In response to complaints from players about slow or missing medals, Helldivers 2 community manager Twinbeard said the game’s reward system will get an “overhaul” in the future that should make the awarding of medals for completed major orders faster and more reliable.
Complaints about missing medals have been kicking around for ages. Arrowhead Games CEO Johan Pilestedt touched on the topic in February, for instance, saying the studio was able to “mitigate” the issue but not resolve it completely.
It’s a testament to the game’s popularity, and the fact that medals generally do arrive eventually, that players have been relatively patient and understanding about the whole thing, but complaints have continued to pile up on Reddit and the Helldivers Discord. It’s a problem Arrowhead is well aware of.
“System is very slow and needs a serious overhaul,” Twinbeard said earlier today on Discord (via GamesRadar) in response to one player who said they’re missing over 100 medals. “Medals are being rolled out, it’s just veeeeeeery sloooooow.”
“The problem hasn’t been so much the system being slow as it has not working properly,” he said to another.
Later in the day, he posted a message addressing the issue more formally in the HD2-Announcements channel, promising that medals are still being rolled out, and more importantly that bigger changes are coming that will hopefully put an end to the problem once and for all.
“Medals for two of the latest three major orders have now been shipped,” Twinbeard wrote. “The last remaining batch will roll out in 11 hours (if Hammertime does its thing; if not, 11.00 AM CET April 10th).
Sign up to get the best content of the week, and great gaming deals, as picked by the editors.
“We will also do an overhaul in the future of the system handling these requests, as it’s frankly about as reliable as a solar-powered watch in Malevelon Creek.”
(Image credit: Arrowhead Game Studios (Discord))
In a subsequent reply, he clarified that the awards system is being changed, but not the medals themselves. He also said that the delay in rewards is simply because “the system is lagging,” and is unrelated to the recently renewed Automaton invasion that has everyone scrambling to fend off a vengeful robot tide.
For now, if you’re missing medals, the only real option is to wait and keep your fingers crossed. Pilestedt suggested in February that restarting the game might help move things along, but it might not too. I ran into the problem with delayed medals during my Helldiving days and it was mildly alarming at first, but after an overnight wait they showed up as intended. Still, a proper fix will be welcome: Helldivers 2 is still posting monster numbers, and all those stalwart defenders of managed democracy deserve the rewards they’ve earned.
https://gamingarmyunited.com/wp-content/uploads/2024/04/Helldivers-2-reward-system-will-get-an-overhaul-because-right.png6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-04-09 23:17:262024-04-09 23:17:26Helldivers 2 reward system will get an ‘overhaul’ because right now it’s ‘about as reliable as a solar-powered watch in Malevelon Creek’
As the technology of videogame graphics has grown and evolved over the decades, developers have been able to imbue their characters with more and more life and humanity. Subtle animations and mo-capped facial expressions give heroes and villains a believable inner life that enables more emotionally resonant stories to be told. But that’s all a bit of a waste of time, as it turns out, because Void Sols took about 15 seconds to get me feeling empathy for a triangle.
In this soulslike’s abstract world, people and creatures are just shapes. At best, larger beings may combine two or three shapes together. The environments are a little more textured, but still simple and boxy with stripped-back details—a flaming torch is just a glowing circle, while a treasure on the ground is a bundle of triangles.
And yet it’s brilliantly atmospheric. The opening sees your little triangle hero in a prison cell next to another identical triangle. When your fellow inmate is dragged out and murdered by the guards in front of you, you immediately understand the trouble you’re in. From that moment on, I stopped seeing shapes, the abstract visuals allowing my mind to fill in the details without me even realising. A big, slow-moving circle becomes a lumbering knight, a quick little diamond becomes a sneaky assassin, and my lonesome triangle becomes a brave adventurer, fighting to escape a nightmarish prison. Simple but well-deployed music and sound effects complete the illusion.
In typical soulslike fashion, Void Sols is all about precise and dangerous fights, and it’s here that those clean visuals really show their worth. Doing battle with abstract shapes from a top-down perspective, it’s pleasingly easy to fully see and understand the behaviour and attack patterns of your enemies. The white silhouette weapons they wield swing in often massive arcs, forcing you to learn the perfect moments to dodge, weave, and duck in a desperate strike.
On its own, a Geometry Wars-inspired look wouldn’t be enough to stand out in the increasingly busy crowd of indie soulslikes, but as I play through a preview build, I’m excited to find Void Sols brings a really experimental spirit to the genre. For one, you can respec your character freely at every bonfire-equivalent, reallocating points between four stats and equipping different weapons and items that radically change your playstyle. I’m always glad of being able to try out different things as I go rather than being locked into a starting class, or slowly calcifying my character more and more with every level up. But in Void Sols it feels like it opens up your strategic options too.
As soon as I discovered a slow but powerful greathammer, for example, I shifted gears into a strength build. I was having a great time with the risk-reward of timing my strikes to take down charging enemies in one big hit. But once I hit the boss—a huge prison warden that attacks swiftly with two meat cleavers—it felt a bit too dangerous. After a trip back to the bonfire, I was able to experiment with which combo might work best, ultimately settling on more of a rogue build based around speed and short-range dagger strikes—far better for keeping my distance from his attacks and seizing opportunities where they arose. Being able to try out very different solutions to each encounter is brilliantly satisfying, and character-building is kept simple enough that it should remain easy to do even at higher levels with more options on the table.
The world itself further encourages creative problem solving with almost immersive sim-like interactions. The flaming torch item, for example, allows you to set wooden objects on fire. In a room full of tables and barrels, the blaze can spread and scorch your foes—but equally, it can be used to relight a spent campfire, keeping yourself warm to avoid the icy debuff that can slowly overcome you in cold areas.
Sign up to get the best content of the week, and great gaming deals, as picked by the editors.
Enemies are divided into simple factions, and with some agile trickery, they can be duped into battling each other as well as you. The boss of the prison, for example, summons a group of adds from another faction halfway into the fight, which can totally overwhelm you if you’re not prepared. But if you can manoeuvre around such that the archer minions accidentally shoot a couple of arrows into the boss’ back, he’ll turn on his own reinforcements, and you can take a moment to recover while they battle.
While the public demo only includes the initial prison sequence, it also offers several remixes of it through the Challenges menu, including a Supermax version that entirely changes the level layout and adds new enemy types and dangers. There’s a confident flair in how it turns the experience on its head that makes me really excited to see what developer Finite Reflection studios is going to do with an entire world in the final release.
Though a release date for Void Sols is still TBA, you can check out the demo for yourself on Steam now.
https://gamingarmyunited.com/wp-content/uploads/2024/04/1712665779_This-slick-and-experimental-soulslike-takes-about-15-seconds-to.jpg6311200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-04-09 12:52:512024-04-09 12:52:51This slick and experimental soulslike takes about 15 seconds to get you feeling empathy for a triangle
Of all the issues that afflict PC gamers, whether it’s a dodgy driver, excessive fan noise, a buggy game patch or OLED burn-in, I would not have put the photodegradation of a GPU backplate in the top 100 of potential issues.
But apparently, it’s a thing. Twousers on Reddit (via Videocardz) reported some photodegradation appearing on the backplates of different graphics cards. The discoloration closely matches the patterns you’d expect to see from an adjacent set of memory modules equipped with RGB lighting.
The speculation is that the RGB lighting in question reacted with the coatings used on the backplates of the cards. It doesn’t appear to affect a specific card, as the reports show the phenomena affecting MSI and Gigabyte cards (followed later by an Asus card). Rather, it seems to be related to the accompanying memory kit’s RGB LEDs.
Now I’m not a materials engineer, and even if I was, I wouldn’t want to speculate too much without specific knowledge of the LED’s emission spectrum, or the materials used on the backplates themselves. However, years of exposure to UV light could be an explanation.
It makes some sense. If you leave a shirt out in the sun, it gets blasted by the sun’s UV light, and will fade quickly. Something similar appears to be happening here. Luckily, this does not seem to be a widespread issue. If it were, millions of owners of PCs equipped with RGB lighting would be reporting similar issues.
My assumption (and you know the old cliche about assumptions) is that there are some memory modules out there with low quality or faulty LEDs emitting light they are not supposed to.
There’s another aspect to consider. It’s one thing to end up with some cosmetic damage over years of use—perhaps 24/7 use—but it’s another to look into a brightly lit RGB system at night time and get your retinas scalded with dodgy light.
Sign up to get the best content of the week, and great gaming deals, as picked by the editors.
It’ll be interesting to see if this issue becomes more widely reported. There’s no word from the users about a certain memory kit or batch, but if there indeed is a faulty batch of otherwise fully functional RGB LEDs out there being used by memory manufacturers, we might see more of this in the future.
Now if you’ll excuse me, I’m about to check out the RTX 4060 in my daily system to see if it’s got any marks caused by some G.Skill Royal DDR4 memory. Damn, those LEDs are bright!
https://gamingarmyunited.com/wp-content/uploads/2024/04/1712629708_Its-not-just-OLEDs-that-can-suffer-from-burn-in.jpg6761200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-04-09 02:12:162024-04-09 02:12:16It’s not just OLEDs that can suffer from burn in. Your graphics card’s backplate might suffer from it too
I am not prepared for the final battle of Dragon’s Dogma 2. My borrowed pawns are underleveled, I’m running low on healing supplies and, after playing non-stop for 12 hours, I am very tired. I should have been smashed to bits, but something clicks as I’m scurrying underneath the massive dragon. I become one with my duospear, and I carve the scaly bastard up a treat. He goes down and I allow myself a tired “whoop!” before looking sheepish. I’ve bloody done it.
As the credits roll, I’m beckoned towards the sovran’s throne. I can usher in a new era of peace as the Arisen who defeated the dragon. But sitting amongst the oblivious nobles is a ghostly figure: my spectral guide, the Pathfinder, whose identity remains a mystery even as the game is poised to end. He’s annoyed when I chat with him, as if he’s just waiting for me to finish the game so he can go to the pub with his mates. But I don’t like being told what to do. I chat with him again. He’s angry this time.
This is when I realise the game is absolutely not over.
(Image credit: Capcom)
My refusal to simply accept my fate causes my guide to transport me out of the castle and back in time. The dragon is alive once more, and we’re hurtling through the sky towards our final battle again. I have no idea what’s going on or what I should do. I decide to crawl towards his weak spot. Maybe I can stab him before we land? But I can’t do that. What I can do, however, is equip the Godsbane sword I was gifted by the first Arisen countless hours before. And I stab myself in the heart.
Instead of dying, I go through a custscene and then find myself just off the coast of Battahl. I should be consumed by the red miasma because I’m standing in what used to be water. But all the water is gone. Above me the sky is red, with huge, angry beams of light bearing down on the world. The Unmoored World. Dragon’s Dogma 2’s true ending.
Apocalypse now
(Image credit: Capcom)
Capcom gave reviewers some details about Dragon’s Dogma 2’s various endings, but in an effort to experience the entire game like a regular player I didn’t spoil this for myself beforehand. Thus, this big “holy shit” moment genuinely shocks me. By not letting the game end with my victory against the dragon, fate has been broken, and my spectral guide now wants me to watch what I’ve wrought: the end of everything.
To reinforce the stakes of the Unmoored World, part of it has already been completely destroyed. Cheerio, Melve! The few quests left in my log vanish, because I’ve only got one job to do now: save as many people as I can. Thus begins a race to speak to the world’s leaders and encourage them to come to the last sanctuary left—an ancient, once-submerged castle.
Sign up to get the best content of the week, and great gaming deals, as picked by the editors.
Like an epilogue, it’s a whirlwind tour of my previous haunts, reconnecting me with NPCs who I’d helped, and sometimes tried to thwart, back before everything went to shit. But it’s more than a chance to say farewell. Each location also features a massive boss battle, with creatures who must be defeated to stop the aforementioned death beams from destroying everything. In typical Dragon’s Dogma 2 fashion, it’s not clear how much time you have, but there’s absolutely a time limit. And this is why the Volcanic Island Camp was excised from existence. Sorry guys, my bad. I was, erm, napping?
(Image credit: Capcom)
See, resting too much is a bad idea. Every time you rest, you’re closer to everything being destroyed. But it’s very tempting, because it fully repairs your health bar, and you don’t want to die in the Unmoored World, as that will send you all the way back to the first day of the apocalypse, forcing you to redo everything again. There’s more than a hint of a roguelike in its structure. Death is also a lot more likely, not just because you’ll be facing a series of tough bosses, but because there are stronger variants of old enemies wandering the world as well. And those pesky skeletons who haunt the night? Well, now that the sun is gone, they’re gallivanting around the world all the time.
Maybe it’s because I’ve been spoiled by soulslikes, but I want to properly earn my victories.
It’s stressful and fraught with danger, then, but so much more satisfying than simply slaying a dragon and calling it a day. I’ve never been a fan of the idea that a single fight, taking place in a vacuum, is all that’s needed to save the world. A monumental task such as this should require a bit of effort. And while that final dragon battle can drag on, it’s not especially challenging. Maybe it’s because I’ve been spoiled by soulslikes, but I want to properly earn my victories.
From a narrative perspective, the Unmoored World is also a whole lot more engaging. At several points the cyclical nature of the rivalry between the dragon and the Arisen is made clear, so merely stabbing the big fella to death feels wrong, somehow, like you’re just playing a preordained role, going through the motions, and not actually changing anything. Risking the utter destruction of the world in the hopes of freeing everyone from a never-ending cycle is a much richer conclusion.
(Image credit: Capcom)
I’m also an absolute sucker for some meta commentary on the nature of RPGs. For most of the adventure, Dragon’s Dogma 2 follows the classic action-RPG model: You’re a fated hero, tasked with growing in power until you’re able to defeat the game’s Big Bad. You can make lots of little choices, but in the grand scheme of things your agency is limited. If you’ve ever played a tabletop RPG with a tyrannical GM, the Pathfinder might feel familiar. It’s his world, and you’re just following his script, and if you’re not going to play ball he’s going to flip the table over.
The true ending, then, lets you break free from the constraints of a typical action-RPG narrative structure. It’s liberating and surprising, saving one last big twist for the end. Yes, the agency you have amounts to getting a choice between ending the game in the throne room and maintaining the chains of fate or saying “screw this” and fighting through the Unmoored World, but that decision has such a monumental impact.
It also meant that, instead of calling it a night after watching the credits roll for the first time, I instead stayed up for another six hours to hit the proper ending. It was entirely worth it, though, and I have no regrets.
https://gamingarmyunited.com/wp-content/uploads/2024/04/1712593687_Dragons-Dogma-2s-true-ending-is-a-high-point-for.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-04-08 17:20:542024-04-08 17:20:54Dragon’s Dogma 2’s true ending is a high point for RPG climaxes
Describing the polarized US Congress as dysfunctional is being too kind. Republicans and Democrats don’t agree on too much in the current political climate, but one thing most people agree on is the right to privacy—particularly in the era of big tech.
According to a Punchbowl News tweet (via the Washington Post), the House Energy and Commerce Committee and the Senate Commerce Committee are nearing a deal that would introduce comprehensive Federal data protection standards. The bill is set to include provisions on what data companies can collect and use, and even allow individuals to sue these companies for violating their privacy rights.
On its face, this sounds like good legislation. I’m all for giving individuals more control over their data. Forcing companies to notify and inform consumers about data collection and retention policies can only be a good thing. And I’d like to be asked for permission about whether my data can be shared with third parties.
If you’re anything like me, then you hate targeted advertisements. A few weeks ago I visited a pet food store to buy some food for my cat. Minutes later I started seeing ads for pet food on my local weather website! No thanks! Some kind of opt-out solution will be very welcome in my book.
The bill—should it reach a floor vote—will mark another attempt at passing a comprehensive data privacy and protection act. There have been many attempts going back decades, but it has since become an ever more pressing issue after a series of highly publicized data leaks and scandals.
Though unproven pending court action, the latest example is one where Netflix was allegedly given ‘programmatic’ access to Facebook direct messages, which if proven, would be a major privacy breach.
The European Union introduced similar laws in 2016. The General Data Protection Regulation (GDPR) is designed to give users rights over their personal information and data, prevent its misuse, and require companies to introduce more robust security standards. It’s served as a model for many non-EU countries, but a comprehensive US solution has proved elusive.
Sign up to get the best content of the week, and great gaming deals, as picked by the editors.
The US already has protections in place forbidding the sharing of users health and financial data, but a more comprehensive national privacy policy is long overdue.
At this point in time, there’s no word on when the bill will come to a floor vote—let alone if it will pass both houses— but it’s good to see both parties come together on this important issue.
https://gamingarmyunited.com/wp-content/uploads/2024/04/1712557645_A-comprehensive-online-privacy-bill-is-one-step-closer-after.jpg612919Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-04-08 06:21:002024-04-08 06:21:00A comprehensive online privacy bill is one step closer after US Congressional leaders reach a tentative bipartisan deal
Get ready for some close-up card-driven brawling, because battler Fights in Tight Spaces has a sequel-spinoff coming: Knights in Tight Spaces, a fantasy themed throwdown that’ll have you take a party of ruffians engaging in a tactical brawl against not just action movie mooks like the first game, but skeletons and wizards and rock monsters.
It’s just as stylized as the first game was, though definitely refined into something even prettier than before, with a hybrid kind of lined and woodcut print looking aesthetic that’s much easier to read than the prior game’s black-and-red-on-white.
“Knights in Tight Spaces is a tactical deckbuilding game in the same universe as Fights in Tight Spaces, the successful game by Ground Shatter. It is a standalone title that sends us back to medieval times, building on the much-loved gameplay in new and dynamic ways,” says the developer.
The first game was notable for its use of tight terrain maps over the deckbuilding layer, forcing you into tricky tactical choices that had you carefully placing characters over and around obstacles and enemies. The combination of turn-based tactics and deckbuilding has been done before, but Fights in Tight Spaces had a pretty unique twist on it.
“Smashing an armed goon’s head against the wall before launching his buddy out of a third story window doesn’t sound particularly strategic on paper, but the small-scale turn-based combat of Fights in Tight Spaces transforms even the simplest enemy encounter into an intricate puzzle box where the only solution is your fists,” said writer Dashiell Wood in the 83/100 Fights in Tight Spaces PC Gamer review.
https://gamingarmyunited.com/wp-content/uploads/2024/04/1712521525_The-fantasy-sequel-to-Fights-in-Tight-Spaces-is-just.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-04-07 20:42:142024-04-07 20:42:14The fantasy sequel to Fights in Tight Spaces is just called Knights in Tight Spaces, and it has a demo out now
Released in 2020, crafting, base-building, and mining sandbox Hydroneer has been an indie success story that sold upwards of 500,000 copies as of 2022. Now it has a full expansion, Journey to Volcalidus, that dumps a huge new environment to mine and profit from: The island of Volcalidus, which is “over 6 times the size of the original island” and comes complete with a town to rebuild.
The expansion also has a huge new crane truck, a slew of new deep-underground resources to mine, and a bunch of lava-powered machinery that harnesses the island’s volcano to get work done a bit easier. There are also new systems around augmenting your tools and machines for extra effect while crafting them.
The expansion comes alongside a big patch of free quality of life updates and fixes for anyone who owns Hydroneer. The biggest feature there is building snapping and a lighting rework, but upgrades to how well vehicles handle and a bunch of performance optimizations don’t go amiss.
Hydroneer first got PC Gamer’s attention back in 2020 because of one questionable innovation: It has no inventory system. That turned out to be great in the eyes of players, and since then hydroneer has gone on to huge success and a pretty polished modern state, getting power and logic systems as well as local multiplayer and vehicles in a big 2.0 update back in 2022.
https://gamingarmyunited.com/wp-content/uploads/2024/04/1712485466_Mining-and-base-building-sandbox-Hydroneer-has-a-sprawling-new-expansion.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-04-07 05:59:562024-04-07 05:59:56Mining and base-building sandbox Hydroneer has a sprawling new expansion of volcanos and glaciers
While it’s had several hotfixes already this year, Darktide will be getting its first significant 2024 update in late April. As developer Fatshark explains on its blog, this update—called the Path of Redemption—includes a reinvented penance system. Previously, penances were achievements that occasionally rewarded players with a cosmetic. Under the revised system, the points earned for completing them will progress you along a track of cosmetic rewards including, “frames, insignias, trinkets, emotes, end of round poses, character cosmetics, and weapon skins” as well as backpacks, titles, and cosmetics based on the outfits worn by the characters in Darktide’s trailers and art.
To add some much-needed variety to missions, they’re having new “puzzles, challenges, and collectibles” added to them, though the blog post doesn’t go into specifics on those. It does mention one new enemy, a Dreg Tox Bomber who throws blight grenades, and a new condition called “Pox Gas”.
The Path to Redemption update will also add an option to revise your character’s name, voice, background, and height by paying ordo dockets. It’s called the Personality Scourge, which sounds fun and painless.
Fatshark emphasized earlier in the year that “this is not our full plan for 2024. We will be adding new elements to Darktide throughout the year as well including (but not limited to) new missions, new enemies, new weapons, new conditions, and new features alongside balance updates, quality of life additions, along with some other surprises which we will share in due time.” Hopefully those of us waiting for a continuation of the story, as well as more map and mission variety, will have something to look forward to as well.
Sign up to get the best content of the week, and great gaming deals, as picked by the editors.
https://gamingarmyunited.com/wp-content/uploads/2024/04/1712449429_Darktides-first-update-for-2024-revises-penances-adds-puzzles-pox.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-04-07 00:41:392024-04-07 00:41:39Darktide’s first update for 2024 revises penances, adds puzzles, pox gas, and a new enemy
Turn your Wordle around in an instant with a quick click through to today’s answer, or make sure you start off on the right track with our freshly-written clue for the April 6 (1022) game. However you want to play today, we’ve got the help you need.
“Yep, yep, nope, oh heck, save me, I think I’ve got this” is pretty much how today’s Wordle went for me. It took five goes before I found a green letter that made the few clues I’d gathered fall into place, and even though I did manage to find today’s answer just in time I can see that it still could’ve gone very badly for me on that last row. Let’s hope tomorrow’s game is a little less stressful.
Today’s Wordle hint
(Image credit: Josh Wardle)
Wordle today: A hint for Saturday, April 6
You’ll need a bird brain to solve today’s Wordle. You’re looking for the name of a small songbird with a short pointed beak. Chaff, bull, gold, green, and strawberry are all types of this bird.
Is there a double letter in Wordle today?
No, a letter is not used twice in today’s puzzle.
Wordle help: 3 tips for beating Wordle every day
If there’s one thing better than playing Wordle, it’s playing Wordle well, which is why I’m going to share a few quick tips to help set you on the path to success:
A good opener contains a balanced mix of unique vowels and consonants.
A tactical second guess helps to narrow down the pool of letters quickly.
The solution may contain repeat letters.
There’s no time pressure beyond making sure it’s done by midnight. So there’s no reason not to treat the game like a casual newspaper crossword and come back to it later if you’re coming up blank.
Today’s Wordle answer
(Image credit: Future)
What is today’s Wordle answer?
Your first win of the weekend. The answer to the April 6 (1022) Wordle is FINCH.
Sign up to get the best content of the week, and great gaming deals, as picked by the editors.
Previous answers
The last 10 Wordle answers
The more past Wordle answers you can cram into your memory banks, the better your chances of guessing today’s Wordle answer without accidentally picking a solution that’s already been used. Past Wordle answers can also give you some excellent ideas for fun starting words that keep your daily puzzle solving fresh.
Here are some recent Wordle solutions:
April 5: WRIST
April 4: CLIMB
April 3: PLAIT
April 2: SERUM
April 1: FROND
March 31: TABOO
March 30: FORCE
March 29: REALM
March 28: SPEAK
March 27: STUNG
Learn more about Wordle
(Image credit: Nurphoto via Getty)
Every day Wordle presents you with six rows of five boxes, and it’s up to you to work out which secret five-letter word is hiding inside them.
You’ll want to start with a strong word like ALERT—something containing multiple vowels, common consonants, and no repeat letters. Hit Enter and the boxes will show you which letters you’ve got right or wrong. If a box turns ⬛️, it means that letter isn’t in the secret word at all. 🟨 means the letter is in the word, but not in that position. 🟩 means you’ve got the right letter in the right spot.
You’ll want your second go to compliment the first, using another “good” word to cover any common letters you missed last time while also trying to avoid any letter you now know for a fact isn’t present in today’s answer.
After that it’s just a case of using what you’ve learned to narrow your guesses down to the right word. You have six tries in total and can only use real words (so no filling the boxes with EEEEE to see if there’s an E). Don’t forget letters can repeat too (ex: BOOKS).
If you need any further advice feel free to check out our Wordle tips, and if you’d like to find out which words have already been used you can scroll to the relevant section above.
Originally, Wordle was dreamed up by software engineer Josh Wardle, as a surprise for his partner who loves word games. From there it spread to his family, and finally got released to the public. The word puzzle game has since inspired tons of games like Wordle, refocusing the daily gimmick around music or math or geography. It wasn’t long before Wordle became so popular it was sold to the New York Times for seven figures. Surely it’s only a matter of time before we all solely communicate in tricolor boxes.
When World of Warcraft Classic debuted in 2019, the motto was “#nochanges”: It was to be a pristine picture of the original leveling experience in the landmark MMORPG. It wasn’t long, however, before #somechanges started sneaking in. A few things released out of order here, a few quality of life tweaks over there, and before long, Classic started to diverge from the original.
The most dramatic example of that is Season of Discovery, a Classic flavor that is anything but, including everything from brand-new PvP experiences and revamped dungeons to mages that can heal and shamans that can tank.
Even in the standard Classic experience, however, there are small changes that can make a big difference. I recently spoke with two WoW Classic developers about how changes are selected in the many flavors of Classic: Classic progression, now on the Wrath of the Lich King expansion; Classic Era, which sticks to the original 1-60 leveling experience; Classic Season of Discovery; and Classic Hardcore, the permadeath version.
“When you have such a broad audience of different players with different preferences, different perspectives, it’s important for us to have almost like a menu of options for them to choose from,” said Nora Valletta, lead software engineer. “We have a healthy amount of players who are solely focused on Classic Era, for example, and we have players that dabble in a bunch of different Classic versions, including some crossover from modern as well.”
Serving all those different kinds of players requires different approaches. The Classic Era ethos doesn’t lend itself to balancing factions for things like Blessing of Kings or Windfury, but Season of Discovery definitely does (and did). Season of Discovery in particular is actively teaching developers what works and what doesn’t in the Classic universe, she said.
“It’s showing us what does harmonize most effectively with WoW Classic, and what could use a little bit of adjustment,” Valletta said.
The key is to make changes that enhance the feeling that you’re playing the original WoW, said associate production director Clayton Stone.
Sign up to get the best content of the week, and great gaming deals, as picked by the editors.
“There’s so much that is preserving the original feelings that players felt about their classes, and about what they were engaging with and how they were interacting with the world,” he said. “We may make some quality of life changes where we feel we can help enhance the experience. But so much of it is nestled in wanting to bring back some of those memories of how you remember playing it, for a current audience and running on our modern code.”
(Image credit: Blizzard)
There’s something about Classic that feels very social and in some ways highly encourages you to interact with other people to form groups or form parties to overcome challenges.
Clayton Stone
Even in Season of Discovery, the team is careful not to make things feel “not Classic”—when designing the runes that contain new spells and abilities, they want to be sure that they have the right flavor, Valletta said.
“We had these different archetypes in mind when designing the runes. If you’re a rogue, maybe you’re like a swashbuckler rogue as one archetype, for example,” she said. “And so our approach has been very class-fantasy forward. So we’re often thinking like, ‘If I play this class or if I play this race, what have I been through historically? Where am I at in this moment in the Classic era’s time? What’s the additional flavor my class might add to that? What makes sense?'”
Stone said another big factor in Classic is the social dynamic between players, and developers avoid changes that would get in the way of that.
“There’s something about Classic that feels very social and in some ways highly encourages you to interact with other people to form groups or form parties to overcome challenges,” he said. “And I don’t think that’s something that we really want to walk away from.”
It’s one of the reasons the team was so careful when it came to introducing the Dungeon Finder to Classic progression servers, he said. “There was a very, very vocal, almost overwhelming vocal, portion of the community that had been saying since the beginning of Wrath Classic, ‘Bring us Dungeon Finder.’ This is a modern audience, this isn’t 2008 anymore.”
I think the decision to bring in Dungeon Finder in the way that we did just felt like the right thing to do at the right time, benefiting the most players.
Clayton Stone
And the team did bring it in with the final phase, at roughly the same point where it was originally introduced—but included modern accommodations as part of it. Players can use it to queue up for the more-difficult Titan Rune dungeons that were added to Wrath Classic, for example.
“There is something about looking back at these past expansions and highlighting all of the best elements of them, and then bringing a little bit of quality of life there for a current modern player base that’s playing these games,” Stone said. “Looking at it through that lens, I think the decision to bring in Dungeon Finder in the way that we did just felt like the right thing to do at the right time, benefiting the most players.”
Dungeon Finder also affects the pacing of the game, another important factor in what changes the team decides to implement in Classic, Valletta said.
“Pacing is something that we pay a lot of attention to when considering the various versions of Classic,” she said. “While some players really enjoy racing to level 60, others enjoy questing and smelling the roses, so to speak, along the way. So with Dungeon Finder being in that final phase of Wrath, the increase in pacing makes more sense and feels better with how the content is designed in Wrath and later expansions than it would, for example, in Classic Era.”
(Image credit: Blizzard)
These meta behaviors that came up weren’t necessarily healthy for the social aspect of the game. And so we thought to ourselves, how can we make this more fair?
Nora Valletta
Sometimes quality of life is more important than slavishly following the original arc of the game, Valletta said. A good example is PvP: the technical back end for that system was changed and modernized for Classic.
“We looked at this system holistically,” she said. “We were like, okay, it was previously identical to how it behaved back in the day, but we saw some things about it and some player behaviors around it that we don’t want to have.”
Full boosting groups, for example, didn’t feel like behavior the team wanted to encourage.
“It almost became a popularity contest on the side,” she said. “These meta behaviors that came up weren’t necessarily healthy for the social aspect of the game. And so we thought to ourselves, how can we make this more fair? How can we make it more that someone can participate even if they have a full-time job, kids, stuff they want to do in their free time, and are not necessarily going to be able to go heads down and grind for three weeks straight?”
So, like with other aspects of the game, the team brainstormed design changes they felt would harmonize with Classic but also lead to more desirable results, she said, including eliminating rating “decay” when players aren’t able to hop in game. It’s a strategy the developers will carry forward into the future of WoW Classic.
https://gamingarmyunited.com/wp-content/uploads/2024/04/1712413360_How-the-WoW-Classic-team-decides-what-to-change-in.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-04-06 00:29:372024-04-06 00:29:37How the WoW Classic team decides what to change in the 20-year-old game
We may request cookies to be set on your device. We use cookies to let us know when you visit our websites, how you interact with us, to enrich your user experience, and to customize your relationship with our website.
Click on the different category headings to find out more. You can also change some of your preferences. Note that blocking some types of cookies may impact your experience on our websites and the services we are able to offer.
Essential Website Cookies
These cookies are strictly necessary to provide you with services available through our website and to use some of its features.
Because these cookies are strictly necessary to deliver the website, refusing them will have impact how our site functions. You always can block or delete cookies by changing your browser settings and force blocking all cookies on this website. But this will always prompt you to accept/refuse cookies when revisiting our site.
We fully respect if you want to refuse cookies but to avoid asking you again and again kindly allow us to store a cookie for that. You are free to opt out any time or opt in for other cookies to get a better experience. If you refuse cookies we will remove all set cookies in our domain.
We provide you with a list of stored cookies on your computer in our domain so you can check what we stored. Due to security reasons we are not able to show or modify cookies from other domains. You can check these in your browser security settings.
Google Analytics Cookies
These cookies collect information that is used either in aggregate form to help us understand how our website is being used or how effective our marketing campaigns are, or to help us customize our website and application for you in order to enhance your experience.
If you do not want that we track your visit to our site you can disable tracking in your browser here:
Other external services
We also use different external services like Google Webfonts, Google Maps, and external Video providers. Since these providers may collect personal data like your IP address we allow you to block them here. Please be aware that this might heavily reduce the functionality and appearance of our site. Changes will take effect once you reload the page.
Google Webfont Settings:
Google Map Settings:
Google reCaptcha Settings:
Vimeo and Youtube video embeds:
Other cookies
The following cookies are also needed - You can choose if you want to allow them:
Privacy Policy
You can read about our cookies and privacy settings in detail on our Privacy Policy Page.