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The journey back to LCK glory is a difficult one, maybe some newblood willÂ make it easier.
SBENU SonicboomÂ continued their roster renovation with the signing of Son “Lehends” See-woo, a top tier support from the ranked ladder. This acquisition is just one of many moves made by Sbenu, some others includingÂ Jin “Firetrap” Jae-Seung inÂ the top lane mid lanerÂ Lee “Rem” Hyeon-Seo, who is slated toÂ replace Oh “Sasin”Â Seung-Ju who moved to a coaching position.
Despite the shake up, SBENU maintains high hopes for the coming Challenger season so they can return to the LCK. However, it’s not a false hope to save face; Lehends is actually really good. Right now he sits at rank 47 on the Korean challenger ladder, even higher than Hong “Madlife” Min-giÂ who is ranked in the 90s.
Not only is heÂ a solid soloQÂ support, but he also plays champions like Kog’Maw and Elise extraordinarilyÂ well with 58%+ win percentages on both. It’s yet to be seen whether or not he will be able to translate a soloQ mentality into a competitive atmosphere, but look out for this soloQ stud thisÂ Challengers Korea season.
(courtesy of sk-gaming.com)
Cloud 9Â has not shied away from making drastic changes and taking risksÂ this offseason. After acquiring Enemy eSports’ NA Challenger Series slot, the team hasÂ siphonedÂ three starters from their main lineup into their secondÂ squad. To replace An “Balls” Le, Lee “Rush” Yoon-jae, and Hai “Hai” Lam, C9 addedÂ Jeong “Impact” Eon-yeong,Â Will “Meteos” Hartman, andÂ promotedÂ Michael “Bunny FuFuu” Kurylo to a starting role.
To place a capstone on their rebuilding effort, Bok “Reapered” Han-gyu, a Korean former pro and coach of EDward Gaming, joined the Cloud 9 staff as head coach.
Reapered, who does not speak English fluently, is a risky addition with high potential for C9. His success as a coach for EDG demonstrates his ability to make positive changesÂ in an environment where the majority of his players don’t speak his native tongue. From China to North America, he will look to make the same impact onstage with the help of translator and on-site analyst Lee “Robin” Seung-hwan, who has served as a translator for OGN in the past.
This is a risk that Cloud 9 perhaps needed to take. As former head coach Daerek “Lemonnation” Hart is also heading down to C9C to play support, and as the style of the C9 LCS roster has completely changed, perhaps new direction could help facilitate Impact’s move into the roster and solidify their strategic ability going forward. The language barrier may be difficult to overcome initially, and a slow start may lead to frustration within the team.
The upside, however, is immense. As a coach, Reapered has won multiple Demacia Cup titles, an LPL championship, and an MSI crown in 2015 (a tense 5 game series against SK Telecom T1). If Cloud 9 can capitalize on his expertise, and if Robin can effectively facilitate smooth relations between player and staff, this could be a huge get for a team desperate to make its fourth consecutive World Championship tournament.
Image by gamespot
With only a week until the beginning of 2016â€™s North American League Championship Series Summer Split, Team Liquid has suspended jungler Joshua â€œDardochâ€ Hartnett on grounds of behavioral issues.
TL began their Spring Split with a bumpy road, having assembled a new roster mixed with some of their former talent and a list of star rookie players they promoted from Team Liquid Academy. One such player was the up and coming jungler Dardoch, who quickly began to make his presence known amongst NAâ€™s junglers for his impressive plays on champions such as Lee Sin, and his undeniable synergy with rookie top laner Samson â€œLourloâ€ Jackson. As the split carried on, Liquid stuck true to their form and achieved 4th place inÂ both the regular season and playoffs, but not before competing in a close five game series with eventual NA champions and MSI runner up Counter Logic Gaming.
Just as Liquid began to come into their stride, an unforeseeable folly strikes at the worst possible time. While bootcamping in Korea to improve their strength as a team for the upcoming split, Dardoch was reported to have severe behavioral issues with the group, namely insubordination. Seeing Dardochâ€™s refusal to work with his team as a threat to their performance, head coachÂ Choi â€œLocodocoâ€ Yoon-sup saw it best to suspend the player until further notice.
We have decided to suspend Dardoch due to his insubordinate behavior. It may come as a surprise to our fans that we’re startingÂ the season this way. Yet as a coach, I believe that League of Legends is fundamentally a team game and a player who can’t see eye to eye with that and can’t put the team before oneself regardless of his skill will only stunt the team in the long run. We believe that 5 players under a single vision, putting everything we have to improve as a unit and working selflessly, is the best way to a healthy and a successful team environment. While this is a big change, we are moving closer to that environment with the suspension. We’re going to succeed through our teamwork and effort, not individual players, and I still remain confident that we have a bright Summer Split ahead of us.Â – Choi â€œLocoDocoâ€ Yoon-sup
This leaves Liquid with a role to fill and only a week to do so before the LCS begins with its new best of three series format. As of now, Liquid has yet to announce who they will have to fill in. The most likely option looks to be newly acquired TLA jungler Galen â€œMoonâ€ Holgate, who competed last split for NRG eSports. While Moon saw much scrutiny over the course of the regular season, he did see improvement overall. Not to mention it would be far easier to simply transfer Moon over for the time being than to search for a brand new player on such short notice.
After the news was released, Dardoch noted on Twitter that he plans to come forward in the future to give his own opinions on the matter. Liquid does say that they plan to work with Dardoch through these problems, but it is possible that Dardoch may have to fully transfer to a new organization if they feel that he is unfit for them.
With only a week remaining until the LCS begins, things look very concerning for Liquid. A new jungler in such a short amount of time will no doubt be a tough transition for a team that worked so diligently over the year thus far to achieve their strong bond. Hopefully the players who trained in Korea can use their new found experience to carry this now handicapped team through what will no doubt be a rough early split.
Jin Air dominates, Longzhu faces hardship , and Ever shatters expectations – welcome to the first week of LCK Summer.
Afreeca Freecs vs. Longzhu Gaming
Our first series of the Summer season was nothing less than explosive – huge team fights, bewildering picks, and an unforeseen victory in the face of absolute adversary. It all started with Song “Mickey” Yeong-MinÂ jumping on a rather unusual Fizz pick, true to his style for sure, but not necessarily a great pick in this meta. Opposite them, Longzhu took the once-priority pick Rek’sai.Â Nonetheless, both teams opted only to poke and prod for a large portion of the early game not wanting to take any unnecessary risks. Then everything let loose all at once: Afreeca took a drake while Longzhu baited out a Baron fight. Their game sense mustâ€™ve been out of sorts because they clumped extremely close together; so close in fact Afreeca had no trouble taking a complete team fight sweep. Itâ€™s okay though, mistakes like that only happen once right?
Unfortunately. LZ continued to clumpÂ up once again only for Afreecaâ€™s Bard and Ekko to chain CC nearly the entire team into a clean victory.Â
Heading into the next game we see more draft strangeness, Nami and Karma, two off meta picks in the Korean scene,Â are picked for support.Â Otherwise, this game was much closer nearly going to a third and final match, however, after several long periods of trading sieges Afreeca just ever so barely scraped by and took their first series victory of the season.
CJ Entus vs. Ever
New to the LCK lineupÂ but not new to our hearts,Â Ever has something to prove: that they can stand with the big boys. Those familiar with their past highlightsÂ such as winning a major international tournamentÂ know what this team is capable of. This match, a rematch of that KeSPA Cup final series,Â reaffirmed those claims of glory asÂ Ever dominated CJ Entus in every single way.Â I was a touchÂ scared for them during the draft phase when they picked Nidalee and Ashe immediately after CJ took Braum. I suppose thatâ€™s just how confident they were in their skills to make their pick comp work against even a champion that could directly counter it.
The early game was just as you would expect, ESC played to their win condition well by making picks and taking objectives of the back of a man advantage. CJ began to forge aÂ comeback with their team coordination and patience, but were soon run over by Everâ€™s intensity.Â
Game 2 ended just as quickly as it started; Everâ€™s bot lane pulled off some cheese strats by which they invaded the jungle stealthily via Bard leveling Magical Journey first, of which is highly unusual. Then they slaughtered the fail-flashing Ha “Kramer” Jong-hoon for first blood and would keep an iron grip on that lead. Over the course of the rest of the game ESC rotated cleanly around the map and eventually suffocated CJ for a clean series and shattered expectations. I knew Ever was good, but man are they good. I know itâ€™s only one series, but they are seriously looking like a top 2-4 contender after a week.
ROX Tigers vs. Samsung Galaxy
Returning 2nd place heroes and nearly undefeated throughout the previous seasonÂ ROX Tigers versus theÂ middle-tier Samsung is not exactly an inspiring matchup. But this is a new season, and with a new season: a clean slate. For example, bet you didnâ€™t expect ROX to pick up Aurelian Sol did ya? Not only that unusual pick, but Swain top and Ekko Jungle. One might say theyâ€™re trying a bit too hard to be a trendsetter. Unfazed, SSG stuck to a tried and true skirmish comp. As one might expect, ROX applied the pressure early with some delicious aggressiveness; only, this time, it backfired. Samsung held out long enough to catch an opportune team fight and took every objective, including the nexus, in one fell swoop – not without a last ditch fight by ROX however.
Leading in the matches against such a foe must be mentally exhausting, is it a fluke you wonder? Are they going easy, or do they have a secret weapon ready to unleash fury like nothing else? Regardless of the reason, SSG held firm ground and went with a well put together poke composition. This never ending poke supplied by Nidalee, Varus, and Ezreal would prove too much for ROX to handle. They were whittled down slowly over the course of the entire match, lose a tower here, lose a drake there, and next thing you know the Nexus is gone.Â
MVPÂ vs. KT Rolster
Similar to the previous match of CJ and Ever, itâ€™s new blood versus an old contender, however unlike last match there would be no upset. I wish I could say itâ€™s because of how well KT played but really, more than anything else, MVP played like garbage – in the first game at least. I lost track how many major mistakes they made, from the draft pick of mid Lucian, to poorÂ mechanics ruining a gank, or making a terrible call for an objective.Â
The next game: a bit better I suppose. Off the back of many mistakes by KT, like executing to a minion wave, MVP was able to put up a semblance of a fight. I mean, they were about a single auto attack away from winning, or whatever. Impressively, KT kept a cool head and stopped a potentialÂ game winning push and responded with their own game winning push. Heartbreaking to be sure for MVP.
Jin Air Greenwings vs. Longzhu
Not much to hype here, JAG plays a methodical control game and Longzhu is a chicken without a head right now. Both games containedÂ literally some of the cleanest play Iâ€™ve ever seen by Jin Air. They might as well have been playing against bots – Longzhu barely put up a fight. Although it should be said JAG played much more aggressively than they have previously, maybe thatâ€™s why? Oh, and look out for the potential Zyra flavor of the month picks incoming.Â
The GosuBet competition for MayÂ is over! These are the winners who split the $100 in G2A gift cards and the state of the artÂ DXRacer gaming chair!
What is GosuBet?
The GosuBet is a non-money betting system available to GosuGamers members. Everyone starts with 50 units of currency and is able to placeÂ bets with it, with odds provided for each player or team.Â Normally, each season lasts one month and at the end of the period, the winner is determined.
To place a bet, just click on a match, select how much you’d like to bet, and on whom. If you ever run out ofÂ currency, just click ‘Reset GosuBet’ and you restart from 50.
Gosubet contest – most currency
The rules for the May contest were simple:Â whoever has the most currency at the end of the month in each section wins a $10 G2A gift card. Additionally, the top three betters with most currency across all GosuGamers sections combined takeÂ home a DXRacer Gaming chair (1st place), a $30 G2A gift card (2nd place) and $10 G2A gift card (3rd place).Â
The contest couldÂ be entered at any time as it is not about quantity betting,Â meaning anyone can reach the top through a few lucky – or well educated – bets.Â
Section-specific winners: $10 G2A gift card
CS:GO winner: Tardicus – 6,213 bullets
Dota2 winner: vukhang119 – 14,268 branches
HotSÂ winner: Vandhee – 5,282 dubloons
HS winner: Finalle – 4,241 dust
LoL winner: 8238150 – 3,755 runes
Â SC2 winner: st4vroz – 997 minerals
Winner across all sections:Â
Â vukhang119 – 14,268 total currency – 1x DX Racer Gaming chair
Â Tardicus – 12,202 total currency – $30 G2A gift card
Â bonyet_terbang – 10,890 total currency – $10 G2A gift card
Winners will receive aÂ message from a GosuCrew memberÂ in which they will be required to reply with further information in order to claim the prizes.
Congratulations to all winners and thanks for participating, everyone. If you missed the chance to test yourself in our previous contest, make sure to participate in our current one!
Happy Friday the 13th, all! Itâ€™s been a really good couple of weeks here at City State Entertainment. We got a lot done, and we are pleased to end the week the way we hoped: with our next C.U.B.E. push and the first test of a multi-player C.U.B.E. build on Hatchery. The multi-player C.U.B.E. push is somewhat like Camelot Unchained without combat, although it does allow you to build/remove blocks from any plot, whether you control it or not.
Weâ€™ve made lots of improvements and additions to both the C.U.B.E. and game builds, but one of the biggest was another reduction of the memory footprint. With this build, we took about 500MB out of the client. Now, this 500MB is also dependent on just how many blocks are used in C.U.B.E., but some of these savings apply to the main game as well, even when there are no blocks there. This will result in even more players with older cards being able to access the game, and another overall improvement in performance. We are also moving forward on other fronts quite nicely, and weâ€™ll have more to talk about regarding some of them in June.
Now, as to overall improvements to our code base, here is the User Stories update for the past two weeks. We had 22 old cards with 94 completes and 2 new cards with 7 completes.
As a Backer I’d like to see general improvements in C.U.B.E.’s interface and functionality.
Perfhud UI: New panel displaying rendering performance for additional developer feedback. – Complete
Reduce building material textures by 75% – Material scaling was 8×8 meters, now 4×4 meters. – Complete
Update all previously available material art assets from 1024 textures to 512×512 for new scaling. – Complete
Additional minor bug fixes. – Complete
Updated UI provided by Mod Squad! – Complete
Remove extraneous control game models, floating assets, material spheres, etc. – Complete
Fix missing water in zone. – Complete
Add rendering options that can now be adjusted in the options menu on C.U.B.E. and game client. (Shadow quality, distance, on/off, texture quality, HBAO toggle, shader quality.) – Complete
As a Backer, I’d like to test the updated female human model.
Third pass underwear using masking system, and overall visual improvements. – Complete
As a Backer, I’d like to see graphical and networking performance improvements, when building and destroying structures.
Additional memory reductions to building meshes. (Approximately 500MB!) – Complete
As a Backer, I’d like to know about all the smaller enhancements the MOD Squad makes to Camelot Unchained.
C.U.B.E. UI Block & Blueprint selector Pass 1 – Complete
Bug fix where ‘unread messages’ notification was not going away. – Complete
Auto-join the new private message “room” in chat when you whisper someone. – Complete
Added history to patcher chat which can be scrolled through using the up/down arrows from the chat input area. – Complete
Fix auto-scrolling bug in patcher chat. – Complete
Allow new lines and multi-line input in chat. – Complete
Set focus to the text input on the join room modal when it opens. – Complete
Verified PMs notify the user of new messages. – Complete
Fix room name parsing to eliminate duplicate parsing. Prevents some false positives and better performance – Complete
Fix error message if you have a failed log in, it will show success instead of fail when you try again. Â – Complete
Pause all video playback on the patcher when launching the game – Complete
Player, Enemy Target, Friendly Target module clean up — hide unused things, display percent update style – Complete
As a Developer, I’d like the Camelot Unchained website to convey its main features in a more concise and visually impressive manner.
Add CU comics page. – Complete
Add Picts race to Arthurian races section. – Complete
As a Developer, I’d like to improve some of our fundamental tech to improve client performance.
Reduce memory usage on client when passing assets from patcher. – Complete
As a Backer in Beta 1, I’d like to have a sampling of Viking light, medium, and heavy armor to wear in game.
Light Armor – Second pass fur and feathers geo/mats. – Complete
Light Armor – Weight and integrate assets into editor. – Complete
Light Armor – Beta 1 version of mats created. – Complete
As a Backer in Beta 1, I’d like to play as a Crafter with basic gathering and crafting mechanics for testing.
Placing a Vox actually places the Vox model art asset. – Complete
As a Backer in Beta 1, I’d like to play in a Party, or Guild.
First Pass: Group invites via Web API. – Complete
First Pass: Party roles and permissions. – Complete
First Pass: Party Invites and Status through SignalR. – Complete
As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – Arthurians
First pass concept Art: One-handed swords. – Complete
One handed sword – V1: Modeling pass. – Complete
One handed sword – v1: Materials. – Complete
First pass concept Art: One-handed axes. – Complete
As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – TDD
Concept Art: One-handed swords. – Complete
One handed sword – V1: Modeling pass. – Complete
One handed sword – v1: Materials. – Complete
First pass concept Art: One-handed Axes. – Complete
As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – Viking.
Concept Art: One-handed swords. – Complete
One handed sword – V1: Modeling pass. – Complete
One handed sword – v1: Materials. – Complete
First pass concept Art: One-handed Axes. – Complete
As a Backer in Beta 1, I’d like to be able to pick an item up off the ground, put it in my inventory, and if applicable, equip it.
First pass solution: Items spawned within world (dropping an item) now support sound events. – Complete
As a Backer, I would like to be able to give to my friends and family the extra tiers that come with my pledge.
Test test test test test. – Complete
More solutions to additional edge case and security issues. – Complete
As a Developer, I’d like a better instrument library to build interactive music.
Keyed fiddle ambience. – Complete
Bowed cymbals. – Complete
Wwise better supports smooth sound transitions between parameter changes. – Complete
First pass ambient combat music demo to video. – Complete
As a Backer in Beta 1, I’d like to be able to choose from a selection of classes for each Realm.
Right hand dagger throw with shield. – Complete
Right hand dagger throw with left hand weapon. – Complete
Left hand dagger throw with right hand weapon. – Complete
Left hand dagger throw with right hand spear. – Complete
Left hand dagger throw with right hand focus. – Complete
Right hand dagger throw with left hand focus. – Complete
Right hand focus throw with left hand weapon. – Complete
Right hand focus throw with left hand shield. – Complete
Right hand focus throw with left hand focus. – Complete
Left hand focus throw with right hand weapon. – Complete
Left hand focus throw with right hand spear. – Complete
Left hand focus throw with right hand focus. – Complete
Archery arrow grab from back. – Complete
First pass Banes and Boons of existing Beta 1 races based off refactor of ability system. – Complete
As a Backer in Beta 1, I’d like to interact with the first pass of a Place of Power in Camelot Unchained.
Concept place of power dais design. – Complete
Concept additional secondary structural elements. – Complete
Integrate additional rocks and rock sets into scene for use. – Complete
As a Backer in Beta 1, I’d like to see the pre-existing textures in Camelot Unchained make use of the new rendering and lighting systems.
Update beach/sand materials that were hiding under a rock and were missed during first pass. – Complete
As a Developer, I’d like to improve integration of plots into existing building code to improve performance, reduce development time, and reduce bugs.
ManagedBuildingPlot – Simplify how c++ and c# talk to each other to reduce surface for future bugs.
Is aligned properly, and stays aligned – Complete
Internalized bounds/ground checking – Complete
Internalized cell limit – Complete
Matches the minimum needs of Building.cs – Complete
Does all the relevant IO – Complete
Cache off niceties like cell count/bounds – Complete
ManagedBuildingDelta – Simplify the way we update changes to buildings to reduce surface for future bugs.
Supports range – Complete
Matches the minimum needs of Building.cs – Complete
Accepts deltas – Complete
Internalizes ClearChanges – Complete
ManagedCellData – Substance stats are communicated between c++ and c# from a database.
Broken out into its own file – Complete
ManagedBuildingRoot – Refactor how plot data is attached to the root building cell structure.
All static methods gone – Complete
Merge code duplicated in ManagedBuildingPlot – Complete
Minimized as much as possible – Complete
ManagedBuildingHeightfield – Simplify and automate the way heightfields are generated.
No longer exists. – Complete
BuildingShapeData resource + collection: Improved information storage. – Complete
BuildingShapeBuilder – shape translation from editor to client. – Complete
BuildingShapeCog – How the editor represents building shapes. “It makes me cry a little bit in my sleep.” – Rob. – Complete
BuildingSubstanceData resource + collection: Improved information storage. – Complete
BuildingSubstanceBuilder – substance translation from editor to client. – Complete
BuildingSubstanceCog – How the editor represents substances. – Complete
As a Developer, I’d like to have a first pass Camelot Unchained UI style sheet for visual consistency.
Create CSS page of Viking style sheet. – Complete
Create CSS page of Arthurian style sheet. – Complete
As a Backer, I want to learn more about ley lines, places of power, and ? – in Camelot Unchained.
Second pass design. – Complete
As a Developer, I’d like the Camelot Unchained ability system to fully support the design scope of the game for B1.
Preliminary completion of all core updater features. – Complete
As a Developer, I’d like to improve the visual fidelity and speed of creation of our art assets through the investigation, and possible use of, new third party software.
Investigate the use of 3rd party program in the creation of materials. – Complete
Integrate our material shader into third party program to test viability in pipeline. – Complete
Audit third party programs in use for art asset creation and correct format output. – Complete
As a Backer and Developer, I’d like the rubble from building destruction to be awesome and performant.
Client can make rubble without server. – Complete
Client can remove rubble without server. – Complete
Plots on server track their rubble. – Complete
First pass: Netcode tracks rubble. – Complete
Some really nice improvements to the game and to C.U.B.E., and our â€œre-abilitationâ€ of the ability system proceeds nicely as well, more improvements to the game/C.U.B.E. than the last pass.
For todayâ€™s art reveal, weâ€™ve got lots of weapons to show you. Now, they are all one-handed axes, but let me axe you something, arenâ€™t they cool? When Andrew saw the review, his first reaction was â€œI would happily use any of those weapons to kill someone,â€ and I couldnâ€™t agree more. As you can see, the weapons follow our approach to ensure that each Realmâ€™s armor and weapons have a unique look.
Here’s some Arthurian axes –
Now some TDD –
And now some Vikings –
Now a group shot –
These axes will be modeled and put into the game in time for the opening of Beta 1.
Fortunately, the Realms canâ€™t live by axe alone, and here are some swords to take a look at. First up, anÂ iconic swordÂ from each ofÂ the Realms –
Here’s nine swords from the Realms.
As we have been saying, weâ€™ve also been working on the environment, and hereâ€™s a screenshot from the current build. Lots and lots of trees.
And, just for fun, hereâ€™s a screenshot with just a wee bit of flair. As you folks know, we donâ€™t retouch screenshots, so this IS EXACTLY WHAT YOU WONâ€™T BE SEEING IN OUR GAME!
OK, I meant flare, lens flare that is, in the style of one of our favorite geekdom-focused filmmakers, J.J. Abrams, not to mention maker of one of our favorite T.V. and film series. I/we love your work man, you can have a free, nice big reward tier in our game any time you want! And yeah, you folks might notice something that doesnâ€™t belong in the picture, if you look really carefully (we tried to be really stealthy about it).Â Again, Happy Friday the 13th, all!
Now hereâ€™s the real screenshot, one that shows off another environmental asset that has been out of commission for a while: water! So, thanks to Daveâ€™s programming and to Backer Stihl Reignâ€™s structure building skills, hereâ€™s another screenshot.
And, just for fun, here’s what happens when Rob is working on building destruction and scatters SEVERAL THOUSAND BLOCKS from a building at the same time.
So, that about wraps it up for this week. The TL;DR version is that C.U.B.E. is open for all of our Beta 1, Alpha, and IT folks, and running great. For you Alpha and IT folks, Hatchery (not Hatchery C.U.B.E. but just Hatchery) is open for a multi-player C.U.B.E. test. Donâ€™t be surprised if it goes BOOM, trying this out was a last-minute decision. Post your bugs from either the C.U.B.E. build or Hatchery build here (https://forums.camelotunchained.com/topic/14264-post-your-cube-bugs-from-the-may-13th-build-here/)
We got a lot done, weâ€™re looking forward to the coming weeks, and especially to June.
Enjoy your weekend, all!
Happy Friday, all! This will be a short but fun update. Lots of stuff going on in the studio: Progress is being made on all fronts, and we have some fun concept art and in-game screen shots to share with you. Since this is a middle update, Iâ€™ll just focus on a few things.
First, here are some pieces of concept art from Michelle. They represent higher-end swords from the Arthurians.
Next up, some swords for the Tuatha DÃ© Danann.Â They are more ornate, and have a distinctly different look from the Arthurians.
Sorry Vikings, no swords for you this week. The undermanned Tuatha DÃ© Danann and Arthurians made a truce and stole them from you!
Aww, no picture here…
In terms of going from concept to in-game, here are some WIP pieces on the untextured models of some axes and swords.
But CUers donâ€™t live by swords and axes alone, so hereâ€™s a screenshot of some of the improvements to our PBR system, with water/fog.
Please excuse the shiny trees, that should be fixed by next week.
As our Forum-goers saw yesterday, weâ€™ve been making a lot of progress in terms of rendering and networking just a few buildings and blocks. And by just a few, I mean, a whole ****load of blocks. Say, 181 million on a server for starters, and 8100 buildings total, with between 400-500 in your viewing frustum at any one time.Â As you can see from these three screenshots, even before making a major pass at optimizations, we were at 36 FPS, even with our huge draw distances. Unlike so many games, those trees in the background are our actual forests; they are not a fake backdrop. The first screenshot shows just how many buildings you can see at one time and still have a decent performance. BTW, this is on our current Hatchery build, this is not a C.U.B.E. shot so this is working in Camelot Unchained!
BTW, look at how far we have pulled back the camera to give you a better view of the world. Each of these buildings are between 15K-30K blocks Â per building. Oh, and please, please, please keep in mind that the distance between buildings is not representative of what it will be like in the game, that would be horrible. This test was meant to see how far we could go before the engine broke. FYI, it still hasnâ€™t broken, and even at 8100 buildings the game was still playable. Next up, a shot at dusk with a forest in the background.
Finally, a shot at night. Notice the glow from each of the buildings.
Not bad, eh? Yeah, not bad at all! 8100 buildings, 181M blocks, and 400-500 buildings in your frustum with no culling. And today, we turned down the number of buildings and increased the distance between plots, and the frame rate went up accordingly.Â And again: the distance between the buildings is just for the test, please donâ€™t think we want something that is even close to this. Each player needs enough space on their plot to build a big castle and have plenty of room between them and the neighbors, which is why we are building large islands.
Have a great weekend, all! A much larger update is coming next week, as usual.
P.S. For those keeping score, our target for Beta 1 was just 5000 buildings on a server, just sayin’.