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  • Definitive Volleyball Legends Abilities Guide and Tier List [UPDATE 20] – Best Abilities for Each Position

    Definitive Volleyball Legends Abilities Guide and Tier List [UPDATE 20] – Best Abilities for Each Position


    If you’ve seen others score some easy points using special moves that you haven’t seen before, then they are definitely using abilities. Compared to styles, abilities in Volleyball Legends aren’t necessarily stronger the rarer they are. Still, some stand out from the rest. So, here is a Volleyball Legends abilities tier list to help you choose the right one for you.

    Volleyball Legends Abilities Tier List

    We decided to rank abilities in the above tier list based on how useful they are in Volleyball Legends Pro servers. Playing on Pro servers assumes that your team will be more coordinated and ready to play off of each other. Volleyball Legends is all about team play, and most abilities are designed with that in mind. However, skills like Redirection Jump, Super Sprint, and Steel Block can be even more useful when playing with random players.

    Best Abilities for Spiking, Blocking, Setting, Serving, and Receiving

    In contrast to the tier list, some abilities in Volleyball Legends are way more useful, depending on your play style. With that in mind, below are a few abilities that pair up well with some styles from our Volleyball Legends styles tier list:

    List of Abilities in Volleyball Legends

    Abilities in Volleyball Legends last only for a few seconds. Generally, you will have to predict when to use them so that you don’t waste them. Here is a list of all abilities in Volleyball Legends sorted by their rarity tier, along with some tips for each of them:

    S-Tier Abilities

    Ability Details Rarity
    Shield Breaker ability from Volleyball Legends Roblox experience • The Shield Breaker makes your next spike go through blocks.
    • Shield Breaker is the best ability for spikers, allowing you to score easy points.
    Secret (0.01%)
    Redirection Jump ability from Volleyball Legends Roblox experience • Redirection Jump makes you immediately jump, scaled by the stat of your style.
    • While in the air, you can spike the ball in any direction you are aiming at.
    • Without this ability, you can only spike the ball in the direction your character is facing.
    Godly (0.5%)

    A-Tier Abilities

    Ability Details Rarity
    Curve Spike ability from Volleyball Legends Roblox experience • Curve Spike makes your next spike curve in the direction of your tilt (A/D on the keyboard while in the air).
    • How much the ball is curved depends on the power of your spike. With very powerful spikes, the ball barely curves a bit.
    Godly (0.5%)
    Zero Gravity Set ability from Volleyball Legends Roblox experience • Zero Gravity Set is the best ability for any setter out there. However, it only works while you are on the ground. Legendary (2%)
    Steel Block ability from Volleyball Legends Roblox experience • Steel Block speeds up and angles your next block.
    • It’s perfect for scoring easy points on the net.
    • Before you jump for a block, make sure to face and angle yourself to the side so that you bypass the players trying to block in front of you.
    Legendary (2%)

    B-Tier Abilities

    Ability Details Rarity
    Boom Jump ability from Volleyball Legends Roblox experience • Boom Jump enhances your jumps.
    • It is most useful when serving and when trying to catch super-high sets from your teammates.
    Rare (35%)
    Team Spirit ability from Volleyball Legends Roblox experience • Team Spirit lives up to its name as it increases the movement speed of all players on your team.
    • If you are a team player who likes to sit in the back and support your team, bring Team Spirit with you.
    Common (62.5%)

    C-Tier Abilities

    Ability Details Rarity
    Moonball ability from Volleyball Legends Roblox experience • Moonball shoots the ball way up in the air and makes it fall quickly back to the ground.
    • It’s only useful when all opponents try to play on the net.
    Rare (35%)
    Super Sprint ability from Volleyball Legends Roblox experience • Super Sprint greatly increases your movement speed.
    • It is a very versatile ability that is great for catching stray balls and repositioning before a block or a spike.
    Common (62.5%)

    D-Tier Abilities

    Ability Details Rarity
    Rolling Thunder ability from Volleyball Legends Roblox experience • Rolling Thunder allows you to make a super dive and bump difficult-to-catch balls.
    • Very situational ability overall.
    Common (62.5%)

    How to Reroll Abilities in Volleyball Legends

    You can use either regular Spins, Lucky Spins, or Yen to reroll your ability in Volleyball Legends. With Lucky Spins, you can only get Rare, Legendary, and Godly abilities. Also, you can purchase a storage slot for Robux if you want to keep a good ability as a backup.

    And that concludes our Volleyball Legends abilities tier list. If you want to get some free Lucky Spins and possibly get a Godly ability, then check out our Volleyball Legends codes.


    What are the best Volleyball Legends abilities?

    Currently, the best abilities are Shield Breaker, Redirection Jump, and Curve Spike.

    How do you get more Lucky Spins?

    You can get more Lucky Spins by redeeming codes and by buying them using Robux.

    Is the new Shield Breaker ability good?

    The new Shield Breaker ability is insanely good because it allows you to score easy points, even against tougher opponents.


    The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



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  • Stretch Goals & Startfalls — Pine Island Games

    Stretch Goals & Startfalls — Pine Island Games



    I like to think of stretch goals in a couple of categories:

    1. Component upgrades (ex: black core card stock)

    2. Additional game content (ex: playable character unlocks)

    3. Non-game content add-ons (ex: sticker sheets included with the game)

    4. Out of game content (ex: phone wallpapers)

    While I understand game content as a stretch goal for content heavy games that are still in development (writing quests costs money), I prefer games that have a strong baseline of component quality and include stretch goals that take a game beyond what would be expected in a retail edition – add-ons like sticker sheets, super-premium stock & finishes, or even a box insert (an expensive component for the publisher).

    Are Stretch Goals Powerful?

    Qualitatively stretch goals seem to have at least some impact on campaign success – I noticed more activity on our Nut Hunt campaign when we were approaching stretch goals (which increases visibility). However, it is hard to really know how much of an impact stretch goals have.

    My gut is that monetary stretch goals are more meaningful for smaller and moderate sized campaigns where backers understand that stretch goals are more of a sharing of economics – and the publisher doesn’t necessarily expect all goals to be hit. In this sense, I expect some backers of big (multi-hundred-thousand dollar) campaigns go into backing with the expectation that all stretch goals will be unlocked (as evidenced by big box publisher behavior of unlocking all goals after the campaign even if they weren’t hit).

    In this sense, the power of stretch goals for bigger campaigns is more in the excitement they provide for the community, and the interaction they drive, rather than as an mechanism for component upgrades or additional game content.

    Which brings us full circle to Fractured Sky

    Starfalls

    In forgoing traditional monetary (content & component upgrade) stretch goals, IV Studios has what they call “Starfall Rewards”.





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  • There’s now an Oblivion Remastered mod that lets you eat rocks

    There’s now an Oblivion Remastered mod that lets you eat rocks


    Thrempshs npmopw apnn Oblmpmphon Rmphstrpmshrd mphd aphmt etmphing rshks. Sorry, I’ve finished chewing. There’s now an Oblivion Remastered mod that lets you, the almighty Hero of Kvatch and saviour of the empire (well, in the short-term), eat rocks. Leave room for dessert – there are gemstones too.

    Yes, those of you currently shouting at your screen at home/on the train/in the car park of a supermarket, just like you could in Morrowind, the Elder Scrolls game that’s very good and also an endless source of interesting mechanics/quirks Bethesda should maybe bring back. Some people just like spears or having to search for key locations based on the kind of vague directions you get if you’re on holiday and ask a stranger who hates the fact you exist.

    Modder CephalonImp’s ‘Edible Gems‘ is one of those ‘does what it says on the tin’ sorts of mods. Inside that tin in this case are a variety of rocks, gems, and ores you’ll pick up as you roam around Cyrodiil like the fantasy equivalent of a gang of rambunctious teenagers on bikes.

    It turns 14 miscellaneous items into alchemy ingredients, meaning you can eat them to find out the new alchemical properties the modder’s added to them. Chow down on a gold nugget, and marvel at the aftertaste that’s a bit silency, a bit burdeny, a pinch weakness to shocky, and also packs just a hint of personality fortification. Then, ask Sheogorath to ring up Jamie Oliver, burp, and shout the words ‘Now that’s what I call real cuisine’ down the receiver.

    Maybe have three course meal of pearls as a starter, madness and iron ore with a sapphire garnish, then for dessert – for something a bit different – shove a bear pelt down your gullet, because the mod’ll let you eat raw animal hides too. Think of all the nutrition.

    CephalonImp’s even given several of these divine dishes the same cocktail of alchemical effects they had in Morrowind, because you can’t eat rocks in a fashion that isn’t lore-friendly (won’t somebody think of the immersion?).

    “Flawless and Flawed gem variants have also been removed, but all gems are now worth their Flawless values,” the modder added. See, you’re only getting top-draw grub here and also probably eating something you could have sold for a pretty penny – now that’s RPG choice and consequence, even if we’re not quite at the point of getting mods that make the pointy stuff you ingest inflict health damage a day later, to properly simulate the inevitable chaser to your ill-advised shot.

    Anyway, make sure you clean all the gravel off your plate, and check out the interviews we’ve been doing with Oblivion Remastered modders who’ve been pushing the boundaries and working on interesting stuff.



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  • How likely are you to lose because Fool’s Landing sinks into the abyss?


    Since I like probability questions, and tttpp brought it up, I figured it might be interesting to calculate how likely you are to lose on the first turn in Forbidden Island, because Fool’s Landing sinks into the abyss. This question is only interested in figuring the odds of losing the game during the first players turn. It would be slightly more difficult to figure the odds of losing during the first round, where each player has taken one turn at most. If this question gets enough attention, I might decide to ask that question and figure out the odds. To figure out the odds of losing, you will need to calculate the following:

    • What are the odds that the first player cannot shore up Fool’s Landing? (depends upon the first player’s character, their starting location, and Fool’s Landing location)
    • What are the odds that no player has received a Sandbag/Helicopter (depends upon number of players)
    • What are the odds that a Waters Rise card is drawn?
    • What are the odds that Fool’s Landing is redrawn after Waters Rise? (difficultly level effects this)

    What are the odds range of losing on the first turn for a 2-4 Player game? Calculate each individual component separately, and then provide a range of maximum/minimum odds of losing on the first turn based upon the individual components above. Assume the following:

    • The all players will attempt to shore up Fool’s Landing. (use Sandbags/Helicopter)
    • The default island map is used.
    • The first player and their character are randomly determined, per the rules.
    • Ignore the odds of losing because a player sinks into the abyss. (optional:)
    • Ignore the odds of losing because both tiles for a particular treasure sink into the abyss. (optional)

    Note: Calculate this if you want, but I am not uninterested in the minimal effect on the result of losing first turn.



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  • How Board Games are Made — Pine Island Games

    How Board Games are Made — Pine Island Games



    A lot goes into making a board game. From design to development, marketing and of course manufacture. In the past I wrote about the distribution pipeline (see our article: Supply Chain A-Z), and decided that it might be helpful to dig a little deeper into the actual process of manufacturing a board game.





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  • Binds and Spears news – Blade Ballad

    Binds and Spears news – Blade Ballad


    Binding mechanics are reworked to allow freedom of movement. New features include blade recoil for beats, improved AI, the addition of spears, and experimental LAN. Banking mechanics are conceptualized to add realism in the game’s story mode.

    0.5.0

    https://www.youtube.com/watch?v=E9v4HtCjO6o

    Combat

    Physical Binding

    I had touched on how fluid movement is important for engaging gameplay in a previous post, failing to realize that the way binding would freeze you in place was contradictory to that point.

    The previous approach to binding was a matter of programming limitation rather than technical. I couldn’t figure out a way to allow blade movement tangent to another blade without tunneling issues, since weapon movement was only relative to the character, rather than relative to its own collisions.

    The solution was to enable a minimal amount of physics to control the blade, torqued by an angular force enough to keep the weapon oriented upright, while base movement would still use kinematics. It will only be in play when another object is acting upon it, rather than be the driving force of the weapon (unlike that one physics melee “game” that’s shilled everywhere). This meant that in the event of a bind, the weapon would align itself to the blade it’s bound with, and as demonstrated in the video, maintains the pressure necessary to keep the weapon in contact without tunneling.

    With a more stable and consistent binding mechanic I was able to unrestrict weapon and character movement, allowing for a new combat paradigm where opponents would wrestle each other for the most ideal attack angle.

    Blade “Recoil”

    To add another layer of reactivity, the blade that receives the attack would “recoil” opposite to the direction of the blade that struck it as demonstrated in the video.

    This technique allows you to strike your opponent’s blade to create an opening for an attack. It’s based on a real sword-fighting strategy where, instead of targeting the opponent directly, you first displace their defense by “beating” their blade out of the way.

    Combat Movement

    A new set of root motion animations for combat have been added to accompany the more aggressive AI. In previous versions, NPCs wielding shorter swords rarely stood a chance against those with larger ones. But now, a katana wielding gladiator can stand his ground—even without chest armor—against an opponent armed with a zweihander, and go on to win the rematch. In summary: size doesn’t matter (anymore).

    https://www.youtube.com/watch?v=MzpFvzm41FI

    The only current limitation left is how to handle dynamic target locking. It’s fine when you’re in a 1v1 duel, but against several enemies, especially now that each team gets up to 8 people in the arena, then it becomes an impediment rather than an advantage.

    0 5 0   Large Melee

    Models

    Armor

    Lorica Hamata Male

    Speaking of chest armor, the Lorica Hamata (chainmail) is now part of the gladiator loadout. As far as Roman themed items go, this might be one of the last to be added.

    Spears

    Spears have been a near universal weapon in the ancient world, yet rarely receives representation in games in comparison to swords, likely something to do with the fact that it’s really overpowered. I included it irregardlessly because I wanted to experiment with a new melee control system.

    Spears do not rotate like swords, instead it only pans, where the panning controls the spear tip. It’s the perfect weapon against armored opponents or for fighters who prefer fighting from a distance with precise thrusts.

    Just keep in mind that spears still inherits the drawbacks of its real life counterpart.

    Scripts

    LAN Play

    Networked gameplay—something that’s been on the backburner for a while, and something I’ve always wanted to implement—have now been developed into something barebones but functional.

    To start a LAN game, it’s as easy as choosing LAN in the arena dropdown, and if you’re starting the game, choose the host or server and share the IP address that is displayed to your clients.

    The host will have to spawn in the arena before clients can join.

    0.5.0 - Arena Setup

    Story Mode

    The starting town in Story Mode is composed of simple, geometric structures, built with the Placeable system.

    Not every buildings will be created with this system, but a good portion of generic buildings will be, so apartments, barracks, or anything with a blocky form. Unique or curved structures, like the Colosseum, will be modeled instead.

    Banking

    Money (gold) in the world of Blade Ballad will have tangible weight, so it wouldn’t be smart to go adventuring while hauling your entire fortune everywhere, as it will slow you down and draw unwanted attention from bandits, thieves and scam artists.

    Instead, you would make use of the many banks and deposit boxes located throughout the world to store your coin, whether earned or stolen. These banks would allow deposit, withdrawal and transfers to other banks, and will attempt to keep your wealth safe, with varying degrees of success.

    However, ancient banks (which were not globally centralized) came with their own problems. One would be its vulnerability to raiders. Since FDIC wasn’t a thing, your money is effectively gone if it was looted. Corruption would be present as well (no different than modern banks) and would come in the form of “misplaced” funds, usury, embezzlement, preferential treatment to families of bankers, etc.

    This is intended to help you realize that you don’t need all that gold. In most open world games I’ve played, I’ve always finished it with a massive pile of money in my inventory. All that time finding and selling items and I ended up not spending most of it anyways.



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  • Bubble Gum Simulator Infinity codes May 2025

    Bubble Gum Simulator Infinity codes May 2025


    May 25, 2025: There’s a new Bubble Gum Simulator Infinity code to mark UPD 5.

    What are the latest Bubble Gum Simulator Infinity codes? We’ve scoured Discord, Twitter, and every other social platform the game uses to find new BGSI codes you can use to score some easy freebies. Get the edge in your bubble-blowing adventures by staying on top of new code drops before they expire.

    If you’re a big Roblox fan, check out the latest codes for other huge games on the platform. We’re always on the lookout for new Blue Lock Rivals codes, Blox Fruits codes, and Dress to Impress codes just a name a few. In fact, we have well over 100 Roblox games we’re constantly scouting for codes.

    Bubble Gum Simulator Infinity codes

    Here are the latest Bubble Gum Simulator codes:

    • update5 – UPD 5 boosts (NEW)
    • sylentlyssorry – 3 infinity elixir, 4 dice, 2 giant dice, and 1 golden dice

    Expired codes

    • update3
    • sylentlyssorry
    • whoops
    • update2
    • Easter
    • Lucky
    • RELEASE
    • update4
    • throwback
    • thanks

    How do I use codes for Bubble Gum Simulator Infinity?

    Claimed code rewards for Bubble Gum Simulator Infinity will drop straight into your inventory or currency counter. Despite what the code banner says, you don’t have to follow the studio’s social profile to use codes.

    Here are step-by-step instructions on how to redeem Bubble Gum Simulator Infinity codes:

    • Launch Bubble Gum Simulator Infinity on Roblox.
    • Tap the Codes button on the left side of the screen or go to the bottom of the Shop page.
    • Enter a working BGSI code from the list above where it says “Enter Code…”.
    • Tap the Redeem button to the left of it to claim your rewards.

    For Mystery Boxes, click the Items button in the bottom-right (or tap F on your keyboard) to open up your inventory. Click the Items tab on the left of the window that appears, and you should see Mystery Boxes listed under the “Powerups” section beneath your currencies. Hover over a box to see the item rates and chances, then click Use to drop them around your character.

    How do I get more Bubble Gum Simulator Infinity codes?

    New codes for Bubble Gum Simulator Infinity tend to drop with each major update. Each update invalidates the codes from the previous update, so ensure you use each new update code before another comes along.

    Codes drop on the Rumble Studios Twitter page as well as the Bubble Gum Simulator Infinity Discord server, so set up notifications on both to get new codes as soon as they drop. If you don’t want endless notifications, just check back here every few days to save yourself the headache.

    That’s all we have for the latest Bubble Gum Simulator Infinity codes. If you’re looking for other Roblox games to play, check out the best Roblox games curated by us. Fancy something a little more serious? Give our list of the best free PC games a go.



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  • Lessons in Communication – Tone Matters — Pine Island Games

    Lessons in Communication – Tone Matters — Pine Island Games



    It was a frustrating experience – not just because it was money out of our pocket, but also due to the uncertainty over how it would impact our timelines. My update to backers was a no-nonsense look at what was going on, and how it might (but ended up not) impact backers.

    You can read the whole update here.

    I pride our company on transparency and things like this blog as a behind the curtain look at publishing. And, that update did hit those marks in a pretty neutral tone.

    Last week publisher Matthue Ryann had a similar problem with one of his shipments for his game Don’t Get Drunk, and I was impressed by the tack he took. Rather than be negative, or just neutral about the experience, he turned his misfortune into an upbeat and positive moment for his fans.

    [image]

    At the end of the day publishing board games is about fun. I think Matt’s response is an important lesson to keep in mind, to look to create fun in our communities even around the mundane or negative events for us as publishers. 

    Mythic Missteps

    There are a whole lot of cans of worms to unpack from the disaster that is the 6: Siege post campaign management. Here are some recaps:

    There’s a lot that could be said about Mythic’s communication – lack of transparency, apparent dishonestly about why they need more funds (hint: it’s development cost overruns not manufacture overruns), and a Bond villain-esque setting for delivering the bad news to backers.





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  • Origin of scores for letters in Scrabble (in relation to their frequency in a language)


    In Scrabble, each letter is worth a number of points. Typically, the rarer the letter, the more score it has, see Scrabble letter distribution and score.

    Does anyone know how these scores are being assigned? (Or modified, if needed.) Is it based on some gut-feeling, or a formula/algorithm?

    As I see, the score is proportional to surprisal (from information theory), i.e. \log(1/p), where p is the frequency of a given letter in a given language. Just I am not sure, if such scoring is planned mathematically, or appeared as some emergent behavior (e.g. other scoring seems unfair, unnatural, etc…).



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  • What a Journey – A Board Game 15 Years in the Making — Pine Island Games

    What a Journey – A Board Game 15 Years in the Making — Pine Island Games



    But, Sigil didn’t start with me. It wasn’t my brain child, and while I helped tighten the game up around the edges, the design fully belongs to Andy Voellmer.

    15 Years in the Making

    If you were near Montreal’s Parc LaFontaine in summer 2009, you might have seen a couple of college aged kids playing a game with maple leaf pennies.

    Unfortunately, I don’t have any pictures of those first plays – and I’m not sure that those first iterations would even be recognizable to someone introduced to the game as it stands today. The rules were a bit different, spells weren’t even modular, and that’s not even getting into how the game looks.

    But, the spark of it was there.  

    That spark stayed with Andy through a PHD, from Canada to California, and to New York City where we met.

    While I don’t have pictures of those first plays, I do have a picture of one of my early plays with Andy.





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