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In A ‘Who Could Have Possibly Seen This Coming’ Event, Ubisoft Will Shut Down Its NFT Game

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Champions Tactics had previously removed its Web3 functionality and will be sunset in October

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Jagmas
2 hours ago
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Round Rock, Texas
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How to hire John Wick in Fortnite Chapter 7 Season 3

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John Wick has been a major part of Fortnite Chapter 7 Season 3, but many weren't expecting him to play a role in the collab with The Simpsons. In this unexpected crossover event, Battle Pass owners can earn a Simpsonified style for John Wick, but first they must complete Contract Quests.



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Jagmas
2 hours ago
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Round Rock, Texas
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The Odyssey release saw Assassin's Creed: Odyssey player engagement jump 90%, analyst says Ubisoft can thank Christopher Nolan for its best week in years

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Assassin's Creed: Odyssey player count soared for the first time in years since Christopher Nolan's The Odyssey adaptation released earlier this month, according to data gathered by Alinea Analytics.

Alinea head of market analysis Rhys Elliott explains in a new post on Substack that, once The Odyssey zapped onto IMAX screens on July 17, "the cultural spillover into games was immediate." 10 days later, Ubisoft's 2018 ancient Greek adventure Assassin's Creed: Odyssey had nearly doubled its active player count, swelling from an approximate total of 122,000 players to 233,000 across platforms.

"That's a 90% surge in engagement," says Elliott, "at 1.8x the game's pre-film July baseline." But unlike the Greeks as they piled into their Trojan horse, most recent Assassin's Creed: Odyssey players are unwilling to risk more than a boring afternoon. Only 26% of the action RPG's new recruits came from Steam, while PlayStation players went off like a car alarm up 94% to 114,000 daily active users, and Xbox boomed plus-134% from 36,000 to 84,000 active users.

Probably, Assassin's Creed: Odyssey's luck on console came from PS Plus and Game Pass subscribers – even with Game Pass currently limping toward death. Elliott says, "Lapsed fans jumped straight back in, while new players found a 60+ hour Greek epic waiting inside a subscription they already pay for."

Though, Nolan's The Odyssey also blessed Ubisoft's Odyssey with some fresh sales. "Software sales moved modestly at around 400K copies year-to-date," Elliott says, but the real news "is pure player engagement. The film didn't make millions buy an eight-year-old game, but it got a massive cohort playing it again. That data gives Ubisoft great ammunition for an eventual AC Odyssey Resynced."

The developer's recent Black Flag Resynced has been a gargantuan financial success for Ubisoft, so I wouldn't be surprised to see it capitalize further on Nolan fever – if it stops laying off devs long enough to do so.

Ubisoft had a very on-brand problem with Assassin's Creed Odyssey: there weren't many tall buildings in Ancient Greece even though it's a "climbing-frame game."



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Jagmas
2 hours ago
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Round Rock, Texas
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Slay The Spire 2′s New Update Fixes A Big Exploit And Tries To Make The Silent Less OP

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Unfortunately for Mega Crit, I think they've just ended up making Silent even more busted

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Jagmas
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Round Rock, Texas
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Former WoW designer says Blizzard had no way to measure maximum player DPS while building early raids—so the studio enlisted its strongest sickos to grind target dummies

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In its 22 years since launch, WoW has gradually accumulated an elaborate ecosystem of metrics and simulation tools allowing players to analyze and optimize their combat performance. That ecosystem grew so elaborate, in fact, that Blizzard ultimately opted—with somewhat mixed results—to restrict how much combat data community developers could access so the studio can design encounters around the capabilities of its players and not their addons.

But according to former WoW designer Wyatt Cheng, not even Blizzard had a good way to know what peak player performance data looked like in the MMO's early days. In a YouTube short, Cheng said designing vanilla WoW raid bosses in the absence of comprehensive player combat data required the tried-and-true method of manually grinding training dummies. And then rounding up. Just to be safe.

Cheng outlined the design process for Patchwerk, the flesh golem boss added as part of the Naxxramas raid in June 2006. Patchwerk, Cheng said, was inspired by ex-Blizzard director Jeff Kaplan's fondness for the Avatar of War raid boss in Everquest—an encounter that was, essentially, just a test of fundamentals.

"As Jeff remembered it, [Avatar of War] wasn't too fancy. It just hit you really hard," Cheng said. "Tanks tanking, healers healing, DPS doing their thing—all the excitement of the Avatar of War was based on how tightly it was tuned. And he had a theory that a boss like that in World of Warcraft could be really exciting, too."

Cheng added a little bit of variety to that core concept, designing Patchwerk to alternate his attacks between main tanks and off tanks to keep healers on their toes. Unfortunately, that produced an issue: It incentivized raid groups to trivialize the fight by stacking as many healers as possible and slowly whittling away Patchwerk's health bar.

Thus, the Enrage timer was born. Patchwerk, Cheng said, "was the first time we used an Enrage timer as an explicit DPS check." Players had to take Patchwerk down before a fixed amount of time passed or he'd start pumping out lethal damage and wipe the group—a mechanic that's now a fixture of WoW boss design.

The Enrage mechanic, however, introduced another complication: To know how much boss-killing time to give players, you have to know how much damage they're capable of. And Blizzard, well, didn't.

"Back in those days, there just wasn't robust data on how much DPS a player could realistically put out. This was before World of Logs," Cheng said, referencing an early, now-defunct destination for WoW analytics that's been followed by generations of successors.

Without a corpus of player combat data, Blizzard worked out its DPS threshold with some manual number collection and a bit of napkin math.

"We had top players in the company test every single class against target dummies to try and put out as much damage as possible," Cheng said. "And then, because we knew that serious raiders always find clever ways to push the game to its limits, we padded Patchwerk's health by an extra 30%, just for good measure."

Evidently, Blizzard's estimate was on the mark. Surviving threads from 2006 have raiders describing Patchwerk as "a pure mathematical gearcheck": punishing if your raid group's gear or DPS was lacking, but straightforward if you could keep the pace.

2006 was a simpler time—but I'm sure Blizzard has built their own tools for simulating the necessary metrics in the years since. For their sake, if not ours.

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Jagmas
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Dragon's Dogma 2: Dark Arisen is getting a fan-requested hard mode

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One of the most requested features in Dragon's Dogma 2 is finally becoming a reality. Ahead of the release of the expanded Dark Arisen version of the game, Capcom has confirmed a hard mode is in development.



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Jagmas
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