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    • Epic Game Store is getting a redesign, user reviews, gifting, and much more over the coming year, the company announced during a talk at the Game Developers Conference Thursday. The talk kicked off with Epic Games outlining the store’s “core values.” Sergey Galyonkin, Epic Game Store’s director of publishing strategy, said those values are: a fair share for all creators including developers influencers and modders, privacy consciousness which includes no third-party trackers, and curation by people not algorithms. The talk took place directly before Valve’s talk about its dominant Steam store, a floor below at GDC. Valve’s popular PC gaming store has dominated the PC market for nearly 15 years, essentially without competition. While Valve doesn’t share numbers, it was estimated in 2013 that the store had about 75% of the market. In 2017, it was estimated that Steam sales brought in about $4.3 billion. Last year, Steam had more than 150 million registered accounts with a peak of 18.5 million concurrent users online. But Valve’s dominance in the market has come under sudden assault by Epic Games, developers of “Fortnite” and market-dominant game engine Unreal. In December, Epic rolled out its own PC game store. While having to build out its storefront from essentially scratch, Epic’s offer of taking just 12% of sales from developers or publishers, compared to Valve’s 30% garnered it a lot of attention and managed to pull a number of games off of the Steam Store and onto the Epic Game Store as exclusives. Epic is also working to build out its user base by giving away a game every two weeks to anyone who registers for free with the store.   Where Valve’s talk never specifically mentioned Epic, the same couldn’t be said of Epic’s talk. Galyonkin noted that 85 million people use the Epic Game Store on PC and that according to two surveys Epic conducted of its users, 40%  do not have Steam and 68% do not use Steam regularly. He also pointed out that Epic Game Store has 55,000 registered creators and that there are 41 million players supporting creators. Galyonkin then detailed the plans Epic has for its store in the coming months. In terms of near future content, which he said would be in the next month to three, Epic plans to add install management, redesign the store page, improve DLC and patch sizes, and add cloud saves, among other things. In the mid-term, which he said was four to six months out, Epic Game Store will get developer opt-in user reviews — he noted Epic is currently working on a solution to prevent review bombs, game wishlists, newsfeeds and the ability to follow games, price adjustment for bundles, some mod support, Epic Games overlap and library improvements.   In the long-term, which is more than six months out, the store will be adding achievements, multi-game sales, get a social overhaul, a loyalty program — though they don’t want to mimic the collectible card system Steam has because they don’t like it, and developer and publisher pages. Finally, there are a number of things that are being worked on that could come out sooner or later than the above. Those items include automated refunds, gifting, and more language support, among other things. Epic showed off a number of slides for the redesigns they’re working on, but noted that the slides were mock-ups with placeholder data — like fake prices — and that things could still change. Galyonkin said that the company plans to continue to hand curate the games it has on its store, but that it wants to gradually open it up to more developers by the end of the year. Epic wrapped up the talk with an extensive Q&A. In its talk about 30 minutes later, Valve detailed its approach to the Steam store, along with a new “events” feature and look for the library.  
    • Key Changes This is a small maintenance update to fix issues reported since last update. Additional Information Core Adjusted the AdminCP live search to look for search strings within the name and email address (instead of only at the beginning) for sites with less than 1,000,000 members. Improved error reporting for unexpected exceptions in some cases when manually running tasks. Upgraded CKEditor to 4.11.3. Added some AdminCP live search keywords for the Icons & Logos page. Adjusted search results processing to automatically clear out invalid results when detected. Adjusted comment and item widgets to restrict by the last year to prevent slow performance. Fixed an issue where the leaderboard may not correctly rebuild. Fixed an issue where searched terms may not be highlighted on the search results page when using Elasticsearch. Fixed being unable to reach the last page of search results with Elasticsearch. Fixed an issue where users could encounter an error by logging in with a new social account after already associating with a social account. Fixed mobile PWA manifest file not being accessible to guests when guests are required to login to use the site. Fixed an issue where javascript would not load due to a bug in the 3rd party Howler library. Fixed an issue where the prune members background task may stall if it encounters a staff account. Fixed an issue where email link tracking may not apply to all bulk mails sent. Fixed an edge case issue where it was possible for the lazy load rebuild to affect embedded videos. Fixed an upgrade issue that can occur if you have more than one of the same email address specified for upgrade notifications. Fixed an issue where imported members accounts were not marked as completed. Fixed an issue where changing the warning type on the warning form would not toggle the 'remove points never' checkbox to the correct value Fixed an issue where profile fields display HTML code when applying custom formatting. Fixed an issue where the upgrader could link to an incorrect theme when reporting theme conflicts. Fixed an issue with the upgrade now link on the front-end notification banner. Fixed an issue where the display name filter wouldn't store the "either" option. Fixed images with uppercase extensions not launching the lightbox correctly. Fixed an issue where page styling is lost temporarily when clicking "Check Again" on the support tool in the AdminCP. Fixed an issue with comment widgets where editing them may not show the correctly selected date range. Core REST API Fixed an error adding a member to a club through the REST API. Forums Excluded archived topics from email digests. Fixed an issue where post counts for forums may be incorrect if archiving is used. Fixed an issue where merging two topics may show the topic at the wrong position in the forum listing. Prevented a possible infinite redirect problem when merging two topics simultaneously with each other. Applied group name formatting to member names in topics when viewed on a phone. Removed redirect forums from fluid view.
    • Turtle Beach, a leading supplier of headsets and a developer of various audio technologies, this week signed an agreement to acquire ROCCAT, a maker of gaming peripherals. The move creates a new combined supplier of gaming peripherals with presence all around the world. At present Turtle Beach is primarily known in the US and some European countries for its gaming headsets for consoles and PCs. By taking over ROCCAT, the company gets keyboards, mice, and a variety of accessories for gamers. Turtle Beach estimates that the merged company will have a total of 48 core product models for various markets. Furthermore, Turtle Beach gains presence in Asia and additional European countries, where ROCCAT is known. To a large degree, Turtle Beach and ROCCAT have no obvious overlap in terms of product portfolio and in terms of distribution channels, allowing them to integrate better. It's not clear if ROCCAT hardware will be rebranded Turtle Beach, or if the ROCCAT brand will remain. René Korte, the head of ROCCAT, and other employees of the company, will join Turtle Beach and will continue to design peripherals. Under the terms of the agreement, Turtle Beach will acquire ROCCAT for $14.8 million in cash (net of a working capital adjustment), $1 million in cash or stock (company option), and up to approximately $3.4 million in earnout payments. Turtle Beach expects ROCCAT to contribute about $20 - $24 million to its 2019 revenue as well as over $30 million to its 2020 revenue. Sales of Turtle Beach totaled $287.4 million in 2018, whereas it net income was $39.2 million. The lion’s share of the company’s revenue was contributed by headsets for game consoles sold in North America, a market where Turtle Beach commanded a ~40% share for the past nine years. Meanwhile, Turtle Beach plans to increase sales of its PC gaming accessories to $100 million in the coming years, so the acquisition of ROCCAT is strategically important for the company.
    • Instagram is expected to copy Snapchat’s gaming platform shortly after Snap may be launching a new gaming platform for Snapchat as early as next month at the company’s Snap Partner Summit in Los Angeles on April 4th, according to a report fromCheddar. Snapchat has dabbled in games before — the company launched “Snappables,” a set of AR lens games last year — but the new platform (said to be codenamed “Project Cognac”) would be a larger foray into the gaming world, and it would allow outside developers to create games that would live inside the Snapchat app. Snap also reportedly bought out Australian game studio Prettygreat back in January, according to a report from CNET, which could further hint at a new gaming push. Additionally, The Information reported in summer 2018 that Snap was working on a gaming platform for the fall of that year, which would gel with Cheddar’s report (assuming the program The Information reported on was pushed back a few months). Tencent — the Chinese tech conglomerate that owns Riot Games and League of Legends as well as popular messaging app WeChat — also bought a 12 percent stake in Snap last year. Tencent said at the time that it was so it could “explore cooperation opportunities with the company on mobile games publishing and newsfeed,” which would also seem to indicate a push toward gaming for Snap. As to why Snap would want games in Snapchat, the answer is pretty simple: more money and more user engagement. Much like Facebook Messenger before it, which has featured games directly in the app for years, adding games to Snapchat could offer a new source of revenue for Snap from developers looking to place games in the app, from advertisers looking to place ads in games, and maybe even from iPhone and Android-style in-game purchases as well. Plus, there’s the simple matter of monopolizing people’s attention: users who play games in the Snapchat app aren’t browsing Instagram. Snap declined to comment when we reached out regarding the Cheddar report. But if the Snapchat gaming platform is real, presumably, we’ll find out more on April 4th.
    • Microsoft is doubling down on gaming inside its cloud division, bringing together several developer tools and services under one umbrella and introducing new capabilities from a key acquisition made last year. The new Microsoft Game Stack unites services such as Xbox Live, Azure, Visual Studio and PlayFab, the Seattle startup Microsoft acquired last year. None of these services is new on their own, but bringing them together under Game Stack is designed to make it easier for developers to find and use Microsoft’s tools. “Historically, our lineup of game developer tools has been varied and lived in pockets all across Microsoft,” Kareem Choudhry, Microsoft corporate vice president of gaming cloud said in a briefing ahead of the big Game Developers Conference this week. “Developers don’t really have time to go searching for tools, and we know it’s been hard to navigate and take full advantage of everything we have to offer.” PlayFab has quickly become an important part of Microsoft’s gaming strategy. It gives developers a back-end platform to build, launch and manage games. Microsoft said it has now brought PlayFab into the Azure organization. Today it unveiled several new PlayFab services for developers. The ability to build voice and chat features based on Xbox Party Chat with transcription and translation capabilities Matchmaking to find opponents in multi-player games Insights and game performance metrics taken from game data Subscription to PlayFab’s servers to automatically receive real-time content updates and matchmaking notifications Based on technology originally built for Minecraft, the ability to create and share content from users These announcements are all part of Microsoft’s mission to make Azure the “cloud of choice” for game developers around the globe, Azure Corporate Vice President Julia White said. It has a unique advantage in terms of gaming experience, as well as its own console ecosystem. Microsoft is making a huge bet on its cloud gaming capabilities, led by itsProject xCloud service, which has the potential to usher in a new era of gaming by bringing high-powered Xbox games to smartphones. Microsoft has more data center regions than its competitors, meaning data doesn’t have to travel far to get to devices and enabling the company to pull off some of these ambitious initiatives, White said. Fitting with the company’s overall push to make its apps and services work across a variety of platforms, including rival offerings, Microsoft Game Stack will work for developers building games for any type of device, as well as other cloud platforms. “Whatever game developers choose, we will support them regardless of where they want to create content for their customers,” Choudhry said.
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    • Instagram is expected to copy Snapchat’s gaming platform shortly after

      Snap may be launching a new gaming platform for Snapchat as early as next month at the company’s Snap Partner Summit in Los Angeles on April 4th, according to a report fromCheddar.

      Snapchat has dabbled in games before — the company launched “Snappables,” a set of AR lens games last year — but the new platform (said to be codenamed “Project Cognac”) would be a larger foray into the gaming world, and it would allow outside developers to create games that would live inside the Snapchat app.

      Snap also reportedly bought out Australian game studio Prettygreat back in January, according to a report from CNET, which could further hint at a new gaming push. Additionally, The Information reported in summer 2018 that Snap was working on a gaming platform for the fall of that year, which would gel with Cheddar’s report (assuming the program The Information reported on was pushed back a few months).

      Tencent — the Chinese tech conglomerate that owns Riot Games and League of Legends as well as popular messaging app WeChat — also bought a 12 percent stake in Snap last year. Tencent said at the time that it was so it could “explore cooperation opportunities with the company on mobile games publishing and newsfeed,” which would also seem to indicate a push toward gaming for Snap.

      As to why Snap would want games in Snapchat, the answer is pretty simple: more money and more user engagement. Much like Facebook Messenger before it, which has featured games directly in the app for years, adding games to Snapchat could offer a new source of revenue for Snap from developers looking to place games in the app, from advertisers looking to place ads in games, and maybe even from iPhone and Android-style in-game purchases as well. Plus, there’s the simple matter of monopolizing people’s attention: users who play games in the Snapchat app aren’t browsing Instagram.

      Snap declined to comment when we reached out regarding the Cheddar report. But if the Snapchat gaming platform is real, presumably, we’ll find out more on April 4th.
      • 0 replies
    • We have released v0.0.1 of Elite Gamers Pad. we have updated the following.

      Elite Gamers Pad v0.0.1

      Site redesign.


      MySQL Database


      Sidebar


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      Group Name Indicator 4


      Auto Follow Club 1.0.2


      Who Was Online (Hours) 1.0.3




      For more information please go to https://www.timeline.reptiliahostclient.net/elite-gamers-pad/changelog
      • 0 replies
    • Remember the rumours around the middle of February suggesting Nintendo would make a VR-related announcement and it would support Labo? Well, it's now been officially revealed.

      The Nintendo Labo Toy-Con 04: VR Kit for Switch will arrive in North America and the UK on 12th April. It features six new Toy-Con creations and will be available in two primary configurations. One includes all of the Toy-Con creations for US$79.99 and the other is a starter set for the more affordable price of US$39.99. Here's the breakdown, directly from the press release:

      Players who select the starter set will be able to purchase optional expansion sets, available exclusively online for US$19.99 each:

      Here's a bit about what to expect from the new kit:

      Will you be buying this VR Kit on release? Tell us below.
      • 0 replies
    • https://www.express.co.uk/entertainment/gaming/1094831/PS5-release-date-price-cloud-technology-Xbox-Scarlett-news-PlayStation

      I can't wait but not too sure on the new controllers. Hmmmm 🧐
      • 0 replies
    • I will be adding a Consoles category to the forums. I will be including the following forums, can you think of any more?

      Retro Gaming
      NES
      Gamecube
      Nintendo 64
      Saga Saturn
      Megadrive
      Playstation 1
      Playstation 2
      Xbox

      Current Gaming
      Playstation 3
      Playstation 4
      XBox 360
      XBox One
      Nintendo Swtich (Hmm handheld or console? Its a bit of both. What to do?)
      • 0 replies

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Current Elite Gamers Pad Version is v0.0.1 Release date: 10/03/2019
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