I played for a few rounds today, and while they've obviously redone the interface and stuff to accommodate the move to free to play and everything, it still felt very much like the same game. Moments of sheer excitement surrounded by tons of boredom and frustration.
Almost every match was completely one sided. Either we completely destroyed the monster, or it destroyed us. So much chaos and nonsense, it rarely feels like things are as in control as you want them to be. The game moves so slowly when you want it to be fast, and so fast when you want it to be slower.
We spent one match literally running around the map without seeing the monster at all until it had reached stage 3 and came to attack our base. There is nothing less fun than constantly running in circles with their shitty jetpack fuel constantly running out.
I'm sure if I had happened to have some really good matches I would be looking at things a little rosier, but that's exactly the problem. Considering they supposedly made a bunch of map and balancing changes it still felt just as infuriating as ever. I will be surprised if the audience lasts more than a few weeks, but maybe I'm way off base.
EDIT: Oh yeah, and it's also worth noting that all of my work upgrading my characters, perks and unlocking elite skins from before this Stage 2 thing is all gone. Sure, they gave me a tiny amount of in game currency, but I earned more in my first few matches than they gave me as a Founder. That felt like a real slap in the face as well.
Holy crap, they broke 40,000 concurrent players on Steam today. That is a massive turnaround in a couple days.
I guess it goes to show how much interest there was for Evolve with better accessibility and an audience to play against. Hopefully they can maintain that momentum and this turns into a success for them.
Quote from: Harkonis on July 09, 2016, 12:00:19 AM
any word on how the console version is affected by any of this?
The only thing I know is that it hasn't gone free to play yet, but considering how successful this has been I wouldn't be surprised to see them bring it over there as well. I suppose it mostly depends on how quickly they can do the extra work and get agreements and approval.
Well, if you were ever interested in trying out Evolve, now seems like a good time. According to SteamCharts there were over 24k players today, when normally it's been having a peak of like 300 players lately.
So yeah, I imagine the matchmaking might be working a bit better now with a much bigger player pool.
Quote from: Lordnine on July 08, 2016, 04:32:03 PM
I played about an hour of it yesterday. It definitely feels like Limbo to me. It is well made but I haven’t been blown away yet. Still want to play more though.
I haven't picked it up yet, but everything I've heard has said that the first half is very Limbo-esque and then there are a lot of revelations in the second half. Still not sure if it's for me, but I'd like to try it at some point.
Quote from: Soulchilde on July 08, 2016, 03:30:47 PM
Overwatch and with Red Dead Redemption now being backwards compatible on the XB1 I might just play my copy for nostalgia sake
I never did play Red Dead, but I bought it on sale last year with the hopes that it would be coming to BC at some point. Now I'll need to make time to get to it! What ever happened to summer being a time to catch up on games? Cripes!
So, first off you can change the difficulty on the fly, which is good.
Secondly, I ran into another big boss and beat it the first time with no major threat of dying, which is abnormal. So I changed the difficulty up to Normal, and then a little bit later I ran into a "boss" group of enemy Technomancers and got my ass kicked in like 10 seconds. I reloaded, switched to Easy, tried again, and beat them all down in about the same amount of time. I'm sure it helped to know what to expect going in, but it actually felt totally different this time.
So there is definitely some changes to make Easy mode easier and more accessible, which is good. On the old Easy it felt almost exactly like the Normal fight did now. I think the main thing is that you take a lot less damage, and the enemies might also be a bit slower to react, or maybe fewer enemies attack at once. Or all of the above.
For those looking to not get punished and die repeatedly, it should definitely be a welcome change!
The one thing that really annoys me is people who constantly dismiss all of the criticism saying "oh you old fanboys just can't stand to see women in the lead rolls". I couldn't care less whether it's women or men, but I do care a lot about the humor, writing and delivery by those characters. And it just looks pretty bad.
Really glad to see that they are responding to some of the most common problems and criticisms with a patch.
I definitely think the combat needed rebalancing, but I'm a little worried if they just made the whole Easy mode easier. I found that the combat was pretty difficult and frustrating early on, especially with that first boss. But after investing in upgrades it became much more fun and manageable. I hope they haven't neutered it entirely, or if they have I hope I can change difficulty on the fly (I haven't looked for that).
If you are an Amazon Prime member and sign up for the free 3 month trial of Audible on Amazon you get the 3 free downloadable books like usual, but for their Prime Days thing you now also get $10 Amazon credit!
I think you have to be a first-time sign up, but I have never used Audible before so it worked for me. I got the email with my credit right after signing up, and intend to cancel it so I don't get charged for something I won't use.
For Ubisoft's 30th anniversary they are giving away a free game every month for the rest of the year. Fire up Uplay to download them, or go log in to the UbiClub website: https://club.ubi.com/#!/en-GB/ubi30
Month 1 during E3 (and for another week) was Prince of Persia: Sands of Time.
Month 2 is the original Splinter Cell starting on July 13th.
Here are the full patch notes, which are quite lengthy:
Spoiler for Hiden:
NEW AND UPDATED FEATURES In-Game Currency and New Content Everything in the Evolve Stage 2 beta can be unlocked by simply playing the game. Weekly Free Character Rotation Each week features four Hunters and one Monster available to play for free. We switch the characters up every week, so be on the lookout on social media and our forums! If you’re new to Evolve Stage 2, you’ll always have at least four Hunters and one Monster to play. You’ll also unlock two additional characters by completing the Markov and Goliath tutorials! In-Game Currency: Silver Keys Earn Silver Keys by playing matches, completing Challenges, signing in every day, and levelling up your account and character progression. Use Silver Keys to unlock Hunters, Monsters, Skins, and Perks. These can be unlocked through the in-game store or the pre-round screens. Silver Keys are tied to your profile, and cannot be transferred to another player. Hunter Skins There are plenty of new ways to express yourself with new Hunter skins ranging from a crazy Chemtrooper wearing pink spandex to a blood-soaked robot. You can equip separate Weapon Skins and Hunter skin simultaneously. Returning Players Any player who owned a copy of Evolve previously is now granted Founder status. What is a Founder? We created the Founder Status to thank those players who supported us before Evolve Staged up. Through the post-launch support of Evolve Stage 2, Founders will receive special in-game items, currency, and other benefits for believing in Evolve and Turtle Rock Studios. What do I get as a Founder? 3,000 Silver Keys, all past and future Adaptations for previously owned Hunters and Monsters, dozens of Weapon Skins, and four unique, animated Founder badges. If you owned any Hunters, Monsters, or Skins previously, those will be carried over to Evolve Stage 2. What about Non-Founders? When you download Evolve Stage 2 for the first time you start fresh Updated Tutorials The tutorial experience for Evolve Stage 2 is now smoother, shorter, and more focused on getting players the information they need before going out into the wild for their first Hunt. Tutorial Rewards Completing both the Hunter and Monster tutorials will unlock Markov and Goliath for your account. If you already own both characters, you’ll receive a large sum of Silver Keys for completing the tutorials. Progression System Overhaul Account Progression We've introduced account level progression; everyone will start out at level 1. The max level for account progression is level 30: on the way, you’ll unlock unique badges and Silver Keys rewards. Character Progression Each Character (Hunters/Monsters) has a unique level progression tied to the character. There are 40 levels per character: progressing through the character levels will unlock Silver Keys, badges, and perks. Masteries Removed The Monthly Punch Card Rewards for Regular Play Each reward is tied to the number of sign-ins, not to any specific day of the month. Every day you log in to Evolve, you’ll receive the reward for the correlating day on the Punch Card. You’ll want to log in every day to make sure you get all the rewards for the month! Punch Card Rewards Rewards include Silver Keys, Badges, Hunter Skins, Monster Skins, and could even be a Hunter, Monster, or an Adaptation! For example our first month will include the latest Hunter if you reach enough logins over the month. If you have already unlocked a Punch Card reward, you will be granted a percentage of the current store value in Silver Keys as compensation. Challenges Along with progression and the Punch Card, there are daily and periodic challenges that reward additional Silver Keys upon completion. Completing Challenges You can only complete these challenges in Hunt and Ranked matches, unless the description states otherwise. You cannot complete Challenges in solo or custom games. However, custom games in Training provide a limited pool of Silver Keys and XP every day. Pick 3 Perk System
We have redesigned the way perks are used in Evolve to allow players to better customize their gameplay experience. As such, all Perk unlocks have been reset due to the creation of a new progression and Perk system. Perk Categories Perks are divided into three categories: Minor, Major, and Superior. Each category relates to its impact on gameplay. In each category you may select one Perk that is available at the current time. Unlocking Perks Perks unlock with Silver Keys on the Perk select screen or through the character progression system. Upgrading Perks Each Perk has three levels, and Perks are level one when first unlocked. It can then be upgraded to level two and level three using Silver Keys or by unlocking additional levels through character progression. UI Flow Navigating through the Evolve Stage 2 UI is now faster, more intuitive, and a more enjoyable user experience. Overhauled Menu Structure Streamlined our menu flow so you can get into games faster than ever. Reduced to Single Loading Screen Updated Visual and Audio Language We created more breathable, open, and inviting menus with updated effects and audio to match. More Accessible Options Menu You can now adjust all your options before loading into a match, including your audio settings! Pre-Round Character, Perks, and Skins are all selected before ever hitting a loading screen. Added win-streaks to the Versus screen. It’s extra-satisfying to break someone’s win-streak, it turns out! Post-Round Summary Updated to support all-new challenges, rewards, and progression. Profile System Revamp From the Profile, players can navigate to the new Character grid, the rebuilt badge system, and more. Profile Widget You now have an at-a-glance view of your account level, Silver Keys amount, and badge using the profile widget located in the upper right corner throughout the front-end. Click on it to access the Profile from any screen! Account/Character Progression Your profile page displays account level, statistics, and unlocked items. On the character page, you can view your character-specific stats, progression, and upcoming unlocks. Character Grid You can view all of your characters at a glance and easily see which ones you own, which are locked, and which are on rotation. Revised the Badge System Badge color unlocks are now tied to account and character progression. Badge colors can be awarded through the Punch Card, community events, and other avenues. Please note that due to the change in the badge system, all badge unlocks have been reset. Performance Overhaul Alongside our Main Menu refactor, we cut down load times and improved performance and stability across all of Evolve. Performance Improvements Reduced the download size by more than 50%! This download only includes your Steam-specified language. To download additional languages, you’ll need to set it to your desired language via Steam. Created a new “Minimum” video setting for lower-end PCs. Performance improvements across all graphic specs (Medium/High/Very High). Decreased the number of loading screens required to get into a match. Optimized and redesigned numerous VFX to improve in-game performance and readability. Focus on Stability Thanks to our ability to update weekly, we are able to fix any game-breaking bugs or crashes quicker than ever before. GAMEPLAY FEATURES AND UPDATES Gameplay is one of the most important aspects of Evolve Stage 2. Games are faster than ever; they require less running and give all players a sense of direction during gameplay. We redesigned Hunt to eliminate the “Flee ‘Til 3” tactics and put the focus back on the action. Hunter Shared Dome The Mobile Arena is moved off the Trapper and is now a team-wide ability for Hunters. The Shared Dome is a critical part of the Evolve Stage 2 Hunt experience. What is the Shared Dome? If a Hunter damages the Monster or is within a certain range, a prompt will appear to Dome the Monster. After a short cast time, the Dome will be deployed over the Monster's current location. The Dome cooldown is 80 seconds which is shared across all Hunters. Shared Dome Gameplay The Dome Timer starts at 5 minutes. The timer can be decreased in two ways: If the Monster incaps a Hunter, the timer decreases by 3.5 minutes (210 seconds). If the Hunters deal health damage to the Monster, the timer is reduced in 60 second increments. Stage 1: -60 seconds for every 4% of health lost Stage 2: -60 seconds for every 6.5% of health lost Stage 3: -60 seconds for every 8.5% of health lost Once the timer decreases to 0:00, the Dome will drop. A loud buzzer sound is triggered as the Dome counts down before dropping. Hold the Dome Countermeasures ‘Hold the Dome' was an infamous and toxic mechanic from Evolve. With Evolve Stage 2, we've modified our dome design to counteract this behavior. If a Hunter gets incapped while the Dome is ready to cast, a 10 second delay will be applied to the Shared Dome. A HUD prompt will appear when this countermeasure is in effect. New Hunter Class Abilities Trapper: Planet Scanner Upon activation, the Planet Scanner detects the direction the Monster is in, and relays that information on each Hunter’s compass. The Monster will also get a UI prompt whenever the ability is activated. Not only do Trappers get this advanced tracking ability, they will get a movement speed and jetpack thrust boost for a short time to keep on the Monster’s tracks. This ability currently has a 30 second cooldown. Support: Shield Burst The Shield Burst will apply a temporary shield to all Hunters in a 30m radius and blocks a chunk of incoming damage on activation. Assault: Defense Matrix Upon activation, the Defense Matrix will create a defensive energy around the Assault, blocking 75% percentage of incoming damage for the Assault Hunter for a short period of time. It currently has a 30 second cooldown. Matchmaking Updates Quick Match Replaced with “Hunt” Matchmake into the flagship Evolve experience: Hunt. This serves as the pick-up-and-play matchmaking mode. Hunt 2.0 is Now “Ranked” All rankings are reset with the launch of Evolve Stage 2 beta. You must now reach account level 20 to enter Ranked. Refined the matchmaking algorithm so you find matches quicker. Your score is now hidden, but we’ve reworked how the numbers are calculated so you can work towards your rightful skill ranking on the leaderboards. No More Joining Matches In-Progress You’ll no longer be matched into a game that has already begun. You can still be invited into a game if a friend invites you, or join into a friend’s game. Floating Damage and Healing Numbers Damage Numbers Whenever you damage a Monster with Hunter equipment or land a Monster ability, you’ll see a number appear on screen. This can be turned off at any time under the gameplay options. Healing Numbers Like Damage Numbers, whenever you heal another Hunter you’ll see the Healing Number pop up to show you how much you’re healing with each ability. Damage and Healing Numbers Colorblind Support HUD Improvements Compass Update The Compass has been put center screen for Hunters for better directional callouts. This is also used for the Planet Scanner indicator. Successful Hunter Revive This prompt is displayed for both Hunters and Monsters. Persistent Markers This highly requested feature makes it so markers and health bars now remain on screen while using the minimap. Hunter Team Class Icons Hunters can now see class icons regardless of colorblind mode being on. This can be turned on via the options menu. Scaling Dropship Timer The timer always starts at zero when the Hunters first land onto the map at the start of a Hunt game. If a Hunter is incapped (or if you have 2 strikes and are killed) it will add 10 seconds to the dropship timer. If a Monster stages up, 25 seconds are added to the dropship timer. The dropship doors will always open and spawn hunters once the countdown timer hits zero. Hunters must enter the dropship before the timer hits zero in order to respawn. The maximum timer on the dropship is two minutes. Achieving Visual Clarity With the launch of Evolve Stage 2, we revisited almost every visual effect in the game and spent countless hours polishing four hand-picked maps for Hunt gameplay. VFX Rebuilt and Redesigned 30+ Hunter VFX All “Cloud” based gear have been revised to no longer block vision when spammed. Any explosive impact shows the radius within the explosion, as opposed to it being a bit hidden. All deployables display their range and a light around their general location. Hunters now have a jetpack stream tied to all jetpacks associated with the color of your class. For example, Assault jetpack streams are red. Rebuilt and Redesigned 20+ Monster VFX All Monster abilities now telegraph if it will hit the Hunter or not to assist you in learning what is actually going on during fights. Any large area of effect ability has a clearly defined radius. Goliath Leap Smash has a better defined impact zone before the ability finishes. Wraith Supernova no longer blocks your vision with VFX overload. Kraken Lightning Strike now has a clear defined radius around the ability impact. Improved Hunter 3rd Person VFX New 3rd person effects: Healing Shielding Damage Reduction Bucket’s new ability: Mechanized Recharge (ability information below) New Hunter 1st Person VFX These effects will have a specific icon that is tied to a color that will display on the edges of your screen to further communicate what’s going on in the game. New 1st person effects: Healing Shielding Damage Reduction Map Redesigns Arguably one of the most important parts of Evolve was and always will be the maps. We redesigned and rebuilt the four best maps for the new gameplay we’re bringing forward to our community in the update. Map Rotation: Orbital Drill, Wraith Trap, Distillery, and Weather Control These four maps were hand-picked and rebuilt to fit our new gameplay standards. Each has increased in size (Distillery and Weather Control have gained the most). All brush and vegetation has been cleaned up to not obscure vision. All collision (think bumpy rocks) has been cleaned up to allow for a smoother traversal for both Hunters and Monsters. Weather has been optimized and improved across all four levels. All cliffs have been reduced in size. Each map has gone through an art pass and point of interest improvements to create more memorable areas. Our environment artists have revised/rebuilt lighting in all four maps. Audio Update In-Game Announcer Events from “Dome Ready!” to when the Monster evolves, and more are now vocalized by an Announcer. Did we mention that the Announcer is voiced by our very own Chloe Skew? Go, Chloe! SFX Pass Numerous sounds have been redesigned and cleaned up. The in-game mix for Monsters has been standardized for consistency. Revised all wildlife sound for Hunters to allow for better tracking and spatial awareness with wildlife. Tuned high-impact Hunter abilities to stand out more from the Monster perspective. General cleanup of the in-game mix to better convey distance. Hunt Gameplay Changes With a big focus on getting players into games and more fights instead of running, we’ve revised the whole design of Hunt. General Round Duration A Hunt round duration has been shortened to 12 minutes from 20 minutes. The Sudden Death timer now begins at 4 minutes. It previously began with only 2 minutes remaining. When the Hunters or Monsters are fighting, the timer will stop until the Monster is no longer in combat range. While sudden death is active the game time can go past 12 minutes. Relay Shield The Power Relay now has a defensive shield that is applied when Hunters are within an 80m radius of the Power Relay. Once a Hunter enters the radius, the announcer will notify the Hunters the Relay shield has been activated. Each Hunter inside the radius increases the Relay health by 15%. New Wildlife Spawning System Refactored to create a more efficient and consistent spawning system. The new system does not use random spawns and always generates a set amount of wildlife in a spawn area. Wildlife will spawn more often and in areas where Monsters can actually kill and eat wildlife. Wildlife Changes All wildlife health has been decreased by 50%. Trapjaws no longer have energy (food) values. The Tyrant has been removed until further notice. We are working towards a complete refactor of how the Tyrant behaves in our game. Reavers no longer slow Hunter movement with attacks. Reavers can now climb up cliffs. This basically means our AI team wanted Reavers to take over Shear. Beware! The unseen Reaver is the deadliest. Wildlife Buff System Redesign All Buff spawns are now static locations based on the wildlife type. Spawn times are set depending on the tier of the Buff. Tier 1 spawns at 3 minutes which includes the Reaver, Blitz Leopard, Cephaladon, Megamouth, and Spotter. Tier 2 spawns at 6 minutes which includes the Venom Hound, Marsh Strider, Canyon Strider, Obsidian Grub, Nomad, Steamadon. Tier 3 spawns at 10 minutes which includes Mammoth Bird, Crowbill Sloth, Armadon. Limb Damage Removed Bullets will always deal a set amount of damage to the Monster. All bullet-based Hunter weapons have had their damage lowered to compensate for the increased consistency. Headshots will still deal double damage for bullet-based Hunter weapons. Improved Weather Cycles for Orbital Drill, Wraith Trap, Distillery, and Weather Control The timing for each map is as follows (each map will have a different weather theme): 0:00 to 1:30 minutes will be Fair Weather 1:30 to 4:00 minutes will be Heavy Weather 4:00 to 6:00 minutes will be Light Weather 6:00 to 12:00 minutes will be Fair Weather 12:00 minutes to the end of round will be Heavy Weather Removed the lightning flash that was present on various storm weather effects for: Orbital Drill, Weather Control, Distillery, and The Murder Pits. Controller Aim Assist Improvements The new aim assist will latch onto the Monster with greater strength than before. It is no longer a snap onto the target, but a gradual pull towards the Monster. Hunters General Hunter Changes Movement Speed reduced from 5.5m/s to 5.2m/s. Jetpacks no longer take fuel to climb a wall. Jetpacks will always give a Hunter four boosts when at maximum capacity. All hunters now have 15 hp/s regen out of combat. Daisy AI Overhaul Always tracks the Monster directly, choosing the quickest path to the Monster's current location. Will no longer follow tracks. Within a certain distance of the Monster, she’ll go into head-down mode and slow down to start sniffing around for the Monster. Daisy will point once she’s honed in on the location of the Monster, signalling to the Hunters that the Monster is close and able to be captured inside a Dome. Daisy now grants Hunters a movement speed boost aura Daisy now grants a 15% speed boost in a 15 radius around her. This does not apply to the Combat Trapjaw. She still has normal movement attributes. Daisy will grant the movement speed bonus until she is killed. There are no VFX tied with this currently. Gotta go fast! New Bucket Ability: Mechanized Recharge Bucket’s UAV has been replaced with a new ability called Mechanized Recharge. On activation, any Hunter in a 30m radius of Bucket will have their class ability recharged at a rapid pace. Jack Repulsor Revision The red beam will no longer drain large amounts of energy when holding it on the Monster. When a Monster walks into the beam and it turns yellow, it’ll drain less energy than before. Whenever a Monster uses a traversal into the beam, it’ll take a large chunk of energy. The Repulsor can only be used when it is fully recharged. The reload speed has been improved to go along with this new change. Hyde Toxic Grenade Revision No longer kills Banshee mines, plants, and other various items with the damage over time ability. Now has the ability to break sneak pounce grapples on impact. Will destroy any items on explosion, but not with the damage over time. Slim Spore Cloud Rework Previously, Spore Cloud took away the Monster's ability to smell completely while in the cloud. It will now limit the Monster's smell range by a set percentage. Monsters Feeding Damage Threshold Monsters must take a set amount of damage before eating is cancelled. The closer Hunters are to the Monster, the lower the threshold. The further away Hunters are to the Monster, the higher the threshold. General Monster Changes Armor and health adjustments: Each Monster has gained faster out-of-combat armor regen. Each Monster has increased armor and health. Stamina has been increased for each Monster. With the removal of in-combat stamina, each Monster now has a set Stamina value at all times. Energy required to Evolve: Stage 1 energy required to stage up is now 21 energy. Stage 2 energy required to stage up is now 25 energy. Contextual Combat improvements (Monster Melee Combat) Further improvements to the contextual combat system allow Monsters to have more consistent melee attacks while in combat. Ability Points and Stat Restructure Each Monster now starts with four points to spend at Stage 1. You still have three at Stage 2, but you only have two at Stage 3. Overall, it is still 9 points to spend through the Stages. Restructured ability upgrade system. Level 1 abilities still give you basic function and enough damage to break through Hunters. Level 2 abilities give you a decreased cooldown and/or increased radius/speed to give more usability for Level 2 abilities. Level 3 abilities increase in damage and further improve the ability’s utility depending on the ability type. Armor Channeling in the Dome Monsters rapidly regenerate armor while in the Dome after not taking damage while standing still for 3-4 seconds,. Once activated, a UI prompt and sound will play to notify both sides that the armor channeling has begun. To break the armor channel, a Hunter simply deals damage to the Monster. Our goal with this feature is to allow Monsters to reset the fight in their favor. Gorgon Web Snare Functionality Change No longer slows Hunter movement speed on impact. Now lowers the jump height and jetpack dodge distance and slows the speed of jetpack flight as well. Kraken Banshee Mine Rework Banshee Mines have three states: launched, armed, and active. When in the launched state, they are invulnerable until they land on geometry or close to a Hunter. Once they become planted at the aimed location, they’ll be ready to activate whenever a target comes into the active range. This is the armed state. Mines home in on the target and explode on impact once a target is in range. They are vulnerable in this active state. Banshee Mines now have 3 mines at each level. Goliath Air Tracks Similar to Gorgon and Wraith, Goliath will now leaves tracks in air. Whenever Goliath leaps or uses leap smash, tracks will appear below Goliath.
Behemoth Unlocking Disabled Unfortunately, Behemoth currently has some issues we’d like to tackle and needs some pending refactors before we feel comfortable having players unlock him with Silver Keys. If you already own Behemoth, he is still playable on your account but any player who did not purchase Behemoth before the launch of Evolve Stage 2 will not be able to unlock Behemoth until we re-release him. Bob will be back soon!
The answer really depends on the games and server. And this is obviously assuming you are not using a service to rent a specific game server, like the Minecraft Realms and whatever.
But in general, one hardware server computer can definitely run multiple game servers. Pretty much any official production games run many software servers on one hardware server. It all comes down to available resources, generally CPU, RAM and bandwidth.
Having more CPU cores available, as much RAM as makes sense and decent bandwidth (both upload and download) will make it the best experience possible. But if you're only running a couple casual servers for things like Minecraft and CS:GO then you probably don't even have to monitor resources on it.
Think of it basically as that computer is just running multiple games on it. It has to do the work for those games, logic, physics, networking, etc, minus the rendering overhead. You can run many programs on your computer, how many and how well they run depends on the complexity of the programs and your computer's specs.
Major changes include a renewed focus on the signature 4v1 Hunt mode, with rejigged classes to lighten the load for inexperienced Medics and Trappers:
The MOBILE ARENA is now a shared ability that always centers on the Monster, and all four hunter classes have been redesigned to be more easily accessible and have better team synergy even when you’re not playing with friends. TRAPPER – With the mobile arena a shared ability, all Trapper class hunters now come equipped with a PLANET SCANNER ability that tells the hunters generally which direction the monster is located within the map. Trappers also get a speed boost when activating the ability to help them close the distance and Dome the Monster. MEDIC – All Hunter classes now have passive health regeneration that automatically heals players when they aren’t taking damage. SUPPORT – All Support class hunters now have a SHIELD BURST ability that automatically charges the shields of teammates that are close enough to the Support. All Assault class hunters now have a DEFENSE MATRIX ability that replaces the personal shield’s invulnerability and instead provides damage reduction to the Assault character. MONSTER – All Monsters now have more health and start with enough skill points to activate all four abilities at the start of a match. Alongside new found power and speed, the Monsters are back to terrorize Shear. VISUAL FX and UI have been redesigned to provide a cleaner, more easily understandable experience for players of all skill levels. MAPS have been redesigned specifically for HUNT using countless hours of gameplay data and player feedback since launch, resulting in maps that create consistently fair fights for Hunters and Monsters.
And for those that already owned the game, you get Founder's status which means:
From the off, Founders will be given:
3,000 Silver Keys, all past and future Adaptations for previously owned Hunters and Monsters, dozens of Weapon Skins, and four unique, animated Founder badges. If you owned any Hunters, Monsters, or Skins previously, those will be carried over to Evolve Stage 2. In future, there will be new, exclusive badges, skins and assorted cosmetics for Founders.
Oddly enough, my game on Steam hasn't actually gotten an update in quite a while. Maybe it will come later today but I assumed it would hit with the official announcement.
I tried out the first Bioshock and really didn't like it at all for some reason. I think it felt like a combination of clearly fake overly scripted stuff with jump-scare horror and I hate both of those things with a passion.
It always feels weird when you just "don't get" a big game that everybody loves, but I guess that's life, haha.
Well, it looks like this one is going free-to-play starting in beta tomorrow, July 7th.
I picked it up back when it was on sale last year, and I actually was able to have some fun with it. They added several alternate classes and monsters and stuff that was mostly decent. But man the matchmaking was absolutely horrendous. I'm sure it didn't help having so few players and their weird asymmetric player count and character preferences.
Hopefully the move to free-to-play gets a big injection of new players so you can spend more time in a match than you do waiting for one.
So did anybody else end up playing this at all? I'm 15-20 hours into it and I like it more all the time.
Here is the Steam review I wrote early on (I felt like I needed to post a positive review early to offset some of the overly negative people who had barely played it), and I still stick by it. As I say, I probably enjoy it more now than I did in the first couple hours.
Spoiler for Hiden:
If you are familiar with Spiders development history (Bound By Flame, Mars War Logs, Of Orcs and Men) then you pretty much know what to expect here: a really fun action RPG with some flaws.
Whether you can overlook or accept those flaws or janky elements will mean the difference between whether you like this or not.
Good: - great action combat - lots of ways to build your skills and abilities - lots of unique looking loot - weapon and equipment crafted upgrades - looks great - interesting environments - cool Mars story - decent performance - no crashes - no bugs (that I have seen/heard of)
Bad: - voice acting is not great, some worse than others - facial and cinematic animations are last gen - character movement has momentum like The Witcher 3, which makes looting annoying - enemies can be a bit overwhelming on higher difficulties - one of the skill trees (club and shield) didn't seem too useful with the number and speed of enemies, even on Easy
So, if you are someone that can appreciate a flawed gem and see past some lower budget elements, or even just want to support a smaller developer trying to make ambitious games, then give this one a look. It's cheaper than any other big RPG that comes out, and there's plenty of fun to be had here.
I started out switching between the pistol/dagger combo and the staff, but now as more time goes on I'm just using the staff all the time since it does great damage, has a close range kick interrupt, and I've unlocked a whirlwind power that just destroys people! I have seen some people argue that the club and shield are great, so the fact that all combat trees seem viable depending on your playstyle is a good thing in my mind.
The biggest element that made the combat more enjoyable for me was understanding the Disruption stat is what controls whether your attacks interrupt enemies. For me it was very worthwhile investing in those stats, crafting upgrades, and skills since I want some reliable interrupt attacks.
I find the story stuff pretty interesting, though there are often moments where I'm just kind of blindly following a questline or doing something and then realize too late that it was actually an important choice and I just helped the guys I don't like or something. Some people might like it being a bit ambiguous like that, but personally I always prefer to know what the potential outcome is before I make a choice.
Anyway, long story short, I'm still playing it and recommend it to anyone that is interested.
Yeah, I'm definitely excited for this one! Although I guess if it launches with the NX I may just end up getting it on there rather than on the Wii U since it's bound to be the more impressive version.
Yeah, I just can't go back to the MMO play style of using a skill bar and everything. Regardless of the rest of the game that just feels like a really dated mechanic that literally puts me to sleep as soon as I start using it.
So I jumped back into ESO for a little while. Rolled a Redguard Dragonknight, which feels like a completely different experience than my Nightblade was. Plus, it's awfully pretty.
How would you say ESO compares to something like Skyrim at this point when it comes to basic combat and mechanics? Is ESO still a game where you just hit 1, 2, 3, 4, 2, 1, etc or does it feel more like a single player action RPG?
I have heard lots of great things about Furi (including from this site itself: http://gamingtrend.com/reviews/furi-review/) so I would probably get that if not for just spending too much money on too many games during the Steam sale.
I was an Energy Hook backer on the Kickstarter 2 or 3 years ago, so I guess I get that. Same with Carmageddon.
Caine is probably out celebrating blowing things up, so here we have another list compiled by yours truly, gratefully stolen from other websites.
The Banner Saga 2 — PS4 (XB1 was released last week) The Brookhaven Experiment — PC VR Carmageddon: Max Damage — PS4, XB1 (PC version gets free upgrade I think) Deep Space Dash — PC Energy Hook — PS4, PC, Mac Furi — PS4, PC Hawken — XB1, PS4 (F2P, PC version has been out for ages) In Case of Emergency, Release Raptor — PC Inside — PC (released on XB1 last week) Lost Sea — PC, PS4 Lumo — Vita (Already out on XB1, PC, Mac) Metal Slug Anthology (PS2) — PS4 Rocket League Collector’s Edition — PS4, XB1, PC Romance of the Three Kingdoms XIII — PS4, PC
So, with the Steam sale ending and the Xbox sale starting, whatcha buying, kids?