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Community News

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Marvel Vs Capcom 3 gets a patch

By: DragonKiss83 Mar 22, 2011 | 9 Comments

Have you noticed any changes?

The patch is live and according to Shotyuken Sentinel's health was dropped by about 400,000 points.  

The Haggar and Spencer freeze glitch should be gone.

And Akuma and Spencer have lost their infintes.

Have you noticed this or any other changes?

http://shoryuken.com/content/marvel-vs-capcom-3-adjustment-patch-3973/

What do you think they need to fix next?  Besides adding a spectator mode.

 

Community News

Phresh

Blazblue Continuum Shift version 1.03 and third dlc

By: Phresh May 10, 2011 | 7 Comments

The third patch was released today so that means new character and apparently new gameplay mechanics.

When I saw the news this morning, I was only expecting the new character, but apparently, this update brings us really close to what Blazblue Continuum Shift II is in terms of gameplay and balance. This official trailer shows it all.

Blog

BatRastered

Borderlands patch news

By: BatRastered Feb 23, 2010 | 3 Comments

Some news about what's been fixed and changed in the patch (not the DLC)

From: http://gbxforums.gearboxsoftware.com/showthread.php?t=97401

Borderlands update 1.30 is coming, to be released alongside The Secret Armory of General Knoxx!

360: This update will be deployed automatically on 2/23
PS3: This update will be deployed automatically on 2/25
PC: This update will be available on 2/25

Here are the notes:

Borderlands Update 1.30 Notes

Addressed issues:
- Invalid weapons or items can no longer be loaded into the game
- Brick’s Centurion class mods now regenerate health correctly
- Brick’s Bombardier class mods now regenerate rockets correctly
- Roland’s Tactician class mods now regenerate shields correctly and display the correct bonus values
- Roland’s Rifleman class mods now apply damage increase to all machine guns
- Certain powerful legendary item names should now be displayed in the appropriate color
- Opening the bank in the Mad Moxxi DLC no longer prevents other players from moving
- Multiple copies of DLC missions can no longer be obtained
- Corrected some incorrect icons in the ammo vendor
- Fixed a crash caused by killing the final boss while zoomed in with a scope
- The “Careful, he bites” achievement should now properly unlock when playing in French
- Added icons to the server browser that indicate which DLCs the server has installed
- The server browser now displays the name of the DLC a server is playing instead of the plot mission
- Adjusted scrolling in menu options in long server lists
- Added a notification if a player attempts to continue a game saved in DLC that is no longer installed
- Fixed DLC notification dialogs that were not closing properly
- Alt-F4 no longer closes the game if it is not in focus (PC Only)
- Fixed an issue which resulted in corruption in saved games (360)
- Added support for allowing multiple user login on PS3, so that friends can play on another player's system in splitscreen. (PS3)
- Fixed graphical distortion and crashes some PS3 users may be experiencing (PS3)
- Zombie Island achievements and trophies now unlock properly in splitscreen (360, PS3)

Balance adjustments:
- Chests in New Haven have been adjusted to contain more appropriate loot
- The duration of daze effects has been reduced to 6 seconds, and the amount by which it decreases the speed of enemies and their projectiles has been reduced
- Damage from shock elemental effects has been increased
- Repeater pistol damage has been slightly increased, accuracy slightly decreased
- Sniper Rifle critical hit bonus has been increased

Community News

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Killzone 3 Custom Game Patches are a huge step up

By: iorilamia Apr 5, 2011 | 4 Comments

Massive patch list came fixing many bugs, but what may be more exciting are the customizations to come in match-making!

Besides the usual bugs, exploits and balancing patches, they are also bringing us new features to custom match making. It will be released in 2 "Phases" ,  Phase 1 comes out tommorow with all the other fixes, and phase 2 is to be announced.

Phase 1 allows you to create unranked games with the choice of

-game mode

-map

-missions (warzone only)

-mission time (warzone only)

-invite squad members

-invite enemy squad leader

Phase 2

 -More configuration options for missions in Warzone and Operations

-Adjustable kill count for Guerrilla Warfare

-Configurable Unlocks (choose which one you want to play with)

-Configurable Classes (choose which one you want to play with)

-Configurable Weapons, Abilities, Skills, Ribbons

-Friendly Fire On/Off

-Brutal Melee On/Off

OOOOH DAMN! If you play K3, you know this is a huge step in an awesome direction. The custom possibilites sound so fun, already imagining a game with only pistols, brutal melee and Infiltrators ; insane.

And heres the rest of the patch notes that are cool, but the Phases are what really caught my eye.

GAMEPLAY-

 

 -Bullet Damage and Faster Aim ribbon now unlock correctly

- Separate turn speeds for ADS on Primary weapons in Multiplayer

- Increased Accuracy ribbon effectiveness has been lowered

- Bullet Damage ribbon effectiveness has been lowered

- The 3rd person revive beam now shows correctly

- Bilgarsk Boulevard - preventing players getting stuck at spawn location

- Akmir Snowdrift - fixed a problem where the speaker object can fall beneath a piece - of geometry

- Fixed a crash when joining a Guerrilla Warfare Clan match

- Blood Gracht - Fix for a hang when the Recon ability was used

SERVER STUFF-

 

- Fixed a crash while joining a Warzone game

- Player gets directed to multiplayer lobby when being kicked from game due to inactivity

- Adjustments to reduce the server load

EXPLOITS-

 

- MAWLR Graveyard -Improved collision around one of the Capture and Hold locations

- Kaznan Jungle - Added a blocker around a tree to prevent player to use tree to jump out of the level

- Bilgarsk Boulevard - Removed invisible collision of S&D objectives in Guerrilla Warfare

- Bilgarsk Boulevard - Prevent players from accessing an advantageous position (above the ISA Base) and climb out of the level

Single Player Story- 

- Scrapyard Shortcut - Mobile Factory - Fixed a hang to a red Debug screen upon the user reaching the Jetpack Troopers

MENU-

 

- Added a "Mute all" button

- Updated icons and text on the Medals statistics

- Fixed clipped text for moderator messages

- The Faster Reload ribbon now updates properly on the Personal statistics page

- The Increased Accuracy ribbon now updates properly on the Personal statistics page

- The Bullet Damage ribbon now updates properly on the Personal statistics page

- Fixes a hang when accepting a squad invite on the final results screen of an online game

- Fixed the Pause functionality in Botzone on the Class selection screen

- "Squad menu" is changed to "manage players" in the menu

MOVE AND SHARPSHOOTER-

 

- Button configuration improvements - Swapped L1/L2 grenade and aim

- Melee is now on the circle button

- Multiplayer - Aim Lock will now time out after one second

- Camera turn upped while using jetpack. Lowered for mounted weapons

 

Loads of fixes and such. Any of you guys still playing Killzone 3? What do you think of all of this? Don't be a jimmy, leave a comment below :D

 

 

SOURCE: http://community.killzone.com/t5/Announcements-Events/Preliminary-patch-notes-Patch-1-07/td-p/936839

Community Video

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Spencer Glitch in MvC3 Re-Created after Patch

By: iorilamia Mar 30, 2011 | 4 Comments

Patch updates don't stop Desk from making his glitches

Desk uploaded a spencer freeze glitch video a few weeks ago. After the recent MVC3 patch, freeze-bugs were removed (including Spencers). Well, that didn't stop Desk from finding it again. Spencer freeze glitch after his super is back! Seems like you need Haggar first to do it and DHC at the right time with Spencer. There is also a slow glide glitch shown done with Spencer aswell. I find it simply amazing that a bug was "taken out" and Desk finds a new way to do it, similiar to him doing the "removed" Akuma loop in ssf4. As he said in his interview with SRK a couple of months ago ,

"Just because developers tell you it isn't in the game, doesn't mean you can't find it".

 Anyways check out the video below and leave a comment on what you think, don't be a jimmy.

 

 

 

(Old Spencer Glitch incase you didn't catch it)

Videos Uploaded by http://www.youtube.com/user/biffotasty

Video

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Modnation Racers loading to be fixed via patch

By: BatRastered May 14, 2010 | 5 Comments

Looks like all the bitching finally reached the devs.

According to Ars technica blog, the loading is going to be fixed (to what extent is unkown) in the first patch for MNR.

Check out the full story.

Video of the very long loading times:

New costume packs, gems, and colors coming soon, also patch fixes and tournament support for gem selection.

On April 3, we will see the free color packs as DLC. This will add some new colors to the customize colors palette. I still have no idea why this is DLC and not just turned on from the beginning. At the same time new "swap" costumes will be introduced. For a buck each you can see your favorite SF character dressed as a Tekken character or vice-versa. If you want the whole set, you can buy the full SF set for $13 and the full Tekken set for $13, for a total of $26. That's one expensive costume pack! (These are just alternate outfits, not new characters)

Shortly after April 3 (no exact date) there will be a tournament support update. This will be a title update not DLC, so you'll get this automatically. This update includes some fixes to the online code (audio issues, etc) and a way to choose your gem set from the character selection menu.

A few weeks later, another title update will include new gems, more slots to store your favorite gem sets, and a replay analyzer. 

Finally, soon after the PS Vita version of SFxT ships, the 12 new characters will be available as paid DLC for $20 (1600 MSP). The new characters are: Blanka, Sakura, Guy, Cody, Elena, Dudley, Alisa, Bryan, Christie, Jack, Lars and Lei.

The summary from Capcom:

FREE
Nine new gem packs totaling 60+ new gems
Replay analyzer
Tournament support for gem selection
Three new quick combo pre-sets
Three additional gem loadout slots
Three new color packs with four colors each

 

PAID
Swap Costumes - $1.00 (80 MSP) each or in two $13.00 (1040 MSP) Street Fighter and/or Tekken packs
DLC characters - $20.00 (1600 MSP) for all 12 new fighters

News

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A long list of Battlefield 3 fixes incoming

By: BatRastered Feb 23, 2012 | 4 Comments

Still no update on when to expect this patch, but it's looking pretty massive right now. Here's a list of confirmed fixes so far, but this isn't even complete yet according to DICE. Let us know what you like and dislike about the changes in the comments!

GENERAL GAMEPLAY FIXES:

-Players should no longer take fall damage from short falls.
-Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone.
-Fixed some situations that would unintentionally make a player unrevivable.
-Reduced the black screen fade in time on spawn. The fade is still necessary for properly streaming in loading content at spawn, but it has been substantially reduced.
-Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.
-Spawn protection will no longer be canceled by the player looking around.
-Increased the speed at which a player regains accuracy when aiming after moving for a more responsive experience. Firing before fully zoomed will still result inaccurate fire.
-Increased the inaccuracy and recoil added when a player is fully suppressed.
-Shotgun Buck and Flechette rounds now have a less suppressive effect at medium to long range.
-Tweaked the damage levels of Buck and Flechette rounds to balance them with other weapons.
-Improved the suppression of the .44 magnum, .357 magnum, and the 5.8x42mm DAP88 rounds from the Type88 sniper.
-Attempting to Crouch (like Prone) will now properly interrupt Sprint.
-Increased the effectiveness of Suppression Resist Specialization.
-Parachutes now respond to turn and throttle inputs more quickly.
-Switching from primary weapons to sidearms and back now takes less time.
-Increased the effectiveness of explosive resistance.
-Tweaked bipod deploy settings so players can no longer deploy a bipod in places higher than chin level.
-The bipod should now be more reliable when deploying on top of sloped objects like cars and rocks.
-Fixed several issues with vaulting objects, especially for thin railings.
-The Knife now only takes two swipes to kill when attacking from a position where a takedown is not possible.
-CRAM weapons on Carriers now count towards stationary weapon awards.

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Today Yoshi P posted some serious notes on what to expect from the 2.1 patch for all of you Warrior players out there.

I play level 50 Relic +1 Warrior. Currently in Coil. Haven't beaten anything in there yet, but I've been in twice so give me a break. Looks like in a couple of weeks it's just going to be even easier for me to play Coil. Especially when I'll have a move that won't allow my HP to drop below 1. lol PWN!

From Yoshi P:

Marauder Changes

  • Brutal Swing
    - Recast time will be reduced from 30 to 20 seconds, increasing the frequency with which players can stun foes.
  • Overpower
    - Enmity generated by this skill has been increased.
  • Storm's Eye
    - TP cost will be reduced from 70 to 60.
  • Storm's Path
    - TP cost will be reduced from 90 to 60.
    - This skill will also reduce damage dealt by enemies for a period of time.
  • Holmgang
    - Range will be increased from 3 yalms to 6, to make the skill more effective.
    - This skill will now pull enemies toward your character.
    - When using this skill, a player's HP cannot be reduced lower than 1.
    - The animation for this skill will be revised.
  • Vengeance
    - This skill will also reduce damage taken by 30%.
  • Mercy Stroke
    - Recast time will be reduced from 60 to 40 seconds, improving ease of use.
  • Thrill of Battle
    - Effect duration will be extended from 10 to 20 seconds.


Warrior Changes

  • Defiance
    - Enmity generated by this skill will be increased.
    - This skill will also increase HP recovery via curing magic by 20%.
  • Wrath
    - The improved healing effect granted by Wrath will be removed. Instead, the improved healing effect will be granted by Defiance.
  • Inner Beast
    - Due to overall balance changes, HP absorbed by damage dealt will be reduced from 300% to 100%
    - Damage taken will be reduced by 20% for 6 seconds.
  • Steel Cyclone
    - This skill will generate increased enmity.
  • Unchained
    - Recast time will be reduced from 180 to 120 seconds, improving ease of use.
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News

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Final Fantasy XIV 11/19 patch notes

By: BatRastered Nov 19, 2013 | 1 Comments

Some very minor changes were made last night.

FINAL FANTASY XIV: A Realm Reborn Hot Fixes (Nov. 19)
- Items that can be obtained from the two chests in “The Binding Coil of Bahamut – Turn 1” have been adjusted.

- Addressed a coding issue which occasionally caused a server to crash during a trade.

- An issue wherein a player would lose control of their character while crafting has been addressed.

Read full story...

Community News

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Borderlands 2 Title Update 12-13-2012

By: Arthvader Dec 13, 2012 | 1 Comments

Gearbox has released a new patch addressing alot of bugs and issues found in Borderlands 2 today. stop on by and check them out.

Today, Gearbox  has released a new patch for Borderlands 2. They address many issues that plagued certain players, such as Badass Ranks, freezing, weapon and shield balance, and even challenges. Check out below for a list of changes that have been put into effect.

 

Listed here is what was updated on the 360 ver.

Read full story...

A full-on update from FFXIV producer Yoshi-P. Warning: Wall of text!

Upcoming Changes to Allagan Tomestone Acquisition

Producer and director Yoshi-P here.

Recently, we've noticed a number of threads discussing the weekly limit on Allagan tomestones of mythology. I'd like to talk about the reasons for this limit, as well as changes coming in patch 2.1 that will affect their acquisition.

Progression in FFXIV

As you'd expect, there are many more factors to consider when designing an MMORPG like FFXIV, compared to a stand-alone console game. These factors heavily influence combat design and balance.

Each encounter in FFXIV: ARR is crafted with a particular difficulty in mind. As players grow stronger by increasing their level, they will be able to complete early encounters. However, upon reaching level 50, players who wish to become even more powerful and tackle the hardest challenges must instead obtain better gear, thus increasing their item level. The time required to do so is dictated either by drop rates, or by the rate at which tomestones can be acquired, depending on the gear being sought.

Progression can therefore be described as follows:

  • Players reach level 50 while clearing the main scenario.

  • Upon reaching level 50, players begin acquiring gear to raise their item level.

  • Players take on encounters appropriate for their item level, acquiring new gear.

  • Upon acquiring new gear, players raise their item level, allowing them to challenge more difficult encounters.

Our ultimate goal is to give players the freedom to advance at their own pace. Having said that, the current design has room for improvement, which is why we will be implementing changes with patch 2.1.

Expectations for Progression Until Patch 2.1

From the initial release of FFXIV: ARR, we predicted it would take roughly a month and a half for the most dedicated players to reach the Binding of Coil of Bahamut, and roughly two months for the general player population. Furthermore, we wanted players to acquire gear using Allagan tomestones of mythology in tandem with clearing the Binding Coil. This served as the basis for determining the rate at which tomestones can be earned, which is currently limited to 300 tomestones of mythology per week. With the release of patch 2.1, this limit will be increased to about 450 tomestones per week, for reasons which will be explained at the end.

The Two Paths for Player Progression

One unique quality of MMORPGs is that, depending on how much time they have to play, a disparity between players can easily emerge. For example, let's say player A plays two hours per day, and player B plays five hours per day. After a week, there's a difference of 21 hours, after five weeks a difference of 105 hours, and after ten weeks a difference of 210 hours. MMORPGs are designed to be played over a long period of time, and as such, this gap between players will only increase as time goes on. This inevitably leads to several problems:

  • It becomes difficult for new players to join.

  • Casual players are likely to lose motivation to play.

  • The community is likely to become fragmented.

In an attempt to combat these trends, and also to encourage users to continue playing, most developers of the first generation of MMORPGs decided that items should only a fraction of the time. Because the chance of obtaining items was so low, it took a relatively long amount of time to obtain gear, meaning users would play longer.

However, when considering the lifestyle of users in today's market, the freedom to play at a more leisurely pace is essential. With no option but to continue running through instances, with no guarantee that the desired can be obtained, users are more likely to become stressed and stop playing all together.

These concerns led to the birth of the token system, which we have adopted for FFXIV: ARR. The merit of this system is that, although there is a limit on tomestone acquisition, users are guaranteed to obtain desired items after obtaining a set number of tokens.

Because every duty in ARR offers a set number of tomestones, players can easily determine how many instances they need to clear and how much time it will take. They can then play at their own pace to acquire the gear they desire. Furthermore, the more difficult encounters also incorporate a more traditional system of drop rewards. This offers players two options:

  • Play through the Binding Coil of Bahamut and obtain gear from drops.

  • Collect Allagan tomestones of mythology to exchange for gear.

  • Although these methods are different, each allows for the acquisition of level 90 gear.

In short, players who have ample time to play are free to collect tomestones, or challenge the Binding Coil, and those who have less time can still acquire tomestones at their leisure. Despite the difference in time available to players, the game is designed so that everyone can potentially obtain item level 90 gear.

However, please bear in mind that high-item-level gear alone may not enough to overcome some challenges. Because of the armory system’s design, end game encounters have been balanced for players who have not only leveled one job to 50, but who have also obtained abilities from other classes. That being said, we have no plans to make multiple jobs a requirement.

Providing Additional Paths for Player Progression

There's one key problem with the encounters available in 2.0: the limited number of options leads to linear progression for battle classes, and essentially leaves crafters and gathers by the wayside.

To be more specific, players are being pressured to join a party to play through a limited selection of instances for tomestones; there are few, if any, options for those who wish to collect them leisurely, efficiently, or even alone. Patch 2.1 will serve as a means to resolve this problem, giving players many more options to collect tomestones and play as they see fit.

Here is an example of how the upcoming update will appeal to more players:

Beast Tribe Quests

  • Learn about the beast tribes in daily quests and acquire tomestones.

Treasure Hunts

  • Search for buried treasure with up to four players and obtain crafting material, consumable items, and tomestones.

Duty Roulette

  • Join a duty at random and receive bonus tomestones and experience points.

Housing

  • Build and furnish a home with the aid of Eorzea's crafters and gatherers, or use your own skills to do the same.

Wolves' Den

  • Test your combat skills against your fellow players, earning fame and fortune.

Crystal Tower

  • Challenge an ancient tower with 23 of your strongest allies and face the dangers within.

Pharos Sirius

  • Explore an abandoned lighthouse to obtain new gear and tomestones.

Two Hard Mode Dungeons

  • Face greater dangers to obtain new gear and tomestones.

Aesthetician

  • Keep your characters fresh by changing their appearance.

Extreme Primal Battles and Good King Moggle Mog

  • Confront a mysterious new enemy and three familiar foes to obtain new gear and tomestones.

New Main Scenario Quests

  • Work together with the Scions of the Seventh Dawn for the sake of Eorzea.

New Side Quests

  • Take part in additional side stories to learn more about the peoples and cultures of Eorzea.

As you can see, this upcoming update will add more options for adventuring alone or in a group; the means to challenge other players in PvP; more incentive to craft, gather, and collect items; and new chapters in the game's ongoing story.

Patch 2.2 will introduce the next section of the Binding Coil of Bahamut, and we highly encourage players seeking a challenge to prepare for the new dangers ahead. To those of you have obtained all available gear in the Binding Coil, we hope you'll give the Wolves' Den a try and see how you fare against your fellow dungeon runners.

Raising the Tomestone Cap in 2.1

As I explained previously, because there are only a few ways to acquire tomestones, players have had no choice but to run the same dungeons over and over. While there are those who are fine with the current state of affairs, there are others who dislike the limit, as well as those who feel obligated to hit the weekly cap.

A. Players who dislike the limit:

  • -> “Once I reach the weekly cap, there's nothing else to do. If the limit was raised or removed, I would have a reason to play more.”

B. Players who feel obligated to hit the cap

  • -> “If I don't hit the weekly cap, I’ll fall behind. But having only a handful of dungeons is boring. I just want it over with fast.” If we were to increase the weekly limit before patch 2.1, players who fall under category B would increase significantly. To satisfy both types of players, we feel it best to prioritize giving players more options.

I realize patch 2.1 was originally scheduled to be released in November, but due to problems with server congestion, and the need for server and system improvements, we were forced to delay the release one month. However, I assure you that the wait will be worth it, as the upcoming patch will not only include plenty of new content, but also improvements to the user interface and additional system updates.

There have been several posts asking why we have not split patch 2.1 into several smaller updates, the answer to which can be found in a recent post here on the forum.

We're working to have everything ready in a timely fashion, and we greatly appreciate your continued patience

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