
Destiny 2 is coming closer: Next week the preload on Xbox One starts – shortly after it will start on PS4. Next week the services on Bungie.net and the Companion app will also be switched to Destiny 2. In less than three weeks, the new adventures will begin!
Destiny 1, on the other hand, is now slowly winding down. The PvP events – the Iron Banner and the Trials of Osiris – are already over. Now there are really hardly any reasons to log into Destiny 1 regularly.
One person sees it differently: Xur! The Agent of the Nine continues to come to the Guardians without hesitation. Because he urgently needs the Strange Coins, which he takes from you in exchange for exotics. Let’s see what he has with him this weekend.
All info about Xur in Destiny on 18.8., 19.8. and 20.8. on PS4 and Xbox One
At 11 o’clock, Xur will come to the Guardians today. Two days later, on 20.8., he will leave again at 11 o’clock. In the meantime, he will show you his inventory and is happy to chat a bit.
Where is Xur? Location today
Xur has specific positions at the Tower and the Reef where he likes to hang out. This time he is at the Reef – at the Vestian Outpost. Nexxoss Gaming will guide you there:
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Black Desert Online has a feature in Korea that allows you to combine two skills into a better skill. The new skill after the fusion will have elements from both skills and sometimes completely new effects.
Black Desert Online provides you with a range of skills to equip your heroes. But what to do if you want the effect of one skill and the damage output of another? In Korea, this question is no longer a problem, thanks to a new fusion system that allows players in Asia to merge skills.
Black Desert Online – Combine Two Skills into One!
The new skill fusion system from Korea is called “Rabam’s Enlightenment”. To apply it, you must be level 56 and select a skill as your primary skill. You then merge this ability with another skill, the secondary skill.
After the fusion, the primary skill is no longer present, instead, you have a new skill. This new ability contains elements from both skills, and sometimes there are even entirely new effects! So it’s worth experimenting. Additionally, older skills are upgraded to be on par with the awakening abilities.
From today, you can test the Survival mode (Survivor) in The Division for a few days for free. Additionally, the servers are down.
Update: Today, on August 18th, the servers will go down from 9:30 AM for three hours. Massive needs to fix login issues. This was just announced on short notice.
To create more incentive for agents to check out The Division 1.7, the developers are now hosting a free weekend: The Survival mode opens its gates.
All information about the free Survival weekend
The Survival mode was released at the end of 2016 as a paid game mode. You need either the Season Pass or the Survival DLC separately. If you have never played this mode, you can test it for free starting today:
The free weekend starts on August 18th at 3 PM.
It ends on August 20th at 9 PM.
Platforms: PS4, Xbox One, and PC
You need the main game.
To gain access to Survival, you only need to go to the terminal of the operations base and select the Survival session.
What can I expect in Survival?
“Survival” is a mode that is completely separate from the rest of the game. You start a session by going to the terminal at the door labeled “Survival”. Choose now whether you want to play in a group or solo and whether you prefer the PvE or PvP variant.
Along with 23 other agents, you are now in a hostile environment, fighting against enemies and the cold, against hunger and thirst. Additionally, you are infected with a deadly virus. On top of that, you have no equipment – you have to scavenge everything or craft it yourself.
Your goal: Survive, reach the Dark Zone, and search for an antidote, then shoot a flare gun and be picked up by a helicopter.
Depending on your performance, you will then be rewarded with loot containers.
Maps are an important gameplay element in every shooter – Twisted alleys, high roofs, or dark corners to hide bring out strategies and excitement. This is also true for Paladins. Thomas Holt is the lead artist of the MOBA shooter and explains how he and his team create maps. What a theme park has to do with it, you can find out here.
In a hero shooter like Paladins, the champions are in the foreground. They are the ones we play with, experience our adventures, and feel connected to. But what would these heroes be without the world they live in?
What would a shooter be without its maps? A big empty nothing – There is no one to fight for.
Thomas Holt is the lead artist of Paladins and is responsible for the visual design of the hero shooter together with his team. He gave us a deep insight into the creation of the maps.
Maps start as a wish turned into an image
The maps in Paladins originate from a wish. The team responsible for game design always has a clear goal in mind with a new map. Usually, they want to fill a gap that Paladins currently has.
A wish could be a map that is particularly well suited for snipers. Balance can also be a major driving force to create a new map. The various champions perform differently on individual maps. A tank like Fernando becomes a nightmare in narrow hallways with his giant shield. Snipers like Kinessa appreciate lots of hiding spots.
Once the design team has found the big theme of a new map, they come to the artists with their wish. The theme can simply be expressed for the designers as something like “open spaces” or “high rooftops”.
The artists then start to give this wish a form.
The theme of the map is captured in a single image
The graphic designers and illustrators approach the maps similarly to the game designers. They also start with a global theme that becomes the core of the map.
The visual team of Holt looks for a theme such as a climate or architecture. This results in the tropical island, the ice mines, or a fish market.
Once the theme is established, often a single image is drawn that captures the core. In the image below, an initial concept of the map “Stone Keep” is visible – A fairy tale castle was the centerpiece here.
After the first concept is established, the design team considers what gameplay elements should be included in the new map. The artists at this time think about what structure the environment should have. They ask questions such as which colors and styles should dominate.
The design of Paladins maps is created with building blocks
Once the artistic style is generally established along with the gameplay elements, the so-called “Block-Out” phase begins. Here, the level designers develop the map in the form of building blocks.
Before the maps can be visually appealing, gameplay and balancing must be correct on the emerging map. The game design is based on the artists’ concept sketches and develops new ideas that are based on them. What the team enjoys during testing ultimately ends up in the queue for test maps.
Here, players can try out the maps in the block version and provide feedback on gameplay.
Visually, Paladins maps are created like a theme park
When the team is satisfied with the block version of the map, it’s time for Thomas Holt to dress the bare blocks.
This happens for the lead artist from the perspective of a theme park map. The idea is to zoom out of the map to get a different perspective. Holt envisions a cartoonish map that one would receive for orientation in a theme park. He developed this technique while he was working on the god MOBA SMITE .
This makes it easier for Holt to recognize the different areas and boundary points. From a bird’s eye view, he has a completely different perspective and can better judge what the map should include and how it should be structured. At the same time, the team can consider what role each part of the map plays and what story it tells.
This makes it easier for the lead artist to think about what a building block should turn into.
Thomas Holt provided us with concept drawings of this perspective for this article. Here is the theme park perspective of the map “Light Marsh”.
Armed with this map of Holt’s theme park drawing, the entire team re-examines the block map. Here, the artists can again become aware of what the map looks like in three dimensions. Then the graphic designers start drawing over the building blocks.
The breakthrough is always when no block piece is left
Throughout the entire time, the design team conducts numerous playtests to check the functionality of the map. They work closely with the graphical team because the appearance and mechanics must be coordinated.
Sometimes the artists suggest for a visual effect that a building block is made shorter or wider. The level designers then have to test again whether that disrupts the map’s balance. Even a slightly too long corner can lead to unfair gameplay. There is always a lively exchange between the artists and game designers.
The breakthrough is always when the level design is finished to the point where no block piece is left, but everything is covered with visually appealing graphics. Now, usually only the details are missing, such as hitting the right shade. However, it is possible to play and feel the map. This is also the point at which the developers may start teasing new maps on their social platforms.
From now on, all playtests happen in the artistically designed version of the map.
The entire team pulls together to design the maps
According to Holt, throughout the entire process, the graphic designers and game designers work closely together to achieve the best result. This approach is also followed by the developers in the champion design of Paladins.
They inspire each other and combine the core of both sides.
The biggest difference between champion and map design is the number of different teams involved. In the development of the champions, the visual designers and game designers are involved in the process. For the maps, special teams like level design and environment design are added. However, it is important that everyone pulls together and knows what the respective teams are working on.
With intense teamwork, a clear guideline, and the help of a theme park map, ultimately the maps of Paladins are created.
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At Gamescom, there’s a lot to see for Overwatch fans. A new cinematic is on the horizon, as well as a new map!
Just yesterday, we reported that a suspicious new sound file was found in the game files of Overwatch. This suggests the yet-to-be-released map “Junkertown” – a location in Australia that is also the home of Junkrat.
Now Blizzard has stepped up and released the program for Gamescom. The world’s largest gaming fair will take place from August 21 to August 26 in Cologne, and Blizzard will be represented with a large program.
There are two major revelations for Overwatch!
A new map that is set to be detailed this coming Monday.
A new cinematic. Fans have been waiting a long time for a new “Animated Short”, as the last video of this kind was released many months ago.
Most theories suggest that the cinematic will also cover Junkertown and shed more light on Junkrat and Roadhog. Despite a comic, relatively little is known about both characters. Fans have been requesting new information about the lore of both for months.
It is also still unknown what game mode the map will be available for. Since Château Guillard is currently on the PTR and is being created for the new Deathmatch mode, most players assume that Junkertown (if it comes) will be a control point map (like Ilios or Lijiang Tower). The reason for this is that the last map (Moon Base: Horizon) was a capture map and Eichenwalde was a mixed map (capture and payload).
What kind of map are you hoping for in Overwatch? And which hero would you like to see a cinematic for?
The start for the preload of Destiny 2 is known. Soon you will be able to download the game data before the release.
Bungie released “This Week at Bungie”. It covers the important dates leading up to the launch of Destiny 2.
Next week, some Bungie employees – like Community Manager DeeJ – will be at gamescom. At this convention, new things about Destiny 2 will be revealed. Not only will they promote it, but they also have tasty information for hardcore fans.
At the end of August, the PC beta of Destiny 2 will take place and immediately afterwards, at the beginning of September, Bungie will be at PAX West. At PAX, Destiny 2 will be playable. You should bring an appetite for exotic loot. There may be new details about the Exotics shortly before the “Destiny 2” release.
For all Guardians who pre-ordered digitally, this date is probably the most interesting: Next week, the preload begins!
Preload of Destiny 2 – Start, Dates on PS4, Xbox One
According to Bungie, the preload for Guardians who pre-ordered Destiny 2 digitally starts on these dates:
Xbox One: Preload begins early next week (no specific date yet, Bungie will notify)
PS4: Preload starts a week later, on August 31 (Thursday)
Destiny 2 will also have a “Day 1” patch. This will be released shortly before the launch. The game director Luke Smith announced this patch two months ago at E3. Because Bungie is always working on Destiny 2. Even though the discs are already burned, they will continue to fine-tune Destiny 2 and therefore be able to provide a “Day 1” update.
Note: You only have until August 23 to choose the desired clan settings on Bungie.net. If your clan founder has not yet become active, make sure to contact them.
The new patch 2.6.1 for Diablo 3 is active on the PTR. Unlike the update before Season 11, Blizzard is implementing extensive adjustments to all classes. Read here for an overview of the biggest changes.
Season 11 is still ongoing, but Blizzard is already planning the next wave of balance changes. Those who thought that the new Necromancer would be nerfed will be surprised.
Because the popular Necromancer is actually being made even stronger, although not to the extent of other classes. Instead of nerfing the Necromancer as many expected, the other classes are being buffed to stand on equal footing with the Necro.
The current patch notes for 2.6.1 are not final and may change at any time. Insights gained during the test phase can thus affect the final balancing.
When the patch will actually be released in the live game is still unclear, but it is highly likely to become a topic only after Season 11 in October.
General Changes
The drop rate for various legendary and set items has been increased. Blizzard does not provide an exact percentage.
Many legendary equipment items have also been extensively revised. Thus, the damage output of many items increases massively.
Unfortunately, changes to damage values will only be adopted immediately for set items. Legendary items with new values must be found again. This is frustrating for LoN builds (Legacy of Nightmare) that specifically target well-rolled legendary items.
In addition, bonuses on certain skills that were previously found separately on equipment items are now integrated into the legendary property. This enables even more options for Kanai’s Cube. This change particularly benefits the Barbarian, who can now utilize many damage bonuses through the legendary properties of the equipment and the cube.
Class Changes in 2.6.1
Necromancer: The Necromancer’s Bone Armor can now also be activated while moving and no longer costs essence.
Furthermore, the Necromancer is now perfectly suited for speed farming. The increase in movement speed after activating Bloodpath is now 75-100% with Steuart’s Greaves, lasting a full 10 seconds (previously 2).
The overview and handling of skeletons and skeletal mages have also been significantly improved.
Barbarian: The Barbarian was long considered the weakest class in Diablo 3. With the new patch, this class is massively buffed across all sets. The Earth set has been raised from 1,200% to 3,000%. The Wrath of the Wastes set is also becoming significantly more powerful. The Whirlwind damage is increased by 800% to then 1,700%.
Divers legendary equipment items have also been strengthened in terms of damage values. Barbarian fans will welcome these changes. The Barbarian will probably not become the best class in the game, but he will not fall off so noticeably anymore.
Crusader: The Crusader does not experience significant changes with patch 2.6.1, but is reinforced particularly in the popular builds.
Other classes will also see improvements across the board. Many sets that previously did not belong to the meta will be adjusted. You can find details about all the changes in the current patch notes for 2.6.1.
What do you think about the changes? Will you give the Barbarian another chance after the patch? Let us know in the comments!
Since Tuesday evening, players can begin with the introductory questline for World of Warcraft: Legion: “Whispers of a Frightened World” for Patch 7.3. This scenario is possibly the first in a series that will likely continue regularly, similar to the Legion’s Judges campaign. There are also new hints for the first weeks of the 7.3 update.
To spare us such an image, we help Magni to aid Azeroth.
Patch 7.3: When comes what?
For the patch itself, this availability means that we probably won’t have to wait too long. In addition, there is now a rough timetable on the PTR for testing the various weeks of the patch. The “weeks” will be deployed and available every two days.
Week 1: The first two chapters of the story and the associated unlocks, including world quests in the first two Argus areas
Week 2: Further chapters as well as access to the third area and invasion points
Week 3: The remaining chapters of the story and the remaining content of Patch 7.3 that is not part of the raid. This includes, among other things, the Netherlight Crucible and the Seat of the Triumvirate
Walkthrough for the scenario “Whispers of a Frightened World”. WARNING, SPOILERS!
Below you can read a pictorial guide to the short scenario, so here’s a warning for spoilers!
When you log in for the first time since the hotfix and head to Dalaran, you will be contacted by Magni Bronzebeard (yes, the former king and now crystal dwarf) who asks you to help Azeroth and meet him in the Sholazar Basin.
The start of the quest in Dalaran.
After a quick trip through the portal in the center of Dalaran to the Dragonblight in Northrend, you are almost at your destination. A short flight over Wintergrasp (fortunately, you no longer have to dismount in mid-flight unless it’s currently contested) to then be addressed again by Magni through a hovering crystal at Sholazar Basin. He asks you to come to the Eon’s Watch.
Shown here: The entrance to the Eon’s Watch.
Inside the Eon’s Watch, there are some NPCs and the way leads you to a six-pointed star with a teleporter in the middle. Clicking on a pillar activates these and the opposite one. When all points are lit up, you can enter the teleporter. You are now in a scenario that is similarly constructed to the Halls of Lightning – you will only pass through them from the back.
When all pillars are connected to the teleporter, it becomes active.
Upon arriving at this location, you will be accompanied by a heartbeat throughout the entire scenario. The assumption that you are inside a living titan is therefore close (making the quest somewhat eerie). Magni explains that Azeroth has nightmares that manifest at this location. The defenses have been activated, and you are now supporting them in the fight against the evil phantoms.
The nightmares must be eliminated. The more fighting occurs, the faster the heartbeat.
During the fights, the heartbeat gets faster – as if Azeroth is afraid to face the nightmares. After defeating the dark spirits and reactivating some guardians, a small boss fight against the “Amalgamation of Torment” awaits. With 10 million health points, it’s not exactly a short fight.
The Amalgamation of Torment is the last opponent we need to defeat to help Azeroth for the moment.
With the Amalgamation down, the way is cleared to go deeper into the machine. Magni informs you that Azeroth seems to be doing better now and asks you to stand by him while he speaks with the Titan. During the conversation, you see an image of the planet in the room – a reminder that Azeroth’s troubles are also your troubles. The dialogue – which is more of a monologue from the dwarf who conveys Azeroth’s words – is rather concerning:
The last room of the scenario, where Magni will speak with Azeroth.
Magni Bronzebeard: “Speak to me, Azeroth. Tell me what troubles you… Your feelings are completely chaotic. I must focus, open myself to their thoughts… UNNGG! Sand, soaked with pain. Streams… streams of blood. A sky in flames. A sword… in the darkness. The wound… it burns… Sar…ger…as…”
Magni Bronzebeard: “The Dark Titan is coming! We must stop him! Argus… the home world of the Legion. She says our fate lies there. We have some preparations to make, Champion! You report to Khadgar what we have learned. Good luck!”
Now that you have learned what awaits you, you can return directly to Dalaran through another teleporter to collect your reward of 32 million Artifact Power (with Artifact Knowledge 40) from Khadgar.
With more questions than answers, we must now wait for the next week and hope for another scenario.
Saturn celebrates its motto “Frugality is Fantastic” and offers some interesting deals. The highlight is a 55-inch 4K TV from Samsung and a PS4 Pro bundle for 333 euros.
True to its motto “Frugality is Fantastic”, Saturn is once again slashing some prices. Particularly interesting is the Samsung UE55MU6179UXZG, which features a screen diagonal of 55 inches. Additionally, it boasts a resolution of 3,840 x 2,160 pixels and therefore has 4K. The picture quality index is 1300 PQI and HDR is also among its capabilities.
Of course, it comes with a Smart Hub for quick access to apps like Netflix or Amazon Prime Video. Furthermore, a Smart Remote is included.
The offers are valid until August 19, 2017, or while supplies last.
MediaMarkt is also not holding back with today’s deal of the day and is offering the LG 60UJ6309 LED TV with a 4K resolution. It has a screen diagonal of 60 inches. It also features Active HDR and webOS 3.5.
The offers presented here are equipped with so-called affiliate links. By purchasing through one of these links, we receive a small commission from the respective provider. The price remains unaffected by this.
This is an AI-powered translation. Some inaccuracies might exist.
In The Division 1.7, you can only obtain the masks through the Global Event leaderboards. However, this system is flawed.
Just now, the State of the Game aired on August 17. The developers mainly discussed the masks and leaderboards, as these are currently causing the most confusion – and frustration.
The masks are new cosmetic items, which are currently very sought after in the agency. However, you can only obtain them in one way: through the Global Event leaderboard.
The developers explain how this leaderboard works:
To rank up, you need to collect as many Global Event credits within an hour as possible. Your best gameplay hour counts. For example, if you collect 2000 GE credits within 60 minutes one day and then collect 2500 GE credits within 60 minutes the next day, the old value will be replaced by 2500. In other words, during the event week, you only need to have one strong hour to secure a top leaderboard position.
Leaderboards are bugged
However, some users report errors: Their score on the leaderboard has dropped. Massive is aware of this issue: This should not happen. Normally, your score cannot decrease; it can only improve. The best score counts at the end of the event. The developers are investigating the issue.
The leaderboard is divided into three tiers:
Tier 1: These are the top 50% of players in a Global Event. As a reward, there is a mask at the end of the event.
Tier 2: The top 15%. Here, there are 2 masks as a reward.
Tier 3: The top 5%. Here, there are 3 masks.
These masks are not random but are tied to the leaderboard class. Therefore, all players in Tier 1 receive the same mask.
Many players are dissatisfied with this leaderboard system, as it implies: 50% of all players will not receive any masks. Many use certain farming methods and complete “Clear Sky” in record times to boost their score. Then there are also hackers with excessively high scores. However, Massive announced today that they will review the placements. They could easily find out how the score was achieved and subsequently ban hackers.
Additionally, Massive admits that solo players are clearly at a disadvantage in this system. Established groups can generate GE credits much faster. It is understood that many agents are frustrated that the masks are exclusively tied to this leaderboard, making it unlikely for them to obtain one.
In the forums, Massive has often read the suggestion that the masks should be obtainable through commendations. This way, everyone would have a chance to work for the masks. Hardcore players can obtain them earlier, but any “casual” can set the goal of unlocking the masks.
This option is currently being discussed internally. However, if the idea is implemented, a client patch will be required. It may take a while.
More information from the State of the Game:
Issues with precision rifles are being investigated.
We have received a lot of positive feedback about the Global Events. Many agents requested that the events happen more frequently. The developers can hold these more often, as Massive said. They do not have to occur only once a month. However, a permanent event will definitely not remain active – because then The Division would be a completely different game. They are considering the rhythm for future events. It is conceivable to repeat an event on weekends.
After an event, you can still access the secret gear sets. These are available in various containers (Survival, Last Stand, performance containers, not supply drops) and as random loot from named bosses in the open world and in the Dark Zone. The drop chances are similar to the exotics.
The new Emphasizer class will soon be available on the Korean servers of MU Legend. The video gives a look at the class to be discovered.
Good news for MU Legend fans: The new Emphasizer class is taking a step closer to “release” and will be playable starting from next week at least on the Korean servers.
So far, you have had the choice between the four classes Dark Lord, Whisperer, Blader, and War Mage. Each of these classes offers individual skills that fit various playstyles. The Emphasizer class brings fresh air into the character selection with its abilities.
Update 17.08. – First gameplay videos
In the meantime, the Emphasizer class has been tested more thoroughly, and players made their first gameplay recordings. In this update, we want to provide you with a closer insight into the new class in MU Legend through these gameplay videos.
On the YouTube channel of Steparu.com, there are already two cool videos about the Emphasizer:
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The new class of MU Legend is already on its way to the game. From August 10, it will be available on the Korean servers. When we will be able to play it on other servers and whether it will be available in the open beta of MU Legend in September is still unknown.
As the gaming website “2p” reports, the Emphasizer behaves like a succubus and can manipulate weapons and thoughts of the enemies. This allows smaller groups of enemies to be held and controlled.
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Even Hearthstone pros can’t get used to the new cards immediately. It’s especially funny when this happens during a livestream.
With the expansion Knights of the Frozen Throne, Hearthstone has received over 135 new cards. It can take a while for players to get accustomed to all the new combinations and remember the effects of the cards.
But small and big mistakes happen not only to us normal mortals; even Hearthstone pros can be tricked from time to time.
This happened to Johnnie Lee, better known as “Ratsmah” – one of the best arena players that America has to offer.
During his stream, he had a solid game and a nearly certain victory on the board – at least he thought so.
Ratsmah had two Bittertide Hydras on the board – powerful minions with stats of 8/8 that only cost 5 mana. However, they have a downside – every time they take damage, they deal 3 damage to their own hero. But what could a warlock do?
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Well – Deny. That was the card Ratsmah clearly didn’t have in mind. It deals 1 damage to each minion and is cast again when a minion dies. The spell triggers a total of 4 times, turning the “sure victory” into a bitter defeat.
Especially funny: The opponent plays a Flamewaker, which deals 3 damage to his own hero, which Ratsmah comments with an arrogant “Yes, hit yourself in the face, that will teach me”.
A clear case of “Instant Karma”, as casting Deny will clearly serve as a lesson for him.
Have you also had trouble with the new cards and forgotten effects that could lead to your downfall?
The tank action game Armored Warfare is expected to come to the Playstation 4 soon. It should be available by spring 2018.
Armored Warfare is a tank action game in the style of Wargaming’s World of Tanks. However, instead of steering iconic vehicles from World War II, you control modern military equipment such as the Leopard 2 or the British Challenger II. Additionally, Armored Warfare offers a fun coop PvE mode.
All this content will be available soon on the Playstation 4.
Armored Warfare – Tank fun in PvP and PvE on the PS4
You will need to be a little patient, as Armored Warfare will not arrive until early 2018 on the PS4. But then, nothing will stand in the way of great tank fun. The Playstation version will have the same content as the PC version, including:
10 tiers of modern tanks from around the world
Five vehicle classes: Main Battle Tanks, Light Tanks, Tank Destroyers, Reconnaissance Vehicles, and Self-Propelled Artillery
PvP game modes and PvE missions
PvPvE mode Global Operations, where you compete against the enemy team as well as AI opponents, and have respawns and consumables
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Do you have the sharpest outfit in World of Warcraft? In the Trial of Style, you can prove your transmog skills!
In recent months, World of Warcraft has introduced some pretty crazy micro-holidays. Since today (08/17/2017), “The Big Style Check” is live. All interested players can participate in the special scenario until 08/23.
The whole event takes place in the Terrace of the Magisters – but you can get there via the transmogrifier in Dalaran. Just talk to him and he will give you the option to participate in the scenario.
Here you will be teamed up with 5 other players and must put together a suitable set from your collection within nearly 2 minutes. Every time there is a different theme, such as “Summer Fashion”, “Heroes of Azeroth”, or “Freestyle”.
After that, always two players are teleported to the stage and can present their outfits. The rest of the group then votes on which of the two has the better outfit.
As rewards, there are “Marks of the Big Style Check”. These can be exchanged at the transmogrifier for various cosmetic sets and the “Fashionable Undershirt” for the duration of the event.
Cheating is, by the way, not possible. Before the presentation, the other players do not see your selection, as it is all covered by neutral, gray clothing.
Cortyn says: The rewards are not really great, but the fun definitely takes center stage at this event. It is a bit disappointing that Blizzard hasn’t designed completely new sets for the Big Style Check, but that would probably be too much work “just” for a micro-holiday. So it is simply a fun event where you can have a lot of fun.
Do you have what it takes to be a master in the “Trial of Style”?
We tested Fortnite (PS4, Xbox One, PC). Fortnite is the new action co-op game from Epic. Minecraft meets tower defense, dungeon keeper and The Walking Dead had a baby. Whether Fortnite has the chance to become a construction for eternity or if it is a wooden shack that the first storm tears apart, you can read here.
Fortnite has a strange development history. It was first teased in 2011. Back then, it was supposed to be a mix of tower defense and Minecraft. In 2011, it was thought: Fortnite will be a couch co-op for Xbox 360 with split-screen and multiplayer. People met and played this Fortnite together. Six years ago, ‘online gaming’ was not as dominant as it is today.
Then nothing was heard about the game for ages, and in the summer of 2017, Fortnite appeared as a pseudo-MMO for PS4, PC, and Xbox One. In a version for today’s time, it has the typical 2017 features of a multiplayer game with ‘always online, automatic matchmaking, a huge progression system, and a cash shop.’
The game is already surprisingly mature and playable, even though it is still in early access.
Fortnite is still ‘Minecraft meets tower defense’, but elements from mobile MMOs have been added: an oversized progression system ensures that everything in the game has a level and a quality level. This makes getting into Fortnite a bit complex.
While the ‘surroundings’, the meta-game of Fortnite, exudes the dry charm of an Excel spreadsheet, the actual gameplay is self-explanatory and immediately clear.
The gameplay of Fortnite: Walking Dead meets Dungeon Keeper
The actual missions of Fortnite are divided into two major phases: day and night.
The day phase
You are with three other players in an area, sometimes it’s a suburb, sometimes nature. There, you fulfill various main and side quests: sometimes you collect survivors, sometimes you protect a core from angry zombie hordes by building a fort around it.
During the day, you walk around with your pickaxe and an arsenal of weapons. The player team has three tasks:
They collect loot from chests or crates that are hidden, and resources by smashing things with their pickaxe.
The players complete side missions in the form of events while uncovering the quite large maps.
And they build a fort for the ‘night’, usually there is a special object that needs to be protected. As a player, you can erect walls, build stairs, lay floors and ceilings, and decorate the fort with traps. This starts getting surprisingly easy early on but can reach considerable depth later.
The night phase
In the combat phase or ‘night phase’, which you can usually initiate yourself, the fort is stormed by ‘Husks’. These are zombies like from a Pixar movie. Undead alien monsters that have draped themselves over human bodies like poorly fitting suits.
Here, Fortnite becomes a third-person shooter. The goal is to take out the husks and protect your fortress.
The arsenal of firearms ranges from laser pistols to sniper rifles and shotguns to rocket launchers. There are ninja swords and baseball bats for close combat. The individual heroes still have skills like double jump or shuriken throwing, or you can deploy a shooting robot bear or call in an airstrike. There’s a lot going on here.
Both phases are good in their own way
Both parts of the game are really fun. The tools for building the fort are easy to use and you get better and better at building a fortress as you progress from mission to mission. There are a lot of tricks and tips that give an experienced builder an edge. Therefore, it is important to assess: Where will the husks attack? Where do they have to go through? Which trap combination is the most effective here?
And there are so many kinds of traps: poison gas flows from the ceilings, husks are thrown back by springboards or thrown off cliffs. They receive electric shocks and are impaled from below like a fakir. I had this much fun with placing traps last in Dungeon Keeper.
The loot phase is also exciting. It is fun to search the houses and dwellings and complete a few side missions.
The reward and progression system
Where the actual gameplay shines, the progression system is surprisingly complex but overdone.
There are skill trees and research trees. Regular points flow into both, and skill nodes can be unlocked. However, the individual points usually have little effect on the gameplay experience. Per point, you improve by a few percentage points in an abstract statistic: traps then do 1% more damage. You get a little more health. Nothing that you really notice in the game from mission to mission.
Something else is ‘gadgets’ – bonus skills that you unlock like airstrike or group heal. They are indeed useful, but your choice is quite limited, and you can only take two with you.
Meta map game pretends complexity, effects seem only marginal
With other points, you receive free ‘map slots’ in which you can then place cards, such as survivors… and through these, you become a few percentage points stronger in a specific area: Also not really exciting.
This is all a relatively complex system that gives the impression that the player can make decisions. Ultimately, however, it is linear, and you rarely feel that you are significantly improving when you dive into this ‘card mini-game‘ of Fortnite.
It is indeed fun to dive into it, and you may feel clever if you have organized everything “perfectly” and put the “cards together and organized them correctly” – but it will have only minimal effects on the actual game.
Exp system forces specialization.
Additionally, every item, every survivor, and hero in the game is part of a ‘meta-game’ with experience points and quality tiers so that you can enhance each weapon, every trap, and every hero individually.
This invites you to specialize and preferably ‘build one maximally strong hero’ or focus on a great weapon instead of several good ones – which limits your breadth. In practice, you don’t have much choice between a pistol, sniper rifle, and MG, but always reach for the MG, because after all, you leveled it.
Smart players look to pull weapons with different ammunition types to avoid running out of ammo too quickly.
This ‘evolution’ system is relatively closely tied to purchasable loot boxes, the lamas – although some can be earned, it smells here of ‘pay for progress.’
The aesthetics and humor
Fortnite gets clear plus points for its aesthetics and many details.
It’s fun to smash classic cars or lowriders with hydraulics with the pickaxe, to find a bomb shelter in a house, or to scrape your way to the top of a skyscraper. Then comes a melody reminiscent of The Walking Dead and you just feel good in this strange world and rummage through bathtubs and find ammo there – for whatever reason?
The husks also contribute to this, which, although they look so terrible, are somehow endearing. The artillery husk that tears down forts from afar somehow looks like a middle-aged woman in a floral dress. And the baseball pitcher who bombards my fortress makes me smile every time. Why have so many baseball pitchers turned into husks and now throw their bones? What is going on with them?
My favorite is the ‘sentry gun’ of the explorer hero: it is a robot bear that apparently is programmed to think of itself as a bear and to shoot at everything that is not a bear with the friendly remark: “You are not a bear.”
The excellently dubbed reward llamas that happily comment on their own destruction are also really good.
Even the cutscenes that tell the story are full of charm and humor.
Such moments clearly set Fortnite apart from other games. Even if the monetization of the game seems difficult, the aesthetics say: ‘This game is made with a lot of love.’
The story and the mission flow
Fortnite has a linear plot that does not take place in specially crafted missions, but in the normal missions you always play.
The first zone Stonewood is basically a giant tutorial with a flat learning curve – only after 10, 12 hours is it worthwhile to build forts and the difficulty increases noticeably. Until then, you just knock down the husks.
You always have the choice between several cards with specific main objectives – you complete the story missions on these cards by fulfilling different mission objectives. The story missions can also sometimes consist of deliberately completing actual side missions.
After the mission, Fortnite celebrates its reward sequence.
This is how you quest from area to area. There are a total of four areas. However, they take relatively long – after nearly a month of regular playing, I am two-thirds through the second area. Progress becomes relatively slow from level 20 onwards.
In each of the areas, you gradually build up a home base that remains. You have to defend it multiple times against increasingly larger hordes of enemies. In the higher missions, you get the feeling of an unending onslaught, which depletes your resources, and then you just hope that the base really holds and that you have enough ammunition.
If you are left standing at the end with only melee weapons, hoping that the timer finally ticks to 0, while large demolishers stagger toward the last remnants of your base, then it’s no longer fun: then adrenaline is pumping.
Weaknesses in detail: Multiplayer
In Fortnite, you are in every mission with up to three other players, who can pursue different mission objectives. A mission lasts about twenty minutes.
The map has a ‘main objective’, but individual players can pursue other interests through story missions or side quests rather than just completing the main objective as quickly as possible.
Generally, this approach is difficult in a game with automatic matchmaking. This also leads to tensions in Fortnite.
One tries to build a fort, initiate the night phase as quickly as possible, defend the fort, and complete the mission: He shouts that others should help him
The next one is stuck on an elaborate side mission, builds a fort in a completely different location and calls for help there, because it’s actually a group mission – but the group gains nothing from helping him
The third only wants to loot and replenish resources because he wants to build more traps in his home base. He is fighting his way through
And the fourth might be AFK and only wants to earn points while the rest does the work
Fortnite is a great game when everyone pulls together in ‘co-op’. However, the game mechanics of Fortnite do not really ensure this. This leads to conflicts and frustration. Fortnite is best when you’re out with friends.
The honest fort builder is sometimes the fool
Also in the exact point accounting and in details, some things still seem poorly thought out. Although traps are great, if you need the same resources to produce ammunition, there will always be a bottleneck. Thus, the ‘cool’ traps are rarely built, and usually, only the cheap standard traps that are held together by spit and tape.
Also, it sometimes seems like you’re the honest fool when you build the foundations of the fort while the rest loots. Many only join once the fort is already built and settle into the ready-made nest.
This is reflected in the classes: while the constructor is responsible for the ‘foundation’ of group success, the explorer with ‘Oh, there it sparkles, I must go there’ is more for personal loot needs.
Fortnite conclusion in early access
Fortnite is still in early access. One wonders at first glance because the game is already so far advanced and the core gameplay is so wonderfully round and motivating.
But in detail, as you progress, you see that Fortnite still has some questions it needs to answer, especially in the progression system and the multiplayer aspect. Much of it is simply unfair and invites griefing.
If you can overlook the monetization, you will find a truly strong game in Fortnite, which will surely get better over time.
Despite all the annoyance over teammates and details, the basic idea of Fortnite is fantastic. The aesthetics are outstanding, and the gameplay is truly enjoyable. Fortnite is best with a group and friends; then you can have fun for hours. Then the wobble factor ‘Hopefully, I get decent teammates’ is turned off, and Fortnite is a clear recommendation.
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Also, one can befriend with the progression system. Many people derive satisfaction from extracting the optimum from such complex systems, even if it ultimately only leads to minimal progress.
The monetization system with a cash shop in a title for which you are currently supposed to pay 40€: Yes, it is difficult. However, you can painstakingly earn the in-game currency through daily missions and then have to practice self-control. Progress becomes slow but steady from a certain level.
Currently, Fortnite is still in early access for which you have to pay for access. In 2018, the game will become free to play.
The tank MMO World of Tanks finally gets a solo campaign called War Stories on PS4, Xbox 360, and Xbox One. However, you won’t be reliving the well-known battles of World War II, but rather alternative historical scenarios.
World of Tanks has always been a pure PvP game where two teams of randomly mixed tanks face each other. There has never been a solo or coop mode like in the competitor Armored Warfare. Even the attempt to reenact historical battles had to be abandoned for balance reasons.
But now, solo and coop missions are set to arrive in World of Tanks.
World of Tanks – Tanks in London and East-West Showdown in Berlin
On August 22, 2017, the first three War Stories will arrive on the console versions of World of Tanks (PS4, Xbox 360, and Xbox One). Before the War Stories, there will be new tutorials that explain everything you need to know about tank controls. You should be able to play the campaigns alone or in coop with friends, and each campaign will include two episodes, with the story explained through comic strips. Scenarios from an alternative history – a “what if” scenario – will be featured.
In “Flashpoint Berlin,” the Third World War begins shortly after the Second World War. The Allies can’t understand why the Soviets have isolated Berlin with a blockade, thus violating the Potsdam Agreement. As a consequence, a fierce tank battle erupts between East and West in the ruins of Berlin.
In another mission, the Germans have somehow managed to transport large tank formations to England. The result is a massive tank battle on English soil, extending all the way to London.
The third solo/coop mission from War Stories revolves around the Cuban Missile Crisis. Unlike in reality, the conflict escalates completely, and the USA and the Soviet Union bombard each other with tanks and nuclear weapons.
Flashpoint Berlin will be the first campaign to appear as a War Story. The other two campaigns will follow later. Wargaming plans to deliver additional solo campaigns at a later date. Whether and when the War Stories will also be available on the PC version of World of Tanks is still unknown. So far, the War Stories are set to be exclusive to consoles according to Wargaming.
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Black Desert Online rewards players just for logging in. For a limited time, you will receive additional items just for briefly being in the game. Guild members benefit even more.
Black Desert Online wants as many players as possible to be online every day. And even if you don’t have much to do in the big sandbox MMO, you should at least briefly log in every day. Because Kakao Games not only provides you with the usual goodies for logging in. For a limited time, everyone gets more!
Black Desert Online – Events and Summer Rewards
In summer, there are special rewards for all players of Black Desert Online. The following extra goodies are available until the specified dates:
From 17.08.17 to 06.09.17, there are “Hot Attendance Rewards” after logging in. These include Black Stones, Memory Fragments, Cron Stones, and Shakatu Seals. With the seals, you can exchange for even more goodies at Shakatu.
From 17.08.17 to 31.12.17, there are “Guild Attendance Rewards”. However, these goodies are only available to guild members who are part of guilds with 31 or more members. The daily rewards include Black Stones, T-Bone Steaks, and XP Scrolls.
In addition to the rewards, there is also the second Rulupee World Travel Event, which runs from August 19 to September 3. Additionally, from August 16 to August 30, there is the event “Reach for Gold”. In it, you can loot golden daggers and backpacks as well as fish for golden pompanos.
On PlayStation 4 and Xbox One, there is a big problem in Overwatch – a lot of afk players roaming around in Lúcioball.
Currently, the Summer Games 2017 are taking place in Overwatch. They entice with a lot of cool rewards and the game mode Lúcioball, which for the first time also features a ranked mode.
But players on PlayStation 4 and Xbox One are not really having fun in the “regular” Lúcioball – many players here are not participating in the match.
This leads to quite absurd encounters, like this one. The player Thebozofbilly joins a match with 5 other players – all of whom are afk. You can see what it looks like here.
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It almost has something eerie to watch the other five just run in circles or slide across the map in strange paths.
Normally, in Overwatch, you get kicked if you do not participate in any combat action for more than a minute. But that is precisely the problem in Lúcioball. Strictly speaking, there are no combat actions here, since the two teams cannot harm each other, but can only nudge and hit the ball.
For this reason, you are not kicked from a match for inactivity. And due to the automatic matchmaking, matches follow one after the other. The respective players are not even at the console, but are probably sleeping or working – while the XP is merrily flowing into their accounts. This ultimately results in many loot boxes with the rewards of the Summer Games.
This whole situation is certainly not desired. It is quite possible that there will be account penalties afterward. So we strongly advise against exploiting this bug.
At least on Reddit, this topic has gained significant attention. So it can be assumed that Blizzard is also aware of the problem.
Have you also experienced such matches? Or do you exploit this error yourself to grab loot boxes?