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Showing posts with label update. Show all posts
Showing posts with label update. Show all posts

Thursday, July 13, 2017

Diablo 3 PVP Update

Diablo 3 PVP Update


Blizzard Tracker: Dec 29, 2012

Diablo III PvP Update
Hey everyone,
The development team has been working really hard on the features, content, and systems for PvP in Diablo III and I wanted to take some time to give an update on where were at.
Of course, our goal has been to release our Team Deathmatch mode as soon as possible, but we dont want to put anything out there before its ready. Right now, Team Deathmatch isnt yet where we want it to be, so I want to provide some insight into where we are at in the development process.
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The State of PvP

Our original intent with PvP for Diablo III was to provide more formal support for the dueling community that existed in Diablo II. We wanted to give players some kind of structure that would not only make it easier for you to duel with one another, but also allow you to have duels that were team-based. This is how our Team Deathmatch mode emerged, and its been instrumental in making a lot of improvements to Diablo III. But in continuing to develop this mode, playtest it, and put it in front of other developers within the company, weve found that it falls short of our expectations for a high-quality Blizzard experience.
Putting people into an arena and letting them hurl fireballs and swing crazy-ass swords at one another always has an element of fun to it.  I imagine its no surprise to anyone reading this blog that people like battling each other in video games, so if you had the chance to play our Team Deathmatch at one of the BlizzCons where we featured it you might not understand why wed say that we don�t feel the current mode is good enough.
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Well, Heres Why�

For us it comes to a few issues, one of which is depth.  Simply fighting each other with no other objectives or choices to make gets old relatively quickly.  Weve brought a lot of people in to try out Team Deathmatch and, while some found it entertaining, most of our testers didnt feel like it was something theyd want to do beyond a few hours. Without more varied objectives, or very lucrative rewards, few saw our current iteration as something theyd want spend a lot of time in.
Another is class balance. Like Diablo II, Diablo III was designed to be a PvE-first kind of game, where we never compromised on player abilities in the name of future PvP balance.  We want to be able to carry over as many of the crazy runes, items, and skills as possible, with their crazy effects, and alter them as little as possible. In a casual PvP mode, something equivalent to a WoW Battleground, this would be fine, but Team Deathmatch felt very hardcore, and it put a laser focus on class balance in a way that we didn�t think would be good for the game as a whole.
Certainly, weve gotten a lot of benefits from the development of Team Deathmatch, especially in the areas of controls and combat model tuning, but at this point we dont believe its the experience we feel it needs to be in order to ship, so we will be shelving it for now and exploring other options.
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Whats Next

So, our core problem is that our Team Deathmatch mode doesnt feel like a great addition to Diablo III. Its not up to the quality that Blizzard gamers expect or that we feel you deserve, and it doesnt really fit with our goals for the rest of the game. The question now is what are we going to do about it?
First and foremost, if our original goal was to support dueling, then were not achieving that goal very well if we don�t actually give players a way to duel in-game. You�ve been asking us for dueling for a while, so were going to add it to the game soon. Dueling is currently scheduled to release with patch 1.0.7, which is set to hit sometime after the new year. (Well be providing details about that feature very soon, so stay tuned.)
But as I mentioned before, we are going back to the drawing board on a new replacement for Team Deathmatch, something that feels more appropriate for Diablo III.  And as we stated previously, regardless of when we release it, itll be a free addition to the game. Team Deathmatch provided us with the foundation that we needed and served us well. Hell, it may even still be added in some form in the future. For now, though, were going to first be looking at new modes that play up to the strengths of the character classes, focus on objectives beyond just defeating other players, and possibly even integrate PvE elements and rewards.
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Keepin It Real

We wanted to be upfront and honest with the community about where this particular project is at. Its certainly not ideal, and I know some of you got to play Team Deathmatch at BlizzCon and are probably thinking, "It seemed good enough! Just give us that." I also know how I feel whenever a game or game feature Im looking forward to is delayed, but, as with all things Blizzard, we want to be sure that the features we add to Diablo III are actually worth it and will make the game better, and PvP is no exception.
While we dont have any further information to share right now about our plans for additional PvP modes, we really look forward to posting more about dueling in the next few days.
--Jay
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Saturday, July 8, 2017

Disabling Windows 10 Update Uploading

Disabling Windows 10 Update Uploading


In a move that has a lot of users up in arms, Microsoft has changed the way that updates are delivered in Windows 10. The new Windows update system uses a torrent like function of using PCs that have already downloaded an update, to share it back onto the internet. This is fine for users with unmetered internet, but for a lot of users, these uploads churn through their data caps quite fast.


Here is how to disable that feature:

Step 1:


  1. Click on the Start Menu
  2. In the search bar, type "update"
  3. Select "Windows Update Settings"


Step 2


  1.  Click on the option that reads "Advanced Options"



Step 3

  1. Click on "Choose how updates are delivered"


Step 4

Read the information to get an understanding of the options. My recommendation is that you set up the computer to send updates to PCs on the local network. This will actually save you some bandwidth if you have multiple computers running Windows 10 on your local network.

  1. Select the option that works for you (or turn of update sharing all together).
  2. Close the update settings window to apply changes.

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Sunday, June 18, 2017

Direct Download Links for Revit 2017 1 Revit 2016 Update 7 and The DynamoBIM Player is Here

Direct Download Links for Revit 2017 1 Revit 2016 Update 7 and The DynamoBIM Player is Here


Big day yesterday in Revit updates, particularly with Revit 2017.1 (apparently not really 2017 Update 1, but more like 2017 R2 or subscription release?) bringing some really cool enhancements, and the Dynamo Player! Here are some links and other information:

Revit 2017.1 (point 1, or maybe R2, but not really Update 1 ??)

http://up.autodesk.com/2017/RVT/Autodesk_Revit_2017.1.exe
Readme
Release Notes 
Autodesk blog post
    showing these top new features:

Revit 2016 R2 Update 7
http://up.autodesk.com/2016/RVT/Autodesk_Revit_2016_R2-x64_UPD7.msp
Readme
Release Notes

Dynamo Player
People have been asking for a way to run their scripts more easily and transparently, and now you can. Simply install Revit 2017 Update 1, ensure you have Dynamo installed, and you will have a new option on your Ribbon...

It comes pre-configured to point at a samples folder:

You can point this at your own "Player" folder containing DYNs.

Press Play button to Run, and Edit button to open the DYN in Dynamo.

It remains to be seen how inputs will be handled?

Pick Objects and Dynamo Player
Interesting thoughts over on the forum, about how if you use a DYN with a Select Node, it will still work --  this opens up some great possibilities!

Help:
Dynamo Player on Revit Help

Forum:
Associated discussion over here.
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Tuesday, June 13, 2017

Developer Journal Itemization Update

Developer Journal Itemization Update


Blizzard tracker: March 5, 2013

Developer Journal: Itemization Update
The item hunt is core to the Diablo experience and were determined to make it even better in Diablo III. Weve made several adjustments to the item game since launch with this goal in mind, but today I wanted to talk about a few of the underlying philosophies that are driving future changes to itemization.
Rarity = Power
One of the big things we want to focus on is making sure items that feel like they are rare and powerful are actually powerful . . .  instead of just rare. The first and most obvious place for improvement here is Legendaries.
By design, Legendary items are going to drop far less often than Rare items, and we want that rarity to be reflected in their power. When a Legendary drops, the question that goes through a players mind should never be "is this a good item?" It should be "how awesome is it?" For example, if you are playing a Demon Hunter wielding a Rare crossbow and a Legendary crossbow drops, we want your reaction to be "Holy crap, YES!" not "*sigh* another Hellrack." Its a problem if players dont want to bother identifying their Legendaries, let alone pick them up. We want to change this.
Legendary Stat Ranges:
Lots of factors go into making an item good, and one of those factors is how high the stats on the item can roll. When the game first launched, an items potential stats were largely indicated by its item level. This made it so youd know in advance whether or not an item was worth the trouble of identifying. In 1.0.5, we made it so that the stat ranges for affixes were based on the level of the monster or container that dropped the item rather than the items level, which created the possibility of more items rolling competitive values.
We�d like to continue with this line of reasoning and use it to make Legendaries more powerful. In the future, we plan to allow Legendary items to also roll their base stats (weapon DPS and armor value) at the level of the monster that dropped them. So, for example, if you found a Heart of Iron from a level 63 monster, its base armor would be increased to that of Archon Armor and its stat ranges would roll at level 63. This gives us the opportunity to broaden the range of Legendary items, providing players with more diversity. Love Leorics Signet, but hate wearing a level 17 ring? Me too. Instead of farming Act II Normal to find a Leorics Signet, lets go farm Inferno and get a level 63 version of the ring!
(Everything were suggesting for Legendaries also applies to Sets, too, by the way.)
Increased Item Diversity:
Item diversity is a topic that comes up a lot. Right now when people are talking about the best items in the game or looking for ways to improve their power they gravitate towards items with Critical Chance, Critical Damage, and Attack Speed. While these stats are great for boosting your damage they aren�t necessarily interesting or what we like to call "game changing."
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We want players to feel like entire new builds can open up if they get their hand on the right items. Glimmers of this idea are already in the game with The Three Hundredth Spear and Thing of the Deep. The plan is to embrace the idea and push them to more extremes. Potential future Legendary item ideas include a Voodoo Mask that increases pet damage, a Barbarian set that makes Call of the Ancients last until they die (after we give them full pet survivability), a Wizard Orb that allowed for two Hydras to be active at once, or the "Ethereal" boots idea I posted here. While these specific ideas may not make it into the game, they are good examples of the kinds of game changing effects we want to introduce to items. It will take time, but our goal is to try to provide players with compelling alternatives to trifecta items when talking about what items they want to acquire.

Less is More

Between Paragon levels, Nephalem Valor stacks, and all the other assorted buffs and bonuses, its possible to find a tremendous amount of Rare items during any given play session. But the quality of these Rare items just isnt where it needs to be, so even though players see a lot of them, they no longer feel special. When you identify hundreds of Rares and only a small percentage are worth equipping or selling, those items become a burden rather than something to get excited about. "Great. Now I have to identify them all, read their stats, and I�m probably going to salvage all of them." I feel your pain.
We want to make it fun and rewarding to hunt down new items through play, and really instill the feeling that your next awesome item could come from anywhere, and is just around the corner. We need to get rid of some of the clutter first, so we plan to reduce the frequency at which Rare items drop down the road.
Before anyone panics and posts an angry comment in the forums, this doesnt mean we want players to earn even fewer good items. It just means we dont feel its necessary to present the player with hundreds of bad Rares for every one that they might want. As an example, suppose items currently roll between 1-100 Intelligence. Now, imagine that we dropped 25% as many items, but the Intelligence range was instead somewhere around 75-100. In the end, youd find fewer items, but more of the items you find would be worth equipping. Thats our goal.
(On the topic of identifying hundreds of Rares, its worth adding that while most of this blog is about overall item philosophy and our goals down the road, one of the short-term changes were making is adding an "Identify All" option, which should be coming in 1.0.8.)

Gold Sinks Should be Exciting

We frequently discuss the Diablo economy, as we want players to feel that gold is a valuable commodity, useful in ways beyond just the auction house. We dont want out of control inflation, but we also don�t think that taxing players is the proper approach. Ultimately, we want to provide players with things that they are excited to spend their hard-earned gold on.
The most concrete example of how were supporting this philosophy would be the crafting recipes we introduced in patch 1.0.7. While they aren�t meant to be the silver bullet for all economic concerns, they provide more avenues for people to spend their gold to receive something they can be happy about�in this case, potential upgrades for their character or alts.

For more insight into Bind on Account items, check out Wyatts 1.0.7 preview here.
Other avenues we want to explore include providing players with vanity options or potential ways to differentiate themselves from their friends or other characters (i.e. character customization options in terms of gear). We are also exploring ways to make crafting more exciting by adding not just more ways to make appealing items, but also introducing ways to modify existing items.

Farm Monsters, Not the Auction House

The auction house is a new addition to the Diablo franchise. And, while it serves many purposes for our players and helps to keep the economy fluid, some would argue that it has done more harm to the game than good. There is value to be had in providing players a way to freely exchange unwanted items for gold, or giving Demon Hunters an easy means to sell unwanted rubies in order to purchase emeralds, but the question has to be asked: is what the auction house provides worth what it took away from some players?
If the "right" way for some people to play the game changes from killing monsters to camping the auction house, is the game better off for it? Ultimately we dont think it is, but we also dont want to take something away that has become such an enjoyable part of the game for others. So, the question instead becomes: how can we refocus the end game away from farming the auction house back to farming monsters? Its a complicated issue, but one we are committed to addressing.
The first solution always presented when we discuss this problem is "Why don�t you just get rid of the auction house?" and while completely removing the feature would in fact fix the problem it created, it would also create a void that the auction house was originally designed to address. For example, we dont want players to feel like the only way to trade with other people is by sitting in chat and spamming "WTS [item link]" and "WTB [awesome item]" all day. This is definitely not ideal.
There are a number of ideas for how to address this long term that dont include removing the auction house outright, and most of the ideas are centered around giving players more ways to find items they are excited about:
  • One idea that we have discussed is �targeted Legendaries,� where named NPCs have an increased chance of dropping specific legendary items. For example, The Butcher could have an increased chance of dropping The Butchers Carver.
  • Another idea is that we introduce a system that will help alleviate some of the bad randomness players encounter by ensuring that at least some of the Rare and Legendary items you find will be something good for your class.
  • Weve also discussed allowing bosses the first time you kill them in each difficulty to have a guaranteed chance to drop a Legendary.
The list goes on and, as with all design, nothing is ever final. This is just a snapshot of what were working on currently with regard to itemization, and we hope to provide more specifics as we get closer to implementing these changes into the live game. In the meantime, wed love to hear what you think about our approach, since much of whats cited above has been inspired by your feedback.
Travis Day is a Game Designer for Diablo III. His brother, Morgan, also works at Blizzard Entertainment. Theyre kind of like the Venture Bros, except without the super violent, super secret agent bodyguard. Go Team Blizzard!
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Wednesday, May 24, 2017

Diablo 3 Patch 1 0 7 Build Guide Update

Diablo 3 Patch 1 0 7 Build Guide Update


Patch 1.0.7 Build Guide Update submitted by muze.



Patch 1.0.7 update covering the changes for existing build guides.
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Sunday, May 21, 2017

Distro NuTyX 8 2 93 Rereased Update to Python 3 Kernel 4 9 2

Distro NuTyX 8 2 93 Rereased Update to Python 3 Kernel 4 9 2




The developers of NuTyX, a distribution derived from Linux From Scratch with a custom package manager called "cards", have announced the availability of a new development snapshot. The new development release, NuTyX 8.2.93, is available in both 32-bit and 64-bit builds. A number of fixes have been applied to improve wireless networking and the default version of Python has been updated to Python 3


What  is NuTyX ?

NuTyX began as a French Linux distribution which has added multi-language support. The distribution is created from Linux From Scratch and Beyond Linux From Scratch, with a custom package manager called "cards". The package manager can install individual binary packages, a group of related binary packages (e.g. desktop packages, such as KDE or Xfce), and compile source packages from "ports". The distribution is designed for intermediate and advanced Linux users.

About Release NuTyX 8.2.93

NuTyX 8.2.93 available with cards 2.1.105. The NuTyX team is please to announce the development release 8.2.93 of NuTyX. More then 1500 commits since version 8.2. New ISOs are available in 32- and 64-bits There sizes are respectively about 219MB and 224MB. The available graphical interfaces are: KDE Plasma, MATE, Xfce, LXDE, FLWM, TWM, JWM, Blackbox, Openbox, Ratpoison. Third development version for the next stable version of NuTyX 8.3 planned to be release for beginning of March. The wireless post-configuration have been improved. The ESSID bug is corrected. A composite name as ESSID is now possible


Others packages names changes

  • xorg-mesa is now mesa
  • fltk1 is now fltk



Main Updated Package List

  • linux lts 4.4.38 -> 4.9.2
  • cards 2.1.94 -> 2.1.105
  • gcc 6.2.0 -> gcc 6.3.0
  • curl 7.50.1 -> 7.51.1
  • sqlite 3.11.1 -> 3.16.2
  • dhcpcd 6.11.2 -> 6.11.5
  • cups 2.1.4 -> 2.2.1
  • python3 3.5.1 -> python 3.6.0
  • python 2.7.13 -> python2 2.7.13
  • glib 2.48.2 -> 2.50.2
  • dbus 1.10.8 -> 1.10.14
  • xorg-mesa 12.0.1 -> mesa 13.0.3
  • xorg-server 1.18.4 -> xorg-server 1.19.0
  • lxdm 0.5.3
  • slim 1.3.6
  • gtk 3.20.9 -> 3.22.6
  • Qt5 5.7.0 -> Qt 5.8.0-rc
  • KDE Applications 16.08.1 -> 16.12.0
  • kf5 5.26 -> 5.29
  • plasma 5.7.95 -> 5.8.5
  • mate-desktop 1.14.1 -> 1.16.1
  • lxde-session 0.5.2 -> 0.5.3
  • avidemux 2.6.16
  • hexchat 2.12.4
  • firefox 49.0.2 -> 50.1.0
  • chromium 53.0.2785.116 -> 55.0.2883.87
  • libreoffice 5.2.1.1 -> 5.2.4.2

Further information on NuTyX 8.2.93 can be found on the distributions news page.


The 10 benefits of NuTyX

  • You can install NuTyX from almost any other distribution, thanks to the BASH script named install-nutyx. This can be downloaded, study it carefully to see what it will do, then launch it from the host distribution. Briefly, the script will check for all the necessary tools, then start the download of a minimal set of packages and finally install them in the location you specified. Details and explanations can be found here.
  • The hierarchical ports collection system provides maximum flexibility in managing software. Each collection is divided into a mandatory and an extra part.
  • A very simple method called porting allows you to download a recipe from our repositories. This recipe is very similar to the scripts used in CRUX, and is usually less than 10 lines long. It can also determine and apply all needed Dependencies.
  • It has the ability, once installed in a folder, to produce a personalized installable ISO version of NuTyX. The new live version can also be re-installed on other machines, should you so desire.
  • It allows you to install a complete base binary package or a selection of individual base binaries packages. For example: devel, man, doc and lib.
  • It has no need of a separate HDD or partition. The NuTyX installer creates a virtual environment and therefore is able to install/re-install without formatting the target disk or partition.
  • It has unique installation coding, that prevents the NuTyX installer from FORMATTING the target partition. This means that NuTyX can be installed on a partition containing data: (for example) personal files and various non-system folders.
  • It has a very powerful, yet simple command which allows you to revert to the base system and completely change the graphical user interface (for example from KDE to XFCE). This makes it unnecessary to reinstall or download every package again. The already downloaded packages will be simply be reinstalled automatically if still uptodate.
  • It has a totally unique package manager made of expandable modules. It has no dependencies except glibc. One of its strong points is the ability to discover binary (run-time) dependencies automatically.
  • It has the ability to compile all the packages properly per level in a dedicated chroot environment. After compilation, all the dependencies are again checked to make sure no broken links are found.

Download :

NuTyX_i686-8.2.93.iso
NuTyX_x86_64-8.2.93.iso
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Saturday, May 13, 2017

Disable and Enable Automatic update in Workbook links of External Content section Microsoft Office Excel 2007

Disable and Enable Automatic update in Workbook links of External Content section Microsoft Office Excel 2007



=======================================================
To Enable and Disable Automatic Update For Data Connections of Blocked Content of Workbook links in External Content section [Trust Center Setting]
=======================================================

Disable and Enable Excel Automatic Update
Follow these Steps:
  • 1. Click the Microsoft Office Button, and then click Excel Options
  • 2. Click Trust Center
  • 3. Click Trust Center Settings
  • 4. Click External Content
To Enable: Check the Radio Button of The Following..
Prompt user about Data Connections and Prompt user on automatic update for Workbook Links

To Disable Check: Check the Radio Button of The Following..
Disable automatic for Workbook link and Disable all Data connection.

  • 5. Click Message Bar.

To Enable: Check the Radio Button of The Following..
Show the Message Bar in All Application when content has been block.

To Disable Check: Check the Radio Button of The Following..
Never Show information about blocked content. .

Disable Automatic update in Workbook Excel
  • 6. Click OK to close the Trust Center dialog box.
  • 7. Click OK to close the Excel Options dialog box.

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