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Showing content with the highest reputation on 06/15/2020 in Posts
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Theme: Vectors: - Effects: - Registration time: Until 17/6 (Wednesday) Organizer: @Nexy4 points
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Nick: [S ]teeven Real name: Steeven How old are you?: 18 Which Games you play? and for how long?(each of them): Cs 1.6, 3-5 hours per day Where are you from?(country and city): Ecuador - Manabi Describe yourself(at least 50 words): I describe myself as a very sincere and kind person. I like to have many friends and I consider myself as someone very serious. I am also someone who has helped many people and I would like to continue helping more people in the future and in the same way I consider myself a very serious person in everything I do. Note some of your qualities: I like to be responsible and do everything well without making any mistakes. Tell us some of your defects: Fear of making mistakes when doing things and a bit of a bad mood. Had you before any kind of responsabilities(describe it): GoG Arena Battles and I have a Manager on the server NewLifeZm. On which category/categories have you been active lately?(describe your activity): GoG - Arena Battles Which category/project you want to care off?(choose from THIS LIST): GoG How well you speak english?(and other languages): 100% Spanish 60% English (I am learning very fast so as not to make mistakes in the future) Do you use TS3? Do you have an active microphone?: Yes Contact methods: Forum - TS3 Last request: -3 points
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My dear friend Sweety. i alreardy explain to you in ts3 My problem with cs 1.6 auto Attack (Crash all time). but you dont know english . you just come and replying here without asking me what is my reason of none using auto attack .You Dont have to worry about me anymore . my problem solved thanks to @Adyroiha2020 . Please guys one more important thing. if anyone catch someone doesn't using autoattack .at least he should contact him and asking him why.if he didnt repond you . then you can come here and reporting him. some of us have real complicated problems also sometimes we forget to activate bind due to our personal works/problems etc... We should Work Like Family.❤️ I hope from everyone Understand My point. Greetings Staff NewlifeZm.3 points
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game information: DevelopersTeam Cherry PublishersTeam Cherry, Skybound Games Release DateFebruary 24, 2017 PlatformsPC, Macintosh, Linux, Nintendo Switch, PlayStation 4, Xbox One, Wii U It’s not hard to get lost in the deep, subterranean world of Hollow Knight - and I mean that in more ways than one. The expansive catacombs of Hallownest have countless paths to explore and secrets to find. But more than that, it’s rich with lore, history, and purpose that drew me into a 2D Metroidvania kingdom I wanted to uncover every inch of. The deeper I went into Hollow Knight, the more I was surprised at just how much content and freedom it has to offer. I could wander in basically any direction and find bosses to fight, upgrades to collect, and secrets to uncover. But what’s truly captivating about the exploring this long-dead kingdom is its atmosphere. Art, music, color tone, sound, and a million other little details combine to give each area of the map a distinct sense of place, and those areas jigsaw together in a way that feels intentional and alive. World Wide Web There are far more of these distinct biomes than I ever expected to discover, and the edges of each one blend together with the next in ways that help them make sense in the world. For example, walls on the border of the Fungal Wastes, even impassable ones in other areas, will be dotted with its telltale mushrooms. The lush environment of an area called Greenpath feels bustling and humid, a stark difference to the cold, dark caves of the Forgotten Crossroads. The bubble-filled region of Fog Canyon isn’t technically underwater, but the muffled filter over all of its audio goes hand-in-hand with jellyfish enemies and a brighter blue tone. Hallownest’s capital city, the City of Tears, is a metropolis in a huge cave where it’s always raining. But it wasn’t until 10 hours after I first discovered this place that I stumbled across the Blue Lake, a massive body of serene water positioned just above the underground city. Hollow Knight doesn’t shove this connection in your face, it just lets you explore its world and piece together the story for yourself as you sit down and enjoy a moment of quiet. Hollow Knight's larger story is told in a subtle way, but its lore is so deep that I feel like I could write a book on it. In fact, Hollow Knight tells you very little about what’s going on, and instead sends you into a world full of monumental events that all happened long before you arrived: wars and heroes, love and culture, disease and destruction. The aftermath of Hallownest's troubled past is left for you to discover and comes through loud and clear, but only if you take the time to listen. It’s told in a very subtle way, but teaches you so much about Hallownest in the process that I feel like I could practically write a book on it. It’s a tragic tale, one full of fallen heroes and terrible decisions, but it still manages to make time for beautiful, calm, and hopeful moments throughout. And it’s easy to enjoy those moments, because Hollow Knight’s hand-drawn art is simply beautiful. It’s a world that manages to feel cohesive despite its citizens being adorable bug-people in a dying cave. The story (and your place in it) is picked up as you go. Some of it through dialogue with the adorable and quirky characters who still reside in this decrepit kingdom, some through important story events, and some just by observing your surroundings and the clues strewn about it. After my second playthrough, I have a fairly clear picture of Hallownest’s history, but it’s a picture I assembled myself. As much as I genuinely loved being pushed out of the boat and told to start kicking, Hollow Knights ’first few hours can be a predictably sink-or-swim experience as a result. It’s an unashamedly challenging game that does a great job of silently teaching you how to play, but it still felt a little bit daunting to start - especially when death means having to fight your way back to your corpse to reclaim your money, called Geo. You have to find a map seller named Cornifer in each area before you can start keeping track of where you’ve been, and even then you have to equip a specific charm to see where you are on it in real time. That, coupled with fact that getting good at the combat takes practice, means I spent my first couple hours just trying to figure Hollow Knight out. But once I picked up the rhythm of its combat and the pattern of exploring its initially restrictive cave systems, Hollow Knight clicked in a way that made me never want to put it down. After Greenpath, the second major area, you reach a point where there’s no clear “correct” direction anymore. Like any Metroidvania, your path options are gated behind things like ledges too high to reach or gaps too far to jump until you find the necessary upgrades, but there are enough options that don't result in dead ends to keep to you exploring for quite a while. Hidden around the Kingdom of Hallownest are traditional Metroidvania abilities like a dash and a wall climb to help you better navigate its caves and reach new places. These new movement abilities also allow you to move through new paths in familiar terrain faster and more efficiently, giving the obligatory need to retread old ground (which does happen a fair amount) fresh life. Suddenly your wall climb turns that small gap between platforms into a shortcut instead of a hazard. New movement abilities allow you to move through new paths in familiar terrain, giving the obligatory need to retread old ground fresh life. Thankfully, there is also a flavor-filled quick-travel system called the Stagways. Stag stations can be found and unlocked across Hallownest, allowing you to call The Last Stag to take you between them. What could just be a jump between points instead becomes a quest in itself, and I almost always spoke to the stag after unlocking a station not to travel, but to hear his gruff but optimistic take on whatever new stop i brought him to. Hollow Knight's world also undergoes more concrete changes as you progress. Railways and elevators will unlock permanently, opening shortcuts that loop back to earlier sections and easing the burden of backtracking. One early area eventually even morphs into a much harder late-game section in a way that makes it feel like your actions in Hallownest have real weight. Hammer Meets Nail The combat in Hollow Knight is relatively straightforward, but starts out tricky as you learn to time quick directional sword slashes with jumps and dashes. It rewards patience and skill massively - killing enemies is a matter of sharp timing, learning attack patterns, and having quick reflexes more than just the upgrades you earn along the way. You can find upgrades to your weapon damage, increase your max health, and equip charms with a variety of abilities, but more importantly, I just got better as I went. A boss that gave me tons of trouble at the start of the game was a pushover when I returned for a second playthrough. And while your timing requires precision, the combat itself is somewhat forgiving. Hitting enemies lets you collect a resource called Soul which you can stop and channel at any time to heal, as long as you don’t get hit. So while the all-or-nothing nature of dropping your Geo on death gives exploration a sweaty-palmed tension, Hollow Knight also gives you the tools to take a breath, gather Soul, and get your health back up. There are a decent amount of smaller enemies scattered around each level as well, acting as weaker baddies that let you recover Soul and collect Geo in relative safety. But there are just as many scary opponents too, and dying far from a checkpoint is a real risk. The enemy variety is impressive to say the least, with nearly 100 different types to fight, and even ones with similar behaviors looking dramatically different depending on what area of the map you find them in. A charm system allows you to customize your own methods for killing those enemies as well. Each charm takes up a set number of notches (which you can earn more of along the way) and range from small effects, like extending your attack distance or gathering more soul on hits, to large trade-off changes, like doubling your health but preventing you from healing at all, which can dramatically change how you play. Thankfully, you can freely swap them out whenever you sit at a bench, which also serve as Hollow Knight's save points and healing stations. That meant I could come up with specific combinations to counter different scenarios on the fly. I had my favorite loadout for general use, a loadout that upped the amount of Geo I got and collected it automatically, and a loadout for moving more quickly. If you prefer using Hollow Knight's Soul-consuming damage abilities instead of swinging your sword (called a Nail) you could equip charms that increase Soul damage and even change your attacks entirely. For some harder boss fights that didn’t give me an opportunity to heal, my loadout even shifted to maximizing my temporary health at the cost of unequipping charms I had grown to rely on. Through all that experimentation, it never felt like there was a wrong choice. All the charms are good, and they all work, and it’s up to you to determine which you like the most and which work best for the scenario in front of you. And if any situation will push you to test those choices out, it will likely be one of Hollow Knight's copious amount of boss fights. Seriously: there are dozens of different bosses, ranging from small and quick enemies to large, deadly brutes. These contains challenges are some of the best thrills available because they force you to find a strategy, learn when it’s safe to attack or heal, and get better each time you get crushed Because believe me, you will get crushed. Those hard losses sometimes slowed my momentum, but there is almost always some other path to explore. If I was having trouble pushing through in one direction, I’d just wander down another until I got stronger (or just better) and decided to face that tough fight again. Soul-Searching For Secrets In fact, a staggering amount of Hollow Knight's best content is entirely optional. You could probably beat the campaign without seeing two-thirds of what it has to offer, though the quest to get an alternate (and much better) ending will pull you in front of significantly more. Bosses, thoughtful story, and whole sections of the map can remain hidden, which adds to that feeling of actually exploring this world when you do stumble upon them. None of Hollow Knight's optional content feels like filler. The key here is that none of this optional content feels like filler. I actively wanted to find every secret I possibly could and learn what was actually going on in the story. It all felt unique, significant, and wonderfully put together. Even after the 30+ hours it took me to truly beat Hollow Knight, I was excited to go back for more. Having so much to do at any given time can admittedly be overwhelming at points. There can be so many open paths on your map that the burden of deciding which to explore next can make you doubt which is the “right” way. But the beauty of Hallownest is that there is very rarely a right or wrong choice, and it’s unlikely two players will explore these caves in the same order. Hollow Knight has also been getting free post-launch content updates since its launch on PC last year, all of which are included on Switch (and more updates are on the way, according to developer Team Cherry). Those patches have added new areas and new bosses, and one even added the ability to add custom markers to your map. The simple act of being able to visually track when I need to revisit an area or which paths I’ve yet to go down is a godsend. It has helped me take stock of what needs to be done alongside the other late-game amenities Hollow Knight makes available for completionists, like maps that will eventually track certain collectibles. But so much of what’s worth finding past the point where you can “beat” Hollow Knight is pure, concentrated lore. To really get a picture of what you’re doing (and to properly inform an important choice you have to make) you need to explore. I love that those key moments in the story tie into some of the best gameplay challenges it has to offer as well. For example, one of the final secret areas basically transforms Hollow Knight into a Super Meat Boy-style platformer with very little combat. Platforming challenges exist all throughout the world, with some of the most thrilling requiring you to use your nail as a pogo stick while you bounce across spikes, duck tales-style - but this area is something else entirely, and tells you about the history of that location with its themes. And, as I mentioned before, the music adds to that setting and art one thousand times over. While each location has its own theme and boss fight music, individual melodies and instruments will shift in and out as you move from screen to screen. The mood and tension of a scene are often driven by that music, and the soundtrack has quickly become one of my favorites. Verdict Hollow Knight is a Metroidvania with a well of content to discover that’s as deep as its labyrinthine caves. The world of Hallownest is compelling and rich, full of story that’s left for you to discover on your own, and built with branching paths that offer an absurd amount of choice in how you go about discovering it. With such a high density of secrets to find and fun, challenging enemies to face, it’s worth spending every moment you can in Hollow Knight. System Requirements: CPU: Intel Core 2 Duo E5200 CPU SPEED: Info RAM: 4 GB OS: Windows 7 VIDEO CARD: GeForce 9800GTX (1GB) PIXEL SHADER: 4.0 VERTEX SHADER: 4.0 FREE DISK SPACE: 9 GB DEDICATED VIDEO RAM: 1 GB2 points
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Game Informations : Developer: Michael Higham Platforms ps4 Initial release date: August 18, 2018 at 12:00PM PDT Battle royale games have established themselves as more than just a fad, and as the space becomes more crowded, games strive to carve out their niche. With the console port of H1Z1, focusing on simplicity and streamlined mechanics is how it stakes its claim. Significant changes were made to H1Z1's original formula on PC to get you moving and encourage more action, which is further supported by intuitive controls. Where H1Z1's lacking is in variety, due in large part to an uninspired map that's missing interesting setpieces for its most intense firefights. But if the thrill of besting 100+ other players is what you seek, H1Z1 delivers just that. As with many battle royales, your first objective is to quickly scavenge the dropzone for anything to improve your chances of survival. H1Z1 limits what's available on the ground and in abandoned structures to common loot, but you'll find enough to stay competitive in the opening minutes of a match. It's not too difficult to get equipped with a pump shotgun, basic assault rifle, a few healing items, low-level armor, and small backpack, which alleviates the frustration of coming away with nothing even after combing through buildings. However, the good stuff is tucked away in supply crates that litter the map as the match progresses. Boxes of high-level equipment dropped from the sky is a genre staple, however, H1Z1 focuses on this element by strictly keeping the best items exclusive to crates. By cranking up the frequency of supply drops and shining brightly colored beacons on them (that are visible in the distance), crates serve as hotbeds for action. The risk-reward nature instigates tense firefights, and encourages improvising a tactical approach; will you stake out the crate from a distance and use it as bait, or do you rush to loot it and get out of dodge before you're preyed upon? When powerful weapons like the RPG, scoped burst rifle, or automatic shotgun are likely within grasp, it's impossible to ignore these drops. Even if you're unfamiliar with the effectiveness of specific gear, traditional color-coding to indicate rarity--white, green, purple, gold--makes it easy to identify what's worth swooping up. It's not groundbreaking, but H1Z1 devises a way to sensibly deliver the better elements of battle royale It also helps that H1Z1 doesn't hide much from you as it conveniently plots out nearby vehicles and supply crates on the map. While it takes some of the mystery out of this style of game, it's another tweak that gives you the tools get to the fun parts without delay. Especially because the deadly gas zones close in on the remaining players quickly, it's nice that the means for mobility are readily available. Considering that players parachute into the map at random locations (there's no choosing where to drop), making resources available and visible upfront mitigates the feeling of getting the short end of the stick. The systematic changes to the core of H1Z1 would be all for naught if there wasn't a practical control scheme to tie it all together. Thankfully, the changes to gameplay mechanics feel as if they were done with a gamepad in mind. Support items like grenades, bandages, and first-aid kits have dedicated buttons, and swapping out weapons or changing your armor is as easy as picking up a replacement. Small backpacks open a third weapon slot, while the rare ones grant a fourth slot in a simple weapon wheel, effectively negating cumbersome weight management that'd be tough to incorporate for gamepads. Most significantly, item crafting has been nixed altogether. As a result, combat flows smoothly, and you're a lot less likely to fumble around with the controls under high-pressure situations since there aren't any clunky menus to navigate. As with the PC version of H1Z1, though, there's a dissonance between its military-sim DNA and quirky rules of engagement. Movement and weapon behavior are still very much in line with what you'd see in a tactical shooter. But being able to instantly pop out of cars at full speed without taking damage itself seems incongruous, and using that as a tactic to close the distance for shotgun kills adds further dissonance. To top it off, vehicles don't inflict damage when ramming players. The wide-open design of the map makes these oddities stand out in a way that feels both thematically incoherent and disparate in a gameplay sense. H1Z1 also falls short in its single map that's largely made up of open fields and a scattering of deserted buildings. There's a striking lack of features or interesting backdrops to stage the frantic firefights and make encounters feel fresh from match to match. The more dense locations like Pleasant Valley, Ranchito, or Dragon Lake offer some of those tense moments when you don't know if enemies are weaving through buildings or peeking around corners. But overall, even marquee locations are visually uninspired and plainly laid out, which makes battles grow stale over time. Outside of outlandish cosmetics, the distinct lack of style or variety to how the game presents itself makes it hard to want to stay for long. As a free-to-play game, microtransactions come part-and-parcel. Crowns work as purchasable in-game currency, and Credits are solely earned through playing the game and completing daily challenges. Here, H1Z1 has evolved with the times by incorporating a Battle Pass which unlocks an exclusive line of rewards--like cosmetics, emotes, and in-game currency--to earn as you level up (though nothing that provides gameplay advantages). It may be irksome that a loot box system remains the prevailing method for rewards, but it's worth noting that each box spells out the rarity of the items you'll receive. H1Z1 doesn't shake up the battle royale formula in any big way, but instead offers a simple, streamlined experience. It differentiates itself from its PC counterpart to its benefit by revamping the core systems at play, giving you just enough to work with in battle without being overwhelmed. But it's still missing diversity in its action that would create lasting appeal. Bare presentation aside, the only map available isn't the best vehicle for solid gameplay as its largely made up of uninteresting locations. In a crowded space of battle royale games all vying for your attention, H1Z1 makes room for itself by just focusing the action-packed moments--nothing more, nothing less System Requirements (Minimum) CPU: Intel i3 Dual-Core with Hyper-Threading (required) OS: Windows 7 64-bit. VIDEO CARD: nVidia GeForce GTX 275 series or higher. FREE DISK SPACE: 20 GB. DEDICATED VIDEO RAM: 896 MB.2 points
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Hello guys ! . we want all Admin & Managers . add his photo here . i want all follow this Model . Real Name : Grade : Your photo : Note : add your photo [ .png] for all see it and thanks u very much . ---------------------------- and i will stat this . Real Name : Mohammed Grade : Co-Owner Your photo :2 points
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You need to improve your activity in ts3 Good topics and good involvement. PRO2 points
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REJECTED come back after 1 week with the required activity , GL ? TOPIC CLOSED !2 points
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★ I need the staffs help (owner - co owner) to check the day by day activity of auto attack . ★ I need the daily report of the admins who doesnt use the auto attack . ★ Dont make false report , be clear ..(check that they doesnt use auto attack for more than a hour) ¤ MODEL ¤ ¤ YOUR NAME : ¤ ADMIN'S NAME : ¤ TIME/DATE : ¤ PROOF : ★ RESPECTED STAFFS CONSIDER THIS AUTO ATTACK AS A MADATORY ! Those who doesnt use auto attack will get warning . Those who reached 3 X warning will be removed . Staffs plaese check proper that they doesnt use auto attack for more than hour . This measure is taken because we already got banned in gametracker for being AFK ... So we doesnt want that again ! I need the daily report of the staffs who doesnt use auto attack , Since i see some staffs are not using auto attack . By mentioning them here ,they will acknowledge the importants of auo attack. ( @Lucky-chan the active person , you can help me with this and i need the help of other staffs too..) USE AUTO-ATTACK WHEN U DONT WANT TO BE KICKED FOR AFK: bind "/" ";+attack ;+forward ;+left" / This will start autoattack bind "." ";-attack ;-forward ;-left" / this will stop autoattack - EVERY AFK ADMINS MUST USE THIS COMMAND -1 point
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The arrival of phase 3 of the economic reactivation, after the coronavirus pandemic, may lead to the reopening of shopping centers with a very limited capacity, according to the Ministry of Production. "In the next few weeks, we could start providing attention to shopping malls with a very small capacity," Mype and Industry vice minister José Salardi announced to a Peruvian channel. However, Salardi recalled that the third stage of the reactivation will depend on the control of the pandemic in Peru. "We met with representatives of shopping centers a week ago to coordinate compliance with health protocols. The sector minister made tours of a shopping center to verify that everything is fine." The vice minister said that the commercial emporiums and conglomerates of textile, electronic and footwear stores will also be resumed in the third phase, after implementing the biosafety protocols against possible contagions of COVID-19. Gamarra Galleries "The goal is for Galerías de Gamarra to operate from next week as sti[CENSORED]ted in the regulations. Once the protocols are approved, they will be able to open their stores," said Salardi. Before this weekend, the Minister of Production, Rocío Barrios, confirmed that the galleries of the Gamarra commercial emporium will begin operating behind closed doors as of June 16. For this, very strict precaution and hygiene measures will be required to avoid contagion. "There is a permanent team that is supporting this training process and, especially, the implementation of these measures. Some stores have already started, but there are others that must make some adjustments to comply with these measures," Barrios told a local outlet.1 point
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Lamborghini has announced that it will no longer attend high-profile motor shows, choosing instead to focus on smaller, bespoke events aimed directly at customers. The move was confirmed by chief marketing and communications officer Katia Bassi, who told Autocar India: “We decided to abandon the motor shows because we increasingly believe that to have an intimate relationship with the customer is key and motor shows are no longer aligned with our philosophy.” It means the company's new Sián FKP 37 hypercar will likely be the last Lamborghini to be unwrapped at a public motor show. The striking 808bhp hybrid made its debut at the Frankfurt motor show in September 2019, following the launch of the new Huracán Evo Spyder in Paris and the Aventador SVJ Roadster in Geneva several months previously. Bassi told Autocar UK that Lamborghini will continue to run a “constant program of exclusive customer events”, including “unveils of exclusive new cars in special locations, exclusive tours and driving programmes for both customers and prospects, and lifestyle events where we can invite our clients, prospects and VIPs to join other like-minded people in appreciating many different aspects of the Lamborghini brand”. She added: “Lamborghini always proves a significant attraction at motor shows, for both our clients and followers, as well as the broader public in attendance. “Motor shows in their traditional format have provided an opportunity for people to see new cars and technologies under one roof in a timely way, but influences such as the internet and social media have fundamentally changed that traditional motor show role. “Moreover, Lamborghini needs to consider its customers, who want exclusivity, personalisation and one-to one contact with our cars and our personnel.” The Italian brand has yet to confirm when its first bespoke unveiling will take place, but a likely candidate is the 819bhp V12-powered, Aventador-based ‘SVR’ track car that has been previewed in a series of videos and images over the past few months. The cancellation of the Geneva motor show in March this year and its subsequent semi-official transition to a digital event prompted widespread speculation that motor shows could be on the verge of dying out altogether.1 point
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Rabat – The Middle East and North Africa (MENA) region has registered over 600,000 cases of COVID-19 as of June 15, putting already struggling healthcare systems in an even more delicate position. UNICEF officials warn that mortality rates for MENA children under the age of five could increase by 40% by the end of 2020. Low levels of public spending on health have left healthcare systems in the MENA region with a reputation of underperformance, even prior to the coronavirus pandemic. Child mortality rates are high in the region, with a baseline of 133,000 deaths every six months for children under the age of five. The spread of COVID-19 is now further overwhelming healthcare systems, and the demand for services is high while resources are limited. Nations across the region have imposed lockdowns or curfews to curb infections, making it harder for citizens to leave their houses. Many worry about coming into contact with an infected patient when visiting the hospital for unrelated reasons, leaving children and mothers especially vulnerable to missing out on vital care. In a joint press release on June 14, UNICEF and the World Health Organization (WHO) warned that “an additional 51,000 children under the age of five might die in the region by the end of 2020 if the current disruption of essential health and nutrition services is protracted and malnutrition among children increases.” The WHO has warned that rates of child malnutrition could soar because of the pandemic. As COVID-19 spreads in countries where child malnutrition rates are already high, lockdowns, economic downturn, and supply chain disruptions leave them with increased vulnerability. Urging action to prevent reversing progress According to the new report, further disruption of critical services could reverse the decline in child mortality rates that the region has witnessed over the past two decades. Sacha Deshmukh, Executive Director of UNICEF UK, said on April 15 that “up to 117 million children could miss out on vaccines due to the global pandemic.” UNICEF and WHO called for the prioritization of health and nutrition services for pregnant women and young children while working to curb infections. The two organizations emphasized the importance of “the full and safe resumption of vaccination campaigns and nutrition services” and providing “access to primary health care services for every child.” “Equip the community outreach teams across the region with the minimum requirements for infection prevention and control,” the organizations urged. WHO and UNICEF also stressed the need for “investment in effective public communication and community engagement initiatives to increase trust in public health systems.” Upon taking these suggestions into consideration, healthcare systems in the MENA region could prevent the deaths of tens of thousands of children and reduce COVID-19’s societal impact.1 point
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¤ Your Nickname (same as in forum): Grim_Reaper ¤ Your Address Skype, facebook: # ¤ Age: 17 ¤ Languages That You Can Speak: English & Algerie & Russian ¤ Your Location: Algeria ¤ Experience As Admin (last server GT link): # ¤ Can You Stay Spectator Or Playing Between These Hours (24:00 To 12:00 PM): Da¤ Link Of Hours You Played On Server (Click Herehttps://www.gametracker.com/player/Grim_Reaper/178.32.241.12:27015/¤ Reason That You Want To Be Admin: Playing With Friends, Help And Enjoyment ,but with honor :))¤ Password/key for admin[ Read The Rules to find it] : NewLifeZM20201 point
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Rejected! He is orange Guys! @pepsi. don't get fooled from him! Come back after 1 week with a new request! T/C Topic Closed!1 point
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Hell Let Loose is a realistic World War Two first person shooter with open battles of 100 players with infantry, tanks, artillery, a dynamically shifting front line and a unique resource based strategic meta-game. This is World War Two at a scale you’ve never played before. TITLE: Hell Let Loose GENRE: Action, Indie, Simulation, Strategy, Early Access DEVELOPER: Black Matter Pty Ltd PUBLISHER: Team17 Digital Ltd FRANCHISE: Team17 Digital RELEASE DATE: 6 Jun, 2019 Languages: Interface Full Audio Subtitles English ✔ French ✔ German ✔ Spanish - Spain ✔ Russian ✔ Simplified Chinese ✔ Polish ✔ Portuguese - Brazil ✔ Traditional Chinese ✔ First-person shooter games and the World Wars are a match made in heaven, yet only a few studios have executed it right and delivered an experience worthy of the weight of events at the time. The most prominent examples in this genre include the likes of Battlefield 1, Call of Duty: WWII and Wolfenstein II: The New Colossus. Developer Black Matter and publisher Team17’s World War II title, Hell Let Loose, is the latest to join the list. It pits an impressive one hundred players against each other, split into teams of fifty, battling it out for control over historically accurate battlefields. Hell Let Loose divides players within each team into different roles, each with their own loadout and functions to fill within the team. Players are grouped up into units of six, and their position around the map is shown with small markers indicating their role. Considering the game’s tactical nature, every unit has a function to play, whether to flank the enemy team, set up traps, find vantage points to snipe incoming units, or even go guns-blazing with your infantry unit. The roles available vary from the regular medic and engineer roles to crewman, tank commander, and even anti-tank, accumulating to a total of fourteen unique positions. However, the description and menu are crowded, and it’s easy to feel overwhelmed with the amount of text, roles and options available before dropping in a game. As mentioned before, it allows for a more tactical approach to the battlefield, but you have the same loadout as your enemy if they pick the same class. This doesn’t allow for any variety or for players to add their own touch to their role. Some players might want to add more grenades or change their secondary weapon, but the option simply isn’t there. Hell Let Loose is a fully online experience, and players are prompted with the available server rooms. The information shows the number count of players in the server and its ping. Unfortunately, there aren’t dedicated servers for every region, so I had to play on around 150 ping consistently. Although not terrible, it doesn’t allow for a smooth experience either. There are always one or two full servers with the rest abandoned. Once you finally connect to a server, pick your role and choose your deploy location, you will definitely take some time to get around the map. It’s just too big for its own good. I understand the purpose is to fit an action-packed experience with a hundred players firing back and forth, but the entire battle usually takes place on less than a quarter of the total map size. However, the game at least offers a diverse range of methods to traverse it, giving you the option to go in running or get inside a tank and blast through enemy lines. Hell Let Loose’s visuals are extremely impressive, competing with some of the best triple-A first-person shooters out there. The amount of detail and textures on trees and the objects around you is outstanding. Whenever a first-person shooter adopts the World War setting, there is always the fear of getting it wrong with the weapon and attire appearance. This is not the case at all with Hell Let Loose. The developers designed every infantry rifle, pistol, grenade, and their reload and firing animations perfectly. The historical accuracy adds so much value to the title, and you can often get pleasantly surprised with the development team’s attention to the smallest details. All in all, Hell Let Loose is another typical World War II first-person shooter in the sea of the genre. Although there is nothing special about the title to make it stand out, it offers hectic 100-man battles on historically accurate locations with tremendous attention to visual and audio detail. Does it deliver all this without flaw? No, not exactly. You will definitely take time to get accustomed to all the different roles, or even find a suitable server to play on, considering the common connectivity issues. The development team also need to consider opening official servers for certain regions, to avoid high-ping servers for non-EU and US residents. Hell Let Loose is currently in Early Access, so time will tell if they address this and the other current issues with the game. You've never played World War 2 the way it was meant to be played... with lumbering tanks dominating the battlefield, crucial supply chains fuelling the frontlines, being a cog in the machine of colossal combined arms warfare. Hell Let Loose puts you in the chaos of war, complete with deep player-controlled vehicles, a dynamically evolving front line, and crucial unit-focused gameplay that commands the tide of battle. Featuring sweeping maps modelled on real reconnaissance images and satellite data, the entire battlefield is divided up into large capture sectors - allowing for emergent and constantly unique gameplay that pits two forces of fifty players in a fight to the death across fields, bridges, forests and towns on an ever-evolving front line. When a sector is captured, it will generate one of three resources for your team, creating a complex meta-game that will influence your team’s march to victory. An Epic Theatre of War Take to the battlefield in 50 vs 50 multiplayer across huge maps. Choose one of 14 playable roles within infantry, recon and armour unit types, each equipped with different weapons, vehicles and equipment. Play as an Officer, Scout, Machine Gunner, Medic, Engineer, Tank Commander and more to experience every aspect of World War II combat. Unprecedented Realism Placing you on real-scale iconic battlefields of World War II is at the heart of the Hell Let Loose experience. Historical vehicles, weapons, uniforms are intricately detailed, and the combat is as brutal and bloody as it was on the day. Combat takes place on huge, to-scale maps from real battle locations, recreated using archival aerial photography and satellite imagery in stunning detail using Unreal Engine 4. Fight Together - Win Together Hell Let Loose is not about kill to death ratios and unlocks - teamwork is central to gameplay. Communication is essential. Players work together beneath the leadership of officers and their commander to take strategic targets on the battlefield and dominate the opposition. Hell Let Loose is a game that demands teamwork and communication not only to win, but to survive. Unique Meta game Fight for victory by breaking through the enemy lines on a large, evolving battlefield. The unique sector capture metagame require teams to make continual large scale tactical decisions as to where to attack or defend. Manage resources and supplies to call in support, re-inforce strong-points or flank enemies. Strategy is key to success. Key Features: • Fight in epic 50 vs 50 multiplayer battles • Select one of 14 unique roles • Take control of fearsome tanks - with more vehicles being added during early access • Bombard and wipe the enemy from the field by taking control of heavy weapons - such as anti-tank guns and artillery • Build defenses on the battlefield to fortify your position • Use teamwork to smash through the enemy front line and push through to victory • Play the game as the Commander and lead your team to victory using different abilities as you orchestrate your forces via the tactical map MATURE CONTENT DESCRIPTION The developers describe the content like this: This game features mature content not appropriate for all ages, or may not be appropriate for viewing at work. Realistic depictions of War, Frequent Violence or Gore, General Mature Content. SYSTEM REQUIREMENTS MINIMUM: Requires a 64-bit processor and operating system OS: Win7 64bit Processor: i3-4130 @ 3.3GHz / AMD FX-8350 @ 4.0GHz (or equivalent) Memory: 8 GB RAM Graphics: GTX1050ti / R9 280 (or equivalent with minimum 2GB VRAM) DirectX: Version 11 Network: Broadband Internet connection Storage: 20 GB available space Additional Notes: System Requirements subject to change as development continues RECOMMENDED: Requires a 64-bit processor and operating system OS: Win7 64bit Processor: i5-7600 @ 3.5GHz or Ryzen 5 1600 @ 3.2GHz Memory: 16 GB RAM Graphics: Nvidia GTX 1070 or AMD RX Vega 56 DirectX: Version 11 Network: Broadband Internet connection Storage: 20 GB available space Additional Notes: System Requirements subject to change as development continues Hell Let Loose - Friendly Battle Trailer 20201 point
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Acutally and after checking some of your topic Which are posted in different levels i can say that you have a chance to be part of journalist team , interesting informations and good activities You got my support : PRO1 point
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Hello there! Thank you for making request for our project. I saw you are active on forum and TS3, but i want to see more activity on you, i will say Pro to be in pending to see your activity. Good luck!1 point
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#Contra First. You have only 20 hour. minimum hours is 40h second. your daily activity is really bad. i already told you in your last request [aweek before]. i explain clearly that if you didn't make a good daily activity you will never get admin. Everything depends on activity dude. Good luck next time.1 point
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Hi @#Steeven.™ Based on your activities and responsibilities at GOG and NewlifeZM I see very good activity and responsibility for the jobs and I include your way of solving a problem or helping people. But I have some questions to ask you before I give you a #PRO from me. ¤ In addition to the GOG project and the NewlifeZM section, what other responsibilities could you take? And what could you contribute to it? ¤ Do you like team working? What is the best way to solve a problem between two people? ¤ And finally, what are your ideas for the community in the future? (Proposals 2 or 3 Take your time)1 point
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Cheking Activity (15/06/2020) is done and some of our admins are removed , to check that you need to visit this link Another cheking will be done by me on a date that will be annouced later. please folow the rules, make your necessary daily activity, and spec at night time and everything will be good. Kindest regards.1 point
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Good afternoon Mr. LineX :), I saw your Moderator request and I want to know if you have already read the rules of the forum, if so, I will support you so that you do not have future errors and I will help you how to make a community staff. If you made mistakes in the past, it won't happen again, will it? if so i will support it. for me I'll give my #PRO1 point
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We all know how to kill a zombie in theory. It's easy, you just destroy the brain. A bullet will suffice, but guns are loud and zombies are attracted to noise. Ideally, you want to get in close and pierce the skull with a knife. Quick, clean, and silent. In theory. Here's what's likely to happen the first time you kill a zombie in Saints and Sinners. You'll get in close, you'll stab with your knife, but it doesn't go in. The blade glances off, leaving a nasty but ineffective scalp wound. Skulls! Who knew they were so hard? Now the zombie has grabbed hold of you. You start to panic, jabbing away at its face like you're trying to pin down an elusive pea on a plate. All the while, your stamina's ebbing away. When it runs out, it's chow time for Mister Flaky. Finally, you pull your arm so far back your shoulder creaks, and with a sickening squelch the blade drives through bone and brains, slathering your arm with blood. Relief flows through you as the zombie goes limp. You pull the knife, but it doesn't come out. The blade sticks. Now you're panicking because your only weapon is wedged in this corpse's head. Meanwhile, two more zombies are shambling eagerly toward you, one of which is wearing a helmet. Saints and Sinners' nuanced simulation of knife/skull interaction is as remarkable as it is harrowing. Not only does it make each zombie encounter slightly unique (and also fraught with apprehension) it also effectively communicates your personal journey as a survivor in The Walking Dead's world. After the messy horror of that first kill, you'll be buzzing with nervous adrenaline, certain the odds are impossibly stacked against you. Over time, however, you'll learn how to efficiently dispatch the walkers, leading with your off-hand to keep them at bay, perfecting the arc of your swing and getting access to bigger, nastier melee weapons. Relief flows through you as the zombie goes limp. You pull the knife, but it doesn't come out. The blade sticks. Now you're panicking because your only weapon is wedged in this corpse's head. Meanwhile, two more zombies are shambling eagerly toward you, one of which is wearing a helmet. Saints and Sinners' nuanced simulation of knife/skull interaction is as remarkable as it is harrowing. Not only does it make each zombie encounter slightly unique (and also fraught with apprehension) it also effectively communicates your personal journey as a survivor in The Walking Dead's world. After the messy horror of that first kill, you'll be buzzing with nervous adrenaline, certain the odds are impossibly stacked against you. Over time, however, you'll learn how to efficiently dispatch the walkers, leading with your off-hand to keep them at bay, perfecting the arc of your swing and getting access to bigger, nastier melee weapons. This one mechanic is probably enough to carry Saints and Sinners on its own. But it's only a small part of the most mechanically rich VR game I've played yet. Set in New Orleans, it sees you play as a nameless survivor known as "the Tourist" on the trail of a military bunker called the Reserve. From your contact trapped inside the reserve (a man named Casey) you know it's filled with all the resources a survivor could ever want. But the Reserve is also slowly filling with floodwater, while the key to access it is held by a vigilante who won't give it to you until you help her exact revenge upon the Tower, one of two local factions vying over the city. From your base located inside a cemetery, each new day sees you venture out to a different district of the city to complete a specific objective, such as retrieving parts to fix a radio, or collecting "intel" from inside a faction base. At the same time, you also need to scavenge whatever resources you can from the environment, grabbing everything from broken guns to discarded shoes and bringing them home to craft new weapons and equipment. Saints and Sinners builds its game upon solid VR foundations. Most interactions demonstrate the same care and attention as the melee combat. If you're injured, you'll need to wrap a bandage around your arm to restore health, while you can "disguise" yourself from the zombies by pulling out their guts and rubbing them on your clothes and skin as in the comic. Ranged weapons are also pleasingly represented, with authentic reloading mechanisms for revolvers, double-barrelled shotguns, and so forth. What elevates Saints and Sinners above other VR games, however, is how these individual interactions are baked into a longer experience featuring both a decent story and, more importantly, overarching game systems. With each day that passes, the available supplies in the world dwindle, while the number of zombies shuffling around increases. This means crafting new equipment is not simply a way to empower yourself, but imperative for keeping up with the ever-growing threat. This long-term issue exists in direct conflict with shorter-term dilemmas. When you're out in the world, you have roughly half-an-hour before the Tower rings every church bell in the city, causing the streets to swarm with zombies. You don't want to be around when this happens, so you can't be too picky about the resources you collect. When you get back to base, you'll then need to prioritise what upgrades to craft, whether it's a fancy new meat-cleaver, or home-cooked food that increases stamina without causing a health-reducing infection. The result is a scintillating tension engine where every moment-to-moment decision you make matters. Although notionally a survival game, Saints and Sinners arguably has more in common with Dishonored. It's a game about blending stealth and combat in environments where the situation is always changing, about planning your actions and being surprised by the consequences. No matter how good your knife skills become, you're always playing with a knot of anxiety growing in your stomach, because there's so much you need to do, and so much that can go wrong while doing it. There are set moral choices in the game too, such as choosing whether to help a Tower guard rescue his brother from another faction named the Reclaimed, or to kill the brother yourself and help the Reclaimed exact revenge upon the Tower. Yet while these choices impact the overall direction of the story, they're far more of an aside compared to Telltale's narrative adventure. Beyond that, my complaints are mostly nit-picks. The crafting system could be a bit more involved. The guns, while perfectly fine, aren't as intuitive or satisfying as the melee weapons. The lack of a manual save system occasionally irritated me, although when you die you do get a chance to recover your lost loot. That's about it. Saints and Sinners is a superb VR title, easily my favourite VR game since SUPERHOT. If you recently bought a VR headset in anticipation of Half-Life: Alyx, get it out of the box a month early and rig it up for this. Minimum system requirements: CPU: Intel i5-4590 / AMD Ryzen 5 1500X or greater RAM: 8 GB RAM GPU: NVIDIA GTX 1060 / AMD Radeon RX 480 or greater DX: Version 11 OS: Windows 10 (64-bit) Store: 40 GB available space Recommended system requirements: CPU: Intel i7 8700k / AMD Ryzen 7 1800X RAM: 16 GB RAM GPU: NVIDIA GTX 1070 / AMD Radeon Vega 56 DX: Version 11 OS: Windows 10 (64-bit) Store: 40 GB available space The game has been optimized for VR that's why the system requirements are higher than the average. If the game is playable without VR, lower performance could be enough, as well. THE WALKING DEAD: SAINTS & SINNERS Trailer (2020)1 point
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PROS Unique day and night dynamic. Beautiful graphics. Improved driving feel. Character customizations. No microtransactions. CONS Cop pursuits can feel unbalanced. Lackluster multiplayer mode. A few unclear control bindings. I slow to a stop at a bend on a two-way street. On the map, I see a flashing red triangle rushing towards my location. I reverse and head the other direction, before noticing two more cops coming at me from that side. I reverse again and am lucky that the original cop changed course. I floor it across the next corner, cutting across part of a marsh, and just barely get out ahead of yet another approaching cop's radar. Tense pursuits are common in Need for Speed Heat and not all of them end with a getaway. This latest entry in the long-running Need for Speed (NFS) racing game series recreates some of the best aspects of previous titles, including engrossing pursuits, ample car customization options, and inviting arcade-like racing mechanics. Heat also features a more fitting setting and story than the last game, tapping into the adrenaline-fueled racing spirit that defined its most successful predecessors. Story and Gameplay In NFS Heat's single-player campaign, you start off as a newcomer to the fictional Palm City, a sprawling, Miami-inspired locale with a brutal police department determined to crack down on street racing. Unfazed, you team up with a pair of siblings: Ana, a fellow street racer, and Lucas, a car mechanic with several garages, at the start of the campaign. As you might expect, tensions and stakes rise between the cops and racers as you progress. The story mostly takes a backseat to the racing action (as it should) and the dialogue is not masterful, but Heat's streamlined narrative framework works much better than NFS Payback's convoluted action-racing plot. I have not finished Heat's main story at the time of this review, but have spent about 12 hours in the game. NFS Heat brings a brand new dynamic to the series; instead of a full day-and-night cycle, players now choose between Day and Night modes every time they leave the garage. Sanctioned race events (part of an event series called the Speedhunters Showdown) are available in the day and reward you with bank (the game's currency). Illegal street racing happens at night and those events award you rep (points that go toward Heat's leveling mechanic). Cops are present both during the day and at night, but are much more aggressive once the sun goes down. Daytime events are straightforward and include sprints, circuit races, time trials, and drift contests. I played the game at medium difficulty settings and didn't find early races very challenging. However, as the game progressed, the NPC competitors improved. Pay attention to the recommended car level for each event, since the further your car is below that level, the harder the event will be to win. Note that you can't endlessly replay races and get the same monetary reward. After a few repetitions, the cash prize amount starts to decrease. Cops play prevalently into night events. Cruisers often interfere during a race, but sometimes they wait at the finish line, ready to engage the winner in a pursuit. Cash payouts are lower for these events, but they are typically safer ways to earn rep than trying to start and escape from massive pursuits. Cops now freely roam Palm City and can come after you at any time. This is a significant improvement over the unsatisfying former Bait Crate mechanic (you had to manually trigger pursuits with preset start and end points) from Payback. Pursuits combine mechanics from several past Need for Speed titles. For example, your heat level (1-5) increases the longer pursuits continue and the more destructive you are. Also, as with 2010's NFS: Hot Pursuit, you can get hit a certain number of times before being totaled (and busted) and can equip passive and active anti-pursuit tech to your car. Some of the cops' tactics are similar to those from NFS: Carbon and NFS: Most Wanted, too. For instance, cops frequently try to ram into you and then box you in, as they did in those games. Police helicopters and Rhinos units (heavily armored SUVs) are back too, but they only show up at higher heat levels. Cop chases seem more difficult than in years past. For example, the escape meter depletes very quickly, even if you have a clear path away from trouble. Player vehicles also appear to suffer a disproportionate amount of damage from cops ramming into you, compared to when you hit them. One way to stave off destruction is to drive through a gas station to repair your car. You need to use these repairs wisely though, since you only get three per night. You can also bribe cops with a small amount of cash at the start of a pursuit if you aren't in the mood to spar with law enforcement. In my experience thus far, the best cop evasion strategy is to try to outrun them on straightaways or cut off the road and hope they struggle to keep up or hit a tree along the way. In the downtown areas, if you brake hard before the water, sometimes cops will drive straight into the bay, too. Unfortunately, there aren't any pursuit breakers; I patiently await the day when I can end pursuits by crushing cop cars with a toppled water tower again. You must successfully return to a safe house to claim all the rep you've earned in a night session. If the cops bust you or if you total your car, you lose the majority of the rep you've earned and must pay a fine. As your rep level increases, you unlock new campaign-centric events, new cars, and better upgrade parts. Your heat level resets each night. NFS Heat does include some multiplayer options, but they aren't very compelling. Essentially, if you choose to play online, the game loads the same map with other free-roaming players. You can enter races, join a party, and start massive pursuits, but there's not really a lot of structure to it. NFS: Most Wanted (2012) offered a much more complete multiplayer experience, with both exciting event playlists and online free-roaming. You won't find anything similar to Burnout Paradise's local multiplayer parties either in Heat. I'm also apparently part of a randomly assigned crew that collectively earns rewards, but whose members are also competitors. I ignored this mechanic. Characters and Cars Before you even choose a starter car in NFS Heat, you select a playable character (there are 12 models to choose from). At any point in the game, you can customize your character's hair, clothing, and shoes or switch characters entirely. Your custom character appears in cut scenes throughout the game, including victory outros at the end of races and during campaign missions. Characters' facial animations and mannerisms look slightly unnatural, but the voice actors seem to be different (though not drastically so) for several I tried. In any case, the ability to choose and customize a character is a huge improvement over being forced into the lifeless, rote roles of Ty, Mac, and Jess, in the previous entry. Forza 4 also allows for player customization. Players can pick from one of three starter cars: a '65 Mustang, an '88 BMW M3 Evolution II, and a '96 Nissan 180SX Type X. I chose the Mustang and had no problems getting through the first chunk of major gameplay with it. Still, you won't want to stick with any of these cars for long, as the game offers around 130 to purchase. Sadly, you won't find any Toyotas on the list, which means no Supra or Celica models. As a franchise, Need for Speed is known for its car customization options, and NFS Heat is no different. The game smartly got rid of the awful slot-machine style performance upgrades from Payback in favor of a more traditional approach. You now purchase parts individually with the cash you earn from winning races. Need for Speed Heat rates cars on a scale of up to 399. Some cars start out at higher base levels, but you can increase any car's level by upgrading parts. Upgrades fall into the Engine, Chassis, Drivetrain, and Auxiliary categories with several items in each across various performance levels (Stock, Pro, Super, Elite, and Ultimate). Higher-end parts cost more money. Different categories affect different car stats; For instance, the parts you choose in the Chassis and Drivetrain categories affect the car's handling. You can also choose to show a car's actual performance stats, such as its 0-60 acceleration time or top speed. Once you hit certain rep levels, you can even fully upgrade the engine in a car to give it a huge performance boost. This is useful for when you want to keep your car competitive in later stages. Note that car-tuning settings (such as downforce and steering sensitivity) are hidden in the Numpad menu, at least on PC. A big complaint of the Need for Speed community with Payback was the lack of a good grip handling option. Heat's handling options allow you to set up your car to your liking and I found that both grip- and drift-centric options felt natural and satisfying. The customization system in Heat is largely the same as it was in Need for Speed (2015) and Payback. You can purchase and equip custom parts such as the exhaust, fender, hood, roof, side skirts, spoiler, taillights, tires, and more. Not all cars have the same number of parts available, but Heat lists ratings for each car's customizability on a scale of 10 at dealerships. You can also change your car's paint jobs, construct elaborate decals with the wrap editor, and equip special effect items like neon lighting and nitrous colors. Visuals, Effects, and Sounds NFS: Heat's environment is highly detailed, well-linked, and is much more varied than Payback's. There are dense urban areas, long bridges, natural marshes, and towering forests. Some points of interest include a massive spaceship launch site, an observatory (complete with beaming red lasers), and an abandoned race track. The lighting effects of the night mode look spectacular with the downtown's glimmering skyline usually visible. Rain is the only weather effect in the game, which makes sense given Palm City's tropical climate, and it too looks great. All-out downpours create puddles with detailed reflections, while light sun showers actually make everything look humid. Despite Heat's impressive effects, Forza Horizon 4's four-season system is still more advanced, as weather conditions significantly affect how your vehicle handles. Locations (such as garages and dealerships) and events are marked on the map, so it's easy to navigate to them using the waypoint system. Other collectibles such as speed traps, flamingoes, and graffiti signs appear after you've discovered them. Destructible billboards also return. NFS: Heat's soundtrack features lots of hip hop and EDM, appropriate given the fictionalized Miami setting, but none of the songs stood out to me and I felt like I heard some much more frequently than others. I learned through experimentation that you can skip tracks via the Numpad on the PC, though this control is not listed in the key bindings. I would have liked more variety in the playlist and miss some of the hard-hitting tracks that were staples of past titles. Again, Forza Horizon 4's soundtrack is more impressive, as it offers several different genre-based radio options. Requirements and Performance Need for Speed Heat is available on the Xbox One, on the PlayStation 4, and on PC via EA's Origin store for $59.99. Alternatively, you can spend $69.99 to get the Deluxe Edition, which includes special variants of several cars, more character customization options, and five-percent bank and rep earning boosts. You can also get the Deluxe Edition via a Premier EA Access subscription for $14.99 per month or $99.99 per year. EA is not planning any sort of microtransactions for the game, a decision I extol. Later on, there may be car packs and time-saver packs, but those do not affect gameplay in a major way. For the PC, EA recommends a gaming PC with at least a Ryzen 3 1300X or Intel Core i7-4790 CPU, a Radeon RX 480 or GTX 1060 GPU, 16GB RAM, and 50GB of disk space (the install size after a few patches on my disk was only about 31GB though). I had no issues running the game on my Windows 10 desktop equipped with a Ryzen 7 1700X processor, Radeon 580 graphics card, and 32GB RAM. I installed Need for Speed Heat on my SSD, but initial loading times and the transitions between the garage and world are still noticeable. My gaming PC ran the game at around 70FPS (frames per second) on the recommended settings. The game is not without bugs, however. For instance, at one point, most of the detail textures and structures disappeared from the environment, leaving behind a trippy, blob-like world. Several times, the side mirrors on my car glitched out and appeared a bit shredded. Sometimes, after restarting a time trial, the game would start the event while my screen was still loading. EA has sent out several patches thus far for the game and I expect the game's reliability to improve. Heat Raises Expectations Need for Speed: Heat is an enjoyable racing game that mostly nails the things that made previous entries so successful, mainly solid racing mechanics, excellent car customization options, and crazy cop chases. I also like Heat's day-and-night mechanic, since it lets players embrace both a brighter, daytime racing scenes as well as a high-stakes underground racing world at night. Palm City looks great in either light. The character customization and improved narrative also make the game more enjoyable than the last few entries, despite the lackluster multiplayer mode and some unclear controls. Fans of the series should not hesitate to pick up Need for Speed Heat, but Editors' Choice Forza Horizon 4 is still our top pick for the genre Need for Speed™ Heat Official Reveal Trailer1 point
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¤ YOUR NAME : Blackfire ¤ ADMIN'S NAME : eXeCuToR ¤ TIME/DATE : ¤ YOUR NAME : Blackfire ¤ ADMIN'S NAME : ReSHoW ¤ TIME/DATE : same map1 point
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The first time you joined the Gambler Project I thought it would take you maybe a week to learn everything but I was wrong it took you 10 minutes. You understanding stuff very quickly is very impressive especially doing it correctly and on time. You're English is very good and you a respectful person, very polite. You have very good activity in team-speak and making good matches in Casino. I can see you have never gotten a warning before during your 7 year time in Csbd which tells me you know the rules very well and your a loyal, old member. I'm sure you're ready to be part of the Staff team . You have PRO from me1 point
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Request rejected If we talk about "future moderator based on activity and developement of CSBD", I am looking forward older members of our community who proved that they are loyals and love our forum. If I remind you negotiated with me about price of one server. Even if the price was very small you decide to pay it and save that server. It could be an helpfull gesture. TC1 point