![]() Not to mention on the forum already you get people using Warships Today to start slinging mud over winrates at others regardless of any other stat or just average/not as good stats in general then dragging it into the matches themselves bringing all the toxic nonsense from WoT and before Wargaming basically killed it started to infest Warplanes for a while, and no one really wants that. Not to mention formation of bad habits of "oo, target him, he's good" when 3 other ships should be taking priority. Now the good players get focused, they spend matches getting pummeled or trying to retreat to the back, get fed up, leave, and on goes the cycle with no veteran players left to teach proper play through videos that are still up to date, maybe give advice, etc. Which is another reason most of us want to keep this out of the game because same difference. It is to focus fire good players on enemy team. ![]() No, it is not about focusing bad players.
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Diablo Immortal is an exception that was developed with different markets in mind: mobile platforms, and Asian countries, where players’ expectations are different. A similar controversy over the real-money auction house included in Diablo 3 at launch taught Blizzard that its players would not accept any monetization of Diablo’s prized item game in a premium, mainline release. Blizzard is clearly keen to try to avoid Diablo 4 being tarred with the same brush.īut, while the language of this blog is likely a response to Diablo Immortal’s reception, it’s unlikely that the same is true of the game’s monetization design. The mobile game, co-developed with NetEase and released earlier this year, is well made but has attracted consternation for the exploitative and deceptive depths of its monetization, which effectively paywalls drop rates for the game’s most powerful items, and makes the cost of maxing out a character prohibitive. This deliberate messaging is surely a result of the controversy that has engulfed Diablo Immortal. Selling anything affecting gameplay is explicitly and repeatedly ruled out by Clark. Season passes will have a free tier and a paid tier, but again, the paid tier will only award cosmetic items, or premium currency which can be used to buy further cosmetic items from the shop. There will also be a battle pass-style Season Pass, which refreshes alongside the in-game seasons. The in-game shop will sell only one thing: cosmetic enhancements for your character. In extremely careful and definitive language from director of product Kegan Clark, the blog lays out how Diablo 4 will be monetized (beyond the sale of future expansion packs). ![]() In a new developer blog, Blizzard has gone to great pains to reiterate something it had already said: Diablo 4’s monetization will not include any way to buy power or gameplay advantages. ![]() That being said, the very fact that we have got a teaser trailer recently would suggest that a release date won’t be too far behind. ![]() When is Street Fighter 6 coming out? Whilst Capcom has confirmed that the game exists they’ve stopped short of providing an official release date for Street Fighter 6 following their initial teaser. The only other detail of note is that it looks like Luke is charging up his Hard Shot V-skill in the trailer, which seems like a cool detail to include. We have some ideas, but we’ll save that for the story section further down. The teaser, which you can see below offers very few clues as to what fans can expect from the new game. So far the only trailer for Street Fighter 6 consists of a short teaser with Ryu and Luke squaring off for a fight. But what else do we know about the next entry in arguably the greatest fighting game around? Read on, and we’ll explain everything you need to know about Capcom’s upcoming brawler. ![]() Given that Street Fighter 5 launched back in 2016, there’s no doubt that fans are ready for a new chapter, with Xbox fans in particular hoping that they can also join the fight. It’s official: Street Fighter 6 has finally been announced by Capcom with a short CGI trailer to get fans excited of what’s to come. And it's all about as hard as it sounds, so turn to State of Decay 2 when your management skills need a fine-tuning after the mindless slaughter of Dying Light. Here, you'll develop settlements, build and take care of communities, and make difficult choices to maintain your favourable position at the top of the food chain - not to mention survive against hordes of zombies with gnashing, undead teeth. State of Decay 2 might be the closest thing to actually surviving in a zombie apocalypse without introducing the T-virus in real life. ![]() Platform(s): PC, Xbox One, Xbox Series X/S Assembling a team made up of the right variety of classes - of which there are 10 - could make the difference between climbing atop a mountain of your defeated enemies in triumph, and being swallowed by them. It doesn't deal solely in chaos though, as Killing Floor 2 also requires good teamwork. Killing Floor 2 is a co-op horde shooter that takes the most crowded, frenzied bloodbaths of Dying Light 2 and makes an entire game out of them, except here you're clearing through waves of mutant, failed science experiments called "specimens" instead of traditional zombies - in short, Killing Floor 2 is metal as hell. And with a name like Killing Floor, you can safely bet you'll come out the other side bloodied, a dripping sawblade bolted to your helmet, and a gleeful grin spread across your face. Dying Light isn't a game that always demands calculated strategy, but Killing Floor 2 downright discourages planning in favour of fervorous, blood-splattered slaughter. ![]() What should be changed, and what should be fused into a new system? This discussion will only take into account game mechanics and user experience (UX) and will not explore the lore and setting or the technical side (graphics, sound, engine, etc).īefore we jump right into it, there are a few points to keep in mind. This article will discuss what game features and mechanics Triumph, the developers of the series, should take from Age of Wonders 3 ( AoW 3) and Age of Wonders: Planetfall ( AoW:P) into a hypothetical (but quite probable) Age of Wonders 4. ![]() This in turn boosts your economy, allowing for bigger, better armies, until you are in a position to pursue one of the victory conditions. You explore your surroundings, secure vital resources, and expand your territory, all while researching technologies that unlock new bonuses, units, and spells. You start with a city, or a colonizer, and an unexplored map. The basic gameplay loop of the series is quite similar to most 4X games. The first entry in the series is Age of Wonders, released in 1999-2000 (US and EU respectively), the newest entries are Age of Wonders III, (2014), and the first foray into a sci-fi setting entitled Age of Wonders: Planetfall (2019). In fact, all the mechanics present in each game exist to facilitate and provide meaning to the turn-based tactical combat system that lies at their heart. Age of Wonders is a venerated 4X series with a strong emphasis on combat. ![]() In the far future, Buzz and Sox find a giant abandoned vessel equipped with advanced technology, including a massive purple mecha suit. As a result, they travel centuries into the distant future thanks to the effects of time dilation. Realizing that Burnside and the colonists didn't care about going back to Earth, a hurt and angry Buzz escapes away with Sox in the X-15, and they fly as far away from T'Kani Prime as possible at hyperspeed. ![]() At first, Buzz is delighted that he can use the fuel to have the colonists leave T'Kani Prime, but an older Burnside refused to see this feat and orders Buzz's arrest for stealing the X-15. Because of this, Buzz saves Sox and steals the X-15 ship to complete an unofficial yet successful hyperspace test that resulted in another 22 years. Still wanting to fix his mistake, Buzz learns from his robotic cat assistant Sox that a new fuel composition might work, but Burnside orders for Sox to be deactivated. Following the death of his best friend and commanding officer Alisha Hawthorne, Buzz was told by his new commanding officer Burnside to end all hyperspace tests, as Burnside decided that the colonists will have to get used to living on T'Kani Prime for the rest of their lives. Feeling guilty for a mistake that he committed after crashing the exploration vessel that left himself and the rest of his crew stranded on the planet T'Kani Prime, Buzz spends 62 years doing hyperspace tests as a colony is built on T'Kani Prime so that they can return back to Earth. 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