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[Update][Open Source] System Wide Automation Framework - ZXTouch - FREE and MORE Powerful and Easier to Use Than AutoTouch

[Update][Open Source] System Wide Automation Framework - ZXTouch - FREE and MORE Powerful and Easier to Use Than AutoTouch
Hi everyone, after three weeks of work, I am here to bring you some updates for ZXTouch. Before I started, I want to share a story about why I created ZXTouch and why I make it totally free.
I was a user of AutoTouch. But around half a year ago, I found that there are some limitations of AutoTouch and submitted suggestions on its creator's (Kenz) discord channel. I also told Kenz about how he can make AutoTouch better from a programmer's view. But he just said to me, "You know nothing about programming. Stop sending me foolish suggestions." Then, I was kicked out of the channel. I felt disrespectful that I promise myself that I must create a more powerful automation framework. And I did it. And that's why I value EVERY suggestion submitted on my discord channel by my users. They are my treasure and I don't want my users to feel disrespectful.
The reason that I make ZXTouch free and open source is that I enjoy programming and I really want to contribute to others and make their lives easier rather than just making money from what I have created. Every time I fixed a bug or received a star on Github, I felt a sense of encouragement. That is what supports me to keep it free for everyone and keep updating it. I know ZXTouch is not strong enough because it is pretty new. But just join me and send me suggestions. I promise that I won't let you down.

Github link: https://github.com/xuan32546/IOS13-SimulateTouch
Discord: https://discord.gg/acSXfyz (I will post updates on discord. Many amazing features is coming! You can also give me some suggestions on discord)
(Please give me a star on Github!!! This is totally free and open source but I just want a star on Github!)

ZXTouch Github

Upcoming (In Progress)

Control your iOS devices from your computer (I don't want to break online game environment so I may limited the functionalities of this feature for some game like PUBG)

Updates (in three weeks)

V0.0.6
  1. Add text input/hide keyboard/move cursor features (see demo below)
  2. Added zxtouch python library for developers
  3. Bottom/left/right toasts
  4. Added log/add buttons on zxtouch application
  5. Odyssey and iOS10, 11, 12 support
V0.0.6-1 to V0.0.6-4
  1. arm64e chips are now supported
  2. ZXTouch App "Settings Page" update.
  3. Touch indicator support
  4. Touch recording supports multitouch!!! No other library supports this feature.
v0.0.6-5 to V0.0.6-6
  1. Add script repeat times/interval/play speed (play speed only supports raw files, like script recording file)
  2. Script/Folders rename
  3. Script force stop button (just double click the volume-down button and you will see it).
V0.0.6-8 to V0.0.6-9
Activator Support
V0.0.7
  1. OCR support
  2. Touch indicator now displays coordinate of your touch point
  3. You can now view images in the GUI application

Several bug fixed.

Features

  1. Touch Simulation
  • Multitouch supported (no other library you can find supports multi touching).
  • Programmable. Control scripts can be programmed with all the programming languages you want.
  • Instant controlling supported. The iOS device can be controlled with no latency from other devices/computers. (see pubg example below)
  • System-level touch simulation (will not inject to any process).
  • Touch recording. Record your touch event and play back.
  1. GUI Application
  2. Others
  • Application running.
  • System wide alert box displaying.
  • Shell accessing.
  • Color picker. Get the color of a specified pixel.
  • Image matching.
  • Device information
  • Battery information
  • Toast Displaying
  • Activator support
  • OCR
  • Touch indicator
  • Text Input
  • Run script in loop

Demos

Demo #1: Remote Controlling
Demo #2: Play FPS Games Via Keyboard/Mouse
!!!This is just a demo. I personally do NOT play FPS games on iOS now. Please do NOT use zxtouch to cheat in multiplayer FPS games by controlling your device via keyboard/mouse. Only use it in non-multiplayer mode or game.!!!
Demo #3: Recording & Playing Back
Demo #4: Activator Support
Demo #5: OCR
Demo #6: Touch Indicator
Demo #7: Text Input
Demo #8: Color Picker

ZXTouch VS AutoTouch


ZXTouch VS AutoTouch

More

Script developers needed for ZXTouch. If you are insterested in it, please contact me on Github. Although ZXTouch are free & open source, script developers are allowed to charge users for using the scripts because it is your own work, and you deserve it.

Please give me a star on my Github Repo. Thanks a lot!!!
submitted by Ms1019 to jailbreak [link] [comments]

[NEWS] Respawn is about to purchase a new array of servers to fix the current issues the game has.

[NEWS] Respawn is about to purchase a new array of servers to fix the current issues the game has.

https://preview.redd.it/r6yvayzr25h61.png?width=1215&format=png&auto=webp&s=368085485fda205da75f21d363da3d4eaba5a934
Apex Legends is celebrating right now it's 2nd Anniversary, but many players are uncomfortable with the online experience the game is offering right now, along with some game breaking bugs, players complain that severs are performing poorly, from simple lag to game breaking crashes from the servers, they claim that the game has had these problems since release, but it is until this season that these problems have made the game unplayable for so many people.
It is no surprise that a game sponsored by EA is giving network problems to the playerbase, we've seen this in other titles like: Battlefield, Star Wars Battlefront and FIFA. All of these titles sponsored by EA, but Apex is EA's flagship BR title right now and this is definitely not good news specially since Season 8 recently launched in Feb 4, we asked Respawn's Entertainment Lead Developer: Zaniel Denon about the current issues the game has and what are their plans for the future, so the players can rest assured that Respawn is working to bring their players the best experience possible.
Hi Zaniel, what is Respawn's position about network problems in Apex Legends?
We don't care.
Wait, you don't?
No we don't, really. Tell me, which game benefits from purchasing new and expensive hardware just to benefit a bunch of neckbeard crybabies complaining about their shots not being registered or getting killed through doors and corners? Absolutely no game, it is a huge investment with no returns, we also have to pay for new code and this is expensive too.
Oh ok, but some sources claim that you have made almost $1B dollars of revenue from Apex Legends, don't you think is about time to make some upgrades to the servers to improve the experience?
No we don't. Game is running fine and smooth, we just make playtests before releasing a new patch. Before the release of Season 8, we made a small local playtest of 30 minutes and one match, we had no problems at all. People just like to bitch over the internet. These games are just business, we invest too little and expect big revenue, we can sell the same skin with different colors and there are people that pays the same price twice for that skin, only it has a brand new different color.
Ok, so, you have no plans to improve the experience?
Actually we do, just so these players stfu already and buy our skins again. There is a company called Multiplay that has a big ass array of servers across the world that supports a lot of games, when we were developing Apex Legends back in 2018 we were asked by this company which kind of servers we wanted the game to host, like any company they have high quality products to shit quality products, since we were not sure how Apex would do after release, we went for the shit quality service since is very cheap.
We were proposed some big beautiful servers that could host Apex matches at 60hz with little to no latency fluctuation and stability, but these servers were quite few and very expensive and we also had to do a lot of optimizations to the code to get the best performance, so we went for a much cheaper solution that are the potato servers.
Potato Servers?
Yeah the potato servers, here is a picture one of our devs took back in 2018 when we were investigating for a host company for our game.

https://preview.redd.it/4tmn5mhyu4h61.png?width=546&format=png&auto=webp&s=4fcc3169d3112e9570b4834cccf1ad7de1680956
These servers are incredible cheap and efficient, each server runs at 16Hz , they can give some latency and connectivity issues but not a big deal honestly, I mean people play these games to buy skins not to have a consistent and fun experience. Each potato can host a lobby of 60 players, it is truly amazing the science behind these things, the best thing is that they are 50x times cheaper than those expensive and shiny servers. The best thing is that we don't have to worry too much about optimizing the netcode for these servers. Multiplay keeps these potatoes in a big ass bunker at low temps, so obviously these potatoes can perform better.
How much is the difference between these potato servers and those high-tech servers?
The annual investment for those expensive servers was about $275,000 USD. While these servers are just $5000 USD. Big difference and look, Apex is now in it's 2nd Anniversary and we are getting away with it. The best thing about these servers is that in case that a potato is fried, you just have to switch it, and problem solved.
What happens when a potato is fried?
Have you encountered the code:leaf issue? Well is just that, every single time that happens it means a potato was fried, so players just have to restart the game and hope to join into a server where potatoes are working properly.
Wait isn't this the main reason why players are complaining about high pings and packet loss?
Yeah but no big deal, within time it fixes itself. Honestly a lot of players complain about our servers but honestly their ISP is big shit, and worse yet, a lot of these players are like "Waaah high ping, waaah packet loss" but they are playing with Wi-Fi while their Moms & Sisters are watching Netflix at 4k and someone else is downloading porn or watching anime. These high quality potatoes don't have to deal with their shit.
But you are actually expanding your playerbase, you are soon releasing a Nintendo Switch version and a mobile version, don't you think this could cause you trouble in the future?
Sure, we at Respawn foresee these issues and we are taking action for the new releases, we are buying a new array of potato servers.

https://preview.redd.it/7k8cfc98y4h61.png?width=550&format=png&auto=webp&s=5dfa51197c34c9b37d8c3deaf8708d0ba7e9cc67
The array is huge, 100,000 new potatoes it is more than enough so players can finally stfu about servers issues and buy our skins for good.
But what about the competitive aspect of the game? Don't you think players deserve a better online experience? It looks like other games like Fortnite and PUBG have less network issues than you do.
We don't care for the 100th time. Our Data shows that people are still playing the game and we are at our 2nd Anniversary, everything is working as intended. If those players want to play at 60hz, lag free and other 'nice' stuff they could either gtfo or make their own Apex Legends if they think they can do things better than us.
There you have it Legends, Respawn is working very hard to improve your online game experience, is just a matter of time to let Respawn do their thing.
submitted by ApexToast to apexlegends [link] [comments]

Stadia really needs a good Battle Royale that supports M&KB!!

Original Stadia Founder here! I got my stadia running a day before release on Destiny 2 and was instantly blown away. I've had my pro subscription for a year an a half now.
So, my beef with Stadia and I've been saying this since day one!!! Is that we need more multiplayer competitive games. We've all heard the naysayers complain before even trying Stadia "Oh the latency/input lag will make the experience horrible". In my year and a half of playing Doom, PUBG, Serious Sam, CP2077 and Destiny 2 I have never had any issues and everything felt fluid. IME Destiny 2's pvp is great. Seriously amazing.
Also I'd like to mention, that I am not a conroller FPS player. I can play solo FPSRPG's with a controller, but I really won't unless I'm absolutely bored and have no other options. Also, when PUBG released on Stadia I stopped playing anything else and probably spent about 20 hours a week on it. Then PUBG removed M&KB support!! Wow it was such a dick move. Since then I haven't really gone on Stadia much, I'm sitting here at my desk at work. Library full of games, but nothing to play, because I don't have a controller. Also since PUBG screwed me over, someone recommended Warzone on the PS4, which supports M&KB 🤯🤯🤯Since then I've probably averaged 20 hours a week on Warzone via PS4.
Today, I'm sitting at my desk. Empty office. Wishing I could pwn some nubs but I can't.
There must be gamers on this sub that know how addictive Battle Royales are. It doesn't seem like the people over at Stadia HQ do though... Even if you look at the numbers I mean PUBG has millions of players world wide, Warzone is making a killing and of course the behemoth FORTNITE needs no explanation.
Now, of course - - I know, these types of games need a high player pool to work, that is why I am not suggestion Google develop a new game I'm saying force PUBG to support mouse and keyboard and enable crossplay!
Also call up epic games and get Fortnite! Huge player base to bring in right? I don't see why they haven't already.
Now that I think about it, why are there no Mobas or RTSs?
Command and conquer was the amazing back when I was growing up. Dota, Dota 2, LOTR Battle for middle earth, Starcraft, I could go on and on. I mean all these games were massively addictive due to the competitive nature of the games. When I grew up and life happened I stopped playing all these games. I don't think I am alone in this. Who wouldn't want to play Civ on the go? I literally still play C&C and LOTR since they are so old they run great on my potato of a laptop, issue is that the online servers have been down for 10 years!
BY THE WAY. Where are all the split screen games? Couch Multiplayer. I have two Stadia Controllers and at this point I'll mention that I own a cafe/lounge and I have my chromecast setup there where me and customers get to gaming all the time. Mostly Mortal Combat, NBA 2k20 and a bit of Serious Sam. But, there are no racing games. There are no deathmatch games(Unreal Tournament anyone?!).
It's been a year and a half and so far the quality of the service has been AMAZING! The list of titles is constantly growing but, it seems like there are so many missed opportunities. For example, modern games don't support split screen because of performance issues right? Well, Stadia should have much higher processing capabilities right? Am I wrong in saying that it would be much easier to do on Stadia? I went to game exchange the other day asking the guys for shooting game that me and my wife can play split screen? No suggestions. Good racing game we play split screen? No suggestions. There is a huuuuuge void in this market and that's what business is about. Providing what others cannot at a good price.
Let me finish this incoherent mess of a post by saying, as a business savy individual I don't understand the lack of split screen arcade games. Two player games seem like the single most effective way to introduce more people to the service. Would Netflix be what it is today if there was no way for friends to come over and watch the movie with you? As a OG gamer, it is very disappointing that they spent their development budget on a Portal knockoff when they already have a huge library of single player games and then they built Crayta which seems great, I just wish they would support it and make it playable for the average person. I could write an entire post just about how they could make Crayta's game creation easier to use and more universal so that people might actually develop something in it.
EDIT: I'd like to add a final thought.
Look at how many indie games are on this platform. Why?? Like seriously why? How much does that cost? The more games the better. It's not a bad thing to have a large library, but there are countless 2d side-scrollers available on Android and iOS. Really on PS4 as well. Steam is filled with them. Stadia gives us these games for free so I try and one every once in a while but every single time the same thing happens. 5 minutes in and I'm like wow, I will never play this again. I thought the whole point of Stadia was to get an all in one experience, PC performance, Console features, available anywhere there is wifi on any device running Android. All for one low monthly price. They should have used their budget ( which I heard they will no longer be developing Stadia exclusive games so they probably don't have a budget now ) on creating games that bring people together and games that don't work well on other platforms, but work well on Stadia.
submitted by -Zubber to Stadia [link] [comments]

PUBG MOBILE Dev Log - February 2021

Greetings Players!
To start the new year off right, we wanted to answer a number of questions we’ve seen in the last few months on topics related to cheating.
One of the things that’s important to understand is that cheating in PUBG MOBILE is not the result of just a few bright kids in their mom’s basements finding a neat new way to get an advantage in-game. PUBG MOBILE is one of the most popular games in the world, and that means that talented teams of unethical engineers are constantly trying to find ways to cheat, and our security team is working 24/7/365 to shut them down as soon as they pop up.
Regardless of who is behind the cheats it’s our obligation to keep your gameplay fair and secure which we take very seriously. Our Security Team is very skilled, and they are experts at detecting and rooting out cheaters. No matter who creates the cheats, we will find the people attempting to use them and keep them from impacting your gameplay.
Now, on to your questions:
“How are you making sure Leaderboards are Fair?”
The Leaderboards in PUBG MOBILE are some of the most heavily scrutinized areas of the game. We utilize multiple strategies to monitor individuals on the leaderboards, including (but not limited to): machine learning, eligibility restriction, manual review, and the Video Review Station. Right now these systems work together very efficiently, but we have plans to both increase restrictions on who is eligible and improve the accuracy of our automated detection in the coming months. We’ll also be increasing the number of staff specifically dedicated to keeping the leaderboards clean. We want our Leaderboards to remain a source of pride for those who put the effort to achieve them, not as a source of accusations about hacking.
“Is it possible for people to get unbanned by paying a service advertising on social media? Does ‘Anti-Ban’ work?”
One major problem companies selling cheating software face is their customers get banned in PUBG MOBILE. Which is really bad for their business. But since these companies have few morals their best strategy is to lie to their customers and claim that they have technology that doesn’t exist. They are selling services to cheat in a game, they aren’t honest or trustworthy groups of people. Anti-Ban doesn’t exist, cheats can’t prevent reports from being sent in game, if someone gives them money to reverse a ban then the money will be stolen with nothing received and maybe the person’s payment information stolen as well. It’s not like someone can complain that “they stole my money after selling me cheats for a video game” and expect anyone to take them seriously.
“Why not have Region Lock for Servers based on Region/Phone Verification/Etc.?”
One of the questions we see most often is some variation of “Why don’t you use technology xxxx?” Rest assured that all of these different options have been strongly considered and evaluated. Unfortunately there are a number of compelling reasons as to why some options are also problematic, including: legal restrictions in different countries around the world, ease of evasion,and negative impact on honest players.
One of our strongest values here at PUBG MOBILE is bringing people together across the world, no one wants people to be cut off from friends and loved ones they connect with in PUBG MOBILE.
The sad fact is that none of these solutions are a magic bullet that will have the impact that people hope for. Utilizing commonly available software you can make your phone appear to be connecting from anywhere in the world, generate local phone numbers, and obscure details about your device used for identification. These changes wouldn’t hurt hackers, but they would hurt honest players.
“Which is harder for you to catch cheaters on, Android or iOS?”
Another very common question we get is why cheaters are harder to catch from one operating system or another. The truth is that both Android and iOS have strengths and weaknesses when it comes to detecting cheaters, and we have experts in both operating systems that know how to leverage those strengths and work around the weaknesses to catch cheaters regardless of what type of mobile device they use.
As well as looking for cheat software, we observe the effects in-game very closely to determine if cheating behavior is taking place. Regardless of the type of device, the ultimate proof is in the game data. When people cheat, they leave telltale signs that we can find to catch them even if it's not a cheat that can be detected directly. Ultimately the device itself can’t hide that; if someone cheats they will be caught.
“Why aren’t certain types of cheats automatically detected immediately?”
Our goal is always to maximize the speed of catching cheaters and minimize the amount of time they spend in game. But accuracy is important too, and sometimes we need to investigate deeper due to network issues that can appear to be cheating or a poorly performing device that starts behaving unusually. As soon as we have 100% confirmation of cheating behavior taking place, we immediately ban the account in question. This happens during games, when connecting to the PUBG MOBILE servers, or during reviews of server data whether the individual is online or not . As soon as we can prove someone is cheating, they are gone.
Our systems that operate in real time often rely on computers interpreting data in-game which takes a certain amount of processor resources and memory. Other times it’s based on people reviewing games in real time and manually taking action, but computers detecting and automatically taking action is by far the most common case. With tens of millions of players logging in daily, and thousands or tens of thousands of matches (each containing up to 100 players) going on simultaneously, the amount of computing power and memory usage is of a scale that is difficult to imagine.
This is a real limitation, that our very talented engineers are always cognizant of and working around to create effective and speedy solutions. However there are some things that a human can do quickly but can take much longer for a computer to verify. A computer has to manually investigate every possible way something could happen and verify that it is impossible in every way before it can make a definitive assertion. A trained person can see something happen with a glance and immediately make the correct determination. This is why we utilize both computer-based and real human observation, as well as some added systems like the Video Review Station to enhance our efforts and catch cheaters much more quickly.
“How do you penalize people for teaming with cheaters?”
Teaming up with cheaters to gain ranks or rating is an indirect form of cheating, and is subject to an escalating series of penalties ultimately potentially leading to account banning. For a first violation this is a simple removal of any ranks or rewards gained, along with a warning and an extended period of observation. People who repeat this behavior after being warned have greater penalties applied.
You don’t have to worry about possibly being randomly matched with a cheater; we can spot this and it’s not something that will get you in trouble. But if you see a teammate cheating, or even just suspect they are, it’s best to report them and let us make sure. If people tell you they can help you rank up super-easily, or it’s impossible for them to lose, be careful. They might just be taking a risk with your account too.
“Why do creators sometimes get banned?”
Creators are often some of the most talented players to play the game, and sometimes their skills in game are so amazing that it’s difficult to believe that they are possible. Our automated detection systems often flag them for review, because they play at an extremely high level. There was a case of one pro esports team that I watched get more than 10 chicken dinners in a row, playing together in classic matches at the start of a new season. In normal circumstances 30 chicken dinners in a row would be extremely suspicious. But professional players playing together after thousands of matches against the other best players in the world can do some pretty amazing things.
The other, sadder, side of the coin unfortunately relates to human jealousy. There have been cases where jealous individuals unfortunately attempted to falsely accuse some top creators. The lengths that people will go to when motivated by jealousy are incredible, and they from time to time have managed to create extremely compelling evidence. Other times they have attempted to take control of a Creator’s account and then have the account banned that way. Because Creators have to deal with these issues more frequently, we work hard to verify any actions taken against their accounts more completely, and eliminate all other possibilities.
“What security measures do you utilize to make sure Esports events are free from cheating?”
Much like Creators, pro Esports players are incredibly difficult to analyze. They are playing the game at a different level, routinely making shots that would be impossible for the average player, and doing so over and over again. If a normal player suddenly displays the ability to shoot through smoke and reliably hit their opponents without being able to see them, this is a dead giveaway that something is likely going on. For Esports players, this is actually not uncommon.
In a match at the Spring Split 2019 PMCO championships in Berlin, we watched a single player fight through smoke and systematically take down RRQ Athena, one of the most accomplished teams in all of PUBG MOBILE. He was playing on a device we provided, in an environment we completely controlled, and there was zero opportunity for any cheating to occur. So it’s hard to analyze their results.
Fortunately for these events we can do a lot more to ensure that cheating doesn’t take place. The situation with Covid-19 has made this slightly more complicated, but we’ve adapted and applied these strategies to online only events. These can include high tech solutions (like doing a much more thorough real time analysis than is possible in normal games), low tech solutions (like providing them a device they can’t install new software on), and many more things we can’t give you details on (because we want to keep cheat creators in the dark on how we catch them). Trying to cheat in esports is a great way to get banned very quickly.
“Will multiple reports of a player in a short period of time trigger an automatic ban?”
Bans are never issued solely on the basis of reports, but player reports are a great way to alert our security team to potential problems. Reports help us prioritize and evaluate who we need to look more deeply into. If we know that someone is acting suspiciously in game, we can direct far more resources into verification (either machine based or human observation) of their game play. The more people that report someone, the more suspicious it looks and the faster it can happen. So lots of reports won’t get someone banned directly, but it will help us catch cheaters faster and more accurately.
“What else are you doing to combat cheating in PUBG MOBILE?”
We’ve made a lot of improvements over the last year that have greatly reduced the ability for players to cheat in game. We’re catching them quicker, identifying them more accurately, and providing fairer and more competitive games for our players. But we can’t rest on our accomplishments, cheaters aren’t going to stop trying to get any advantage they can. In 2021 we’re working on expanding our Security Team to help us respond more quickly, being even more accurate to ensure no one gets falsely accused of attempting to cheat, and cutting cheats off at the source wherever we can. Many of the initiatives we’re planning on need to remain confidential to maintain the element of surprise and achieve maximum impact, but we’re committed to sharing more information more frequently so that you can know what is being done to keep the game safe.
Thank you,
The PUBG MOBILE Team
submitted by PlayPUBGMobile to PUBGMobile [link] [comments]

Lost Ark EU Beta (Soon) - Summer release

I take part in online survey's, on websites like SwagBucks. Last night I completed a survey that happened to be for Lost Ark, showcasing a trailer that will be released for EU/US soon (it didn't specify a date). During the trailer it said "This Summer..." and at the end of the trailer it said "Sign up for the BETA now!".
This was the first time I had heard about Lost Ark, and I did some googling about it but as of yet I see no where to sign up for an EU/US beta.
I didn't screenshot/record the trailer because I'm pretty sure that might lead to trouble, as the trailer looked very "work in progress"... using a placeholder logo that just said "[Game Logo]". I just thought I would share this information/news to the Reddit community :).

-Edit: For people asking where I took part in this survey, it was on a site called Qmee, it would possibly be on SwagBucks too. I used my Android tablet (some surveys depend on which device/operating system you are on, but I'm sure this survey would work on PC too.) I completed it last night (25/01) at around 9:45 PM. Feel free to try and find the survey yourselves I'm sure it's still around.
-Edit 2: I guess I should go into more information on what kind of questions the survey was actually asking.
So the survey started off with some simples questions about what kind of games I liked, and the options listed basically every genre of games, FPS, RPG, Survival, MOBA etc... I selected RPGs, MMORPGS, FPS games.
It then went on to ask if I had heard of the following games (and it listed about 20 game titles, ranging from FPS like CoD Cold War, PUBG, and also mentioned a lot of RPG games, FFXIV ESO, WoW, Diablo etc. etc.It then asked me if I had heard of a game called Lost Ark, to which I answered no because as of last night I hadn't heard about Lost Ark, (I haven't really played an MMORPG seriously since TERA was Pay 2 Play, and I haven't done much research recently on new MMOs)
It then showed a trailer for Lost Ark, which was about 3 mins long, and showed only cinematic footage of the game, and not actual gameplay from what I could see.After the trailer it asked how appealing the game looked to me, I chose "Very Appealing", and then it went on to ask what parts of the trailer I found appealing, and it asked a very specific question about the trailers art style, asking if it seemed "too anime" (so I guess they're trying to figure out what style of trailer would appeal more to the Western side of the world.
It also showed about 3 different designs for the postelogo design for the game, you had to chose which design was your favourite (which is why I guess during the trailer it contained a placeholder logo simply using a black background with the text [Game Logo].

In conclusion I understand I'm not a credible source, and I have no screenshots or footage from the survey, but I'm sure other people will take part in the survey and end up googling more information about the game, and it will hopefully bring them here, to which they can confirm my findings. If anyone does manage to get screenshots I would contact the moderator before positing them (I'm not sure if this is an official sub reddit or if it is fan made, and I don't know the rules on posting leaked content here).
submitted by Whippy89 to lostarkgame [link] [comments]

Temporary Free-MP game suggestion to replace MW?

Hi there, sorry if its not good place to ask, so few days ago my friend took his game back (he was game sharing MW with me) and i no longer own or able to play MW and since im Started working as intern i wont get paid untill next month, so i can't buy it myself (60$ is so expensive in my country) and really miss the action since then specially that i only had 22 gun to get obsidian on and i was so close to achieve something just biggest player like "FaZe Jev" achieved (All Guns Obsidian).
Anyway, considering all the problem last update cuz and my situation, i came here to ask you guys to suggest any temporary replacement for MW untill i buy it or someone can do me a favor and share it with me.
I know it hard to replace MW but Things to consider: 1. It should be Free 2 Play, in Xbox GamePass or EA Play, so i can play it for free. 2. I want it to have gun customization, like you can level guns up and use attachment on them. 3. It shouldn't be Cartoonish like Fortnite, PUBG, ... (Most far it can go be like Gears 5 or Halo 5 4. It shouldn't be BR (im not good at BR, otherwise i would play WZ) 5. It should be active and have online players, not deserted and i have to wait like half hour to get a match
Thank you so much.
submitted by AminBahrani47 to modernwarfare [link] [comments]

PUBG MOBILE - Update 1.2 (Patch Notes)

PUBG MOBILE - Update 1.2 (Patch Notes)

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The new Runic Power Mode is available for a new combat experience! Take on the challenge in Power Armor Mode to duke it out on a technological battlefield. Metro Royale's New Chapter has started. Build up Honor to show your strength. Get the Runic Power themed Royale Pass to complete missions with ease.
To give everyone a better gaming experience, PUBG MOBILE will be pushing out updates starting from January 12. The server will not be taken offline for this update. This update requires 615 MB of storage space on Android devices. The iOS version requires 1.5 GB. Please note that players on different versions cannot team up with each other, so please update as soon as possible.

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Update the game between January 12 and January 17 (UTC+0) to get:
  • 2,888 BP
  • 100 AG
  • Acolyte of Justice Backpack (3d)

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Runic Power Gameplay (January 12 to March 7)
Runes from another world have brought three special powers with them. Choose the power that suits you, collect Rune fragments, and use them to aid you in your fight to become the final winner on the battlefield. Choose Erangel in map selection to experience this exclusive gameplay mode.
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Gameplay
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  • Players will choose their Rune energy type on Spawn Island. You will need to choose to bring either the Flame Rune, Arctic Rune, or Wind Rune into the current match.
  • After selecting a rune, you will get 2 skills. The first skill summons an object, and the second skill gives you a boost. Using these skills consumes Rune energy.
  • Rune energy can be obtained in matches.
  • Rune Abilities
    • Flame Rune:
      • Summon skill - Summons a wheel of flame that rolls forward slowly, dealing burn damage to enemy players it touches.
      • Boost skill - Adds a burning effect to your Ammo for a short time.
    • Arctic Rune:
      • Summon skill - Summons an ice wall. Each block of the ice wall can be destroyed separately. When the ice wall appears, it will lift up players or vehicles directly above them.
      • Boost skill - Adds a freezing effect to Ammo for a short time. Freezing reduces the effectiveness of healing.
    • Wind Rune:
      • Summon skill - Summons a semi-transparent shield of wind that reduces the damage of bullets shot from outside the shield.
      • Boost skill - Increases your movement and reload speed.

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Power Armor Mode (Launches in EvoGround on February 5)
New high-tech Power Armor has been created on Livik. To create your own set of Power Armor you must bringing Nano Crystals and an Armor Blueprint to the Matrix Base. You will have 2 additional chances to respawn yourself or your teammates during a match. Matrix Events will also be available for you to participate in during each match.
  • Respawn
    • Teammates can be respawned at research stations. All players can respawn twice. You can choose to respawn yourself or your teammates during a match. Players respawn with basic equipment.
  • Power Armor
    • Power Armor Chest Piece: Reduces chest damage and increases backpack capacity.
    • Power Armor Arm Piece: Reduces arm damage and increases melee damage.
    • Power Armor Leg Piece: Reduces leg damage and fall damage. Gives a quick dash ability.
    • Assembling the full Power Armor set unlocks its ultimate weapon, the Dragon's Breath Grenade.
  • Matrix Events
    • Matrix Event 1: Improved regional supply output.
    • Matrix Event 2: Multiple Matrix airdrops and significantly increased supplies in each airdrop.
    • Matrix Event 3: Life Detectors in research stations are activated and can be used to detect surrounding players.

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Metro Royale: Honor (From January 12)
  • The Newest Chapter
    • Metro Royale: Honor will be available after the game is updated. In keeping with our Season tradition, at the start of a new chapter your rankings and inventory in Metro Royale will be reset. Fame and NPC Favorability, however, will be retained.
      • New rewards will be available in the latest chapter. Accumulate Honor to get voice packs, outfits, and other permanent rewards!
      • Added new weekly rankings, including Loot and Elimination Rankings.
      • Improved enemy AI from Steel Front and the Cobras to make them more intelligent and challenging.
  • New Metro Royale Honor System
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  • Your Honor represents your strength in Metro Royale Mode. Accumulate Honor to get voice packs, outfits, and other permanent rewards.
  • Honor is obtained by defeating players or picking up Honor items. A player's Honor level increases when a player reaches the maximum amount of Honor. Honor can also be obtained by completing weekly missions.
  • Honor is reset whenever a chapter is updated. Players will start with an initial amount of Honor based on their performance in the previous chapter.
  • New Solo Mode
    • In Metro Royale Mode, all maps and modes support Solo.
    • Solo players won't encounter players who play as a team.
  • Metro Royale Improvements
    • Mail can be read in the Metro Royale Lobby.
    • Removed the NPC chat feature.
    • Missions do not award any more Fame after your Fame reaches the max level.
    • Missions do not award any more Favorability after your NPC Favorability has reached the max.

New Firearms, New Options
FAMAS
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  • A new assault rifle that uses 5.56mm Ammo. It can be loaded with 25 rounds, has the fastest Rate of Fire among rifles, and is outstanding in close range firefights.
  • The FAMAS can be equipped with a Muzzle (Rifles), Scope, and Mag (Rifles). There is no foregrip, but it comes with its own bipod that reduces recoil when shooting with it in a prone position.
  • Only appears in the Livik Classic Battle Royale map.

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Game Performance and Other Improvements
  • Basic Performance Improvements:
  1. Improved the loading logic so that backpacks open faster the first time they are opened.
  2. Improved the performance and rendering efficiency of Cheer Park so that many players can appear on the same screen.
  3. Improved the power consumption of high-end iOS devices so that devices are less likely to overheat because of the game.
  4. Android users can use the incremental update feature to update game resources, significantly reducing the size of resource downloads needed to start the game.
  5. Android users can now download the initial game pack in the background.
  • Security Improvements:
  1. New Security Zone updates waiting for you to discover.
  2. Enhanced the detection for auto-aiming, x-ray vision, long-distance jumping, and movement speed hacks.
  3. Enhanced the detection for grass-removal hacks.
  4. Enhanced detection and protection against unofficial versions of the game client.
  5. Adjusted the condition to enter stat-related rankings from Lv. 30 to Lv. 35.
  6. Further improved the efficiency of the report and feedback systems to provide more timely and accurate feedback.

Basic Experience Improvements:
  • Sight Model Improvements
  1. Improved the Holographic Sight, making the model clearer for players.
  2. Improved the model of the 2× Scope to make it more natural.
  3. Improved the 8× Scope to make the movement of the crosshair more natural when changing directions.
  4. Adjusted the frequency at which the black circle of the Muzzle shakes to make the shaking more realistic when shooting with a weapon.
  5. The landing animation has been improved to better correspond to the speed at which players land.
  6. Made the landing process smoother.
  • Skydiving and Landing Action Improvements
  • Feature to Cancel Reloading
Tap the shoot button when reloading to stop reloading.
  • Firearm Balancing:

Bolt Action Sniper Rifle Enhancements
  1. Increased the damage of the Kar98K and M24.
  2. Shortened the interval between shots for the Kar98K and M24.
  3. Slightly increased the bolt action speed of the Kar98K and M24.
  • Other System Improvements:

Social System Improvements
  1. Friend sidebar: Players can now view their friends' online status to find out what mode they are playing and the size of their teams.
  2. The Crew feature will be upgraded and is under maintenance. It is expected to return in v1.3.0.
  3. Added a feature that gives players exclusive points that can be used to redeem rewards when they team up with their old friends who've recently returned to the game.
  4. Added a search feature.
  5. Added the following to the filter: Time of Acquisition and Owned.
  6. Added a quick voice feature to delete all.
  • Voice Pack Inventory Improvements

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Other New Season Content
  • Royale Pass Season 17: RUNIC POWER (January 19 to March 21)
  1. RUNIC POWER themed interface and rewards: Spin the Wheel of Fate to obtain upgraded rank rewards! Choose between Resplendent Dawn and Deadly Sickle at rank 60, and reach rank 100 to get the majestic Guardian Armor Set and the new themed UZI and M16A4!
  2. RP missions have been overhauled to lower the difficulty while increasing the point rewards! Added season match time rewards. Accumulate match time to collect point rewards. Added RP point rewards to weekly Activity progress. Complete missions to accumulate Activity and collect point rewards.
  3. RP Activity Pack event: Purchase Activity Packs to rank up your RP quickly, and collect Mission Activity Points to convert them all into UC refunds. Purchase the RP Activity Pack to immediately get RP Points of equivalent value and extra crate coupons. You will also activate the Mission Activity Point rebate, and the Mission Activity Points you collect can be converted into UC refunds.
  4. The adventure event is back with the RUNIC POWER theme: Go to the RP exclusive event tab and obtain Metro Badges to go on an adventure like no other. Unlock the story as you explore and choose to advance for free or after making a purchase. Collect exclusive supplies to redeem 1 of 2 sets, exclusive vehicles, and other grand rewards.
  5. Improved the selection between UC and AG: It is now only necessary to choose this once per season, and you can change your mind at any time. Adjusted the pace at which currency is returned to players via rank rewards to increase the amount given at lower ranks.
  • New Cheer Park Theme:

Runic Power Theme (January 12 to March 7)
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  1. Runes have appeared in Cheer Park, bringing a magical power with them. Players can sense rune energy once per day in Cheer Park to collect free rewards from a rune.
  2. After claiming the reward, players can use the power of the Runes to search for and match with other players. Players can then become Rune friends for the day. You can only become Rune friends for one day and can rematch with another player once per day.
  3. Players can complete specified Rune missions with their Rune friend in Cheer Park to collect great rewards.
  4. When this theme is available, a pier leading to Cheer Park Island will appear. There you'll find a giant bunny doll waiting for you.
  5. Players can project Valentine's Day notes in the air for all to see! The projection will have the sender and receivers' names on it.
  • Dream Team Theme (Feb 9 to Mar 7)
  • Subscription Festival (January 13 to January 27)
Subscribe to Prime (or Prime Plus) and RP Prime (or RP Prime Plus) at the same time to get exclusive discounts from the BP Shop and RP Redemption Store, daily login gifts, exclusive BP redemption items, and other great perks. During the event, many subscription packs will be sold at a discount for a limited time. Players who subscribe for the first time will even get an additional 20% discount.
submitted by PlayPUBGMobile to PUBGMobile [link] [comments]

Idea: Online Borderland

Would be really cool if someone were to make a simulation of Alice in Borderland games as an online game.
Overworld: Players have a visa that acts as their score as well as matchmaking rating. Leaderboards for highest visa numbers exist to add to competitiveness.
Visas decrease by one each real-time day. If a player loses a game and/or dies in-game, their visa score goes back to 0.
Players don’t know what games they’ll enter until the game starts. Lobbies will not state player limits (to prevent players from meta-gaming by predicting games based on player numbers), but registration will close without warning when a player limit is reached. Players can enter games in groups, but if the group size exceed the player limit only part of the group will end up joining.
Game ideas do not have to be based on the original manga, although the numbers and types will have similar significances. Visa days are assigned similar to manga, although the number of days may sometimes change depending on specific game conditions (see game ideas later)
Games should last between 10 to 30 minutes. Face card games are only available to top 10% scores players and give varying visa days, aka Face Players.
Clubs: Cooperation games.
Spades: Reflex and APM (action per minute) type games. Tests quick thinking and reflexes, sometimes rhythm.
Diamonds: Mental games. Note that instead of having certain puzzles as games such as the 3-light switch puzzle (which gets boring after you solve the puzzle), pit players against each other, or have puzzles that have a randomized element in it so that replays are fresh every time.
Hearts: ULTIMATE BETRAYAL.
Note: since face card games are playable only by the top 10%, and will be rare, spectators are allowed, at the cost of 1 visa day.
Game ideas: (feel free to add more in the comments!)
Artist Supreme (2 clubs): Player Limit: 3
Basically Pictionary. One player draws a picture and the others have to guess, within 5 minutes. Writing words (detected by word recognition technology) results in instant death. Multiple guesses/drawings are permitted.
3 rounds are conducted, with alternating players.
Labyrinth (5 spades): Player limit: 4
Similar to Dota 2’s Aghanigm’s Labyrinth maze puzzles. Navigate through a labyrinth with traps without dying. Players at different parts of the maze may open doors or trigger traps to aid or hinder other players.
Janken Surprise (6 diamonds): Player limit: 2
Basic Rock Paper Scissors game. However, one player has to announce what action they intend to put out (rock/papescissors), followed by 1 minute of silent thinking (maximum), then the Rock Paper Scissors is chosen. Note that the announced choice may not be the actual chosen action.
Best of 5 is played. Draws result in a repeat of the round. Player that announces their action is alternated between levels. Optional feature: to add flavour, fixed texts that taunts/commends the opponent can be be used after each round. (Possibly used to mess with psychology of opponent)
Tug of War (6 spades): Player limit: 8 or 10
Players are put into two different teams in a game of virtual tug of war. To pull on the “rope” players have to press the correct keyboard keys that appear on the screen (which are randomised). Pressing a wrong key causes a “stumble”, where you don’t get “pull” prompts for a precious few seconds. A team wins when the “rope” is “pulled” across a border.
Showdown (7 spades): Player limit: two players
Third person shooter mode. Two players have pistols with infinite ammo. They walk a certain distance away from each other with the camera facing away from each other. After a 3/2/1/Go signal, the players turn to each other and try to shoot each other down. Winner is the one left standing.
Death by Majority (9 hearts): Player limit: none
A yes/no question is given, e.g. “Do you like apples?”. Players are given a few minutes to discuss and decide before individually choosing the answer. The players who choose the majority answer die and lose the game. The process repeats. Multiple rounds are conducted until at most 3 players are left standing.
Voice/text chat is encouraged/allowed.
Note: If all players choose the same answer, all players lose the game. A draw repeats in a repeat of the round, with a different question.
Battle Royale (10 spades): Player limit: 10 (soft limit, can start if queue is too long)
3rd person shooter, battle royale style, similar to PUBG/Fortnite. Single pistol with infinite ammo, and one grenade (unused grenades can be looted from dead players). Last three standing players clear the game.
Salem’s Witch Hunt (10 hearts): Player limit: 6
1 witches and 5 humans.
Rotate between day and night phase. First day: voice/text chat is encouraged/allowed. Players can choose a home to stay at night, their own, or another player’s.
Night phase: Players move to the house which they have chosen during the day to stay with during the night. A maximum of 2 players can stay in a house together at night. If more than 2 players choose to stay at the same house, a random few are “kicked out” and forced to stay at their own home. Players in the same house can talk together. The witch has the choice to 1) kill a player in the same house, or 2) sneak out to another house and kill a player in that house, or 3) do nothing. If the witch sneaks to another house, they’ll be informed of the number and identity of occupants of the house choosing whether to kill or return home and do nothing for the rest of the night. Players in the same house will be informed the witch’s identity if a witch among them sneaks out of the house, or if a witch enters the house and kills one of the players.
Day phase: Dead players are revealed to the town, as well as whose house they were killed in. Players then proceed to discuss for a period of time before using majority vote to decide who to lynch as the witch.
The process repeats.
Witches’ goal: Kill all human players. Human’s goal: Lynch all witches.
Note: Witches know each other at the start of the game. They have a separate chat that they can use to communicate with each other at night.
Players who are considered “dead” do not instantly lose the game, but instead win if their faction wins.
Borderlanders’ Dilemma (Jack hearts): Player limit: none. Face players only
Players are given two choices: Cheat or Cooperate.
If all players choose cooperate, all players win the game with 10 visa days. If there is a mix of both choices, players that choose cheat get 30 visa days. The other players die and lose. If all players choose cheat, players still clear the game, but they all lose enough visa days to get kicked off the top 10% charts.
Voice/text chat is encouraged/allowed. For players with different languages, a text option is provided where players can announce which choice they intend to pick (this may not be the actual choice that they pick)
King of Clubs (All for one): Player limit 1. Face players only
The King of Clubs player in a 8-10 Clubs game with other players. It is announced to all participating players that the lobby now has a King of Clubs participating in the game, with significant game changing rules: the lobby either clears the game together with double the rewards, or the entire lobby fails. Specific games may have slightly different rules for balancing reasons.
King of the Hill (King of Hearts): Player limit: 1. Face players only
The King of Hearts plays in a 8-10 Hearts game with other players. It is announced to all participating players that the lobby now has a King of Hearts participating in the game, with significant game changing rules: if the King of Hearts clears the game, all other players will die and the King of Hearts will obtain their remaining visas. If the King of Hearts dies, the game continues as usual. The King of Hearts will obtain certain privileges in specific games. King of the Hill games may not involve other face players.
Death by Majority (KotH version) the King’a identity is announced. The King’s vote is “invisible” and is not included when counting the number of votes in a yes/no category. However, he cannot listen to the voice/text chat among other players.
Salem’s Witch Hunt (KotH version): the identity of the King is unknown to all players. All player names are randomised. The King will always start off as a witch.
The idea is to have the King games be solo player games where the player enters a random high card public lobby of the same type, and changes certain rules of the game. So there is a wildcard factor that may add some excitement from time to time. King games are supposed to also be very rare, for balancing reasons, because it affects the entire lobby.
Thoughts? Ideas? Comments?
Side note: are there any game-maker hobbyist who might actually consider making this a project?
submitted by physiXPlays to AliceInBorderland [link] [comments]

Graphics Quality Ranking of games available for the Xbox Series S

\Will be updating this post as I go through more of the Game Pass catalogue. But please, note it's only my opinion and you might see it differently. Video links are provided if you click on the titles for you to judge them yourselves.*
Just thought I would share my ranking of the graphics quality of the Xbox Series S games:
Poor: Low res textures made it so ugly, it's unplayable!
OK: Playable but low res textures are noticeable but acceptable

Good: Not updated for Xbox Series S but still looks good or designed for Series S/X but forgot about the S.

Excellent: Punching above its weight or designed for Xbox Series S in mind.
Excellent Xbox 360 Back Catalogue Games: with Auto HDR and upgraded textures, some of these games have been transformed by the Xbox Series S!
OK Back Catalogue Games: those that look quite dated but worth playing to relive memories
Indie Games on the Big Screen: these games do appear on mobile apps but they really are quite different on the big screen! You should try them out!
submitted by thr0w0101 to XboxSeriesS [link] [comments]

PUBG MOBILE Dev Log - February 2021

Greetings Players!
To start the new year off right, we wanted to answer a number of questions we’ve seen in the last few months on topics related to cheating.
One of the things that’s important to understand is that cheating in PUBG MOBILE is not the result of just a few bright kids in their mom’s basements finding a neat new way to get an advantage in-game. PUBG MOBILE is one of the most popular games in the world, and that means that talented teams of unethical engineers are constantly trying to find ways to cheat, and our security team is working 24/7/365 to shut them down as soon as they pop up.
Regardless of who is behind the cheats it’s our obligation to keep your gameplay fair and secure which we take very seriously. Our Security Team is very skilled, and they are experts at detecting and rooting out cheaters. No matter who creates the cheats, we will find the people attempting to use them and keep them from impacting your gameplay.
Now, on to your questions:
“How are you making sure Leaderboards are Fair?”
The Leaderboards in PUBG MOBILE are some of the most heavily scrutinized areas of the game. We utilize multiple strategies to monitor individuals on the leaderboards, including (but not limited to): machine learning, eligibility restriction, manual review, and the Video Review Station. Right now these systems work together very efficiently, but we have plans to both increase restrictions on who is eligible and improve the accuracy of our automated detection in the coming months. We’ll also be increasing the number of staff specifically dedicated to keeping the leaderboards clean. We want our Leaderboards to remain a source of pride for those who put the effort to achieve them, not as a source of accusations about hacking.
“Is it possible for people to get unbanned by paying a service advertising on social media? Does ‘Anti-Ban’ work?”
One major problem companies selling cheating software face is their customers get banned in PUBG MOBILE. Which is really bad for their business. But since these companies have few morals their best strategy is to lie to their customers and claim that they have technology that doesn’t exist. They are selling services to cheat in a game, they aren’t honest or trustworthy groups of people. Anti-Ban doesn’t exist, cheats can’t prevent reports from being sent in game, if someone gives them money to reverse a ban then the money will be stolen with nothing received and maybe the person’s payment information stolen as well. It’s not like someone can complain that “they stole my money after selling me cheats for a video game” and expect anyone to take them seriously.
“Why not have Region Lock for Servers based on Region/Phone Verification/Etc.?”
One of the questions we see most often is some variation of “Why don’t you use technology xxxx?” Rest assured that all of these different options have been strongly considered and evaluated. Unfortunately there are a number of compelling reasons as to why some options are also problematic, including: legal restrictions in different countries around the world, ease of evasion,and negative impact on honest players.
One of our strongest values here at PUBG MOBILE is bringing people together across the world, no one wants people to be cut off from friends and loved ones they connect with in PUBG MOBILE.
The sad fact is that none of these solutions are a magic bullet that will have the impact that people hope for. Utilizing commonly available software you can make your phone appear to be connecting from anywhere in the world, generate local phone numbers, and obscure details about your device used for identification. These changes wouldn’t hurt hackers, but they would hurt honest players.
“Which is harder for you to catch cheaters on, Android or iOS?”
Another very common question we get is why cheaters are harder to catch from one operating system or another. The truth is that both Android and iOS have strengths and weaknesses when it comes to detecting cheaters, and we have experts in both operating systems that know how to leverage those strengths and work around the weaknesses to catch cheaters regardless of what type of mobile device they use.
As well as looking for cheat software, we observe the effects in-game very closely to determine if cheating behavior is taking place. Regardless of the type of device, the ultimate proof is in the game data. When people cheat, they leave telltale signs that we can find to catch them even if it's not a cheat that can be detected directly. Ultimately the device itself can’t hide that; if someone cheats they will be caught.
“Why aren’t certain types of cheats automatically detected immediately?”
Our goal is always to maximize the speed of catching cheaters and minimize the amount of time they spend in game. But accuracy is important too, and sometimes we need to investigate deeper due to network issues that can appear to be cheating or a poorly performing device that starts behaving unusually. As soon as we have 100% confirmation of cheating behavior taking place, we immediately ban the account in question. This happens during games, when connecting to the PUBG MOBILE servers, or during reviews of server data whether the individual is online or not . As soon as we can prove someone is cheating, they are gone.
Our systems that operate in real time often rely on computers interpreting data in-game which takes a certain amount of processor resources and memory. Other times it’s based on people reviewing games in real time and manually taking action, but computers detecting and automatically taking action is by far the most common case. With tens of millions of players logging in daily, and thousands or tens of thousands of matches (each containing up to 100 players) going on simultaneously, the amount of computing power and memory usage is of a scale that is difficult to imagine.
This is a real limitation, that our very talented engineers are always cognizant of and working around to create effective and speedy solutions. However there are some things that a human can do quickly but can take much longer for a computer to verify. A computer has to manually investigate every possible way something could happen and verify that it is impossible in every way before it can make a definitive assertion. A trained person can see something happen with a glance and immediately make the correct determination. This is why we utilize both computer-based and real human observation, as well as some added systems like the Video Review Station to enhance our efforts and catch cheaters much more quickly.
“How do you penalize people for teaming with cheaters?”
Teaming up with cheaters to gain ranks or rating is an indirect form of cheating, and is subject to an escalating series of penalties ultimately potentially leading to account banning. For a first violation this is a simple removal of any ranks or rewards gained, along with a warning and an extended period of observation. People who repeat this behavior after being warned have greater penalties applied.
You don’t have to worry about possibly being randomly matched with a cheater; we can spot this and it’s not something that will get you in trouble. But if you see a teammate cheating, or even just suspect they are, it’s best to report them and let us make sure. If people tell you they can help you rank up super-easily, or it’s impossible for them to lose, be careful. They might just be taking a risk with your account too.
“Why do creators sometimes get banned?”
Creators are often some of the most talented players to play the game, and sometimes their skills in game are so amazing that it’s difficult to believe that they are possible. Our automated detection systems often flag them for review, because they play at an extremely high level. There was a case of one pro esports team that I watched get more than 10 chicken dinners in a row, playing together in classic matches at the start of a new season. In normal circumstances 30 chicken dinners in a row would be extremely suspicious. But professional players playing together after thousands of matches against the other best players in the world can do some pretty amazing things.
The other, sadder, side of the coin unfortunately relates to human jealousy. There have been cases where jealous individuals unfortunately attempted to falsely accuse some top creators. The lengths that people will go to when motivated by jealousy are incredible, and they from time to time have managed to create extremely compelling evidence. Other times they have attempted to take control of a Creator’s account and then have the account banned that way. Because Creators have to deal with these issues more frequently, we work hard to verify any actions taken against their accounts more completely, and eliminate all other possibilities.
“What security measures do you utilize to make sure Esports events are free from cheating?”
Much like Creators, pro Esports players are incredibly difficult to analyze. They are playing the game at a different level, routinely making shots that would be impossible for the average player, and doing so over and over again. If a normal player suddenly displays the ability to shoot through smoke and reliably hit their opponents without being able to see them, this is a dead giveaway that something is likely going on. For Esports players, this is actually not uncommon.
In a match at the Spring Split 2019 PMCO championships in Berlin, we watched a single player fight through smoke and systematically take down RRQ Athena, one of the most accomplished teams in all of PUBG MOBILE. He was playing on a device we provided, in an environment we completely controlled, and there was zero opportunity for any cheating to occur. So it’s hard to analyze their results.
Fortunately for these events we can do a lot more to ensure that cheating doesn’t take place. The situation with Covid-19 has made this slightly more complicated, but we’ve adapted and applied these strategies to online only events. These can include high tech solutions (like doing a much more thorough real time analysis than is possible in normal games), low tech solutions (like providing them a device they can’t install new software on), and many more things we can’t give you details on (because we want to keep cheat creators in the dark on how we catch them). Trying to cheat in esports is a great way to get banned very quickly.
“Will multiple reports of a player in a short period of time trigger an automatic ban?”
Bans are never issued solely on the basis of reports, but player reports are a great way to alert our security team to potential problems. Reports help us prioritize and evaluate who we need to look more deeply into. If we know that someone is acting suspiciously in game, we can direct far more resources into verification (either machine based or human observation) of their game play. The more people that report someone, the more suspicious it looks and the faster it can happen. So lots of reports won’t get someone banned directly, but it will help us catch cheaters faster and more accurately.
“What else are you doing to combat cheating in PUBG MOBILE?”
We’ve made a lot of improvements over the last year that have greatly reduced the ability for players to cheat in game. We’re catching them quicker, identifying them more accurately, and providing fairer and more competitive games for our players. But we can’t rest on our accomplishments, cheaters aren’t going to stop trying to get any advantage they can. In 2021 we’re working on expanding our Security Team to help us respond more quickly, being even more accurate to ensure no one gets falsely accused of attempting to cheat, and cutting cheats off at the source wherever we can. Many of the initiatives we’re planning on need to remain confidential to maintain the element of surprise and achieve maximum impact, but we’re committed to sharing more information more frequently so that you can know what is being done to keep the game safe.
Thank you,
The PUBG MOBILE Team
submitted by PlayPUBGMobile to PUBGM_CheaterReports [link] [comments]

PUBG Global Invitational.S | What, Where, When? – Event Overview

PUBG Global Invitational.S | What, Where, When? – Event Overview

https://preview.redd.it/ud8scncfd3f61.jpg?width=3840&format=pjpg&auto=webp&s=959e6455336593ecc098525de15bbf2b698f038c
PUBG Global Invitational.S (PGI.S) – the biggest PUBG tournament yet – is here. 32 teams from around the globe will battle week over week to claim as much prize money as they can!
Let's take a look at what the event is about.

What is PGI.S?

The PUBG Global Invitational.S is a hybrid (offline & online) tournament that lasts 8 weeks. Teams from around the world have come together to compete for a massive $3.5+ million prize pool. Teams from Europe, North America, Latin America and Southeast Asia have come to Korea, while teams from other regions play from their own countries.

Format

  • Rank Decision
    • During the opening weekend (February 5-7), all teams are split into four groups of 8 and compete for starting placement
    • 2 sets of matches per day, with each set having 4 matches
      • Every team plays 4 matches per day
    • Top 16 teams start in Weekly Survival #1
    • Teams in 17-31st are put on a wait list for Weekly Survival #1
    • Team in 32nd is instantly eliminated from Weekly Survival #1 and is placed into Reseeding Stage
  • Weekly Survival
    • 16 matches will be played every Tuesday-Thursday to select 16 winners
    • When a team wins a match, it stops playing Weekly Survival and is replaced by the team in 17th from Rank Decision
    • All winners qualify to Weekly Finals
  • Weekly Finals
    • 10 matches
    • Results from this stage are used to seed teams for 1-16th place in the next Weekly Survival
  • Reseeding Stage
    • 4 matches
    • All teams that did not qualify for Weekly Finals (including team in 32nd) compete in this stage each week
    • This stage is used to seed teams in 17-31st for the next Weekly Survival
    • Team in 32nd in each Reseeding Stage week is instantly eliminated from Weekly Survival and is placed into the next Reseeding Stage
  • Survival Tournament
    • More information will be announced at a later date
    • Happens Post-Week 3–Pre-Week 4

Participating Teams

Team Liquid FaZe Clan TSM ENCE
Europe Europe Europe Europe
Jeemzz Fuzzface Fexx Rustanmar
ibiza ubah vard SKUIJKE
mxey Aitzy MiracU Tiikzu
clib Gustav Iroh D1gg3r1
PiXeL1K rawryy Wookiebookie
Digital Athletics Natus Vincere Virtus.pro Four Angry Men
Europe Europe Europe China
mert ceh9 H1RUZEN xxxLu
Mitraleius Besto spyrro CRAZY112
Smash TheTab Lu Godv
CodeMarco Orange BatulinS Forever
Kemba7 Pignan
Tianba Infantry Triumphant Song Gaming MultiCircle Gaming
China China China China
LinShuNN 9 IAMSIA Tank
LuRenA Jiaoyang PengEGM EviLLee
M200 LongSkr ShanD1anX Summer
Z9Max Boliang VoliBEAR LingD
mingz1 L1nnnn yuyu Z1yinlxx
Petrichor Road Attack All Around Buriram United Esports Daytrade Gaming
China Southeast Asia Southeast Asia Southeast Asia
Aixleft J4nku2of Conaxy PuuChiwz
Myl SviTT Eaddy Nourinz
Mamu Jayers Jowman FLASH
LongDD Gems Noardra vanOtica
Grayyyyyy Boblee Godmiao Belmothz
LG Divine DivisionX Gaming Soniqs Shoot to Kill
Southeast Asia Southeast Asia North America North America
Nickyyy LongK hwinn aLOW
Leviz Fergus Shrimzy PurdyKurty
Turtle IQ500 M1me Uncivil
Junnn NBK TGLTN luke12
JEnd NielT Sharpshot Pentalol
Oath Zenith Esports Afreeca Freecs DAMWON Gaming
North America North America Korea Korea
PAT_KAPS Kickstart Akad Under
Relo Roth EJ kAyle
Balefrost Poonage Hansia Seongjang
Snakers Shinboi Hikari Indigo
Trevor wo1f R0wha
Gen.G T1 Meta Gaming FURIA Esports
Korea Korea Latin America Latin America
Esther Starlord SzylzEN rustyzera
Pio Aqua5 sparkingg killdemo
Inonix Adder Kriztem raspu
Loki Daengchae Ragnar necroAQN
Alphaca WICK2D
ENTER FORCE.36 DetonatioN Gaming White Global Esports Xsset K7 Esports
Japan Japan Chinese Taipei Chinese Taipei
Sylphia Melofo Leo BuYoHoo
sayou Machao MaoYe56 ZhenNan
amonot Gokuri YanLi Lokslokkk
Pureboy SSeeS Cc Savior

Schedule

PGI.S goes on for 8 weeks. Catch the action from February 5 to March 28!
Rank Decision (opening weekend):
Date Round 1 Match Start Time Round 1 Playing Groups Round 2 Match Start Time Round 2 Playing Groups
February 5 -1 9pm PST / 05:00 UTC / 06:00 CET A vs B 2am PST / 10:00 UTC / 11:00 CET C vs D
February 6 -1 9pm PST / 05:00 UTC / 06:00 CET A vs D 2am PST / 10:00 UTC / 11:00 CET B vs C
February 7 -1 9pm PST / 05:00 UTC / 06:00 CET B vs D 2am PST / 10:00 UTC / 11:00 CET A vs C
Group information can be found here.

Main event:
Day of the Week Broadcast Start Time Match Start Time
Tuesday 1:30am PST / 09:30 UTC / 10:30 CET 2am PST / 10:00 UTC / 11:00 CET
Wednesday 1:30am PST / 09:30 UTC / 10:30 CET 2am PST / 10:00 UTC / 11:00 CET
Thursday 1:30am PST / 09:30 UTC / 10:30 CET 2am PST / 10:00 UTC / 11:00 CET
Saturday 1am PST / 09:00 UTC / 10:00 CET 2am PST / 10:00 UTC / 11:00 CET
Sunday 1:30am PST / 09:30 UTC / 10:30 CET 2am PST / 10:00 UTC / 11:00 CET
Every Tuesday, Weekly PGI.S will be live just before the main show covering the results of the previous week.
Every Saturday, the PGI.S Show with special guests will be live an hour before the main show.
The full schedule can be found here.

Talent

Meet the talent of PGI.S!
Hosts Analysts Commentators
Toffees Avnqr Pansy
Kaelaris Frosz TheSimms
hypoc Paperthin
Klov3r Cameron Davis
Porosaurus TheNameIsToby
godspeed Matrym
Cameron Davis Porosaurus

Watch

Pick'Em Challenge

For details regarding the Pick'Em Challenge, obtaining voting coupons and Esports Points for free, etc., please refer to this article.
submitted by CompetitivePUBG to CompetitivePUBG [link] [comments]

23[F4M] Friends and hopefully relationship...?

I’ve been lurking on this sub for a while and now finally decided to give it a try. Super nervous about this but here it goes…
What else? Let’s see…
If you’re interested in talking a bit more, feel free to send me a PM! I hope you all have a lovely rest of your day 😊
submitted by carrotcake_2 to asexualdating [link] [comments]

Autochess: Market Status and Design Analysis [effort post]

It really helps me if you check the original article & more similar at https://jb-dev.net/ !!!
https://preview.redd.it/336cy55x9pg61.png?width=1024&format=png&auto=webp&s=c89b35c152f61892f277a28203e61f192a86d260
In January 2019, Drodo Studio’s Dota Auto Chess mod became insanely popular. Many companies (including household names like Valve, Riot, Ubisoft and Blizzard) rushed to release their own versions.
It seemed like the beginning of something big like MOBA or Battle Royale. But it has been more than a year now and the hype seems to have vanished completely. As quickly as it rose, it went away…
This is the first on a series of articles where we will analyze the autochess genre. Here we will be exploring the genre’s history, its current market situation and its audience. And also, what are the core design issues that autochess suffers and that no one has been able to solve yet.
u/JB: For this article I’m teaming up with my mate Victor Freso, one of my most talented folks at Pixel Noire Games, who helped me review all the games.
We also had feedback of ~300 highly engaged players from the different autochess reddit communities, which participated in an online poll whose results are available here. They’re especially thanked at the end of the article.

A HISTORICAL PERSPECTIVE

This wasn’t the first time that a mod got the spotlight and ended up becoming the foundation of a genre. It happened in several major, industry-defining cases before (some of which are Team Shooters, MOBAs, Battle Royale…). But on some of these cases events unfolded differently. So we identify 3 distinctive eras related to the evolution of the industry:

1st Era (2000s): Assimilation

The company whose original software had been modded (or had a close enough game, like Valve) moved quickly to absorb the successful mods and turn them into even more successful products.
Since at that point creating a major game release was very complex (required an expensive development, publishing deals and an infrastructure to distribute the product), the deal was profitable for both sides. But it meant the dissolution of the identity of the original creator team, which became embedded in the bigger company culture.
Team Fortress (1999) was originally a Quake mod. And Counter-Strike (2000) started out as a fan-made mod on the Half Life engine. Both games (and creators) were quickly absorbed by Valve.
2nd Era (2010s): Integration
By this time, the previous era model still was going on… but the gaming industry had significatively grown a lot and it was also possible for smaller or even new companies to lure the original developers, and use the mod as a proof for commercial success in order to secure funding and develop it as a full title.
The main characteristic of this era is that the original developers were able to keep a bigger share of control and relevance, rather than being integrated as just another gear on a bigger machine, because the companies they joined built their own identity around that key product.
This was the case of Riot Games: They were able to raise enough money for the creation of their company through family and angel investors, and then hire some of the original creators of DOTA, and then created League of Legends.

![img](1vsle6y3apg61 " Defense of the Ancients (DotA), the foundational title for the MOBA genre, appeared in 2003 as a fan-made custom scenario of Warcraft 3. Foreseeing commercial potential on a full game based on the concept, Riot games and Valve both battled for the Dota IP and the original developers, eventually releasing rival titles League of Legends and Dota2. Interestingly, Blizzard (owners of Warcraft 3) tried to replicate the success without the mod creators in Heroes of the Storm (2015), which hasn’t been as successful as the other two. ")
A similar case happened with battle royale, which also started in 2013 as a successful DayZ mod created by the modder nicknamed PlayerUnknown. Later, it was transformed into a full product through the acquisition of the developer by a korean company (which would later be renamed as the PUBG Corporation, again showing how the company grew around the game rather than assimilating it).
Interestingly, this genre already hints what would happen with Auto Chess, since Fortnite wasn’t involved in any way with the original creators. They just copied the concept. Fortnite was a product stuck in a kind of development hell (had been 6 years in the works). As the game was getting close to the release, the developers became impressed by PUBG’s success, so they created a quick Battle Royale spin-off which became insanely popular and eventually ate the rest of the game.
![img](3b6l2rx6apg61 " Player Unknown’s Battlegrounds (2017), foundational title of the modern battle royale genre, is the successor of PlayerUnknown’s DayZ: Battle Royale, a popular mod for DayZ (which on itself is a mod of ArmA3, making it a mod of a mod lol). The success of PUBG inspired Fortnite (a title on the later stages of a troubled development at the time) to spin towards that genre, becoming PUBG‘s main competitor. ")

3rd Era (2020s): Fragmentation

In all the cases presented previously, the newborn genre ended up in the release of one or two titles which accumulated most of the business. But this hasn’t been the case here.
In Autochess, the newborn genre has been quickly fragmented into a big list of competitors. Some are standalone games (like DOTA Underlords or Autochess: Origins), but there’s also several service-model games which released their autochess mode as well (like Hearthstone’s Battlegrounds or TeamFight Tactics, which at the end of the day is a side-game mode of League of Legends).
This creates an interesting precedent, which I believe will define future cases where an innovative new game concept appears: The hot idea will be cloned very fast because today the main bottleneck in the industry is having an innovative design that generates player interest and engagement.
By 2020, it’s way easier to create and distribute a game, there are way more developers hungry for a hit than ever before, and a lot of service-model games with short development cycles always looking for something juicy for their next update… so new ideas becoming red oceans fast will be the norm.
For sure, this won’t affect the ability of small developers and modders to innovate, but it will affect their ability to leverage that to become successful on an independant level, before they get cloned.
Dota Auto Chess, was a Dota 2 mod which obtained massive popularity. After a failed acquisition from Valve (owners of Dota), the mod developers (Drodo Studios) went to create the mobile standalone Auto Chess: Origins, while still maintaining the PC version linked to Valve. Meanwhile, Riot, Valve, Ubisoft and many other companies developed and released their own autobattlers at a record time, downgrading the genre creators to just another competitor.
And ultimately, they haven’t fixed the core issues of the original game, which separates it from a true hyper-successful product like MOBA.

MARKET STATUS

Because of the rain of clones, it’s hard to map all the autochess games on the market. It doesn’t help that some of them are available in both PC and Mobile (playable in PC, Mac, Android and iOS), and also they’re exclusive to different PC stores (Dota Underlords is only on Steam, TFT is on Riot’s LoL launcher, and Autochess Origins is only at the Epic Store…).
And if that wasn’t enough, the Auto Chess mod in DOTA2 is still very active and has no signs that it’s going to be dying soon. It’s still being regularly updated, and presumably still profitable: Some months ago they added a battle pass system, with its revenue shared between Valve and Drodo.
https://preview.redd.it/081hvwjdapg61.png?width=854&format=png&auto=webp&s=34af2ba4751130a95b422ca1b7fd8c346029ab74
What’s interesting is that none of the contenders has been able to become massively successful in terms of monetization, at least not in terms comparable to even a second or third tier MOBA. And while there are definitively different tiers of following among these titles (led by Riot Games’ TeamFight Tactics), it seems that none of them has been able to gather under its banner a significant amount of players, mobile downloads or Twitch Views…
Sources: AppAnnie (mobile metrics), TwitchMetrics (twitch)
So ultimately, we’re dividing the autochess market into 3 categories: Squires, Would-be Kings and Peasants.
The gameplay of TeamFight Tactics (slow tempo, no team coordination, decreased attention requirement…) makes it a nice relief mode to play between LOL matches, which is its purpose in the foreseeable future. If there ever was an intention to make it a standalone game, it vanished together with the player interest on autochess…
DOTA Underlords is an extremely polished product in terms of graphics, character design and UX, and yet another proof that Valve devs really know how to do great games. Too bad they aren’t as good at releasing third installments...

THE AUDIENCE

We are of the belief that you can’t talk about a game and not talk about who plays it, and that players say more about a game than analyzing all its features and mechanics. So with this in mind we collected answers from ~300 autochess players (check the raw data here). After examining their responses, we’ve identified 3 main player profiles (the comments on each profile are literal):
https://preview.redd.it/zdh1jripapg61.png?width=934&format=png&auto=webp&s=162eb3f8b98024c0a69eb889ca26e7463fdd776c
What these profiles have in common, other than being hardcore gamers and having a big interest in competitive games, is the fact that they enjoy the lack of micromanagement, and the demand of reflexes and dexterity of autochess.
This is quite interesting, considering that the genre foundation is so close to MOBAs, which are extremely demanding on those aspects. Overall it seems that they belong to audiences below the MOBA umbrella which are currently being alienated by the bulk of ‘younger and dexterity focused’ players.
And when it comes to platforms, it seems that even though the barrier between the classic gaming platforms and mobile is progressively disappearing, the genre is still mainly focused on PC: Out of the ~300 players that answered, 50% said that they play exclusively on PC, 25% played primarily on Mobile, and the remaining 25% played in both.
https://preview.redd.it/1frwgvrtapg61.png?width=962&format=png&auto=webp&s=3602c6a760664333236a2fddbc189fbab3ee3fc1
Players said that they enjoy the focus of the game in planification, as opposed to the focus on execution and performance of MOBAs. And when asked about their main points of frustration, they pointed out 2 main topics: 1.- The strong luck factor that has a strong impact on making you win or lose regardless on how well you played. 2.- The fact that the game eventually becomes shallow and repetitive, fueled by the fact updates were unexciting and not rotating the meta.
Surprised by the fact that players mention randomness as a factor of both enjoyment and frustration? Don’t be! Competitive players tend to have a love-and-hate relationship with luck, because they tend to consider that external factors outside of skills (money spent, better draw…) stole their well deserved victory.
And it’s even more frustrating in autochess, because there’s a strong snowball effect: Players that obtain a big advantage early on in the game become hard to catch later on. Which means that a few bad or good draws early on can decide the rest of the match.
There hasn’t been a single feature more criticised in Magic: The Gathering than the randomness of drawing mana. And yet, luck it’s part of what makes MTG stand out compared to other CCGs: For experienced players, it introduces uncertainty and the need to take risks and gamble, like they’d do in poker. And for rookies, it allows beating someone that has better skills and has a better deck, if Lady Luck is on their side. Won’t happen often, but it will feel awesome when it does. Like a friend likes to say: The best feeling in MTG is to draw a mana when you really need it. And the worst? To draw it when you didn’t.
This goes to say that in autochess, perhaps the power of luck needs to be reviewed, but it would be a bad decision to completely remove luck from the equation.

DESIGN CHALLENGES

In this awesome DoF article, Giovanni Ducati already pointed out the two main problems that the games in this genre need to solve to achieve real success: Bad long term retention and low monetization.
To these issues we would add a third one, which is bad marketability: Contrary to their big brothers League of Legends and DOTA2, these games haven’t been able to achieve high organic downloads (at least not to be able to generate significant revenue through soft monetization mechanics). What’s even worse is that all these games, their themes and target audience are quite close to RPG and Strategy, which are genres with some of the highest CPIs on the market. So they need top-of-the-class retention and monetization to get a high enough LTV to scale up.
But why do these games fail at keeping players entertained for a long time? And why don’t they monetize enough? Here’s what we think:

Flat Complexity & Progression

You have some games out there which have a strong entry barrier due to being quite complicated to grasp. But for those that can deal with the numbers and stats, the depth will keep them entertained for months and years. This is the case in most RPGs and 4X strategy games. And then you have hypercasual games, which are simple and plug and play. So they generate a great early engagement, but are too shallow to keep users hooked for a long time.
As a genre, Autochess games are in the middle ground: they have a high entry barrier, but also lack the complexity to keep players engaged for a long time…
As a general rule, games with long retention tend to follow Bushnell’s Law of being easy to learn and difficult to master. They achieve that by having what we call an unfolding experience: They appear simpler at the beginning (not necessarily easy), but require thousands of hours of practice to master.
An example of this are games that level lock most of the game complexity, so the player understands and masters only a set starter mechanics. And then, progressively unlock new modes and demand more specialized builds and gameplay, repeating the cycle several times to keep the game always interesting while attempting to avoid being overwhelming.
In World of Warcraft, character depth is huge. But this complexity is unfolded progressively, forcing the player to spend time mastering each skill and activity as they level up, before moving further.
Another approach to the same idea are competitive games focused on mechanical ability, dexterity or micromanagement. Like CS:GO or Rocket League. They may unlock all the mechanics from the beginning, but a newbie player will only be able to focus and manage some of them, and then progressively discover and master the rest in an organic way.
Rocket League hides its complexity by matchmaking early players with others of a similar skill. This makes beginner players viable even if they grasp only the basic mechanics. But, as they climb further, they’ll face rivals that take those basic skills for granted and the player will need to master more challenging techniques to keep up.
League of Legends and Overwatch are actually a combination of both: The game first introduces the player to a small selection of heroes which progressively gets expanded, while at the same time having an insane mastery depth that requires a high APM and reflexes, team coordination and thousands of hours of practice.
Contrary to any of those examples, Autochess games throw everything at you from the beginning: Character Skills, Synergies, Unit Upgrade, Gold Management, Items… It’s a lot to swallow. And there’s not even enough time to read what each thing does before the timer runs out. This creates a complex, overwhelming first impression that drives many players out.
But that’s quantity, not depth. Once you’ve gone through that traumatic starting phase, you’ve grasped all the mechanics and you know which team builds are dominating on the meta, it’s just a matter of making it happen by taking the right decisions and adapting to a few key draws.
Eventually, unless luck is really against you, your skills won’t be challenged and you won’t have new mechanics to master. At that point, winning will be based more on the knowledge of the content database and luck rather than your planning and strategic ability. And that’s boring.
So ultimately, these games are hard to grasp for a newbie, but also lack the ability to keep players interested for a very long time since they eventually run out of new features and mechanics to discover and master.

Unexciting Updates, Lack of Collection

On top of that, autochess games seem to have a hard time adding content which reawakens player interest and makes churned ones come back.
The DAU trend that we expect on a long term retention game: A decreasing trend of players until reaching a stagnation stage. At that point, a big update (or new season) is required to attract and reengage users back with new content. This is the model we would see on Fortnite or Hearthstone, but it’s not what we see in most autochesses.
On this topic, perhaps the one that has put the most effort is Riot’s TFT. Each season update, the game releases a new series of heroes, synergies, items and rebalances, as well as a big bunch of cosmetics. This generates a short lived boost on revenue (due primarily to players buying the pass) and downloads, but ultimately nothing that really moves the needle in a relevant way.
Why seasonal updates don’t work?‘, you may be asking. Part of the reason is that TFT, as well as every major contender do not include elements of content progression or collection. Instead, they all stick to the roguelike approach of the original mod: Players have access to the same set of units, and build their inventory exclusively during the match.
While at first this seems a good idea, since it keeps the game fair in a similar way to MOBAs, it’s oblivious to the fact that new units do not offer the same amount of gameplay depth as in League of Legends. In LoL, a new unit means weeks or even months of practice until mastering timing, range and usage of the skills, how they interact with every other champion, etc… In comparison, in TFT the new content can be fully explored in just a bunch of matches, both because the new content doesn’t offer that much depth to start with and because it’s available from the moment the player gets the update.
By lacking content progression and collection, autochesses miss the opportunity to create long term objectives after an update, more innovative mechanics and less repetitiveness. As a consequence, they have it really hard to hype players on updates.

Big ‘Snowball Effect’

In game design, the snowball effect refers to the situation where obtaining an advantage or dominance generates further conditions that almost invariably means winning the match. As you can guess, on competitive games this effect can generate a bad experience, especially when the divergence starts early on: The player that obtained the early advantage will keep on increasing the advantage and curbstomp the rest.
For example, this can happen on a Civilization game if a player gets ahead of the rest acquiring key resource territories, and uses them to achieve a greater progress in tech and income at a faster pace than the rest. Or in League of Legends if a team scores a bunch of early kills and levels up, becoming more able at scoring even more kills…
In this match of Age of Empires 2, the red player (Aztecs) managed to decimate the blue player (Turks) military units early on. Since without an army it was impossible for the blue player to secure enough resources to perform a comeback, for the next 2 hours the blue player was in a pointless, hopeless match. Kudos for not abandoning, though!
Autochess games suffer greatly from this effect, due to the following reasons:
![img](4kbmxiqhbpg61 " TeamFight Tactics attempts to decrease the snowball effect by introducing Carousels: rounds where all players pick a character from a list, and where the players that are losing (i.e. have less health) get to choose first. While this decreases the issue, it doesn’t really solve it… It just makes that smart players aim to lose on purpose at the beginning so they can get the better pick and generate the snowball slightly later on. ")
As an antithesis, Poker also has resource management, and luck factor determines the victory (on a specific round). But unlike Autochess, resources can’t override luck, and early victories don’t affect the later chance of winning.

Excessive Match Length

Compared to PC, on mobile is much harder to keep the player focused for a long period of time on a single session. And having a very long minimum session kind of goes against the premise of being able to play anywhere which is a primary strength of mobile as a gaming platform. This is a problem for autochess games since a single match can last for 30-45 minutes of synchronous, nonstop gameplay.
![img](4ed79ecnbpg61 " The knockout mode in Dota Underlords aims to make the game more accessible by skipping the slow beginning of the match (you start with a pre-setup army), and by simplifying the health and fusion systems. This shortens the matches to ~15 minutes, which is still too long for mobile, but better than 30. The problem is that it also increases the snowball effect, since the match has less turns to allow comebacks, and makes any mistake (or a bad roll) way more punishing. ")
‘Isn’t the solution just make the match shorter?’, you’re probably wondering. Unfortunately, there are several reasons that make this more challenging to the core design than what it seems:

Soft Approach to Monetization

PC/Console approach to free-to-play is generally soft (i.e. primarily based on cosmetics, avoid pay-to-win…), while mobile tends to be quite hardcore in comparison. The softness of PC monetization is even more core to companies such as Valve and especially Riot Games, to which the “no monetization bs” is part of the brand values. This would be very hard to change without harming their reputation.
Same as in most autochess games, in TeamFight Tactics the players can only pay for different cosmetics and for a Battle Pass. Without the massively huge and engaged audience of League of Legends, this monetization approach isn’t able to generate meaningful revenue.
This is not exclusively because we mobile-first devs are a ruthless wallstreet folk which will use every dirty trick in the book to get a bit extra money… but also because mobile games are locked in competition for paid installs. This requires us to get as much revenue as possible from users, as fast as possible, in order to reinvest into players to keep on growing or avoid withering.
The business model of League of Legends or Fortnite is based on their extreme popularity: They already have massive amounts of highly engaged active users, so their strategy is to keep them playing and have a monetization system that, while doesn’t make as much money from the players as it could do on the short term, generates a decent amount of revenue over a longer period of time.
Games that have this soft f2p approach have it very hard to reach enough ARPPU to make paid users profitable, given the insanely high mobile CPIs. This may not be an issue to big IPs and games that are able to bring many organic players (Fortnite, League of Legends…), but it is a big issue for those that can’t attract such a big number of players due to their organic appeal.
Due to its core characteristics (strategic, number-based, complex…), Autochess is unlikely to be a massive appeal product, and therefore won’t fit into the cosmetics model. It’s a game that will have a smaller audience of highly engaged players, and therefore will require a more aggressive monetization to reach similar results.

FINAL THOUGHTS

The history of the autochess genre serves as an example of the risks of design endogamy: The devsphere rushed to clone Auto Chess, and before a year all the major contenders were in the board. But that speed came at a cost: None of these projects has brought the concept much further than its original conception, and in doing so they haven’t solved any of the core issues.
https://preview.redd.it/iw82bogsbpg61.png?width=1280&format=png&auto=webp&s=9a197aa1fcb9ace73d6795103d20a4101ce7ddb5
The folks at Riot games developed the TeamFight Tactics in less than 5 months. This allowed them to release while the hype was still at its peak… but it also meant it added just a couple of improvements, and it’s otherwise very similar to the original Auto Chess mod.
After seeing all these projects fail to meet the big expectations that were placed on them, the question is if perhaps the best approach was to avoid rushing, and instead tackle the genre with a title that is not a clone, but rather a more groomed, accessible and innovative successor of the original idea.
In our next article on this series will make an attempt to see how such a game could be, rethinking the spirit and fresh design ideas of autochess to solve the issues mentioned above. (May take a while though, I want to focus on smaller articles for a couple of months…)
Meanwhile, if you want to read more about this genre, we suggest you these awesome articles from the folks at DoF: Why Auto-Chess can’t monetize – and how to fix that and How Riot can turn TFT into a billion dollar game

Special Thanks to…

These articles wouldn’t have been possible with the collaboration of ~300 members of the reddit communities of the different auto chess games who provided us with feedback and data. You folks have been incredible solving all our doubts. One thing that this genre has is some of the most awesome players around.
So big kudos for Brxm1, Erfinder Steve, Xinth, Zofia the Fierce, STRK1911, LontongSinga22, bezacho, hete, NeroVingian, marling2305, NOVA9INE , asidcabeJ, Eidallor, Rhai, Lozarian, bwdm, Toxic, Ruala, Papa Shango, MrMkay, Dread0, L7, kilmerluiz, Amikals, Sworith, Tankull, B., hete, Bour, Denzel, DeCeddy, Diaa, hamoudaxp, Benjamin “ManiaK” Depinois, Katunopolis, DanTheMan, MikelKDAplayer, 0nid, Tobocto, Tiny Rick, phuwin, Alcibiades, triceps, d20diceman, shadebedlam, stinky binky, Tutu, Myuura, suds, Kapo, Hearthstoned, Engagex, Pietrovosky, Daydreamer, Doctor Heckle, Ignis, ShawnE, NastierNate, LeCJ, Nene Thomas, Chris, trinitus_minibus, Nah, Kaubenjunge1337, Mudhutter, Asurakap, Nicky V, shinsplintshurts, bobknows27, Willem (Larry David Official on Steam), Jonathan, Dinomit24, Monstertaco, GangGreen69, Veshral Amadeus Salieri (…lol!), Kuscomem, Cmacu, Pioplu, Dilemily, qulhuae, Ilmo, MarvMind, facu1ty, crayzieap, Saint Expedite, Lobbyse, Lukino , tomes, Blitzy24, Mcmooserton, magicmerl, i4got2putsumpantzon, radicalminusone, Pipoxo, Kharambit, Bricklebrah, Rbagderp, Merforga, Superzuhong, Mo2gon, MoS.Tetu, MeBigBwainy, Zokus, CoyoteSandstorm, Stehnis, Noctis, Fkdn, Ray, Fairs1912, Fairs1912, Krakowski, HolyKrapp, Damadud, Pentium, Mach, Mudak, CaptSteffo, jwsw1990, Omaivapanda, Inquisitor Binks, Jack, yggdranix, GoodLuckM8, Centy, Prabuddha (aka Walla), dtan, Philosokitteh, Doms, ZEDD, Calloween, Synsane, Kaluma, GordonTremeshko , Djouni, DOGE, haveitall, ANIM4SSO, Task Manager, Submersed, BAKE, Viniv, La Tortuga Zorroberto, BixLe, Rafabeen, Blzane, bdlck666, FatCockNinja86, R.U.Sty, Yopsif, blesk, Quaest0r, FanOfTaylor, StaunchDruid, Rushkoski and everyone else that took some minutes to help us out on the article.
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