Tesco Hudl 2 Review: The Best Budget Tablet On the Market

31 Oct
The Tesco Hudl 2 is the best budget tablet with attractive design and unique software features.

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Steam Halloween Sale Commences – News

31 Oct

Steam's annual Halloween sale has kicked off. It features discounts on over 450 'spooky titles', including critically acclaimed games like Amnesia, The Walking Dead: Season One, Dead Rising 3, Murdered: Soul Suspect, and many more.

murderedsoulsuspect  1

The Steam Halloween Sale will run until November 3rd, and you can check out the storefront's homepage daily to see what the best deals are.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Steam Halloween Sale Commences - News

iOS 8/iOS 8.1 Untethered Jailbreak: How to Jailbreak iOS 8.x Using Pangu v1.0.1 Update with Cydia Installer

31 Oct
Step-by-step guide to jailbreak iOS 8.x untethered using Pangu v1.0.1 update with Cydia Installer.

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‘Games With Gold’ Titles for November Announced – News

31 Oct

Microsoft's 'Games with Gold' promotion for November has been revealed by Major Nelson.

Xbox One owners will be getting Völgarr the Viking, a new indie title released under the banner of Xbox's ID@Xbox programme.

gameswithgold  2

Xbox 360 owners will be treated to two games in November - Viva Piñata: Trouble in Paradise will be available from the 1st November through to the 15th, and Red Faction: Guerrilla will be available between the 16th November and the 30th.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - 'Games With Gold' Titles for November Announced - News

Bitcoin-Loving Terrorists Threaten to Spread Ebola Virus in Czech Republic and Demand €1m Crypto Money

31 Oct
Terrorists demanded €1m in bitcoin, but Czech authorities ignored warning.

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Driveclub PS+ Edition Officially Delayed “Until Further Notice” – News

31 Oct

Driveclub, the heavily delayed racer from Evolution Studios which finally released earlier this month, will be even more delayed for PlayStation Plus subscribers that were looking forward to putting it through its paces.

The PlayStation Plus edition - a version of the game which would include one location with 11 different tracks and 10 cars - would allow players to get a feel for the game.

driveclubstuff  1

Unfortunately, this free edition has been delayed 'until further notice', Shuhei Yoshida announced via Facebook:

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Driveclub PS+ Edition Officially Delayed "Until Further Notice" - News

Sony replaces mobile chief and slashes smartphone sales forecast

31 Oct

Sony's attempt to become a major player in mobile has hit another speed bump. The company now expects to ship 41 million smartphones in its current fiscal year — that's down from a forecast of 43 million units in July, which was itself a cut from the 50 million projected in April. Although Sony's mobile division brought in ¥308.4 billion ($2.83 billion) in revenue from July to September, around a 1.2 percent increase on a year ago, the company is writing down ¥176 billion yen of the business' value.

Kunimasa Suzuki, the president and CEO of Sony Mobile since April 2012, has been replaced by Hiroki Totoki, until now a senior VP in charge of corporate planning. Suzuki will become executive VP at Sony Entertainment and move to a group...

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France doesn’t know who’s flying drones over its nuclear power plants

31 Oct

The French government is investigating a series of unidentified drone flights recently conducted over state-owned nuclear power plants. Unmanned aerial vehicles were spotted over seven different nuclear power plants around the country in a two-week period between October 5th and October 20th. The drones were reportedly commercial models, available for purchase by the general public, but it's not yet clear who was behind the controls.

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New Champion Sneak Peek, The Making of Featured Game Modes, Incoming Change to Sion’s Passive, Skin Sale and More

31 Oct

Important: Unofficial PBE Patch Notes for 10/30/2014 - Summoner's Rift Login Screen, Reaper Soraka Splash, New Victory/Defeat Assets


New Champion Sneak Peek

Mobius1337 from reddit posted the photo from Lucca Comics & Games event, showcasing the concept art of new champion. His/her name wasn't officially revealed yet, but he's been called "Kalista" by many people (potential leak).

What's more, the teaser from Riot Brazil continued. The Fabulista was consumed by mist and speaks of himself with plural form ("we"). After consuming, he replied to few people with those answers:

  • "There Fabulista, only the mist. Our heart beats as one."
  • "One more to ride the mist and ravage the living. Running is useless."
  • "The only void that exists is the heart of those who try to resist."
  • "We do not know anything or anyone by that name - and if we do not recognize, you're against us."
  • "Who I am does not matter. Who are WE? We are the fllen. United as one, we will ravage who are against us - and our forces only increase."
  • "We do not recognize Lucian nor Senna - and if We do not recognize them, they are against us. The paladin of pain and cleric of death march to the same beat of the drum as we."
  • "Plague the living and increase our strength."

Further, it also matches the recent teaser from official Riot Facebook "We are vengeance." with the banned attached. Italian department posted following picture:

I bet you recognize the face by now. Seems like we're close to the full reveal...


Incoming Change to Sion's Passive

Originally Posted by Riot (View Original Source)

Any updates on the idea of his passive bleeding him out at a flat HP rate?
http://boards.na.leagueoflegends.com/en/c/gameplay-balance/A4QRfNk1-does-sion-take-too-long-to-revive?show=flat&comment=0011

This is actually something we are doing for the next patch. Flat HP amount drain (based on char level) instead of % max HP.

It was a silly thing that he was punished for building tanky with the old system. So yea, good change.


Footsteps Sound in LoL

Originally Posted by Riot (View Original Source)

I know this isn't a big deal, but it's really bother me that there isn't a single foot steps sound effect in the game. Even it's just a quiet foot step, I still want to hear it in the game. It will make the environment to have more activities. [...]

Hey!

I haven't seen this topic come up in a while, and I'd be glad to give some insight.

There have been some experiments in the past with adding footsteps and movement sounds to the Champs. Results were mixed, and often times ended up getting annoying.

BUT, that isn't to say that we would never think about adding them sometime down the road. Honestly though, it's a Herculean task at this point, and probably isn't realistic; but never say never.

Cheers!

I personally always found this a big deal. Since just walking around the rift to just the music something and nothing but "............" was a little meh sometimes. I don't think it would be a big deal (although still a huge task) to add it. as always the simple option would be to make it optional.

I personally love the movement sounds they have in dota 2 for example and how each one has something a bit different. I really would love to see this happen someday

Yeah, maybe it's something that would just get cut out when in battle - there are definitely things we could do to make it not annoying.

It's good to know it's something you guys are interested in, and I agree, the fine audio folks at Valve did a good job with this type of system in Dota 2.

Cheers! =)


The Making of Featured Game Modes

Originally Posted by Riot (View Original Source)

 

As everyone enjoys Hexakill: Twisted Treeline, it felt like a good time to give some insight into how we make Featured Game Mode's by analyzing our approach to the previous mode, Ascension. Hopefully I can give you guys some insight into our iterative development process, what we take away and learn from each mode, plus some stories about things that didn't make it.


Rapid prototyping

We start each Featured Game Mode by trying to define what kind of experience it should be. There are design pillars which help guide this, but we often want you to "discover a new or interesting way to engage with your favourite champions in League of Legends". Of course we still want modes to feel like LoL to some degree, so you can expect to level up, gain power and fight other champions, but we’re not afraid to bend the rules. Sometimes there’s an overarching theme we’re working towards with a mode (e.g. Shurima) and other times it’s a fun mechanic or rule change that just wants to be turned into a mode (e.g. One For All, URF). The golden rule is that regardless of its shape, a mode has to be fun!

With Ascension, we wanted to highlight the Shurima event and bring some of the pervasive lore themes like “power corrupts” through with fun gameplay. It needed to feel scrappy and intense so we started drifting towards a Team Deathmatch (TDM) kind of feel. The Crystal Scar's circular shape made it a strong initial candidate for that kind of gameplay. The tower pads nicely doubled as spawn points enabling a strategic choice for players when entering the battle (and also neatly solved design issues around TDM spawning in the LoL ecosystem). It wasn't going to just work 'as is' though, so we ripped out the towers and minions to fast forward through the laning phase of regular LoL, enabling you to get straight to the fighting! With those changes, daily playtests began to have a running theme emerge: a constant 'struggle for power'.

Two problematic design issues became evident during prototype playtests that I want to zoom in on:

1) Snowballing

Ascension initially felt very snowbally, and while we want to reward #bigplays, it doesn’t feel great to make a single mistake and never be able to recover. We tested and eventually kept the following 'anti-snowball mechanic' in Ascension; all players on both teams had exactly the same gold & XP at all points throughout a match. This meant that at any point in time, you always had an equal chance to win/lose any teamfights. There was no mathematical 'snowballing' possible in Ascension, making the Ascended buff the only actual statistical advantage on the map. Even if the other team was stomping, you had as much chance to win the next Xerath fight, Ascend, and make a comeback. A side-effect was that even when losing badly, you could still get valuable skirmishing practice right up to the end of a game, due to never actually being 'behind'. We were pretty happy with how this solution played out across Ascension's lifetime.

2) Lack of 'strategic choice'.

There was also an early lack of 'strategic choice' in the mode. Original prototype playtests felt too sparse and barren for a TDM, which led to us shrinking the map into the tighter, more action-packed jungle area of the Crystal Scar. This increased the action, but still felt like a directionless TDM. Our team internally dubbed it "Murderball Simulator 2014". The prevailing meta was to just group as 5 and roll around the map killing anything that moved. :/ While murderball was fun in short bursts, it was too monotonous, and we'd tire of it after only a few games. There were no peaks or valleys in the tension curve across the game life. It needed a higher objective layer to float above the TDM, giving purpose to your rampage (rather than killing everything in sight being a means to its own end). We eventually settled on the Relics of Shurima & Ancient Ascendant Xerath combo that shipped, but here's some of the ideas that didn't make it:

    • Transferring the Ascended buff player-to-player based on the killing blow. This was one of the earliest prototypes and just led to a snowbally comp style with monotonous gameplay. Badtimes. :(
    • Capturable towers that provided an area of vision around them while held. These were basically ignored as the vision wasn't valuable enough to directly affect the scoreboard. "Hmm, I could grab some vision... or maul someone's face off with Udyr... face mauling please!"
  • Transforming the 4 remaining teammates on an Ascended team into 'sand soldiers'. We wrote a whole new kit for these 'sand soldiers' based around helping the Ascended track, hunt and lock down kills. Turns out that taking away your ability to play your favourite champion is a terrible idea. The kit tried to walk a middle-line of doing everything, and ended up being good at nothing in particular. "Why am I this sand soldier guy trying to slow guys and shield the Ascended? I could be doing this as Lulu... and WAY BETTER!"

That perfect game

We often hear from players that they would like more ways to express their skill level visually. With the 'Perfect Ascension' icon, we wanted to try making a 'challenge mode' icon to reward exceptional play. It needed to reflect actual gameplay excellence to be valuable (if it were easy, it would have no value right?) and not be compulsory in any way. The icon didn't require any deviation from regular Ascension play or strategy, and happened naturally in the course of playing to win. You just needed to win VERY convincingly (IE: play the perfect game). Many strategies were kicked around as the best path to a perfect game, but we largely saw that if it ever came down to a scrap at Xerath, then your team probably wasn’t playing the perfect game. For those of you who did earn the icon though, nice work! You now hold one of the rarest summoner icons there is.


Outrageous

Each mode brings with it a new wild west of meta where initially “anything is possible”. After about a week though, the sands settle and most players seem to have a good grip on "what's OP". It was pretty widely accepted that “assassins were strong in Ascension”. But let's look at some comparisons.

That may or may not surprise some of you. However... who was actually strong in Ascension?

Yeah that's Taric up there in 5th, despite having a stunningly unpopular pick rate. Oh don't worry, we never saw that one coming either... truly outrageous. This is a good example of why having these modes as temporary is a boon. It gives us the freedom to experiment without the burden of having a static and well-documented meta.” Featured Game Modes don’t have comparable depth to Summoner’s Rift, and having them on for a few weeks at a time keeps them fresh and exciting (if Ascension was permanent these meta numbers might have staled fairly quickly thereafter).


Things to improve

Featured Game Modes are a great chance for us to learn what's fun in LoL, what doesn't work, or what we’d like to do better next time around. The Perfect Ascension icon highlighted for us the possibility of misalignment between players on the game's win condition. Specifically, resolution of the icon shouldn't have been possible before the end of a match. This is something we're taking on board.

We were originally going to make Perfect Ascension an 'opt-in experience' and lock it to premade 5-mans, as not everyone on a team might be bought in on trying to earn the icon. This felt too limiting though, and we wanted to give everyone a chance to be rewarded for playing that 'perfect game'. One thing that we noticed overall with the Perfect Ascension was that it forged a lasting memory for everyone, whether they achieved it or not. This is something we're keen to do again, with maybe a different shape.

There was also the eventual solution for how we shrunk the map size and limited player movement using the 'black darkness' on the ground. It was a functional, but not terribly coherent solution. While it did its job (barely) for the first outing of Ascension, there were lots of readability issues for players when initially encountering it. Even after multiple interactions, it was still often unclear to many players that it represented the 'edge of the playspace'. If we ever bring Ascension back, that’s one of the first things we'd like to tidy up.

Both of these examples show the value of Featured Game Modes being temporary. While we might have let something like the 'black darkness' solution hold back shipping a permanent mode, the temporary nature of Featured Game Mode's let players enjoy the mode for a few weeks and make some #bigplays. The highs and lows felt chasing the Perfect Ascension (and the permanent memento for those of you who got it) also would not have been feasible to try. Plus when the mode is done, we can learn from your feedback, and use it to inform any similar upcoming design features, or maybe tweak the mode and bring it back at some point.


What's next?

In the near future I want to chat about the current state of Featured Game Modes. It's been over a year since we started doing them and is a good time to take stock of what we've done, where we are now and what we're aiming to do in 2015. Until then, see you on the rift! ^_^/

-L4T3NCY


Originally Posted by Riot (View Original Source)

Hi all,

Wanted to drop in and say we hear how much you loved URF and want it back! As L4t3ncy mentioned at the end of this blog, he'll be talking soon about how the past year's modes went, some cool data insights, successes and challenges, and what we want to achieve in 2015. In that he's going to go into some detail about URF, some of the challenges we faced and what we learned about it which will give some insight on how we chose to create and bring modes back.

Also, it was said in several of the comments but URF will be back, so fear not! A lot goes into planning a mode schedule for a year, but also into making sure when we bring a mode back its not just the same mode, but has had additional development time based on what we learned and want to improve on.

Thanks,
-Chager

I just wanted to say how although I know you intend to make the new gamemodes more interesting by changing the maps, for example one for all and hexakill. I enjoyed the game modes much more when playing on summoners rift. When you create gamemodes like Acension and 1v1's 2v2's for other maps I love them. All i'm trying to say is that when you make a gamemode for a map keep it on that map, maybe add a couple tweaks. I can't speak for everyone but i know all of my friends and I liked the original versions of the gamemodes a lot more. We're hoping that you're not planning on putting urf on a different map. By all means continue making new gamemodes for other maps, but we'd prefer if you kept a gamemode to a map.

There are totally times where keeping an original game mode on the same map makes sense. (Not sure Ascension work work on other maps). But sometimes there are goals we wanted to achieve but didn't or additional game mechanics/changes we wanted to put into a mode that were cut for one reason or another. We're always open to trying to make what's great even better. Sometimes we get it and sometime's we don't, but we always want to try to improve on what we've made before.

Also we want to make sure we listen to feedback on modes from players and take that into account if/when we bring a mode back. One for All was a good example of that; there was a lot of player suggestion that it would be fun on Howling Abyss and we wanted to see how that would work. We also were able to put in some improvements (battle boost, voting system) that were cut from the original OFA.


2014 World Championship Sale Ending Soon

Originally Posted by Riot (View RedTracker Source)

 

The 2014 World Championship sale ends on October 31 so snag your favorite skins before they head into the vault!


Championship Thresh - 975 RP


2014 Championship Bundle -  2115 RP (1455 RP if you already own the champ)

  • Championship Shyvana - 975 RP
  • 2014 Championship Ward - 640 RP
  • World Championship 2014 Icon - 1 IP

Fnatic Team Bundle - 25% off at 2812 RP (5688 RP if you need the champions)


TPA Team Bundle - 25% off at 2812 RP (5358 RP if you need the champions)


SKT T1 Team Bundle - 25% off at 3292 RP (6513 RP if you need the champions)

  • SKT T1 Zed - 750 RP
  • SKT T1 Vayne - 750 RP
  • SKT T1 Jax - 750 RP
  • SKT T1 Lee Sin - 750 RP
  • SKT T1 Zyra - 750 RP
  • SKT T1 Ward - 640 RP

These skins aren’t going into the vault but through October 31, you can grab all the skins and champs Samsung White used to clench the 2014 World Championship for half off!


2014 World Championship Winners Bundle - 50% off at 2210 RP (4220 RP if you need the champions)


Celebrate the 2014 World Championships!


Champion and Skin Sale: 10.31. - 11.03.

Originally Posted by Riot (View RedTracker Source)

 

Grab these champions and skins on sale for 50% off for a limited time:


Skin Sales

Give your champions a new look with these skins:

Bittersweet Lulu
975 487 RP

Viking Tryndamere
750 375 RP



Valkyrie Leona
520 260 RP


Champion Sales

Add these champions to your roster:

<table border="0"> <tbody> <tr> <td style="text-align: center;"> </td> <td style="text-align: center;"> </td> <td style="text-align: center;"> </td> </tr> <tr> <td style="text-align: center;"> Jinx
975 487 RP</td> <td style="text-align: center;"> Graves
880 440 RP</td> <td style="text-align: center;"> Lux
790 395 RP</td> </tr> </tbody> </table>

Amazon exec says ‘we didn’t get the price right’ on the Fire Phone

31 Oct

Hindsight is 20-20, something Amazon now has about the launch of its first smartphone. Amazon debuted the $199 Fire Phone in June, though trimmed the price of the device to 99 cents (with a two-year contract) just two months after it went on sale, without explanation. Speaking to Fortune, Amazon's senior vice president of devices David Limp now says the company simply whiffed on the pricing. "We didn't get the price right," Limp said. "I think people come to expect a great value, and we sort of mismatched expectations. We thought we had it right. But we're also willing to say, ‘we missed.' And so we corrected."

"We thought we had it right."

That correction — as Amazon calls it — also hit its bottom line, as the company revealed last...

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GameStop Q1 Sales Down 12%, Growth in Digital Sales Not Enough

31 Oct

Retailer GameStop has reported on its quarter one sales for 2012. Year on year revenue fell 12.2 percent to $2 billion in 2012, from $2.28 billion in 2011. Profits dropped from $80.4 million the same quarter a year ago, to $72.5 million. GameStop has forecasted sales for the rest of 2012 to be flat to at most down five percent.

New game hardware dropped from $432.2 million in the first quarter 2011 to $348.6 million quarter one 2012 and new software fell to $731.1 million, from $914.7 million. Used hardware and software dropped slightly from $625.0 million to $619.0 million. Digital, mobile, peripheral and other items are lumped together which was down to $309.3 million, from $303.5 million. The one bright spot is the increase in digital sales, which increased 23 percent year on year.

"GameStop continues to outperform the market in new game sales through the late stages of this console cycle," said CEO Paul Raines. "Despite slower store traffic during the quarter, we achieved our earnings target due primarily to gross margin expansion and positive profit contributions from our pre-owned, mobile and digital businesses. We expect those segments to fill the profitability gap as we transition to the new console cycle."

Yakuza Series History Feature & Yakuza Zero Story Trailer

31 Oct
Welcome to the “History of the Yakuza series” feature. But first let’s go over the future Yakuza game announcement for… Yakuza Zero: The Place of Oath (based on the Japanese title translation) is the 6th game in Sega’s core Yakuza series, and will be released for PS3 & PS4 in Japan on March 12th, 2015....

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Mega Steelix & Mega Glalie Added To Pokemon Omega Ruby and Alpha Sapphire

31 Oct
Pokemon Alpha Sapphire & Omega Ruby just got even cooler with Mega Steelix & Mega Glalie added to the roster. The Pokemon Alpha Sapphire/Omega Ruby release date is November 21st in America & Australia, and November 28, 2014 in Europe exclusively for Nintendo 3DS/2DS. Check out this new Japanese overview trailer showing tons of gameplay...

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Android creator Andy Rubin is leaving Google

30 Oct

Andy Rubin, who co-founded the Android project, is leaving Google. According to The Wall Street Journal, Rubin's departing to create an incubator for hardware startups. His role heading up the company's robotics will be taken up by James Kuffner, a research scientist at the company and a professor at Carnegie Mellon University.

In a statement, Google's CEO Larry Page thanked Rubin for his work. "I want to wish Andy all the best with what's next," Page said. "With Android he created something truly remarkable-with a billion plus happy users. Thank you."

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Westbound: A Pioneer Adventure – Tips, Tricks, Cheats, and Strategies

30 Oct
Westbound: A Pioneer Adventure is a new city building game for the iOS and Android platforms. It might be new, but it brings back the time when these games were all the rage, back in 2010 and 2011. In this game you play as a group of pioneers from the olden days, with accents and […]

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The Vergecast 125: I have 23 children

30 Oct

The hype meter is off the charts this week. The sweat is real. This Vergecast is beef, not bust. Our hosts Nilay Patel, Chris Plante, and The Verge's social beast Sam Sheffer begin the hour with a reflection on various motorized death machines and enormous phones. Then David Pierce steps in to discuss super heroes, Apple Pay vs. CurrentC, Microsoft's fitness band, and Chris's alarming misunderstanding of contraception. Join us, won't you?

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Why Twitter’s new head of product could be the one to fix it

30 Oct

Even in an industry where things move quickly, 2014 has seen a dizzying amount of change for Twitter. In the last 10 months, Twitter has lost: its chief operating officer, its chief financial officer, its head of product, its head of news, its head of engineering, and (just this week) one of his deputies. Then today came another twist: the company promoted Kevin Weil, its head of revenue products, to oversee the entire product organization. That means that Daniel Graf, the former Google Maps executive who Twitter hired away with some fanfare six months ago, has effectively been demoted.

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Microsoft Warns Against Xbox Bans for Fraudulently Refunding Destiny

30 Oct

Destiny The Queen's Wrath
Xbox owners were not too pleased with knowing that Destiny’s upcoming The Dark Below DLC will be exclusive to the PlayStation for an entire year. In addition to the game’s alleged monotonous grinding sequences and various other aspects, some sought out to ask for a refund from Microsoft using false reasoning.

At the start, Microsoft granted their requests but as the number of requests increased, it came to light that Microsoft has started investigating each user’s request on the basis that they committed fraud.

One such user reported that upon informing Microsoft how everyone else was complaining about the exclusive content and using fake reasoning to get refunds, this was the reply received from the representative:

“I totally understand, Dustin, and let me be honest with you on this one, and straightforward, making sure that we’re not hitting around the bush. I appreciate your kindness and being nice, despite of your request.

I do apologize however we really cannot refund the charge for you just because others are asking for the refund for the game. We’ll have this investigated, as we already filed and submitted a ticket regarding the post in forums that was posted. We’ll have those profiles and gamertags check, as well, as this may be a form of fraud.”

The threat of having your Xbox profile permanently banned and losing all digital content was too much to take. Shortly after warnings started spreading around Xbox forums and Reddit pages asking everyone not to apply for refunds on the off chance of being banned.

We’ve yet to come across anyone who has suffered such a permanent ban but until Microsoft has issued a statement about the situation, it’s best to stay away from asking refunds.

Via jbgnews

The post Microsoft Warns Against Xbox Bans for Fraudulently Refunding Destiny appeared first on SegmentNext.

Mark Zuckerberg will answer your questions for one hour next week

30 Oct

Mark Zuckerberg's not afraid of you, internet. The Facebook CEO has announced that he'll participate in a public Q&A session next Thursday afternoon, answering questions submitted and voted on by the social network's own users. Facebook holds its own internal Q&A each Friday, according to Zuckerberg, a forum that gives employees a frequent opportunity to ask the CEO anything they'd like. "People ask thoughtful questions about why our company is going in certain directions, what I think about things happening in the world, and how we can continue improving our services for everyone," Zuckerberg wrote on his Facebook wall today. "I learn a lot from these Q&As, and the questions people ask help us build better services."

Now he wants to...

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Mark Zuckerberg will answer your questions for one hour next week

30 Oct

Mark Zuckerberg's not afraid of you, internet. The Facebook CEO has announced that he'll participate in a public Q&A session next Thursday afternoon, answering questions submitted and voted on by the social network's own users. Facebook holds its own internal Q&A each Friday, according to Zuckerberg, a forum that gives employees a frequent opportunity to ask the CEO anything they'd like. "People ask thoughtful questions about why our company is going in certain directions, what I think about things happening in the world, and how we can continue improving our services for everyone," Zuckerberg wrote on his Facebook wall today. "I learn a lot from these Q&As, and the questions people ask help us build better services."

Now he wants to...

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