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Arma3 news:

FROM: High Command TO: Arma 3 Users INFO: Tanks DLC Features, Community Spotlight PRECEDENCE: Flash SITUATION We're now closing in on the internal Beta milestone for the upcoming Tanks DLC. This also means that soon we'll start an internal localization lock and all new in-game texts will be sent to our translators. Furthermore, it means our internal build is being prepared for a Quality Assurance check, and after that the build will be closed to new additions from the devteam. All of these are good indicators of the DLC and its major platform update getting nearer to release. Full SITREP
FROM: High Command TO: Arma 3 Users INFO: Community Creations, Missile Flight Profiles, BattlEye Update PRECEDENCE: Flash SITUATION We're now entering the final stage of Tanks DLC's development. Internally, we've been conducting a set of reviews that will help us make several final decisions regarding what additions and improvements we'll still be able to include in the package. It's an exciting process, and we cannot wait to start showing things off to you all! Full SITREP
FROM: BattlEye TO: Arma 3 Users UNIT: Main Branch ACTIVITY: Anti-Cheat Update SIZE: ~1 MB
FROM: High Command TO: Arma 3 Users INFO: Project Leadership, Community Spotlight, Documentation PRECEDENCE: Flash SITUATION This SITREP breaks with tradition by starting with a brief announcement from Arma 3's Project Lead, Petr Kolář: "It's been two years since Arma 3's previous Project Lead, Joris-Jan van 't Land, officially announced that I would take over his role as Arma 3 Project Lead. During that time, we've maintained the direction Joris set out, and Arma 3 got in even better shape since then. A lot of credit goes to our outstanding community of devoted players and content creators, but of course also to our dedicated development team, who have worked tirelessly on improving this precious game. Looking back on many great accomplishments, it's now time for me to pursue a different role within Bohemia Interactive, and so I have the honor to name the next person who will pick up the mantle of Project Lead: Vojtěch 'Iceman' Kovařič. I can say with complete confidence that he's the best person to keep Arma 3 moving forward. Serving as my wing-man for some time now, Iceman was already the development guardian of the upcoming Tanks DLC, while also taking care of many Arma 3 Main- and Dev-Branch updates, as well as handling both internal communication, and some of the external communication (such as these SITREPs). With Tanks DLC, we're looking to introduce plenty of new improvements to the Arma 3 platform. Afterwards we intend to focus on stabilizing the platform and making it more stable for the many talented content creators in our community, which we believe ultimately benefits everyone. Arma 3 is more alive than ever, even though it's been more four years since the initial release, and with Iceman holding the reigns, its future is bright. Thank you for the support and for making the Armaverse better and better!" Lord of the Bounce, Project Lead (ret.) Full SITREP
FROM: High Command TO: Arma 3 Users INFO: Happy New Year, Community Highlight, PRECEDENCE: Flash SITUATION We're back in full force after a short winter hibernation. With the Arma 3 Tanks DLC in our sights, we look forward to an epic start of the new year! Full SITREP
Another year over, a new one just begun, which means, impossibly, even more games. But what about last year? Which were the games that most people were buying and, more importantly, playing? As is now something of a tradition, Valve have let slip a big ol’ breakdown of the most successful titles released on Steam over the past twelve months. Below is the full, hundred-strong roster, complete with links to our coverage if you want to find out more about any of the games, or simply to marvel at how much seemed to happen in the space of 52 short weeks. (more…)
FROM: High Command TO: Arma 3 Users INFO: Retrospective 2017, Vehicle Interiors, Winter Break PRECEDENCE: Flash SITUATION Our winter break is approaching fast and we are here to share the latest news on all things Armaverse. In this REPort, we will be taking a look back at the fascinating year 2017 and share a glimpse of what awaits us in 2018. Full SITREP
FROM: High Command TO: Arma 3 Users UNIT: Main Branch (Windows) ACTIVITY: Hotfix 1.80 (Crash Fixes, 'Unknown Enum Value' Errors) SIZE: ~66 MB / ~18 MB More in the full changelog and SPOTREP
Have You Played? is an endless stream of game retrospectives. One a day, every day, perhaps for all time. I’ve long possessed a fondness for Bohemia Interactive’s military simulators, ever since Operation Flashpoint invaded my hard-drive back in 2001. But ArmA 3 is the first Bohemia game since OpFlash to successfully modernise that that initial concept, striking a pleasing balance between ambition, accessibility, and stability of play. (more…)
FROM: High Command TO: Arma 3 Users UNIT: Main Branch (Windows) ACTIVITY: Hotfix 1.80 (BattlEye Port Fixes) SIZE: ~54 MB / ~18 MB More in the full changelog and SPOTREP

Rust news: Inside the weirdest house in Rust, amazing mods, and more. View Post
Rust makes better use of voice chat than any game I've ever played. You are naked and alone on the world's silliest island. There is no narrator or announcer, so instead you submerge in the quietude of the unkempt grass crunching beneath your feet, as you uselessly smash your rock against the nearest pine tree. Perhaps you've also harvested some mushrooms and a few bundles of flax; enough to stave off the hunger pangs and fashion yourself a burlap shawl to cover your shame. If you're particularly industrious, you'll have furnished a nice wooden shack a stone's throw away from some fresh water and reliable resources—the entry-level homestead necessary for any successful Rust campaign. But then you hear it. Faintly at first. Carried on the tip of the breeze. It's another idiot in Rust.  I don't know what it is with this game. Maybe it's the fact that you spawn unclothed and uncensored, maybe it's the brutal vastness of the design, or maybe it's the simple uncouth joy of doing bad things to other human beings, but Rust has a distinctly regressive effect on the human species. The voice chat merges with the draw distance, so when you're spotted by an idiot, you'll start hearing the shit-talk quietly tickling your ear. They get closer, they get louder and more confident, and suddenly you're hopping over shotgun shells while absorbing an entire dictionary of insults. No game has ever indulged our lack of humanity quite like Rust, and I wish I didn't mean that as an endorsement. It's so hilariously antagonistic that I wish I could say I didn't love it. I wish I could say that it didn't feel incredible when one of those naked idiots charged me with their rock and I switched to the battle axe I fashioned out of scrap metal (which he almost certainly didn't know I was carrying), and put him down with a single well-placed strike. I wish I could tell you that, as I was standing over his fatally wounded body, that I didn't laugh my ass off when my headphones were filled with the voice of a prepubescent boy shouting, "Hey man, wait a second!" I wish I could say I didn't kill him anyway. No game has ever indulged our lack of humanity quite like Rust, and I wish I didn't mean that as an endorsement. If it feels like we've been living with Rust for a long time, that's because we kinda have. The game was first released in Early Access in late 2013 by developers Facepunch Studios, and it's been a mainstay of goofy YouTube send-ups ever since. If you're somehow unfamiliar with the premise, think of Rust as a dumber, more nihilistic Minecraft. You wake up on a map armed with only a rock and a torch. You quickly figure out that, by banging your rock on a few environmental doodads, you can harvest a few basic resources (stone, wood, and cloth) which you can parlay into a few prehistoric instruments, like a spear or a hatchet.... As previously mentioned, we are moving to monthly patches, which means there is no patch this week. We're going to do the same with devblogs and move them to a monthly schedule alongside each patch. Here's more on that. View Post Frog boots, a 78 year-old plays Rust, new graphics love, and lots of art. View Post
Here, have some arms . I ve been alive for about 2 minutes, and the first player I ve met in Rust has just chucked a pair of severed human arms at my feet. I found them on a corpse just over there. I…may have killed him. But then I wasn t hungry, so you can have them. Here s some animal fat too. Rust is a strange game. (more…)
Multiplayer survival game Rust has finally left Early Access, increasing its price from $20 to $35 and tweaking its update schedule from weekly to monthly to ensure changes are properly thought through. There's now a testing branch, too, for those that want to trial new features before they make it into the game. And you can still expect a lot of new additions: creator Garry Newman said last month that the transition from Early Access to full release "was more like leaving Prototyping and entering Alpha". The biggest change to accompany that transition is a graphics refresh. Environment artist Vincent Mayeur wrote in a blog post that he has rethought the visuals "from the ground up, combing over almost every aspect of the game, striving for consistency".  He said that visual consistency had been eroded throughout development because of the need for constant changes, many of which didn't match up, so he's "undoing what it has become and starting afresh". In practice, what that means is improved lighting, a refresh of the colour palette and post processing, prettier rocks and foliage, and lots of new types of trees dotted around the landscape.  Away from graphics, the team have reworked weapon recoil. Previously, your aim would sway randomly every few second while aiming. Now, it will only sway if you haven't fired for several seconds, so you'll be able to track a target and tap fire knowing that your gun isn't going to start jumping all over the place. This will perhaps make it easier to kill enemies if you get your hands on a rifle, although the AK47 now has slightly more recoil overall. There's a whole list of other, more minor changes (including giving out squishy frog boots to anybody that bought the game in Early Access), which you can read about in that blog post. Scroll down to the bottom if you just want the long list of changes. 
…but not till early next week. As Early Access ended, there was a server wipe yesterday evening so I’m going to play a bit more now that I can build up my blueprint collection and base knowing that everything isn’t going to be snatched away from me. Rust‘s world of multiplayer survival can be harsh at the best of times, so it’s only fair that I find out if the promise of actual progress can lessen my sorrow. (more…)
The nasty, brutish and (often) short survival game Rust has finally crept out of its early access cave today and is sauntering around firing shotgun shells of joy into the sky and also into bodies of people it doesn t know and doesn t trust. That s a simplistic reduction of a five-year process which has seen this Prometheus of the survival genre go from being a janky axe-flailer to a more polished gunslinger. How can we possibly chart all the small changes that shaped this game s development? I know! By looking at its patch notes without context. (more…) We leave Early Access with a graphics overhaul, give out Frog Boots for those who helped us in EA, and more. View Post Changes Added Frog Boots, My Dudes. Added new trees Added Road Exploration Tutorial Added Workbench Tutorial Added Research Tutorial Section Names for each tutorial instead of "task list" Added Pickles, with a chance of botulism Improvements in lighting process/ Higher IBL contribution Post Processes and LUTs refresh Visual upgrades on the world generation (terrain, rocks, foliage and lot more) Improved overall terrain splat mapping Higher Densities of Icebergs and Icesheets Optimized foliage system with a lot of different foliage types Vm animation updates Netting costs 1 Rope instead of 3 Fire arrows cost 2 cloth instead of 10 Scientists have reduced accuracy Changed default server information image Loot Barrels now drop 2 Scrap instead of 1 Double Metal Door now default blueprint AK47 horizontal recoil kicks in faster Aim Sway inactive for several seconds after a shot Melee tip hides sooner Fixed some streaming sound related performance spikes Fixed missing mesh references on skinnable items Wild Animals now spawn in biomes and terrain that fits their environment Fixed inaccurate upkeep time on the tool cupboard Fixed doors not decaying when their upkeep was not paid for Fixed harbors not spawning correctly Fixed hilltop rocks sometimes overlapping monuments Fixed various small world generation issues Workbench Experiments can now reveal ammo types Fixed Garage Doors taking splash damage Fixed task list not displaying under some resolutions
In Rust, everything comes from a single rock. From rifles to radiation suits, it s all thanks to a naked caveman hitting things with a big stone. Today, if you were to examine a family tree of the survival genre, you d see Subnautica and No Man’s Sky sitting on the same level. Distant cousins who can t stand to be in the same room as each other. Whether they like it or not, Rust is their common ancestor, their rock. Of course, you can trace Rust s lineage back further into DayZ, Minecraft and eternity. I just wanted a flowery intro metaphor so you d come and read an interview with its chief creator. Today, Rust leaves early access. So we spoke to Garry Newman, head of Facepunch, about survival, Plunkbat and whether leaving early access even means anything anymore. (more…)


RS6 - Gruppe für Videoaufnahme 01.09.2017 - 03.09.2017