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World Of Warcraft's Latest Patch Is One Giant List Of Bugs And Issues, And Players Are Fed Up

World Of Warcraft's Latest Patch Is One Giant List Of Bugs And Issues, And Players Are Fed Up https://ift.tt/mZq3o9B World of Warcraft : Midnight's major 12.0.5 update recently launched in a dire state, leading for many in the MMORPG's community to actually agree on something for once--Blizzard's process needs to change. Patch 12.0.5 should have been a homerun. The game's Midnight expansion has been well received by players and critics, and the 12.0.5 update looked like it would continue to build on that success with new solo activities, a fun prop hunt mode, bonus loot rolls with bad luck protection baked in, and more. Unfortunately, after the update went live on April 21 following an extended server maintenance period, it quickly became clear all was not well. Blizzard swiftly notified players that they may experience lag or lose connection to the game's servers due to "technical issues." Housing , WoW's biggest new feature introduced as part ...

Building Tears Of The Kingdom From The Bones Of BotW Was Harder Than You Would Think

Building Tears Of The Kingdom From The Bones Of BotW Was Harder Than You Would Think https://ift.tt/msQrjzL

Even though The Legend of Zelda: Tears of the Kingdom built off the extensive world map created for its predecessor Breath of the Wild, it wasn't as much of a development shortcut as you might think. In a GDC talk on ToTK's physics and sound systems, Zelda devs have revealed just how much had to be changed for ToTK thanks to the introduction of the game-changing Ultrahand.

As covered by Eurogamer, the talk explained that the Zelda developers went into ToTK wanting to expand on BoTW's two core concepts: the "vast and seamless Hyrule," and "multiplicative gameplay"--where physics systems create novel solutions in-game even where those solutions weren't explicitly designed for.

The expansion on multiplicative gameplay came from the introduction of the Ultrahand, which fundamentally changed the game by allowing players to combine objects with almost endless possibilities. Early in the development chain, this unsurprisingly resulted in a lot of chaos, with lead physics engineer Takahiro Takayama relating that he would often hear his team exclaiming "it broke!" or "it went flying!" to which he would say "I know--we'll deal with it later. Just focus on getting the gameplay together and trying it out."

Continue Reading at GameSpot

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