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There can't be any left! In Angry Zombies you have to shoot down every zombie you meet. But be careful! Their villages are solid and your fire is limited. Be specific and don't ..!! Why Early Access? “The development of a game is a long-term task, we allow you to test it in preview before its release. This will allow us to improve it by following your comments on the game so that at the end of development you have the best gaming experience” Approximately how long will this game be in Early Access? “We plan to publish in a few months.” How is the full version planned to differ from the Early Access version? “We plan to add: - New level - New enemies - New weapons - Ranking of the best hunters All this by following the comments and recommendations of the players. While keeping the current grahisms, the final version of the game will be clearly different from the current version.” What is the current state of the Early Access version? “The game is evolution, it is an early access.The possible small bugs will be corrected as and when they are detected. The game currently has 30 levels. You will find more info in the "About" section.” Will the game be priced differently during and after Early Access? “The price is likely to vary as you add content and functionality, you can find the possible future enhancements below.” How are you planning on involving the Community in your development process? “Sharing ideas in the community hub is a great way to get the players involved in the development of the game. We will also carefully consider the comments and opinions of players who have tried the game” ABOUT THIS GAME No mercy! No mercy! Important point ➡ 30 new levels! ➡ Score system! ➡ Hardcore mode! ➡ Immersive sound atmosphere! ➡ Addictive! There can't be any left! In Angry Zombies you have to shoot down every zombie you meet. But be careful! Their villages are solid and your fire is limited. Be specific and don't take prisoners! You will go through 30 new levels accompanied by a sound atmosphere to immerse yourself as much as possible in the role of a zombie hunter! Be on your guard! You will encounter stronger and more resistant enemies than others. Two game modes are at your disposal! - Easy: No constraints. - Hard: You will have no trajectory indication and no firing power. How to make the best score? All you have to do is shoot down a village with a minimum of fire! Are you going to be the best zombie hunter ever? Share your scores and battle photos with the Steam community of zombie hunters. Welcome to the Angry Zombies adventure! MINIMUM: OS: Windows 7/8/10 - 64bits Processor: 2 GHz Intel Pentium 4 or AMD Athlon or equivalent Graphics: Intel HD Graphique Storage: 90 MB available space Sound Card: All Video Trailer :2 points
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¤ Nickname: - TALVINNN" ¤ Name: TALVINNN" ¤ Age: 16 ¤ Country: egypt ¤ City: sohag ¤ Favorite Games: football ¤ Favorite Shows: ¤ Favorite Movies:- ¤ Favorite Songs / Favorite genre: - ¤ What would you like to do in life:- ¤ Favorite actor - why ?: - ¤ Favorite actress - why ?: - ¤ You Smoke? / What brand of cigarette smoke:-i dont smoke ¤ What alcoholic drink frequently: -milk ¤ Favorite juice: -limon ¤ In what country would you like to live: palstine ¤ Favorite football team: -alahly/real madread ¤ Car models: Idk :bmw ¤ A brief description about you: - ¤ How did you find Highlifezm ?: @ThheIncredibleHulk ¤ If you win 1 million dollars, which would be the first thing you do?: i will give it to poor1 point
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Accepted as global moderator. (being returned from Ex-Staff, having an impecable application, exemplary forum presence plus being a 10+ rate person)1 point
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Though many customers are still loyal to Valve's Steam platform for PC games, some developers appreciate Epic Games' competition. By on January 10, 2020 at 12:39PM PST Talk about the big business battles of the video games industry, and it's tough not to focus on the wars between gaming consoles. In the 1990s, SEGA and Nintendo were engrossed in a public, often odious back-and-forth banter in an attempt to grab hold of the majority market share of the gaming industry. In 2019, the big console makers are still duking it out for dominance, but there's another battle taking place. This war is being waged for control of the PC gaming market. Within months, the Epic Games Store started picking up a handful of notable PC exclusivity deals for games like Borderlands 3, World War Z, Super Meat Boy Forever, and many more. The most logical reason that dozens of publishers and developers began flocking to the Epic Games Store had to do with its generous revenue share. Epic offers all developers an 88% cut of all sales on the Epic Games Store, with the store taking 12% of sales. Steam, by contrast, offers most developers a 70% cut and keeps 30%, with bigger games having the chance to earn up to 80% revenue share. Exclusives are deals between developers or publishers and a digital storefront, making that store the sole distributor of an intellectual property (IP), usually for a set amount of time. In exchange for exclusivity, Epic (and other distribution platforms) will typically offer the developers a sum of money, as well as an agreed-upon revenue share and a handful of other perks, which will vary based on the distributor. "...I am glad someone is coming along and going, ‘Maybe we can give more back to developers.'" You might be wondering why developers don't distribute games themselves, especially when they have to give up a portion of sales. The short and simple answer is that most developers simply don't have the audience, and potentially finances, to launch a game alone. Digital storefronts like Steam and the Epic Games Store already have millions of active users looking to buy games from its platform. So, if they want their game to be seen and played, they are forced to launch with a digital distributor, and potentially sign an exclusivity deal. Thus, it's critical to find a partner who will offer the best return to developers, which is why there has been an increase in Epic Games Store exclusives. "Epic Games Store's 88/12 split is very generous and I do think that's a large draw for developers," Tommy Refenes, co-CEO and programmer at Team Meat, the developers of Super Meat Boy Forever, told GameSpot. "Steam's 70/30 cut has always been great and I have benefited greatly from it, but I am glad someone is coming along and going, ‘Maybe we can give more back to developers.' That's not something I ever thought would happen." Refenes was very clear that Team Meat saw great benefits with Steam, but found even more success upon partnering with Epic. "When Epic approached me, they offered me a deal that gave me more support than I've ever had from any deal with any store or console ever," Refenes told GameSpot. It also seems that Team Meat is not the only one who has benefited financially from a deal with Epic. "Releasing World War Z on the Epic Store was probably the best move that Saber has ever made as a studio," according to Matthew Karch, the CEO of Saber, which recently launched World War Z on PC as an Epic Games Store exclusive. "We make more money on Epic than on any other platform by a huge margin," adds Karch. According to these developers and others, the support Epic offers goes far beyond finances as well. "...Most importantly was the level of support Epic Games offers its partners," Nick Clifford, director of marketing at Phoenix Labs, told GameSpot. The studio launched Dauntless as an Epic Games Store exclusive in May 2019. "We have an open line of communication with their team, talk daily, and share best practices. We've been out to their offices multiple times and they've visited us as well," said Clifford. "The guys at Epic are very accessible and pragmatic, it's not a big business corporation with ties, long communication, and various approval levels, no, they have both feet on the ground and they are gamers like us," said Henning Schmid, a representative for Yager, who recently released The Cycle as an Epic Games Store exclusive. "Frankly, I don't see any disadvantages to being on the Epic Games Store from a development studio perspective... We wouldn't have been able to release our vision of The Cycle without Epic and their help." In addition to studios profiting from Epic exclusivity deals, players are receiving benefits as well. With sales on Epic eclipsing that of the Xbox and PlayStation Store at Saber, Karch shared that they have been able to pass along some of those savings to "gamers." "We actually lowered the price of World War Z by about five bucks on PC, to pass along savings to gamers because of Epic Games Store's smaller cut." With Saber's deal, aside from being able to offer the game for a discount on PC, Karch said the exclusivity deal has allowed the studio to have financial stability and confidence to make the best game possible for its community. The idea that Epic Games Stores exclusives benefit the gaming community as a whole is a foreign idea to many. To a lot of the community, exclusives are an annoyance that exist because of greedy developers and publishers. However, Karch has a different viewpoint. "Epic is not some outsider to games, nor is it a greedy corporate publisher," he said. "It's a game developer with an unimpeachable pedigree." It's hard to say exactly where the bias for exclusives began, but a lot of initial hate came from the fact that Epic's platform isn't as developed or advanced as Steam. As a newer platform, it is lacking a lot of features that its competition already has in place. After all, Steam has been around for nearly two decades, so to say that its platform has been tweaked and fine-tuned almost to perfection would be more than fair. It shouldn't really come as a surprise that those on PC would rather use Steam instead of Epic, as it simply is more user-friendly and already has an established user base. "Some community members complained about our decision [to release as an Epic Games Store exclusive] as they are used to a rich feature setup like Steam, but most of them simply don't care. Knowing the ambitions of Epic, I am sure that they will catch up in the future," said Schmid. He is right, Epic has addressed some of the complaints from users since launch, and is continuing to add in new features. While Epic is trying to catch up to Steam, it's certainly understandable that some users would prefer to play on Steam in the meantime. However, Schmid suggested that "most simply don't care," so if the lack of features on the Epic Games Store isn't a problem for most, what else could it be? Perhaps the biggest issue that consumers have with the Epic Games Store boils down to one simple word: change. The Epic Store is trying to shake up the world of PC gaming. It is trying to come along and disrupt the status quo. If we are being honest, buying a game off of the Epic Store versus Steam only involves a few extra clicks and maybe five minutes of your time. It's not that big of a deal--but it is a big change. There has never been a real threat to Steam in the past. Sure other PC gaming distribution stores have popped up over the years, but none of them have ever disrupted the community this much. The Epic Store isn't just picking up exclusivity for a few tiny games and helping out indie developers here and there, it is coming after AAA and indie developers alike. Change is hard and often times scary, but sometimes it's necessary for a better future. Epic believes it is creating a better future for gaming, but the verdict is still out. Passionate fans are often very vocal when they feel betrayed by a company, which is what tends to happen when exclusivity deals are made. Often times the "bad press" is due to a lack of communication on the part of developers, leaving the community alienated from the reasons behind the decisions that were made. "Unlike other Epic Games Store exclusive games, we did not get a lot of negative feedback [from the community], as our players knew where we came from and that this exclusivity helps us to turn our vision for The Cycle into reality," said Schmid. "We spoke very open and transparently with our community and they fully understood our decision." Aside from the support Epic offers developers, Epic also offers a more limited library, which allows games to stand out better than they would if the storefront is constantly being flooded with new games. It's no secret that Steam is the best place to go if you're looking for a large library of games. However, with that comes the chance that a developer's game could get lost in the shuffle. "I feel like I'm working with a partner to launch my game and not like I'm just going to put the game out there and hope for the best. That's huge in this market where there are new games coming out every single day. I don't feel that once we launch on the Epic Games Store that we will be buried under a ton of new releases. We are going to be front and center in front of millions and millions of customers for a while. That's huge," said Refenes. However, is that the case for all developers? What about the big studio that already has as much social support as needed? Do Epic Games Store exclusives benefit them as well? "If developers have enough funding and resources available to finance and grow its games and business, they probably will be better off if it is not limited to only one platform," Patrick Rose, the founder of Games Analyst, told GameSpot. Rose told us that there are three things that a studio must determine when trying to decide if an exclusivity deal is the right move for its game. To start, developers need to first understand its products. Once a studio has figured out exactly what kind of product it wants to release, the focus should be turned to the market. This phase is where the developers must decide who its target audience is. "The internet is fantastic at painting a negative picture and terrible at painting a realistic one." Once those two initial questions have been answered, it's time to figure out where that audience is located. Are they on consoles? Steam? Epic? This step is perhaps the most important of all. At this point, developers have already narrowed down who they want to sell their games to, but they must now accurately determine where the audience is located. Making the wrong choice here could be detrimental to any game, no matter the size of the studio behind it. At the end of the day, it simply comes down to what's best for the game. Contrary to po[CENSORED]r belief, size doesn't matter. After talking with Team Meat, Yager, Phoenix Labs, and Saber Interactive, it seems that at least in the case of these four studios, choosing to become an Epic Games Store exclusive was the right move. Not only did all four developers speak highly of Epic as a company, but they all shared similar experiences of financial stability, profitability, and ultimately freedom. While exclusives may be an annoyance to some in the video game industry, the good seems to far outweigh the bad for developers and the community at large. Despite what the internet may tell you, exclusives are a necessary and good thing for developers and the community as a whole. As Refenes told us, "The internet is fantastic at painting a negative picture and terrible at painting a realistic one." Signing an exclusivity deal with the Epic Games Store not only leads to major funding boosts, but also support, experience, and exposure that otherwise wouldn't exist for many development teams.1 point
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Destroyer Command is a naval simulation released by Ubi Soft in 2002 and developed by the now-defunct Ultimation Inc. The game placed the player in command of a Destroyer during World War II, featuring campaigns from both the Pacific War and the Battle of the Atlantic. Customized missions may be played and players can select the opponent's forces and their own. Players can also have the chance to choose the difficulty rating in different games by adjusting the different realism ratings . The game features two campaigns that include the entire Pacific and Atlantic warfare with 20 missions each. There are 20 predefined historical missions, for example, the 'Battle of Savo Island', additionally to some training missions, and automatically generated, customized missions. Classes of Destroyers that can be commanded by the player are Bagley, Benham, Benson, Clemson, Farragut, Fletcher, Gleaves, Gridley, Mahan, Porter, Somers, Sims, Allen M. Sumner, and the Wickes classes. Weaponry that can be controlled by the player are the dual purpose 5"/38 caliber gun, the 4-inch/50 SP gun, the light guns Bofors 40 mm gun and Oerlikon 20 mm cannon, 200 to 600 lb depth charges, and 21-inch torpedoes. The game was developed by the Ultimation Inc. and released by Ubisoft in 2002. Due to problems with the game a patch (ver 4.10) was released in March 2002 by the developer for download. After release, instability with the multiplayer feature was found to be commonplace, yet Ubisoft never resolved this issue by releasing another official patch. While in 2002 Ubisoft had ended the official support, they authorized and enabled the game's community at Subsim.com to fix the game themselves by giving them the source code.The fan community raised over $7000 for an unofficial patch development project called Projekt Messerwetzer which ultimately fixed the issues. Destroyer Command is the spiritual heir to all those Great Naval Battle games SSI used to publish. You command a ship (or ships, in some cases) from either an overhead map view or by jumping around the various stations, where you flip switches, twiddle dials, and look at gauges. But whereas the Great Naval Battles series put you on the bridges of the century's grandest battleships, Destroyer Command relegates you to their little cousins, the destroyer escorts in World War II who kept enemy subs at bay. While this might seem like a less glamorous command, it does open the game to antisubmarine warfare, a topic that hasn't been covered in a sim since Novalogic's 1990 game Wolfpack. It also means you'll get to use torpedo launchers, which were the real teeth of destroyers in that era. Since you usually have to get in close to fire torpedoes, using them requires more finesse than simply plugging away with your 5-inch guns. The developers at Ultimation created this sim as a companion to last year's Silent Hunter II, a submarine sim that was supposed to be "interoperational" with Destroyer Command. What this means is that you can link them together and play multiplayer games in which some players drive subs and some players drive destroyers. At least that's how the theory goes. As of two weeks after the game's release, there's no support for "interoperation" and no official word on when a patch will be available. Considering how long the deeply flawed Silent Hunter II has remained unpatched (five months and counting), this doesn't bode well. Note that this didn't stop Ubi Soft from advertising this feature on its Web site, on the game box, and in the manual. "One of the most exciting features of Destroyer Command is the ability to play cooperatively or head-to-head against other Destroy Command or Silent Hunter II owners," the manual states optimistically. There isn't even a correction for this in the readme file. There is multiplayer support for destroyer-only games. Since real engagements can last hours, the time compression works by selecting the slowest speed chosen by all the players, which lets the boring stretches speed past at whatever pace players choose. You can play deathmatches, cooperative missions against computer-controlled vessels, and even base-capture games. While these work well enough over a LAN, Destroyer Command repeatedly drops out of sync and crashes when played over Ubi Soft's online matching service, ubi.com. The single-player game consists mainly of two campaigns, each a linear set of about 20 canned missions. Because Hitler's surface navy was quickly defeated, the Atlantic campaign should have been mainly sub hunting, but Destroyer Command goes out of its way to put you in the middle of surface battles against German raiders and even Italian ships in the Mediterranean. The far more interesting campaign is set in the Pacific, where you get to participate in historical highlights like "running the slot" to Guadalcanal, covering MacArthur's triumphant return to the Philippines, and even a late-war drive on Japan itself. At one point, you help kick the Japanese off an island at the tip of Alaska, a completely inconsequential exchange of land notable as the only time foreign troops have seized American territory. There are a couple of attempts at carrier battles, arguably the deciding factors in the war against Japan, but Destroyer Command presents these epic struggles with all the accuracy and grandeur of a third-grade Thanksgiving pageant. You can set up epic naval encounters by using the custom mission generator, which lets you throw in everything but the kitchen sink. Unfortunately, there's no random generator, so you always know exactly what you're facing before you ever see it on the map. Because the challenge of submarine warfare is the uncertainty of being hidden underwater, Ultimation's submarine sim Silent Hunter II suffered greatly from its canned missions. During the inevitable replays, knowing exactly what you would be facing and where it would be located killed the thrill of the hunt. But this isn't so much a problem with surface warfare, where the challenge is maneuvering into position once you've made contact. In a way, Destroyer Command plays like a wargame, and the scenarios are like set-piece battles in which you have to figure out the best tactics. There are still plenty of aggravating situations when you have to repeatedly replay a mission to accomplish some objective, but it doesn't drag the game down as much as it did in Silent Hunter II. What does drag the game down, and what's been preserved intact since Silent Hunter II, is the horrible AI. Ships plow into other ships in their convoy. Ships plow into their targets. Ships plow into sinking hulks. Ships plow into submarines, which don't have the presence of mind to dive below periscope depth when a destroyer is bearing down on them. Ships plow into islands and entire continents. When they're not plowing into obstacles, ships behave as if their captains skipped class the day maneuvers were being taught at the Naval Academy. They won't dodge torpedoes, and they won't split into separate groups to draw fire. In a game where the challenge is one of maneuvering, it's as if your opponent isn't even bothering to play. They won't stay in formation properly, and they're more than happy to let loose a spread of torpedoes into the hull of a friendly ship 200 yards away. It's one of the most egregious instances of friendly fire you'll ever see in a game when a single destroyer sinks all three ships in its squadron with one volley of torpedoes. Destroyer Command is like Disney's Boatniks, but with guns and torpedoes. Aside from the fact that the AI seems incapable of simulating anything like real naval actions, there are some historical peccadilloes. The "waves" of planes coming in four at a time are more like Galaga than actual antishipping attacks. A valuable function performed by destroyers was laying smoke screens to protect the bigger ships, but there's no provision for this here. Any self-respecting naval sim should have a damage model that takes into account hitting ammo magazines, the rare and catastrophic equivalent of a critical hit that decided several encounters by instantly destroying crucial ships. Submarines were rarely as aggressive against destroyers as they are in Destroyer Command, where they'll squander valuable torpedoes taking hopeless shots at an approaching destroyer instead of diving. In reality, those torpedoes were usually reserved for important targets like merchants and capital ships. The graphics engine doesn't hold up very well at all. The ship models are serviceable, but everything else is perfunctory at best. Damage effects are canned fire animations, blooming predictably from ship models like orange flowers. When ships sink, they invariably list to one side and then drop straight down as if they were melting into the ocean. The weather effects are almost nonexistent, there's a conspicuous absence of men on the decks of ships, and the water doesn't do anything but undulate and sparkle. Carriers don't even have planes on their decks. The smoke effects look good, particularly in the aftermath of a battle, but they kill frame rates on even the fastest computers. There's no gamma adjustment, and even daytime missions in clear weather can be dark and muddled. With computers as powerful as they are, and with CPU cycles to spare because the AI is obviously not using them, Destroyer Command should have looked much better than it does. By way of example, there are some later missions that have you attacking gun emplacements on the shore to cover ground troops. Although there's potential here to create a memorable visual experience, all you get are vaguely boxy shapes set on featureless island terrain. Nighttime missions with star shells illuminating their targets are a great opportunity for eerie dynamic lighting, but there's nothing of the sort in Destroyer Command. Finally, there are the inconsistent interface and the broken features. The manual seems to have been based on a different build of the game than what actually shipped. There are scattered hotkeys for some features, but you can't reconfigure them. You can't invert the mouse for the gunnery stations, and there's no way to adjust its sluggish sensitivity. There's a row of pop-up buttons to jump to different stations, but they're hidden by default, and they don't pop up until after a short delay; it's as if screen real estate was suddenly so valuable that those 30 pixels along the bottom of the screen couldn't be spared. One problem the developers haven't even attempted to solve is that there's no reason to visit most of the stations. You can do almost everything from the efficient and informative overhead map. Ultimation went to all the trouble of creating stations that let you take direct control of the finer points of the game--torpedo settings, gunnery, depth-charge runs, engine management, sonar, and radar--but because there's absolutely no incentive to do so, the developers effectively rendered their hard work superfluous. SYSTEM REQUIREMENTS Mobo: ASUS A7V133 200/266MhZ FSB RAM: 256MB PC-133 RAM CPU: Athlon T-Bird 1.3GhZ CPU Audio: SoundBlaster PCI 128 w/Yamaha YST-M7 speakers Video: nVidia GeForce 2 Ultra OS: Windows ME w/ Direct X 8.1 Display: 17” Envision monitor .27mm dp Media: Samsung 52X CD drive1 point
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North Korea has received birthday greetings from US President Donald Trump for Kim Jong-un, but says their personal relationship is not enough to restart nuclear negotiations. Mr Kim could personally like Mr Trump, but would not lead his country on the basis of his feelings, said foreign ministry adviser Kim Kye Gwan. He said no talks were possible unless the US accepted the North's demands. Relations between the two countries have deteriorated in recent months. Mr Kim and Mr Trump held face-to-face talks in 2018 and last year aimed at denuclearisation, but discussions have stalled as the US refuses to lift sanctions until North Korea fully abandons its nuclear programme. North Korea's missile and nuclear programme Crisis explained in 300 words In a statement carried out by state news agency KCNA, Mr Kye, a veteran diplomat who was involved in previous disarmament negotiations, said Pyongyang would not give up its nuclear facilities in return for partial sanctions relief. "The reopening of dialogue between [North Korea] and the US may be possible only under the condition of the latter's absolute agreement on the issues raised by the former, but we know well that the US is neither ready nor able to do so," he said. The adviser also said there would "never be such negotiations as that in Vietnam" - a reference to the second Trump-Kim summit during which the North offered to dismantle the Yongbyon nuclear complex in return for all sanctions on the country lifted. The talks, held in 2019, broke down after the US refused to do so. Earlier this month, Mr Kim declared that North Korea would abandon its moratorium on nuclear and long-range ballistic missile tests and said his country would soon introduce "a new strategic weapon". But he left a door open for dialogue, saying the scope of any testing would depend on the US "attitude". The North conducted several smaller weapons tests late in 2019, in what was seen as an attempt to pressure the US into making concessions. Mr Kye also confirmed the country had received Mr Trump's personal letter congratulating Mr Kim for his birthday, believed to be on 8 January, but said it would be "absent-minded" to expect a resumption of negotiations based on their relationship, which he described as "not bad". "Although Chairman Kim Jong-un has good personal feelings about President Trump, they are, in the true sense of the word, 'personal'," he said. "We have been deceived by the US, being caught in the dialogue with it for over one year and a half, and that was the lost time for us." Prof Mason Richey at Hankuk University of Foreign Studies in Seoul told Reuters news agency: "[The] statement doesn't close the door on diplomacy any more than it already was, but he underlined how the US and North Korea have fundamentally different strategic interests with almost no meaningful overlap."1 point
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There is no one in our server playing or ever played with this nickname . and the password is wrong as well. #Contra EDIT : He fixed the nickname . Toxic player and low activity . so still #contra . GT https://www.gametracker.com/player/adyroiha/178.32.241.12:27015/1 point
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hey today i got for you a new tutorial about how to check activity of members on forum fast and simple First you will press on forums Second thing choose from list member i follow when you enter you should press on activity and you will find every single post or reply in it . and you will find it like that hope i helped you :'v now you can kiss me ?1 point
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Bro Thats Phenomenal Bro I Love It Dude ❤️ ? ? Thats Awesome Bruh I Like It Very Much xD -_-1 point
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We say goodbye to the more potent version of BMW's electric hatchback. Was it any fun to drive outside commuter hours? Life with a BMW i3S: Month 6 Time to say goodbye to BMW’s nippy hatchback. Was a decent spell of EV ownership an electrifying experience? - 24th December 2019 Long before it was time to hand the keys back to BMW, the i3s had sparked more interest from Autocar readers than anything else I’ve had the opportunity to report on. I’m grateful for all the messages, tips and positive words from owners, who clearly all love theirs and are fully converted to the EV way of life – but as much as a stretch behind the wheel opened my eyes, I’d still hesitate before making the switch. Little of that can be blamed on the car, which proved capable and entertaining. I’d argue the i3s is the first electric hot hatch, with rapid off-the-line pace and instant response that made it feel surprisingly at home on twisty B-roads. It has the rear-driven character you’d expect of a BMW but not quite the ability to fully exploit it, on account of the restrictive traction control system and tall bodystyle. A lower, more focused car with the same underpinnings would be a very fun thing indeed. Is there room in the Toyota-BMW partnership plan for a reborn MR2? It’s a practical car, too. Tall yet small, with a good view of the road ahead and the turning circle to fit into just about any parking space. The boot isn’t the biggest but more than sufficient for a weekly supermarket shop or a pair of weekend bags, and the folding rear bench meant I even managed to fit a small dining table (plus chairs) inside although the person I collected them from said it was much easier fitting them in the back of a three-door Mini. Blame a floor full of batteries. As for the i3’s backwards-opening rear doors, they give great access should you need to fit a child seat, but I imagine they’d have quickly become frustrating if I’d used them more. You can’t let rear passengers out without jumping out yourself, and getting in did prove a struggle with other cars parked either side of you. My biggest issue with the i3s was its ride, which could be comically harsh at times. A back-to-back drive in a regular i3 on smaller wheels proved to me that 20in alloys and run-flat tyres don’t make much sense on a car that’s likely to spend most of its time in town, however good they look, filling those widened wheel arches. Still, I was happy to put up with it in return for grin-inducing performance. That alone wouldn’t be enough to make me pause before making the i3 my only means of transport, but I feel it could have done a better job at helping me overcome my range anxiety. ‘How many miles you have left’ didn’t ever seem to be how many miles I had left, with the car reporting wildly varied amounts after completing a charge, even if my driving style had barely changed between top-ups. I’m also aware that my time with the car was spent in part over the summer. My next longterm test car will also be an EV, but this time I’ll be running it through the depths of winter, so I’ll be keeping a close eye on temperatures and how they affect battery drain. I didn’t feel I was missing out by not having a charging point at home, as I had one at the other end of my commute, but the need to rely on the UK’s still-maturing charging network meant this wasn’t a car I’d ever have taken on a long drive just for the sake of it. My experience with public charging points was more negative than not, with charging bays sometimes taken by internal combustion engined cars, broken fast chargers and a confusing number of accounts to register for all conspiring to spoil my transition from fossil fuel. The speed at which regular motorway driving could sap the battery didn’t inspire confidence, either. I would tackle 100-mile trips in Eco mode, even though the car is more than capable of doing that kind of distance without needing to recharge, because the thought of running out of power and being stranded was worse than engaging cruise control and slipstreaming an HGV at 56mph. I think undertaking some true long-distance drives would have helped get me over this apprehension and I was in the planning stages of one towards the end of my i3 tenure, but poor timing meant it didn’t pan out unfortunately. EV ownership was a journey I was taking alongside more people than ever, with hybrid and pure-electric car sales accounting for one in 10 registrations in October. Whether the i3 will account for many of those in the future is tough to predict. It’s currently one of the quickest compact EVs on sale, but if size isn’t everything, the £43,000 asking price of our test car, including options, puts it more than £5000 more expensive than a base Tesla Model 3 – which also promises more range and access to Tesla’s Supercharger network. It’s more fun to drive than any of its direct rivals today, but as the number of affordable electric hatchbacks increases, I’m not sure the BMW’s quirky doors and expensive carbonfibre construction will tempt customers away from more conventional alternatives. I really like the i3s, but not quite all of it. I love the looks, proportions, performance and interior choices. Its compactness is great and the agility is close to full-on hot hatch. I also admire BMW’s ambition in committing itself so early and wholeheartedly to a new-era design. Sadly, however, other cars have caught up in five years. They’re now more practical, more ordinary and go a lot further. They ride better, too. So although my heart says our household needs one of these, my head tells me to shop elsewhere. Range worrier to range warrior? On this evidence, that might be the case following an invitation from Tom Morgan to borrow ‘his’ BMW i3s. Life with an all-electric car wasn’t something I’d considered much – not through blind loyalty to the good old internal combustion engine; rather because I had doubts my nerves would survive the anxiety of keeping the thing charged. Turns out, for my specific needs, range worry was a waste of time. It also turns out that by avoiding such cars, I’ve been missing out. A week spent in the company of the i3s was something of a revelation. But wait, don’t yawn. This is not a standard tale of Road to Damascus EV conversion. Instead, without range worries, I’ve been able to focus on the merits of the car, as a car. Never mind the power source, could it survive and even thrive as a member of my family? The Saturday proved a useful gauge. The morning was taken up by a 70-mile return journey to Crowborough, East Sussex, to visit the south-east’s finest purveyor of saxophones, in company with my budding John Coltrane of a teenage son. Upon our return, the little ones and Mrs Smith piled in for a 40-mile family outing to visit friends within the M25 ring. So 110 miles in a car with a 42kWh battery and a range comfortably accurate to the official WLTP figure of 177 miles? There you have it: charge anxiety dismissed.1 point
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Easy overnight oats are perfect as a healthy post-exercise breakfast. It's quick to prepare and ready-to-go when you are! Each serving provides 534 kcal, 26g protein, 66g carbohydrate, 17g fat, 8g fibre.1 point
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“We believe that IDLE games should contain a lot of content for many hours (if not months) of play. We have already done quite a lot, and we see that the game has enough content now for a full-featured and long-lasting play. However, we do not consider the game finished. We want to publish the game now to develop it together with the players.Grim Clicker is not only IDLE/Clicker, the game also contains RPG elements. Skills, items, magic weapon prefixes, monsters, etc. are difficult to balance at a glance. We hope that with the help of players we will find out if we've missed the balance of the game somewhere. (For example, some skill is too weak and useless, or otherwise, too strong.) Also, being an IDLE game, Grim Clicker should combine active play (when the player is required to constantly interact with the game) and passive play (when a character can be left alone and is able to progress on his own). We need to balance these styles of play well, so that each player can choose the style of play according to his or her preferences. We count on the help of the players with this too.” Approximately how long will this game be in Early Access? “We expect to go to full launch in six months from Early Access launch. The game will continue to be updated with new features and content even after the full release.” How is the full version planned to differ from the Early Access version? “Between now and full launch we'll be spending time balancing the gameplay and adding new content. We want to add more playable characters with their own skill trees, new items, more magical affixes for items, more monsters, bosses, etc.” What is the current state of the Early Access version? “The game is fully playable! The game has a lot of content, full skill tree, a lot of items, worlds to explore ("shards"), etc. However, there's only one playable character in the game so far. In the process of early access, we want to add more heroes. On the other hand, these new heroes will be opened gradually, and the full game will still start with one character anyway.” Will the game be priced differently during and after Early Access? “The game will remain free to play.” How are you planning on involving the Community in your development process? “We're excited to hear from you, so please join the game community on Steam and let us know what you think.” Video :1 point
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