As a gaming enthusiast, I’ve just hopped into Season 1 of Call of Duty: Black Ops 6! Fresh updates bring a new wave of gameplay changes from the last one. Here’s to seeing how these tweaks shape my gaming experience!
The team consistently strives to ensure that Zombies are enjoyable and fulfilling, which is our main reason for creating video games. However, we don’t always get it right on the initial try, as stated in the official Season 1 update blog post.
The blog post highlights three adjustments made last Friday as instances of improvements: changes to Big Game for Shadow Rift, modifications to the Shock Charge speedrun step in Terminus, and delays in Directed Mode spawns after five consecutive rounds. The author acknowledges that it can be frustrating when fixes are implemented weeks later for issues that didn’t initially bother players, so they plan to reverse the changes made to Directed Mode, enhance Shadow Rift with four new advantages, and arrange a fix enabling speedrunners to employ the Shock Charge tactic safely in Terminus once more. The first two adjustments have already been implemented, while the speedrun fix requires additional testing before it’s rolled out.
The article additionally expresses gratitude towards gamers for pointing out several glitches, such as one that distorted visual effects in Citadelle des Morts and another that triggered a game crash when players used a sword while Aether Shroud was active with Void Sheath enhancement. Activision has confirmed that these issues have been resolved with the Season 1 update.
Apart from the modifications made to Zombies, this latest update brings some overall performance enhancements, a boost in match bonus XP for Red Light, Green Light, and a resolution for the bug that made Maya’s Joyride skin disappear at distances over 70 meters. Additionally, several UI glitches and an audio problem affecting event milestone banners have been rectified.
The patch notes are listed in full below.
Thursday, January 9 Patch Notes:
GLOBAL
Characters
- Addressed an issue where Maya’s “Joyride” Operator Skin would not be visible past 70 meters.
UI
- Addressed some visual issues with the Events tab.
Audio
- Addressed an issue where audio was not playing for Event milestone banners in-game.
MULTIPLAYER
Modes
- Red Light, Green Light
- Increased XP awarded from match bonus.
Stability
- Added various stability fixes.
ZOMBIES
Hello there! Let’s discuss the modifications that took effect on January 3rd. Our team is dedicated to ensuring that Zombies are engaging and fulfilling, which is why we create video games. However, sometimes we might not get it perfect right from the start.
Some adjustments made for bugs or vulnerabilities may get postponed as more pressing matters arise, and others might be saved for a future update. Recent alterations to Big Game in Shadow Rift, the Shock Charge speedrun phase in Terminus, and spawn delays during Directed Mode after five consecutive rounds are typical examples of these situations.
We understand that it can be frustrating when a fix is released weeks later for an issue that wasn’t initially problematic, so we’re rolling back the changes made to Directed Mode, enhancing Shadow Rift with four new buffs, and arranging a solution to enable speedrunners to employ the Shock Charge technique safely in Terminus again. The enhancements for Shadow Rift and the fix for Terminus are active now, while the speedrun adjustment is undergoing additional testing before it becomes available.
Appreciate your feedback on issues encountered in Citadelle des Morts, such as visual FX glitches and crashes that may occur when using a sword with Aether Shroud active and the Void Sheath Augment. These problems were swiftly addressed by our team upon discovery, and the solutions are now live.
Maps
- Citadelle des Morts
- Addressed an issue where using the Void Sheath Augment for Aether Shroud with one of the Elemental Swords would cause the match to crash.
- Addressed an issue where many visual effects would stop playing.
- Directed Mode
- Addressed an issue where guidance would be incorrect if a player disconnected with a stamp.
- Addressed an issue where guidance would be incorrect each time a new stamp spawned.
- Addressed an issue where picking up Solais after a stamp was spawned could prevent quest progression.
Modes
- Directed Mode
- Removed the extended time between rounds and the delay between spawning zombies after five looped rounds at the round cap.
Ammo Mods
- Shadow Rift
- Activation Rates
- Normal enemy activation rate increased from 15% to 20%.
- Special enemy activation rate increased from 5% to 7%.
- Elite enemy activation rate with Big Game Augment equipped increased from 5% to 7%.
- Cooldown Timer
- Decreased cooldown by 25%.
- Activation Rates
Originally, the Big Game Augment for Shadow Rift wasn’t designed to instantly defeat Elites, but due to how it functioned for several months, we understand that recent adjustments have felt like a significant loss for the game mode. To address this feedback, we’ve enhanced Shadow Rift by introducing four buffs aimed at increasing its activation rate. Among these buffs is a 25% reduction in cooldown time, which maintains its power level and ensures it remains enjoyable to utilize.
LTM Highlights / Adjustments
- Dead Light, Green Light
- Added Liberty Falls to map selection.
- Increased round cap to 20 before Exfil.
To create a more accessible and manageable experience with the introduction of Dead Light, Green Light, our goal was to provide a limited map and limit rounds to 10 before Exfil, ensuring most players had a fair opportunity to succeed without relying heavily on GobbleGums for survival. Essentially, we aimed to offer a compact, less challenging encounter. However, it appears that many of you found it too simple and concluded quickly.
From now on, Liberty Falls has been included in our map choices, and we’ve increased the maximum rounds to 20. Moving forward, the decision for extending the round cap during Week 3 will depend on the level of excitement the community desires for the challenge.
Stability
- Various stability fixes.
Occasionally, issues that seem resolved during testing persist in the active game post-update, causing inconvenience all around and potentially leading to misleading patch notes – something we always aim to avoid. The double-attack bug with Vermin is one such problem, and much like the Terminus speedrun adjustment, a suitable remedy for these bugs requires more time than other fixes mentioned earlier. Keep an eye out for solutions to both of these problems when Season 02 debuts on January 28th.
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2025-01-10 19:09