Jump to content
Facebook Twitter Youtube

Destroid™

Members
  • Posts

    605
  • Joined

  • Last visited

  • Country

    Albania

Everything posted by Destroid™

  1. Rocket League's next patch is set to drop in February, and developer Psyonix has detailedwhat's in store. If you were expecting 'more loot', and 'rewards for players that did well in Rocket League's first competitive season', then you've earned yourself a shiny penny. Don't spend it all at once. The rewards take the form of gleaming crowns: bronze, silver, gold and platinum variants, that you can whack onto your car in the 'toppers' slot. Psyonix's Josh says that "these rewards are based on your highest Division rank at the time that Season 1 ends. For example, if a player was 'Silver II' in 1v1 and 'Gold I' in 2v2, the delivered Crown would be Gold". You can see one of these crowns above. That's all well and good Tom, but you promised loot. You said there would be loot. I did! Loot, or "items", are changing a bit as of the next patch, with new quality ratings to tell you how rubbish or good or great they are. The regular items you're already used to will be "Common" grey, while DLC items will be a tantalising "Premium" green. "Limited" orange items are those you'll acquire from seasonal/promotional events, while there's a new category as of February: "Uncommon" light blue items. You'll get these toppers or antennas after completing online-only matches, with the chances of acquiring them increasing the longer you play. Here's how that works, according to Josh: "One interesting thing to note is that the new 'Uncommon Items' drop-rate won't have a fixed percentage like the seasonal items do. Instead, your chances of getting an 'Uncommon Item' increases the longer you play the game. After earning an Uncommon Item, the time then resets and you start all over again in your quest to get another one. This should give players who spend a lot of time playing some sweet new loot to accompany them along the way."
  2. Say what you will about the Assassin’s Creed Chronicles games so far: They know how to make one heck of a first impression. With India, the ominous mists that frequently shrouded the floating junks and palaces of the previous game--Assassin's Creed Chronicles: China--have lifted, and a dazzling, painterly Shangri-La awaits, awash in henna patterns and deep hues. Something of a pseudo-sequel to Assassin’s Creed Chronicles: China, ACC: India picks up 300 years later. The Templars and Assassins are searching for a legendary artifact: the powerful Koh-I-Noor diamond. It's encouraging at first to visit a setting as underutilized as India, but it quickly gives way to disappointment once you realize its unique qualities are merely used for window dressing. When you’re running, jumping, climbing, and killing in ACC: India, its typically more for its own sake than any investment in the story. To expect more is folly. Chronicles aims to be a hybrid between Assassin's Creed and old-school Prince of Persia. You're on a 2D axis, but with three or four planes you can move in and out of at specific points. Running, jumping, and swordplay have a fluidity and heft that must be accounted for before every major move. The kinetics are very much Assassin's Creed; vaulting over gaps and obstacles, using the environment to stay invisible, and, hopefully, getting to stick your sword or wristshank in the spinal cord of the hapless fools in your way.The typical AC mechanic of simply being able to hold one button and letting the acrobatics happen automatically is where the Chronicles series diverge from the main games. Jumping, sliding, and climbing are manual activities here, and have to be carefully plotted, more akin to Mirror's Edge than anything the Frye twins did in the last year. You play as a clever, cunning rogue named Arbaaz, who has a dry wit and a notable disregard for authority. Your first mission is to infiltrate a heavily guarded palace to steal quality time with your lover, the princess. The first half hour of the game is magical, suggesting the kind of adventure we haven’t seen from Ubisoft since the last Prince of Persia. The magic of that first half hour only serves to highlight missed opportunities in the remainder of the game, even in the face of its many advancements over its underachieving predecessor. The gameplay in India is much improved this time compared to Assassin's Creed Chronicles: China. For starters, there are more assassination missions to be done, and you're scored for each mission depending on your level of stealth. Most of your time is still spent crawling along the sides of buildings, obsessively watching for vision cone patterns, and hiding in alcoves, but this game no longer feels so vehement about players taking the stealthy, no-kill route. In fact, there are quite a few sections that require you to clear out a dozen enemies, often with a swift time constraint. Figuring out just the right dance to clear the room is a delight; with enemies diabolically placed and more lethal than ever, every kill feels like its own victory. Arbaaz's attacks can sometimes feel a little sluggish, with the response time for him to even unsheath his sword not exactly quick when there's enemies all around. If you can accomplish missions without having to resort to hand-to-hand combat, even better, but it's not easy when the appropriate icon occasionally fails to appear when you're close enough to an enemy for a stealth takedown. Trial-and-error is definitely encouraged here, and thankfully, the game reloads in a flash, allowing for very little break in the action should you need to restart. The tools of the trade remain mostly the same--smoke bombs, explosive noisemakers, a simple grappling hook, and a whistle are joined by a chakram which can be thrown to cut ropes or stun enemies. New Animus Helix powers allow for instant, on-the-fly invisibility or one-hit kills. There's even a wonderful little puzzle involving a primitive sniper rifle that’s a bit tricky but ultimately satisfying. Still, ACC: India represents a missed opportunity to hearken back to Assassin’s Creed’s roots, which gave you a series of infiltration missions where you could ignore or avoid most other NPCs, and instead just focus on that big fat kill at the end. The challenge rooms that open up as you progress in the campaign scratch that itch to an extent, but not enough to satisfy it for good. On the flipside, there are more sequences where straight parkour is required to get out of a hectic situation, which was arguably one of the more fun, unique parts of ACC: China. This time, you’re more likely to get into these situations because you’re trailing villains through temples or a full-on chaotic war has broken out and you need to flee to safety. The problem here is that, for all the speed these sequences require, and as gratifying sprinting across obstacles while cutting down enemies can be,courses tend to grind to a halt for uninspired timed-jump puzzles, which ruin the breakneck pace of the rest of the courses. The real frustration of Assassin’s Creed Chronicles: India is seeing a game that fails to fix the problems of its predecessor, or take advantage of its setting's great thematic potential. We have a game that takes place in a particularly bloody era of Indian (and, in one segment, Afghan) history, where the Templar villains are two high-ranking British officials, and the protagonist has every given reason to defy the Assassin Brotherhood. Yet all of the most interesting efforts to fight the good fight are reduced to finding collectibles. For the mainline Assassin's Creed games, the history and characters are the bones holding the gameplay upright. For the Chronicles series, the curiosities presented by the setting act as a thin veneer that only momentarily distracts from the flaws beneath. Like Arbaaz himself, these great moments have a bad habit of vanishing into thin air when you least want them to, bit there is still a lot of fun to be had in this Indian adventure.
  3. Name of the oponent: Halcyon. Theme of work: Type of work (signature, banner, avatar, Userbar, logo, Large Piece): Avatar Size: 150x250 *Text: Fashion Watermark: csbd or csblackdevil Working time: 12h
  4. Every fall for the past six years, Ubisoft has released at least one big new Assassin’s Creed game. This year, the mega-publisher could be breaking tradition, skipping fall for the first time since 2009, according to a number of sources speaking both to Kotaku and others. The next big Assassin’s Creed, which we believe is set in ancient Egypt and code-named Empire, won’t launch until 2017, according to both a new online rumor and sources speaking to Kotaku. One person familiar with Ubisoft’s upcoming gaming plans told me this afternoon that the decision to delay Empire from fall 2016 was made after 2014’s disappointing Unity, and that this bump will allow the development team more room to improve and polish the game. The source said this biennial approach could be a new trend for Assassin’s Creed, which has suffered from franchise fatigue in recent years. Rumors about Empire originated this morning on the 4chan boards, of all places, where an anonymous poster claiming to be a developer at Ubisoft wrote that Assassin’s Creed would be skipping this year and that 2017’s big game would be set in Egypt. Although I haven’t been able to confirm the veracity of this 4chan poster—whose posts are compiled on NeoGAF here—everything he wrote matches up with what I’ve heard independently for months. I’d heard last year from three different people familiar with goings-on at Ubisoft that the next big Assassin’s Creed would be set in ancient Egypt. Since this morning, two other independent sources have contacted me to corroborate that. I heard about the code name Empire from two of those sources. Three of them told me the game would indeed launch in 2017. Months ago, one source told me the game would also take place in ancient Rome, although that may have changed; the 4chan poster says some sections had been removed from the game. (“There are talks about making a trilogy of this same character, so they might explore Greece/Rome next,” the poster wrote.) It’s a good time for a change in Ubisoft’s annual schedule. Although last fall’s Assassin’s Creed Syndicate was excellent, it still had some of the technical awkwardness—fidgety controls, easily confused enemy AI—that had become accepted as part of the annual, not-fully-polished Assassin’s Creed norm. It also continued to raise questions of franchise fatigue among even the most hardcore series fans. With staggered development teams working on each release for roughly two-year periods, Ubisoft has released nine major console and PC-based Assassin’s Creed games since the franchise started in 2007. Many have called for the company to take a break from the annual schedule, especially after the fall of 2014. That year, Ubisoft released two major Assassin’s Creed games—the buggy Unity and the surprisingly good Rogue—on the same day. The disappointment of Unity may have even negatively impacted sales of Syndicate, according to Ubisoft executives. With or without a big game, we’ll still see plenty of Assassin’s Creed this year; Ubisoft will release two sidescrollers in January and February as well as the Michael Fassbender movie on December 21, 2016. Ubisoft also recently registered the website domain “assassinscreedcollection.com,” which presumably refers to a compilation of older games. That could make for a nice stopgap this fall.
  5. Name of the oponent: Revo Theme of work: Type of work (signature, banner, avatar, Userbar, logo, Large Piece): Avatar Size: 150x250 *Text: Rain Watermark: csbd or csblackdevil Working time:12h
  6. Destroid™

    NeeD Help

    Hi, In After Effects change the file to .avi (Video from windows) before you render the work ,not to quicktime . Then in Photoshop , Click Import >> Video Frames to Layers . Good Luck.
  7. Name of the oponent: Suarez Theme of work: Type of work (signature, banner, avatar, Userbar, logo, Large Piece):Avatar Size: 150x250 *Text: tried my best Watermark: csbd or csblackdevil Working time: 12h
  8. A dad has been charged with deliberately killing his 6-year-old son by smothering him while playing video games on Christmas Eve, deputies in Florida said Thursday. James Dearman, 31, became angry and pinned the child to the couch until he couldn't breathe and lost consciousness, Sarasota County Sheriff's Office said. He and his girlfriend left the child on the couch, went to the garage to smoke a cigarette and later called 911, it said in a statement. "The child was transported to the hospital and pronounced dead. Responding deputies reported seeing bruising on the child's back," the statement said. Dearman had used his weight to pin the child to the rear cushions of the couch, it said. "His son screamed that he couldn't breathe and begged to use the bathroom eventually urinating on the couch and becoming unconscious." The dead boy's 7-year-old sibling watched the death unfold, according to NBC station WFLA. "There's not a detective or anybody who isn't pretty upset about this and finds it egregious and malicious, the treatment of a 6-year-old child," said Sarasota County Sheriff's Office Captain John Walsh. The sibling was uninjured and remains in the protective custody of the Department of Children and Family Services, the deputies' statement said. "The investigation continues as an official cause of death has yet to be determined by the Medical Examiner's Office."
  9. Name of the oponent: greenZ Theme of work: Type of work (signature, banner, avatar, Userbar, logo, Large Piece): Avatar Size: 150x250 *Text: Smile Watermark: csbd or csblackdevil Working time: 12h
  10. 1.Click "Window" 2.Check these .

WHO WE ARE?

CsBlackDevil Community [www.csblackdevil.com], a virtual world from May 1, 2012, which continues to grow in the gaming world. CSBD has over 70k members in continuous expansion, coming from different parts of the world.

 

 

Important Links