A basic principle of WoW’s success has always been easy accessibility. This does not only mean the first ingame steps, but also the surrounding area. For example, it must be ensured that the game runs on all computers. The hurdles to try the game or come back should, therefore, be as low as possible. Only thanks to this requirement WoW could have grown so big.
In order for WoW’s success to be maintained at this point, old players must be regained. After all, almost every game-loving PC owner has a past in Azeroth. That these former players only come back occasionally is due to lost accessibility. This does not mean the hardware requirements, nor the subscription costs or outdated textures. No, the hurdles for re-entry are much more psychological. You can also check ifcarry boosting service for great results.
The biggest hurdle that prevents players from re-entering is leveling. With each expansion, more levels come into play. The longer the abstinence, the more levels accumulate. And you have to overcome them if you want to get the current content of the other players. And not only is the mass of levels in itself intimidating. In addition, after a long pause, the character’s pockets and action bars are full of junk that either cannot be remembered or that has been greatly changed in the course of eternal adjustments.
First of all, they experimented with extremely reducing the experience points needed to level up. However, this was not satisfactory. The level speed is already much higher than the measure for which the respective zones were developed. Allowing the levels to follow each other even faster would feel sloppy and ridiculous at some point. Quasi according to the motto: if the leveling goes so fast that you can no longer notice the level content originally intended, you can leave it unchanged.
With a possibility to skip leveling nothing would be lost. It would only put the hurdles of re-entry back to the old level. To make the game more accessible and less daunting again, the pockets and bars of boosted characters will be largely empty. The talents have not been learned and the skills are hardly available. We have known for a long time that Warlords of Draenor will provide an extra little extra for boosted chars, on which you can learn the basics of the chosen class in a hurry.
These games benefit from the new boost mode
So far, the more powerful PlayStation 4 Pro selected players have given graphics or performance advantages over the users of the conventional console model – but only if the corresponding games have been tailored to them by special developer updates. This should be changed conditionally in the future: It has been known for a few days that the new firmware update 4.5 for the PS4 contains, in addition to the support of external data carriers, the so-called boost mode, which also affects the higher performance reserves of the pro console should have unpatched games. Numerous games can, therefore, look forward to subtle optimizations in the future, which are particularly evident in more stable frame rates.
But which games will now benefit exactly from the boost mode? The page PlayStation Universe gives us an overview, where there is an extensive list of supported games. These include the game Assassin’s Creed Unity, which had all sorts of technical problems when it was released in 2014, but now apparently has a stable frame rate of 30 FPS and a significantly polished look. Other beneficiaries include Batman: Arkham Knight, who should no longer suffer from screen tearing, and the still relatively young Doom, who is now supposed to conjure stable 60 FPS on the screen at any time. Bloodborne still cannot do this but should benefit in the form of shorter loading times and fewer FPS drops. For more information on PlayStation 4 Pro, you visit our theme page as usual.
Mad Max test with video: late bloomer with PC Boost
We had already played Mad Max for 20 hours for our test. Had already dismissed it as rock-solid but in the long run pretty monotonous open-world action game. And then that: Suddenly the missions, which until then had been so boring, scored with variety, developer Avalance Studios discovered previously completely unknown means of atmospheric formation, and started the story, which was always rippling, again and again. And the protagonist Max? He finally matures from the pale frenzy to the beloved anti-hero, as we know him from the movies. Is this final spurt enough to catapult Mad Max in valuation regions from 80 upwards? The PC Games test has the answer.
Mad Max: Full on the twelve
This is not due to the combat system, here Mad Max shamelessly uses Middle-earth: Mordor’s shadow (also from Warner Bros.) – which also shamelessly used the Batman: Arkham series! But what the hell, the Freeflow combat system works well here, too, but is even simpler than in the templates. On the one hand, this is because Max only fights with his fists and uses knives and shotguns for finishers or precision shots. The wasteland warrior doesn’t have so many cool gadgets like superhero Batman in his belt. On the other hand, the hit feedback is not as wonderfully intense as in the sword fights from Middle-earth: Mordor’s shadow. Third, there is no way to approach opponents unseen.
And last but not least, developer Avalanche (Just Cause 3) simply does not have such a keen sense for exciting combat situations. There are far too few opposing variations that are visually very similar. Special tactics are rarely needed.
The interspersed boss fights don’t help either, because they follow the same pattern every time: Boss opponents run towards Max, Max dodges on the ground, knocks the boss off and the game starts again. Stupid like something else! The rest of the adversaries are also not clever, letting the Magnum Opus roll over them without any resistance. Only the mass creates a certain challenge; there are no different levels of difficulty.