Welcome to .=QUACK=. Gaming Community

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

All Activity

This stream auto-updates   

  1. Yesterday
  2. Earn up to 15% in bonus Doubloons when you purchase through Amazon. Read more View the full article
  3. What does the future hold for World of Warships? Read more View the full article
  4. Hey friends, Based on your feedback, we’re preparing to ship a number of changes to weapon balance and attachments very soon. We’ll save the exact numeric balance changes for the patch notes, but today we want to pull back the curtain a bit and explain our goals. According to our research, only a few specific types of weapons (ARs) are used in most situations. We believe the choice about which gun to use should be based on personal preference and its effectiveness in any given situation, rather than simply “which gun is strongest.” Our goal is to make it so no one gun will feel objectively better than the others. Alongside the weapon balance changes, we plan to make some changes to weapon attachments. Again, the goal here is to provide you with a wider array of attachment options so you can choose one that best fits your combat situation (rather than any one “best” attachment). Finally, expect some changes to the level three helmet. It’s a game-changing item that can impact the outcome of a match—basically, it gives you an extra life in situations where a headshot would otherwise kill you. We don’t want luck alone to determine who gets items like this, so we’re removing it from the normal loot spawn tables and limiting it to care packages only. We’ll test all of these changes on the test servers first. This is the first time we are attempting a balance patch of this scope. The plan is to keep tweaking and tuning each weapon over time, so we’ll need your help (and all your honest feedback) to get it right. Once we’re ready to push these changes to live servers, we’ll include all the specifics on the changes in the patch notes. With love, PUBG Corp. View the full article
  5. Buy Gold with Amazon Payments and get extra Gold for free! Read more View the full article
  6. Last week
  7. Register your team and fight for Supremacy! Read more View the full article
  8. The speedy gunslingin' battleship returns with cool deals in her wake! Read more View the full article
  9. Engage the enemy, double your Crew XP, and earn consumables! Read more View the full article
  10. This week’s event mode is an eight-man battle royale on Erangel. The twist? You can use flare guns to call down huge, heavily-armored UAZs. Check below for the full details, and let us know what you think about this mode! EVENT SCHEDULE STARTS: April 19, 7pm PDT / April 20, 4am CEST / April 20, 11AM KST ENDS: April 22, 7pm PDT / April 23, 4am CEST / April 23, 11AM KST AVAILABLE QUEUES 8-Man Squads on Erangel (All Regions) NA/EU/AS/SEA/OC : TPP & FPP KR/JP/SA : TPP FLARE GUN RULES Flare guns spawn randomly alongside normal loot locations (flare gun spawn spots are no longer fixed) When shot inside the safe zone (white circle), special care packages will be dropped When shot outside the safe zone, a special vehicle—the armored UAZ—will be dropped OTHER EVENT RULES This mode is limited to eight-man squads on Erangel, and you can invite up to seven friends. Auto-matching can be turned on or off (you don’t have to play as a full squad of eight if you don’t want to) The mode is limited to 96 maximum players (12 teams of eight players) Redzone is enabled Regular care package drops are enabled Killer spectating is enabled Bluezone rules are the same as standard public match settings Weather changes dynamically throughout each match View the full article
  11. Hi everyone, today we wanted to provide an update on our servers and server performance. This should fill in the basics of what’s happened over the last few weeks, how we are handling it, and steps we're taking to prevent these issues from happening again. (Note: To better understand what’s below: A server is the physical metal box in the datacenter that hosts several dozen server instances. A server instance is the “server” you play on during an Online or Unranked Match, represented by a name seen in the upper-left corner of your game when playing online -- USW734438, USW101-Aftershock, etc.) After the Tournaments Update[www.rocketleague.com] was released on April 3, we started seeing a bug that was causing several performance issues in both your game client -- the stuttering you may have seen when opening the Playlist Menu, for example -- and our servers. We fixed the bug in last Thursday’s v1.44 Hotfix[www.rocketleague.com] -- “Fixed an issue that caused stuttering in the game client when secure TCP sockets are closed down” -- but the change allowed a new server-side software issue to surface. This software issue, which appears to be unique to one of our server providers, was preventing the normal server instance restarts that happen either 1) on a timer, typically every 1-2 days, or 2) when a server instance hits certain triggers, like using too much of the server’s memory. With the automatic restarts not working properly, the servers took a sharp performance nosedive, leading to “lag” even when your ping was low, and poor performance for all players in a match regardless of their location or platform. Over the last few days, we have upgraded both the operating system and the control panel software on every single server we have with this provider. 99% of these software upgrades will be complete by the time you read this post today. These upgrades fix the software bug and also give us the level of control we need to better pinpoint and address issues as they come up. The server reboots associated with these upgrades give us a fresh perspective on the server instance data we're collecting from them. We’re also looking into server hardware replacements in some regions, which will take several weeks to complete and should be seamless in regards to server access. While we are confident in these updates and changes we’ve made over the last few days, we are continuing to monitor server performance and will take additional action when needed. Server issues like these are something we never want to see or have our community experience. It’s not fair to you and “fix your servers,” is not something we want Rocket League to be known for. We apologize for the disruption, and we appreciate everyone for sticking with us and being patient while we’ve worked through the problem. This is something we absolutely take to heart; it’s a top priority at the studio and has been for the last few weeks. Our affected server provider has been working with us around the clock to implement these software and hardware upgrades, and we have an internal group comprised of Infrastructure, Engineering, Analytics, Production and Community team members tracking this very closely. This group is also looking at the new expanded server data we started collecting shortly before the Tournaments Update went live and we hope that this new information will help us better track down and resolve server reports we previously couldn’t confirm. If you continue to experience issues while playing online, please let us know through our support team at https://support.rocketleague.com/hc/en-us or via @RL_Support on Twitter -- and we will take any details you can provide to inform any changes or additional fixes we need to make. Thanks, all! View the full article
  12. Learn more about "Frontline: Road to Glory" coming shortly after Update 1.0.1. Read more Discuss on Forum View the full article
  13. Two of the biggest names in sports-action entertainment are teaming up for 2018! Rocket League is now partnered with the daredevils at Nitro Circus[nitrocircus.com], one of the most thrilling brands in sports entertainment today! With shows[nitrocircus.com] all over the globe in 2018, you can expect to see Rocket League at all of Nitro Circus’ events this year, and we’ll be a part of some really cool giveaways at select shows down the line. But what would a partnership be without some friendly competition? Less fun, that's what! It's with that in mind that, throughout the year, we'll provide you with the opportunity to face off against some of Nitro Circus’ popular sports heroes in special Rocket League online tournaments! We’ll have more news on the online tournaments soon; until then, check out Nitro Circus on Facebook and Instagram[www.instagram.com] because you know you want to check out all the action! View the full article
  14. Update 1.0.1: Second Common Test

    Take a look at the renovated Province map, roll out on the Italian lights and mediums, and much more! Read more View the full article
  15. Bonus Missions – April 19

    Learn more about the bonuses and missions we’ve prepared for you! View the full article
  16. Eventeca

  17. Get an in-depth look at the mechanics and math behind sinking ships! Read more View the full article
  18. Offer: Dragon and Sapphire

    Learn more about the Object 187 Dragon and the BMPT Prototype Sapphire, now available for Gold and with discounts! View the full article
  19. The German Tier VIII tank destroyer and Soviet Tier VI medium tank are on sale in the Premium Shop! Read more View the full article
  20. Do You Have "Just Enough?" Get It!

    To get an edge on the battlefield, try this bundle of Gold, Credits, and Premium Time! Read more View the full article
  21. Battle Discipline

    Changes in the system for prevention and punishment of unsporting behavior and misconduct: play fair! Read more View the full article
  22. Hi there, We’re finally bringing map selection to PUBG. Today we want to tell you all about it, including the process we went through while developing the feature. Map selection is something that players all over the world have continuously asked for. We take your feedback extremely seriously, but we also want to be thoughtful about how we implement changes to PUBG. And we knew that map selection posed a couple of problems we needed to seriously consider. The first problem: Would adding map selection cause serious increases in matchmaking times for the various servers and modes? For us, this was the most troubling issue, and it required a lot of discussion and serious research. We analyzed tens of millions of matches and sorted the data by server, mode, and time to make sure map selection wouldn’t break the game for anyone. We wanted to make sure that we could create a solution that worked for every region’s players, even the ones with a naturally low server population. The second problem: Players in different regions have different preferences and playstyles, so how could we make map selection work for all of them? To solve this, we couldn’t just rely on one source of feedback (like Reddit). We gathered feedback from all around the world, and what we learned led us to scrap and rework our designs for map selection several times. Ultimately, we created a version of map selection that we think is unlikely to cause issues for matchmaking. That said, we’ll still have to keep a close eye on it, since it could become problematic as new maps continue to be added. Now, with all that context out of the way, please take a look at the first version of map select: The UI of this feature may be different when implemented in the actual game, but here’s the basic explanation of how it works: - You can select the maps you want to play with a click. - If you don’t want to play a map, simply unselect it. - If you’ve selected more than one map, the game will randomly pick one for you each time you start a match. Work on the feature is almost complete, and we plan to release it soon after implementing it on the test server. As with every feature in PUBG, we’ll continue to make improvements to the map selection feature over time. PUBG will never stop evolving as long as you continue giving us feedback, and we promise to always do our best to provide you with a satisfying and special game experience. As always, thank you for playing! PUBG Corp. View the full article
  23. Hey friends, The second round of testing on Codename: Savage has officially ended. That means the Closed Experimental Server is no longer active, but you can keep it installed if you’re interested in participating in the next round of testing. We’ll spend the next several weeks combing through all the feedback you gave us during this testing period so we can implement the most important changes. Savage will return soon, and when it does we’ll be sure to include a full list of the tweaks we’ve made. Thanks for playing! PUBG Corp. View the full article
  24. Maintenance - April 19

    On the 19th of April, both Open Beta servers will not be available for an extended period of time in order to implement Hotfix 0.24.4525.2 View the full article
  25. What we did in Update 0.7.4, and some insight on the reworked matchmaking algorithm. Read more View the full article
  26. Sup Chicken Addicts, Now that you’re back playing our 4x4 map have experienced all the changes we’ve made over the last two weeks, we wanted to share some more about that amazing trip part of the PUBG team took to SE Asia. You’ve heard us talk about open development a few times, but what does that really mean? For Codename: Savage it means we’re going to be building the map as you guys play it. We have months of work left to do; beyond refining the experience and making changes that impact balance, we also plan to add new vehicles, new weapons, and most exciting in our eyes are the new areas that we think will set this map apart from our first two. But enough talking about it—we want to show you some what we’re thinking! Let’s rejoin the team in Thailand with a picture of a big hole in the earth that has inspired an area of the map that you haven’t seen yet. How’d you like to drop from the plane and try to hit a hole like this? That’d be badass right? That’s exactly what we were thinking, which is why we’re working on an underground cave system with plenty methods of escape. We were inspired by a cave system the team found outside of Bangkok. If you’re interested to explore that digitally to get a better idea about what this area is like, check out the Phraya Nakhon Cave. In the next couple of photos, you’ll begin to see how we drew inspiration from this real life setting and then ultimate how we thought about ways to make it a fun and unique part of our next map. We’re excited about it, and we hope you will be too! So how does this inspiration and planning end up looking like on the map? It’s looking pretty amazing. We still have some work to do before we show it off, but we’re excited about rolling it out in the next couple of testing phases. That’s it for this installment of the Inspirations of Savage. We’re going to begin taking about new weapons and special vehicles (including a Tuk Tuk) soon, so look forward to that! Thanks for playing PUBG and for being part of open development on Codename: Savage. View the full article
  27. In Development: M51

    Learn about the Tier 2 Israeli Main Battle Tank, coming to Armored Warfare during the first Season View the full article
  28. Load more activity