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Recently it seems that Nvidia has been running a promotion that included a free key to Gears of War 4 if you purchased one of their new GPUs. Unfortunately, like anything it seems that some people have found a way to abuse this, which has led to The Coalition now revoking access to a number of Gears 4 keys gained through this method.
The loophole involved purchasing a GTX 1070 through Amazon, which would come with the free code which would be e-mailed to the customer. Having gotten the code, the order was then cancelled and the key would either be redeemed by the customer or sold on to someone else.
Because of this, the company was revoked access to the game for anyone with the keys they judge to be illegitimately obtained. The news was broken by community director Adam Fletcher through a NeoGAF thread and includes a number of keys purchased through key reseller sites.
“We detected some Gears 4 Windows 10 keys were obtained illegitimately via our Nvidia promotion,” Fletcher announced via a thread about the promotion. “We have gone ahead and revoked keys that fell in this bucket. If you believe your key was incorrectly revoked, we highly recommend you contact Nvidia support with proof of purchase to help out with this.”
The problem comes from the fact that some people legitimately did buy their Nvidia hardware, but simply didn’t want the game that came with it – so they sold it on. This unfortunately leaves whoever bought the code from them with something they now cannot use, unless the person who sold them the code is willing to help them out at all.
It’s a good example of those who exploit something ruining it for people who haven’t really done anything wrong. As well as why it’s better to get your keys from somewhere like Steam or GoG where you know that there’s little chance of them ceasing to work.
The last Developer Session of the day was from Failbetter Games, known for Sunless Sea and Fallen London.
The panel dealt mainly with the upcoming expansion to Sunless Sea, Zubmariner. For those who haven’t read our last article on the expansion, Zubmariner will essentially let you take the gameplay to a whole new area of the Unterzee – underneath the waves themselves. While the governments and ports around you have declared there to be nothing worth looking for, there is treasure for those who dare dive deep. But beware for it’s dark down there, fierce beasts roam the waters and you only have a limited amount of time before your oxygen will run out entirely.
As far as talking about content, we were told that you would be able to convert your ship into a zubmarine but only after you had essentially ‘invented’ the process to do so. After that has been discovered, all future captains in the game will have access to the converting process, but it will take time to complete. Underwater there will be currents that can sweep you along, sometimes cutting down the journey time of a voyage if you catch one going the right way but the murky depths make it hard to see what’s coming at you from the gloom. A dive will always be high-risk. There will also be new cities to discover too.
The other part of the session dealt with the announcement of Failbetter’s next game, revealed to be Sunless Skies – the sequel game to Sunless Sea. Set essentially in the same world as Sunless Sea, Sunless Skies will be taking place in ‘space’. Kind of. Set in a place known as the ‘high wilderness’, a splinter of the British Empire has set up a new empire in this unexplored place. We didn’t learn too much about it other than it is based on a Victorian interpretation of ‘space’ and will contain a lot of the same interface information as Sunless Sea has now.
We don’t know when the new game will be coming out (it’s still in development), but Zubmariner will be hitting digital store fronts October 11th.
One of the Developer Sessions onstage today at EGX was from Frontier, as they talked about the development process of Planet Coaster, both what they’d already been through and what was still to come in the game.
The game at its basic level is a theme park designer, utilising paths, rides, shops and other things to make money from guests. The game had been in Alpha this year from March until around Gamescom and the team talked about how the community had helped them shape the game. They gave examples of when feedback from the community playing the game made the revise new updates to the game, such as when height limits were imposed on roller coasters for gameplay and cost sake, they eventually reversed it because the community overwhelmingly asked them to remove it again.
They spoke about the future of what they wanted the game to be, with one big thing being that they wanted a game that had a community sharing maps with each other through the cloud and especially Steam Workshop. Already when an alpha update removed some basic toilets from the set of buildings available, someone had remade them and put them into the Workshop shortly after. They showed off that the game would contain transport rides to enable guests to go further into the park quicker and also reduce some of the traffic of footpaths, some of the pieces for the new Sci-Fi theme (although they did say that it wasn’t quite finished yet) and spoke at great length about how they really wanted people who played the game to play around with the concepts and create their own ‘themes’ for their parks. They also said that while they wouldn’t be putting in patrol zones, they would make the AI for entertainer staff much more intelligent to stop them either leaving the park altogether or clogging up the entrance ways and stopping people moving into the park.
Of course, the crowning jewel of the presentation was one trailer in which Frontier demonstrated that yes, this is very much like theme park builders of the past:
Planet Coaster will be coming out towards the end of this year, on November 17th. Can’t wait to try this one out.
Spilt Milk Studio were one of the people who have a developer session today at EGX, using the time to talk about their new free-to-play MMO that was in beta now – Lazarus.
Lazarus is a space MMO roguelike, with the unique property of the game world having a reset every week. This means from week to week the things needed to survive will change, and most stuff will not be permanent – although some elements will be and will be carried over from week to week.
During the session there was a lot of talk about how they came to be doing a free-to-play MMO in space, with references back to Spilt Milk’s last well-known game release Tango Fiesta. They spoke about how they wanted to do early access and therefore wanted to have a game that would be better suited to this, as they had learned that Tango Fiesta was not the right sort of game for that. They also spoke about wanting to do multiplayer better this time around.
About the decision to introduce a weekly reset into the game, they spoke about how off-putting it could be to come into a big multiplayer world of an MMO late – something that I can see the point of. The weekly reset will ensure that no one is too far ahead of everyone else and will help the studio keep control of the game – after all as we were told throughout the session only 4 people are working on this new game. Those people? Andrew, Andrew, Andrew and… Steve.
As of yet the game is still being tweaked with feedback from the community the game is building during its alpha and now beta stage, so not everything is set in stone. One thing that has been said though is that unlocks for upgrades and bought credit balances will not be reset every week, and that as a free-to-play the game will be offering customisation and cosmetic items for real money purchase such as skins for player ships. In fact, signing up for the game on the game’s site will net you one skin for free.
We were very interested in the look of this game, so we’ll be keeping an eye on Lazarus.
The Division is getting a big overhaul soon with update 1.4. Ubisoft is trying to make the game more challenging, and to pull that off it sounds like all gear, armor, weapons and skills are open for big changes. While the entire post over on the website is pretty involved, we can hit the high points briefly to give an idea of what it is Ubi is trying to accomplish.
“One issue facing The Division today is that the power difference between optimized and non-optimized builds is too great. We still want people to optimize their gear and min-max to their heart’s content, but in order to balance the game, we need to reduce the gap between the two extremes. As part of Update 1.4 we also want to bring back the shooter feeling, add more decision making and hard choices when building your character and add more variety to the viable builds.”
Gear
All World Tier 2 and higher gear will have stats for Firearms, Stamina and Electronics
Stat overlaps between gear have been removed
Gear scores will be adjusted to match High end gear scores withing the same World Tiers
All gear will lose their skill bonuses.
Backpacks, holsters and knee pads will gain new performance mod slots
Weapons
New DPS formula on weapons has been introduced, but is a work in progress and will change over the course of the PTS.
The damage and roles of certain weapons have been changed. Some weapons have seen a damage increase; others have had their damage lowered.
Named weapons will not be changed in this update.
Weapon mods will now come with one major bonus and an amount of smaller bonuses, depending on the quality of the mod.
Damage bonuses are now additive instead of multiplicative, reducing the current spikes in damage which made the game hard to balance.
The Firearms stat will become a much more significant source of damage output, leading to more decision making when building your character.
Weapon talents have been rebalanced; some have been buffed, others have seen their numbers reduced.
Skills
Electronics will be the main source of Skill Power.
Skill Power will not scale linearly anymore, instead it will follow a curve of diminishing returns.
Certain skills are currently much more popular than others. Some skills are overpowered, others underpowered or bugged.
Skills have been rebalanced to fit the new game balance or to bring them up to par, in the hopes of creating a more varied meta.
First Aid no longer allows for multiple heals, since those happened due to a bug. First Aid’s healing has been increased to make up for this fix. It will now heal instantly.
Smart Cover and Pulse have been reworked. Smart Cover is now more defensive and Pulse’s high damage boost has been lowered to make it balanced with the new enemy health.
Ballistic Shield and Support Station have been given more health. Support Station’s healing has been increased.
Many bugs associated with skills have been fixed.
There are a lot more changes, and I’d recommend digging into the complete post if you are a serious player of The Division. No word on when update 1.4 will be released for all platforms, but if you play on PC the Public Test Server is up and running as we speak.