Quedan 10 días para acabar el split.
Voy a jugar 12 horas al día al lol y voy a intentar subir a Master en EU.
Apuesto 5000€ a que subo, y si pierdo los repartiré en directo con toda la gente que haga RT a este tweet.
Si eres de LATAM te pago un 20% más.
10 winners. Abro.
Most of the balance change on PBE match Phroxzon's list now, though some small differences for Azir, because Xerath strikes again:
- Q AP ratio is 35 - 55% instead of 55% flat
- Q spear length reduced from 370 to 325
- Skarner also still has his E cooldown buff
Are you ready to survive...and win 100$
2 DayZ left...
Deer Isle 6.0 – The Unofficial 1.0
With the release of Deer Isle 6.0, the project reaches a point that is personally very significant to me. Even though the version number suggests otherwise, 6.0 is, in many ways, the real 1.0 of Deer Isle.
Why?
For the first time since development began, the map now has not only a clear beginning, but also an end. This does not mean the end of Deer Isle’s development—far from it. Instead, it marks the first time the map contains everything fundamental it was originally meant to have.
In that sense, this release is comparable to the original DayZ 1.0 release: a transition from ongoing construction to a complete foundation.
Content Complete – Not Finished
With version 6.0, Deer Isle is now content complete. All core mechanics, systems, locations, and progression paths that define the overall vision are finally present on the map.
This does not mean development stops here.
New content will continue to be added.
Expansions will follow.
Improvements and refinements will continue.
The key difference is that from now on, everything is built on top of a complete base, rather than toward one.
That is why I internally consider 6.0 to be the “unofficial 1.0.”
Why Experimental First?
Version 6.0 is being released exclusively on the Experimental branch for now.
The reason is straightforward:
**this update introduces highly complex new scripts and systems. Many of these simply cannot be tested properly by a single developer. Their true behaviour only emerges under real conditions—large player counts, different playstyles, and unpredictable scenarios.**
**To be completely transparent:
This is likely the most experimental version of Deer Isle ever released.**
What Does That Mean for Players?
Quite simply: anything can happen.
Unexpected bugs
Critical issues
Server instability
Balancing problems
In the worst case, even a complete loss of progression.
Note: there will be no compensation for lost items, progress etc.
This is not meant to be alarming, but honest.
!!! Anyone playing 6.0 on Experimental should be aware of these risks. !!!
That said, once major issues are identified, I will provide hotfixes as quickly as possible. Community feedback, logs, and reproducible bug reports are absolutely essential during this phase and directly influence further development.
A Milestone — Built Together with the Community
Deer Isle 6.0 is not an endpoint, but a milestone. A moment to briefly look back before moving forward again.
Reaching this point would not have been possible without the community that has tested, supported, criticized, and shaped the project over the years. Once again, the community will play a crucial role in turning 6.0 from an ambitious Experimental release into a stable foundation for the future.
Thank you to everyone who continues to be part of this journey.
PS:
Also a big thx to the @ZERODAYZSERVERS and @HappyBombs which were a long time supportes of the map. They will host a 6.0 EXP Server which I will monitor for the most common bugs and problems.
As a small christmas hunt event:
I will contribute and call out 100$ for the first one (or team) who will beat the map on ZERO Servers. (Note: Videoproof of the last 60min must be available, also we will check the logs).
#dayz #deerisle #experimental
@dayz@TheRunningManZ@Muller_TTV@AmishZed@HollyRexTwitch@SourSweetYT@Ceremor@Friendly_dayz@xSeniMJ@MiddleGroundZz@GlobalSprocket@Marks_1616@Echoics@Doc_Dreist@Jiinxy__@HappyBombs@ItzMikeDocherty
«Los comienzos de un romance suelen dar vergüenza al recordarlos... Esta escena lo retrata muy bien. Aún hoy se le hacen bromas, pero si sigue siendo recordada tras tantos años, es porque la escena llegó al corazón de todos.»
— Kitase en 2019 sobre la escena de la risa de #FF10
💥Cyberpunk: Edgerunners 2 is in production! 💥
It presents a new standalone 10-episode story from the world of Cyberpunk 2077— a raw chronicle of redemption and revenge.
❓When the world is blinded by spectacle, what extremes do you have to go to make your story matter? 👀
Poster artwork by Ichigo Kanno from @trigger_inc.
Hey folks. I’d like to talk to you today about removing Augments from the end of game and match history, and, therefore, from stats sites.
The last time we tried to remove the Augment stats in Runeterra Reforged, we saw some immediate positives toward TFT game health—lobbies had a wider range of Augments taken, unique compositions crafted, and innovative strategies appeared more frequently. However, due to the way we implemented the change, people could scrape match history, creating an unfair advantage. You can read about the last time we talked about it on Reddit.
Since then, we’ve been monitoring the impact and are still unhappy with what stats sites do to how players interact with TFT. Rather than experiment and explore the large amount of content, players rush to conclusions based on that data. In addition, we’ve seen on the competitive side that not every region has equal access to stats, which creates another competitive integrity issue. We saw at the Vegas Open that having everyone play without access to those led to a fantastic event with unique plays—anyone remember Milala’s Learning to Spell victory (back when that Augment was not high-priority)?
Since then, we’ve kept all other mechanics mostly out of our match history and APIs. We kept portals off of there explicitly to ensure we didn’t end up with a world where sites were saying exactly what the best champs and Augments were on each portal, each encounter, etc. Anomaly buffs in Into the Arcane are similarly not on match history for this very reason.
So, in the spirit of game health and competitive fairness, we will take another stab at this and remove Augments from match history, starting with the launch of Into the Arcane. Removing them from match history ensures there is no way to scrape everything to create stats and should lead to a more dynamic discussion around the content of the set.
We know some players won’t be happy with this change, and we get that. But that does not change that this is the fairest thing to do for future competitions. Past that, this change will also lead to better game health and enjoyment. Having tried this once before, we’re pretty confident in our updated approach to this decision. All that said, we will monitor and change if it turns out we were wrong.
Have fun, enjoy the launch of Into the Arcane, and take it easy :)