Monthly Archives: May 2016

Online Retailers Are Selling NVIDIA’s GTX 1080 for Significantly Above Its MSRP

overpriced

(Most of the 1-star reviews are customers complaining about the price)

Benchmarks of the GTX 1080 by a number of reviewers have proven it to be the most powerful single GPU available on the market. While it does have a number of issues such as Fan revving and thermal/power throttling, it still offers significantly better performance than any other single-gpu card, making it highly desirable among enthusiasts with lots of money to spend.

The GTX 1080 Founders Edition has a MSRP of $699. Despite this, retailers have found that due to high demand, the card can be sold for significantly more. The cheapest GTX 1080 I could find on Amazon was ZOTAC’s 1080 for $875, and the cheapest 1080 that I could find in stock anywhere online was $800- and this is from sites that aren’t well known, that I can’t guarantee to be reliable. Some retailers are selling the GTX 1080 for as much as $1200.

Those looking to purchase a GTX 1080 can save a lot of money by waiting a few months. As the initial demand is filled and supply continues to improve, prices may slowly decline and reach MSRP. Within the next few months we should also start to see newer models of the GTX 1080 reach the market(ones that don’t use the reference cooler design), which carry a MSRP of $599. Models of the GTX 1080 with 3rd party cooler design will not only carry a MSRP of $100 less, but many of them will likely do a better job at cooling the GPU, thus allowing for higher boost clocks than the currently available reference design.

For example, ASUS’s ROG STRIX-GTX1080-08G-GAMING provides a quieter and more effective cooling design, as well as an additional 6 pin connector. This likely resolves many of the issues the Founder’s edition encounters, such as thermal and power throttling. (We are not affiliated with ASUS in any way)

While GTX 1080’s with 3rd party designs will be reaching the market shortly, it’s unlikely they will sell for their MSRP of $599. The best ones will likely sell for well above the MSRP of the Founder’s Edition cards, as they’re not only better in terms of cooler design, but also likely binned to offer best performance.

The GTX 1080 should eventually reach its current MSRP. The main reason it currently sells for so much is because there aren’t any GPUs on the market that offer the same level of performance. Once it loses its crown as the most powerful GPU (or another GPU with similar performance launches), demand for it should drop significantly, thus resulting in lower prices.

NVIDIA is expected to release a larger Pascal GPU that utilizes HBM2 memory, which should beat the performance of the GTX 1080. While AMD’s Polaris 11 and Polaris 10 GPUs are not expected to compete with the GTX 1080 in terms of performance (they’re not intended to be high-end), AMD’s upcoming Vega GPU which uses HBM2 memory is quite likely to compete.
Both AMD’s Vega and NVIDIA’s larger Pascal chip are likely to reach the market in 2017.

 

 

 

Black Desert’s Valencia Expansion is Launching On June 1st

Daum has just announced that Black Deserts upcoming Expansion, the Valencia region, is being released on June 1st.

Valencia is a Desert-based region with unique gameplay elements. To survive the harsh conditions of the desert, players must utilize crafted drinks in order to avoid debuffs from the dangerous weather conditions of the desert. During the day a special type of water is needed, and during the night a specific type of tea  is needed as it gets quite cold in the desert at night. Players cannot see their location on the map when in the desert, so it’s very easy to get lost in the desert, making it feel very dangerous.

It is recommended that players are at least 55 for participating in Valencia content with at least +15 gear and decent accessories. The new monsters hit very hard, so playing in a group is advisable.

Some features in the expansion include:

  • Significantly increased map size with new nodes & cities
  • hundreds of new quests
  • Camels, a mount ideally used in the desert
  • dozens of new monsters to fight
  • Siege elephants
  • Ability to enchant gear to +20

In addition, territory/node sieges will begin on June 15.
Sources:

http://forum.blackdesertonline.com/index.php?/topic/85931-valencia-part-1-is-coming-to-bdo/

http://steparu.com/previews/mmorpg/1810-black-desert-online-valencia-update-first-impressions

http://black-desert.com/news/valencia-expansion-release/

Tera Online is Coming to PS4 And Xbox One

TERA_SCREENSHOT

Bluehole Studios, the Korean game development company behind Tera Online, has created a job listing indicating that Tera Online is coming to the Xbox One and Playstation 4. The listing seeks out a Technical Lead for porting Tera to Consoles, as well as leading further console game development in the future. The listing describes a number of duties involved with porting the game to consoles, as well as their short and long term goals, which include expanding into other markets such as mobile and VR.

Tera Online launched in North America & Europe on PC in 2012, and continues to receive frequent content updates. Currently, the MMORPG uses the free to play model, which means the game will likely also be free to play on consoles, although a subscription to Xbox Live/PS+ may be required.

What is Tera Online?

Created with Unreal Engine 3, Tera offers stunning visuals and exciting online gameplay. The defining feature of Tera is that combat is entirely action based. Attacks and spells must be aimed at enemies, and utilize hitboxes to determine if abilities hit. Players must also utilize dodges and blocking to avoid damage from monsters and other players, through proper reaction & timing.

This might not sound unique to those that play primarily single player games, but most MMORPGs such as Final Fantasy XIV and World of Warcraft utilize a form of combat known as “tab-targeting”, where attacks and spells automatically hit- the player does not need to line up their attacks, and cannot actively dodge or block attacks. The usage of automatic targeting in MMORPGs was originally due to technical limitations, as until recently, action combat was not feasible due to poor internet infrastructure, and servers not being powerful enough to process it.

Tera’s action combat allows it to achieve fun & exciting boss fights that are unlike those in any other MMORPG on the market. The game currently offers a variety of dungeons with a wide range of difficulties. Some dungeons can generally be beaten on the first try, whereas the hardest ones have taken as long as a month after their launch before any players managed to complete them. Whether you’re a casual or hardcore player, Tera has content for you.

PVP in Tera is also very fun and competitive, with class balance relatively even, and it relying more on skill than gear. Tera offers a few instanced  battlegrounds with a variety of objectives, such as a 20 vs 20 castle siege, and a 15 vs 15 control points battleground.

However, Tera is not without faults. Tera requires a good connection to play effectively, and any ping over 100 milliseconds has a significant impact on both damage output and ability to dodge and block attacks. Progression is very similar to other MMORPGs such as WoW and Final Fantasy 14, involving repetitive quests and repeating the same content  dozens of times to obtain gear that is good enough to move on to harder content. Fortunately, the action-oriented combat and breathtaking environments make up for it, and I still enjoyed leveling  despite it being rather formulaic.

For more details, visit http://tera.enmasse.com/game-guide

Predictions Regarding Console Gameplay

Tera on console will likely exist in a much different form than it currently does on PC. Unlike games such as Elder Scrolls Online, Tera was not originally designed with multiple platforms in mind, so adaptations will need to be made for the game to fare well on consoles. The UI on PC is much too cluttered and inefficient to run on consoles, so it will need to be radically redesigned. Each class has over 20 active abilities, which is far too many for a console controller. The console version will likely make heavy use of combos, as there simply isn’t enough buttons on a controller to map every single ability to a specific key.

Significant optimizations will need to be made in order for the game to perform well on console. Even a top of the line PC cannot maintain 30 fps in content such as battlegrounds, and consoles offer much less performance than that. Bluehole Studios will have to rewrite code in order to ensure that the game maintains a minimum of 20 fps on consoles during intense battles, or it will severely impact the in-game experience. Hopefully, some of this optimization will make its way onto PC.

While Tera is 5 years old, it still offers a lot of quality content, and its graphics stand up quite well in comparison to modern games. Tera Online has the potential to succeed on consoles, but it ultimately will depend on how well Bluehole Studios tweaks the game to fit the console environment and perform well.

Source: http://mmoculture.com/2016/05/tera-bluehole-studio-confirms-playstation-4-and-xbox-one-versions/

 

 

 

AMD’s r9 400M Series GPU Specs Officially Listed On Their Website

A Redditor by the name of Alchemist1123 has found that AMD has updated their mobile graphics page to include information on the r9 400M series, AMD’s upcoming lineup of Mobile GPUs based on Polaris architecture.

 

amd400seriesmobile

The R9M485X seems to be based on Polaris 10 architecture, based on rumours, whereas the R9 M470x and R9 M470 seem to be based on Polaris 11. 32 compute units puts the R9 485x at 2048 cores, which puts it very close to the rumored 2304 cores that Polaris 10 may contain-this is likely a cut down version for mobile.

The R9 m470x willhave 896 shader cores, and the R9 470 will have 768. With AMD’s R9 M485X offering  up to 8 GB of GDDR5 VRAM, and the R9  M470X offering up to 4 GB of GDDR5, the new GPUs should stay caught up with VRAM requirements of modern games for a while.

Keep in mind the number of cores are not necessarily the only indicator of performance. We aren’t sure of what the maximum core clock speeds will be(only the memory clocks are listed), and we aren’t sure of how much of an improvement architecture improvements to the cores themselves will bring.

 

Update/edit: Reddit user an_angry_moose speculates that the new M400 series GPUs could be a rebrands of the R9 M300 series. The reasoning is that the specifications listed for the 3 new devices are identical to some of the devices listed under the r9 M300 series. User /u/vince789 counters by citing a rumor by TechPowerUp, indicating that the specifications of the new GPUs also match the specifications provided by Industry sources regarding Polaris 10 and Polaris 11.

Personally, I find the possibility of rebrands unlikely. AMD’s Polaris GPUs are designed in a way that allows them to excel in the Laptop market. While they are not high end or intended for the enthusiast market, they provide substantially better power efficiency than their previous generation of GPUs. Better power efficiency in laptops means improved battery life and potential for slimmer/lighter design(don’t need as large of a heatsink).

Improved power efficiency in a desktop simply means drawing less power from the wall, and not needing a high wattage power supply. Desktop PC gamers often don’t care about power efficiency, and mainly prefer better performance. Those seeking the best performance for their money with a smaller budget will likely find that purchasing a used GPU will provide better performance than purchasing a new Polaris 11-based GPU for a similar price, with the only downside being the dramatically increased power consumption.

Used AMD Radeon 7950s are currently selling for as little as $100, and their market value is expected to drop significantly when new products come out, and people begin to sell their old GPUs after upgrading.

Basically, it seems unlikely to me that AMD would utilize rebrands on the one market that benefits the most from their cutting-edge technology. We’ll have to wait and see to know for sure.

 

The page can be found here: http://www.amd.com/en-gb/products/graphics/notebook/r9-m200

How Manipulative Design is Ruining Modern MMORPGs

To many, including myself, playing MMORPGs has began to feel like a chore. Despite this feeling, many of us still end up playing them every day. What is it exactly that keeps us voluntarily committing our time to gameplay we’ve grown to dislike? Aren’t games supposed to be played for fun? As someone who has experienced MMORPG addiction, I’ve became familiar with many of the tactics used by publishers to discourage players from quitting, and generate revenue based on manipulative game design.

 

Modern MMORPGs tend to follow the following design concepts in order to retain players, and generate revenue:

  • Utilize grind or time gating(ie weekly raid lockouts) to prolong the time it takes for players to experience all content.
  • Provide ways to pay to reduce the amount of boring grind needed to actually enjoy the game(“pay for convenience”)
  • Utilize daily quests and commitment based rewards(login events) to guilt players into logging in, thus retaining players
  • Utilize RNG Boxes to trick players into spending more than they intended, via the Sunken Cost Fallacy and preying on gambling addiction

Stretching 100 Hours of Gameplay Into 1000

An MMORPG cannot provide 100% unique content faster than players can consume it. If a player runs out of things to do, they will unsubscribe, and play a different game. To deal with this problem, MMORPGs utilize grind- repetitive, time sink content that generally lacks entertainment value. Some examples of grind are:

  • Levels taking a long time to gain, without sufficient content to keep it entertaining
  • Leveling consisting of the exact same kill/fetch quests, rather than unique gameplay & player interaction
  • Dungeons/Raids having low drop rates of gear, which must be repeated dozens of times to get what you need.
  • RNG-based gear enchantment that requires repeating the same gold-grinding activities for countless hours or paying to acquire good gear.
  • Gear requirements for dungeons/raids, or gear-based PVP that enforces grind to experience the game to its fullest
  • Weekly raid lockouts combined with low drop rates, to stop players from progressing too quickly.

By utilizing a variety of these concepts, developers can take as little as 50 hours of actual unique gameplay, and create content that players repeat for over 1000 hours. Players see endgame as the light at the end of the tunnel, and are willing to spend countless hours grinding or pay large sums of money simply because it enables them to enjoy content later on.

Player Retainment

The MMORPG  market is more competitive than ever, with a myriad of “Free to Play” games making it very easy for players to switch to a new game. With f2p, No initial investment has to be made by a player to join a new game. The only investment that must be made is signing up and downloading the game. In many cases, free to play games have developed streaming clients(game clients that patch themselves while playing), in order to reduce the barrier of entry.

This means publishers must utilize manipulative game design to retain players. This is where gameplay elements such as daily quests, time-gated progression, and login rewards come into play.

Coping with loss is a very difficult for most people. Missed opportunities are a form of loss. By making the first hour of gameplay the most valuable in terms of rewards, daily quests, login rewards, and other time-gated content encourages players to log in daily to get the best value. It establishes clear goals for players; if a player is to miss a daily reward, they lost a valuable opportunity.

Here are some examples of tactics used to retain players:

  • In Black Desert, players generally login daily to use their energy that regenerates over time, as having capped energy is wasteful.
  • In Tera, you get a buff based on how many consecutive days you log in; therefore, you’re effectively punished for missing a day.
  • In World of Warcraft, players login daily to complete dailies, work on their garrison, etc
  • In Blade & Soul, there is the ‘daily dash’ login rewards, as well as daily quests.
  • In Elder Scrolls Online, rested exp means that you gain champion exp most efficiently if you play ~1 hour a day.

By keeping players logging in daily and completing tasks, it accomplishes the following:

  • They have less time to try out competing games
  • They will keep the game installed, instead of uninstalling and forgetting about it
  • They will be around when new cash shop items come out

To summarize, daily login rewards, daily quests, and other time-gated progression makes it difficult for players to quit, as they feel obligated to finish their daily tasks, so that they don’t miss opportunities. This harms the experience by making MMORPGs feel like a second job. Players log in to perform the same rituals they do every day, just to avoid missing a valuable opportunity, not because they enjoy it.

RNG Boxes

RNG boxes prey on a common belief known as the “sunken cost fallacy”. A sunken cost is an expense that cannot be recovered. The sunken cost fallacy is essentially the emotional desire to justify an unrecoverable expense. The more time or money someone invests into something, the more they will emotionally grow attached to that investment, and therefore want to justify it.

With RNG Boxes, players are very likely to continue to purchase them until they receive the item they want. These boxes are generally sold in the cash shop, and have a small chance of providing a rare item that is highly desired by players. Most of the time, players simply receive a “consolation prize” that isn’t what they desire. The server often sends out messages to all players whenever a player loots a rare item from these boxes, as a form of advertisement disguised as a congratulatory message.

For example, let’s say there’s a rng box that costs $4 has a 2% chance of rewarding a rare mount that is only available through the box(drop rates are generally not disclosed). A player might spend $20, hoping to get the mount. After failing, and only receiving useless junk, they feel a need to justify the $20 they spent. They spend $40 more, and still don’t get it. At $60 in, they may feel that they invested too much to back out. They may end up spending $200 just to receive the virtual mount they wanted, simply because they felt the need to justify their initial purchase. Few players would be willing to up front spend $200 on a virtual mount; however, by guilting them into justifying their investment, rng boxes can manipulate some players to spend more than intended.

 

Conclusion

MMORPGS can and will provide exciting, spectacular social experiences. Clearing a raid for the first time, winning a huge PVP battle, capturing a territory with your guild, and other dynamic experiences are all incredible experiences that make the genre great. Experiencing content for the first time is always the most exciting time. That’s why many of us grow to love new MMORPGs, only to burn out 1 month later.  Once MMORPGs begin to rely upon repeating the same content(or incredibly similar content) over and over again, that’s when they lose their magic.

In the age of subscription based MMOs, grind and dailies existed to maintain subscriptions. With F2p MMOs, grind generally exists a method of encouraging microtransaction sales via “pay for convenience” to avoid it all, which is generally accepted as long as it isn’t pay2win. MMORPGs would be more fun without forced grind; unfortunately, it’s a necessary tool for ensuring their profitability and longevity.

Ultimately, we choose to waste our time grinding, repeating boring dailies, and putting up with microtransactions just for the occasional phenomenal experience we encounter between the grind.

 

Hidden Information Found In HTML Source Code of NVIDIA’s GTX 1080 Page

A considerable amount of information seems to be hidden away in the html source code of NVIDIA’s GTX 1080 page. After doing some digging through the code, I found a few interesting pieces of information that were commented out:

  • The benchmarks shown on the performance tab were conducted at 2560×1600 max settings(hidden in a commented out paragraph element)
  • The new NVIDIA SLI bridge will be available for preorder, but are limited to 1 per customer(entire commented out preorder section)
  • The SLI bridge will also be available at Amazon, Microcenter, and FRYS.
  • Unfortunately, the price is commented out and listed as “$XXX.XX”.
  • Maximum VGA resolution of 2048×1536(likely commented out because few people care about this except maybe CS:GO enthusiasts with CRTs)
  • Texture fill rate of 176 Gigatextels/sec
  • The “Up to 3x performance” originally had a disclaimer that it was “based on test results in graphics intensive VR gaming applications”. This disclaimer was commented out

 

The graph that compares the GTX 980 to the 1080 in the ‘performance’ tab doesn’t display exact numbers, meaning most readers are forced to estimate the values. I opened up the inspect element to view the width in pixels of the chart bars, and used simple math to determine the percentage difference. The GTX 1080 performs 70% better in Witcher 3 and 80% better at Rise of the Tomb Raider than the GTX 980, according to the benchmark. These benchmarks were conducted at max settings @ 2560×1600, according to a comment in the source.

Keep in mind that much of the commented out information is subject to change, and it’s possible that some of it could be inaccurate. For example, I found a commented out element that labeled the memory bandwidth as being 336.5 GB/sec, while the actual element displayed on the page states it as 320. This means that earlier on, NVIDIA may have intended higher memory clocks, but reduced them last minute for reasons such as power efficiency, stability, etc.

 

Here is a video of me digging through some of the page source, for those that don’t want to verify it themselves(or if NVIDIA’s web developers edit the source later on)

 

Black Desert Launches Mediah Part 2 Expansion in North America & Europe

Black Desert has launched it’s Mediah part 2 expansion, which adds new locations the map and provides new features. New content includes, but is not limited to:

  • 12 new islands located in the ocean to the North, of which includes a new leveling spot that players can utilize to reach up to level 60
  • 3 new open world dungeons, which contain tougher monsters intended for a group
  • A new armor set that drops from various bosses, that acts as the new best in slot armor piece
  • New costumes added to the cash shop
  • 3 new events, 2 of which are pirate themed, and one mother’s day event

The ability to enchant gear to levels greater than +15 was not included in this update, a feature that was included in the same update in other regions. This is likely in response to player concerns that the improved gear will create imbalance in PVP, taking away from Black Desert’s action-based combat. Daum Games has stated that they intend to make adjustments ti +16-20 gear for the North American and European version, but don’t intend to change the mechanics on how the system works. This likely means that they’re open to adjusting variables such as probability of success, stats gained per enchant, etc, but will not change how the system functions logically.

Interestingly enough, the update was not announced beforehand, other than a responding to a tweet that asked when it’s coming out, to which they replied to expect it “very very soon”. Generally MMORPG publishers, or game publishers in general, tend to announce updates/expansions/DLC weeks or even months beforehand, and proceed to hype it up with intense marketing leading up to the date of launch. Daum contrasts this practice, and has a record for communicating very little as to when to expect an update, and what to expect. Today’s maintenance was disguised as a regular maintenance, with no indication that it would be a major update. Patch notes were not released until roughly 2 hours before the servers came up.

On top of this, their patch notes are often quite vague and miss certain changes/additions entirely. While many criticize them for this, I personally like it, as it encourages users to explore and discover things for themselves, rather than knowing exactly what to expect before they even play it. I do think things such as balance changes need to be communicated more clearly, however I enjoy the fact that new content generally isn’t described in great detail, and left for players to discover by themselves, rather than spoiling it all in order to generate hype and publicity.

Servers are down until 8 AM PDT. The size of the patch is roughly 2 GB, and is available for download now.

View the trailer here:

The trailer is made up of entirely in game footage captured in real time with the game’s cinematic camera, which is available to players. It is not a pre-rendered cinematic. it shows off some of the new areas available to players in the expansion, running at maximum graphics settings.

The update is available for free to all players that have purchased the game already.

You can read the full patch notes here.

Virginia Couple Indicted For Operating $20 Million H-1B Fraud Scheme

Raju Kosuri and Smriti Jharia, as well as 4 co-conspirators, have been indicted over multiple cases of fraud, including H-1B visa fraud. The couple ran a staffing firm, that ultimately acted as a “visa for sale” system. The scheme allegedly involved Kosuri creating shell companies that he owns and operates, of which faked the need for talented foreign workers. Through the alleged usage of fake signatures, fraudulent location, employee, and ownership data, Kosuri is alleged to have generated gross proceeds of $20 million or more throughout the operation of the scheme.

Kosuri is alleged to have hired the H-1B workers as hourly contractors, and required them to pay their own visa processing fees, both of which are a violation of H-1B rules. He is also alleged to have faked the signatures of numerous individuals on visa petitions, without their knowledge.

The indictment also alleges that the couple attempted to defraud the Small Business Administration’s HUBZone(Historically Underutilized Business Zone) program, with the assistance of a consultant named Raimondo Piluso.  According to SBA.gov, HUBZone is a program that “helps small businesses in urban and rural communities gain preferential access to federal procurement opportunities”. HUBZone has a very specific criteria for which businesses are eligible, which can be found here. By submitting fraudulent HUBZone applications, with incorrect location, ownership, and employee information, it falsely represented their eligibility for the benefits of the program. This resulted in them receiving $150,000 in federal loans and five contract awards.

If convicted, Raju Kosuri, Smriti Jharia, and Raimondo Piluso all face a maximum penalty of up to 30 years in prison.  The other co-conspirators face a maximum penalty of 10 years in prison.

Sources:

https://www.justice.gov/usao-edva/pr/couple-indicted-20-million-visa-fraud-involving-indian-workers

http://www.computerworld.com/article/3064712/h1b/us-uncovers-20m-h-1b-fraud-scheme.html

http://timesofindia.indiatimes.com/nri/us-canada-news/Indian-American-couple-convicted-for-H-1B-visa-fraud/articleshow/52036127.cms

Planetside 2’s Construction Update Creates a Sandbox Experience

 

playerbase

An entirely player-built base

Planetside 2, released on PC in 2012 and PS4 in 2015, is an open world Massively Multiplayer Online First Person Shooter(MMOFPS). Players fight over large continents that support thousands of players, with some battles involving hundreds of players fighting over a single region or base. Players not only fight on foot, but can also utilize vehicles, aircraft, and machinery to win battles.

On April 27, Daybreak Games released the construction update. This update allows players to create custom bases with others through a variety of structures, all of which can be destroyed by enemies. To create a base, players gather Cortium, the resource used for the construction of any sort of structure. Cortium can be found throughout the map, and is gathered using a Vehicle called the ANT. Upon gathering enough Cortium, they then place a Cortium Silo, which can hold up to 50,000 Cortium. From there, they can place a variety of structures, listed below:

  • Rampart walls, Sunderer garages, bunkers,  and other  various structures that act as protective cover
  • Turrets that specialize in anti infantry, anti vehicle, and anti aircraft
  • Various modules that buff structures around it, that drain Cortium over time.
  • The HIVE, which is used to generate victory points(see below)

If players are confident in their base, they can construct a HIVE generator. The HIVE generates ‘Victory Points’, but requires a constant supply of Cortium to operate. The more dangerous of a location your base is, the faster it generates victory points- this encourages factions to create bases closer to enemy territory, rather than hiding it deep within their own. Each faction starts with 2 cores, and they are automatically assigned to the most efficient  HIVE’s on the map, as long as they have an adequate amount of players defending it. If a HIVE is destroyed, the faction that destroyed it steals its core, which they can use in their own HIVEs. For this reason, it is important that you have a quality base before constructing a HIVE.

The construction system and victory point system does not eliminate the purpose of the preexisting bases(regions). Capturing regions still provides a very important tactical advantage for the purposes of providing spawn points, vehicle/aircraft depots, and more. Defending a player-built base is very difficult without controlling nearby regions, as without them, you’ll have nowhere nearby to spawn vehicles, or somewhere to fall back on.  In addition to generating victory points through HIVEs, Victory points can also be achieved through capturing regions via a control point style of gameplay. By reaching 15 Victory points, a faction is victorious, and locks down the map. Currently, there are 4 major continents, and 2 are active at any time. These maps swap out each time a faction wins a map. Locking down a map secures a buff for that faction, such as cheaper vehicles or consumables.

Gameplay

This video contains 50 minutes of Gameplay of the new update. The video starts with us just starting out our base, which we built up over the course of 15-20 minutes. Eventually our base was attacked, and it held quite well. Unfortunately, I did not manage to get that in the video.

Reception

 

Most players are extremely satisfied with the update. Many say it’s the most fun they’ve had with the game since it’s launch in 2012. There are some flaws with the update, such as the potential for griefing, as well as some minor balance issues, but the developers have stated some plans to resolve many of the concerns with the update. Personally, I’ve never encountered a griefer while playing, and I’ve yet to have any issues(besides occasional crashes). There are issues, but they aren’t significant enough to ruin the gameplay experience.

Overall, the update makes the Planetside 2 experience much more unique and exciting. Custom player created bases stir up the experience, as you never know where the enemy will place their bases, how they will design it, and so on. I’ve been playing the update for a few days, and I can say that the game feels different every single day. So far there doesn’t seem to be a “Meta” for base location/design, and I hope it stays that way. In many ways base location and design is situational, depending on population, enemy decisions, important objectives, etc.

If you’ve ever thought of coming back to Planetside 2, now’s the perfect time. There have been numerous performance improvements since launch, items are easier to earn without paying now, and the game overall is much more fun. I pretty much never drop below 60 fps on an i5 6600K and a r9 380X while playing at 1080P.