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Everything posted by Dark

  1. Flying cars, now known as electric air taxis, have been around for a long time in our dreams. If you watched sci-fi staples like “The Jetsons” or “Back to the Future,” you may have indulged in flights of fancy about winging it to work and waving traffic jams goodbye. But now that major brands like Toyota, Uber, Hyundai, Airbus and Boeing are promising to whisk riders through the skies in flying taxis, the dream is getting closer to reality. The goal is to link urban centers with suburbs while leapfrogging traffic — air taxis could cruise at 180 mph at altitudes of around 1,000 ft to 2,000 ft. But NASA has reported they can go at an altitude up to 5,000 ft. It’s a market that should continue to mature during this decade and then boom globally. The autonomous urban aircraft market may be worth $1.5 trillion by 2040, according to a Morgan Stanley Research study. Another urban air mobility (UAM) study, by Frost & Sullivan, sees air taxis beginning in 2022 in Dubai and expanding with a compound annual growth rate of about 46% to more than 430,000 units in operation by 2040. Driving this trend is a confluence of technologies, including autonomous vehicles such as drones and self-driving cars, more efficient batteries and advanced manufacturing techniques. It’s not surprising that companies — from venture-backed start-ups and Uber to major auto and aviation companies — are rushing to grab a foothold in this nascent market. The business has the potential to significantly disrupt the landscape of urban mobility, and investors are pouring millions into commercialization efforts.They are attracted to the fact that electric air taxis have the potential to lower operating and maintenance costs dramatically. Electric air taxis come in several shapes and sizes, and many look quite different from conventional fixed-wing aircraft. Electric motors replace jet engines, and vertical takeoff and landing (VTOL) aircraft, designed to avoid the need for long runways, have rotating wings and, in some cases, rotors in place of propellers. Only a few companies are making vehicles that actually look like cars with wings. Tie-ups in the sky In January, Toyota said it is investing $394 million into Silicon Valley-based Joby Aviation, which is developing a piloted all-electric vertical takeoff and landing (eVTOL) air taxi. The move, part of a financing round worth $590 million, will help Joby launch an electric air-taxi service by 2023 and gives the company access to Toyota’s prowess in manufacturing, quality and cost control. The start-up is building a prototype that it says should eventually approach the cost of ground transportation and help a billion people save more than an hour in commuting time every day. “Joby has developed advanced technology and integrated it into an amazing aircraft through thoughtful design; this is the key to successful market entry and the commercial success of our products,” says Joby spokesperson Mojgan Khalili. “Joby Aviation’s aircraft is designed for four passengers plus a pilot. It can travel more than 150 miles on a single charge, is 100 times quieter than conventional aircraft during takeoff and landing, and is near silent in flyover.” In another Asian-American partnership, South Korean carmaker Hyundai and Uber showed off a mockup of a large flying taxi at the Consumer Electronics Show in Las Vegas for the Uber Elevate aerial ride-hailing service. The electrically powered PAV or “personal air vehicle,” will have the capability of carrying four passengers on trips of up to 60 miles at speeds reaching 180 mph. They will be able to cruise at altitudes up to 2,000 ft. Hyundai said the all-electric craft could be recharged in minutes, but did not elaborate on how. Uber has said it wants to begin testing of vertical takeoff and landing vehicles in 2020 and launch its first official ride three years later, rolling out services in Dallas, Los Angeles and Melbourne. It aims to make flying taxis cheaper than owning passenger cars. Uber Elevate is planning to begin demonstration flights this year. “We believe Hyundai has the potential to build Uber Air vehicles at rates unseen in the current aerospace industry, producing high quality, reliable aircraft at high volumes to drive down passenger costs per trip,” Eric Allison, head of Uber Elevate, said in a release. “Combining Hyundai’s manufacturing muscle with Uber’s technology platform represents a giant leap forward for launching a vibrant air taxi network in the coming years.” Toyota, Joby, Uber and Hyundai are working in a field that’s already crowded with contenders. Boeing, another partner in the Uber Elevate program, has already begun flight tests of its prototype air taxi. German start-up Lilium Aviation sent a prototype remote-controlled, jet-powered eVTOL on its maiden flight last year and later completed the first phase of testing. Stuttgart-based Volocopter, backed by Intel, Daimler and Geely, has apparently logged over 1,000 test flights and aims for fully autonomous commercial flights in five to 10 years. Turbulence before takeoff “Air taxis are definitely the next phase of mobility,” says Joe Praveen Vijayakumar, Frost & Sullivan senior industry analyst. “Urban centers across the globe are struggling to come to terms with the rising vehicle numbers and the resulting congestion, especially during peak traffic hours. When air taxis become widely commercialized, they will definitely ease the traffic burden on city roads. They will usher in a nimble form of intracity travel, transporting people on the shortest possible route between two locations.” But growth faces hurdles. Incidents like the death of basketball legend Kobe Bryant in a helicopter crash have highlighted safety concerns of flying taxis. While the first flying taxi services may have human pilots, later replaced by remote-controlled or AI-powered autonomous vehicles, regulators around the world have been trying to get ahead of the commercialization rush by creating standards and virtual sandboxes where developers can experiment. Aside from risks to passengers and people on the ground, air taxis could pose hazards for other aircraft. They could also become a target for hackers. The regulations in development will cover everything from vehicle safety, airworthiness and traffic control to noise pollution, operator certification and software security.
  2. Intel is alerting distributors that its Skylake-X line of high-end desktop (HEDT) processors for enthusiasts is heading for the chopping block. As of right now, vendors can still order new Skylake-X parts, but the process of discontinuing the lineup has begun. And, honestly, good riddance. Discontinuing CPU lines is a multi-step process. It starts with issuing a Product Change Notification (PCN) document, which Intel has now done for its Skylake-X and Skylake-X Refresh CPUs (via ComputerBase). The document outlines various dates for different steps in phasing out certain CPUs. In this case, the key date is January 22, 2021—that's the last day vendors can order CPUs outlined in the PCN, which at that point cannot be cancelled or returned. Depending on how many orders Intel receives, however, the discontinued chips could theoretically still ship out all the way through July 9, 2021. So, from now until around this time next year at the latest is your last chance to buy a Skylake-X or Skylake-X processor. Affected models include: Core i7 9800X Core i7 9820X Core i9 9900X Core i9 9920X Core i9 9940X Core i9 9960X Core i9 9980XE Several Xeon W series workstation processors are also being discontinued, including the 2102, 2104, 2123, 2125, 2133, 2135, 2145, 2155, 2195, and 2175. Intel launched its Skylake-X lineup nearly three years ago. They were never all that po[CENSORED]r, and like AMD's Threadripper processors, have always been overkill for gaming. The value proposition is just not there, especially with AMD helping to usher in an era of reasonably affordable multi-core processors beyond two- and four-core options. If you really wanted to, you could head to Amazon or Newegg and pick up the 18-core/36-thread Core i9 9980XE Extreme Edition CPU for around $1,900-$2,000, or around $1,200 if trying your luck with a marketplace seller. Such a purchase doesn't make sense, though, not when you can buy a 16-core/32-thread Ryzen 9 3950X for around $670. Not to mention, Skylake-X has been replaced by the more affordable Cascade Lake-X range, culminating in the Core i9 10980XE, which launched last year. As for what looms around the corner, it's hard to tell. As noted by ExtremeTech, we may not see another HEDT line from Intel this year. Then there's the question of whether Intel will bother releasing another HEDT series based on its 14nm node, or hold out for 10nm. There is still talk of high-end Ice Lake Xeons after leaked benchmarks appeared earlier this month, and that architecture could form the basis of a potential Ice Lake-X line of HEDT chips. Intel has said it will deliver a 10nm desktop processor, but whether it actually can is another matter entirely. All we know for sure at this point is that Skylake-X has one foot out the door, and at this point, you might as well slam it shut.
  3. Walter Martos spoke at length with journalists about the situation of covid-19 in the country and confirmed what many had been talking about: there will be no total quarantine despite the rise in cases and deaths due to the coronavirus. Is a total quarantine possible again in Peru? According to Martos, at this time a return to total quarantine is not feasible: “Now that we are with the economic reactivation, it is totally inappropriate to return to a totally strict quarantine. Here we have to work the Government trying to immobilize Sundays with the curfew, but here comes the responsibility of each one ”. In addition, he sent a message to the entire po[CENSORED]tion: “We appeal to the entire po[CENSORED]tion, we do not have to continue behaving as we did before the pandemic. We are still with the pandemic, the virus is killing many people, we cannot have an irresponsible action to go out, get infected and take the virus to our families ”. On targeted quarantine "The quarantine focused on Lima to immobilize by districts is very difficult to implement. We are talking about it being restricted in Lima or Callao, as in other regions, on Sundays or that the curfew is from 8:00 p.m. study it based on many factors and make an appropriate decision. "
  4. Game Informations : Developer: Brett Todd Platforms: PC Initial release date: July 14, 2015 at 5:11PM PDT Legends of Eisenwald has just about everything except Martin Luther nailing his 95 Theses on a church door. Developer Aterdux Entertainment has traded in the usual Dungeons & Dragons-influenced fantasy realm common to tactical role playing for a more realistic story and setting based on medieval Germany at around the time the Reformation was starting to annoy the popes. The concept brings a unique feel and an absorbing (if occasionally workmanlike) campaign to a been-there, done-that genre. Nevertheless, the heart of Legends of Eisenwald is based on the same structure that has powered fantasy role-playing/tactical combat since the glory days of Heroes of Might and Magic. Differences between this game and traditional tactical fantasy role players seem rather superficial, at least at first. The three available Knight, Baroness, and Mystic character classes match up almost perfectly with the standard Warrior, Ranger, and Mage/Cleric found in standard swords-and-sorcery gaming. Both heroes and the mercenaries you employ level up and come with assorted skills, special upgrades, slots for a full range of gear and armor and weapons, and a range of stats for hit points, attack, willpower, and so forth. Action plays out on a real-time map screen where you explore the German terrain, and a turn-based, hex-overlaid combat screen, vanquishing foes one by one. Anyone who has ever played a game in this genre will dig into what's on offer right away. Tactical combat is a bit simpler than in many similar games, in that you control a single adventure party comprised of up to 12 units instead of the multiple armies with stacks of units generally required in the likes of Heroes of Might and Magic, Disciples, and so forth. Also, you don't have to build towns, gather resources, or deal with any management tasks. This is far more of an RPG than a strategy game, with your primary focus always on exploring the maps for quests, villains, and loot. But you aren't a good guy. You are no hero or heroine out of a D&D campaign. Instead, you're the average feudal boss, with no compunctions about working peasants to death. Modern morality has no place here--a point drilled home again and again in situations where you have to be an utter bastard. My favorite was a fairly early quest, which involved forcing peasants to repair a bridge so I could escape a pursuing enemy. First, I had to kill a bunch of them in their village. Then, I had to keep the resulting press gang on the job, even while some of them tumbled into a gorge to their deaths. Yet even with the inclusion of plenty of 15th-century brutality, this isn't a strictly historical game. Legends of Eisenwald walks a line between "Gygax Goes German" and adherence to the history books. Maps contain more realistic landscapes than we've become accustomed to in tactical fantasy games. There are no hordes of monsters, no pots of gold, no magical resources casually cluttering up the terrain. What you get here are inns, villages, castles, ruins, mines and churches, spiced up with the occasional wandering gang of foes, such as villainous warriors and bandits. Even though there are no orcs or unicorns, there is a little magic. While most of the units hired for your party are realistic soldiers, pikemen, archers and the like, you can also bring in support troops. Catholic priests (who look like everything from pissed-off versions of Friar Tuck to bishops or inquisitors as they level up) and pagan mystics (who at first look like zoned-out hippie chicks from The Wicker Man but progress to become either witches or abbesses) can make with the abracadabra stuff and whip out basic healing and protection spells. Artifacts like icons of Christian saints, potions, magic rings, and even special weapons and armor offer real benefits to stats. Other than this, though, fantasy is dialed down to the point of being nearly non-existent--especially in the early stages--although more mythology is introduced as the game progresses. Oddly enough, I found that this flirtation made the game seem even more realistic. All the hints about magic and myths (including a great early sequence about a cull of the undead from a church cemetery that turns into an eviction of bandits who have been using dead bodies and cadaver stink to scare people away from their hideout) worked beautifully to make me feel like a superstitious medieval peasant who was never sure what was real and what wasn't. The look of the game is realistic to the point of being a little on the grim side. Graphics use a dark color palette a long way from the cheery hues found in the average game with hexes and hobgoblins. Maps are incredibly detailed, no matter if the scene is a thick forest, river valley or narrow mountain canyons. Everything is a little dated, giving the visuals a sharpened and somewhat stark appearance. At times, I likened the game to a woodcut come to life. Maps are tinted with dark brown and black to make them look hundreds of years old. Character and town screens are filled with nice touches like parchment backgrounds and simple, medieval tapestry. Only the audio is a disappointment. There is no spoken dialogue to accompany the written text, and the bland lute-and-flute music sounds like something from the lobby of a Medieval hotel. At times, however, all this realism dragged. Legends of Eisenwald lacks the pizzazz of more fantasy-oriented tactical RPGs. Loot drops just aren't that exciting when you know you're not going to score a wand of fireballs. (There is a good range of items on offer, both from defeated foes and from the markets scattered around the maps, although most of it is average stuff that lacks the glitz of what's found in traditional fantasy games.) So little magic in the game makes the priest and female mystic units bland; their being stuck mainly with healing and cursing spells means they don't have the impact of full-blown clerics and mages. Combat grows repetitive and predictable, as there are only so many ways you can mess around with garden-variety soldiers and archers. A hippogriff or a neo-otyugh might have livened things up, though the quick pace of battle means you have little time to be bored. A few aspects of the design are somewhat problematic. Quests are not always spelled out clearly. At times this is good, as it promotes more exploration. At times this is bad, as you can get lost when a destination and/or the maps are too dark and cluttered with complicated terrain features. Some quest descriptions leave a lot to be desired, and locations are often given different names in quest dialogues from the maps. Also, be wary of bugs: I had the game crash to the desktop with exception errors on a few occasions, although generally the game was stable. Visiting a virtual medieval Germany probably isn't at the top of the to-do list of any tactical RPGers, but maybe it should be. While Legends of Eisenwald is something of a grim, brutal experience much like the land in question back in the 15th century, the game is certainly a unique addition to a genre that has mostly settled into a high-fantasy comfort zone. Strong storytelling and sheer novelty make guiding Heinrich and his pals around the dark forests of old-time Deutschland enthralling...even if you do miss the magic missiles and elves every so often. System Requirements CPU: 2 GHz dual-core CPU. OS: Windows XP, Vista, 7. VIDEO CARD: 1024 MB graphics memory, shader model 3 (Radeon HD 6670, GeForce GT 630) FREE DISK SPACE: 2 GB. DEDICATED VIDEO RAM: 1024 MB.
  5. I'll give you #PRO. I hope that in the future you don't say "I have 2 projects, because they don't update me in" Moderator "
  6. Oh congra infi >.<  

    1. InfiNitY-™

      InfiNitY-™

      thx ugly ❤️ 

  7. Good activity in the forum, you had a good proposal for our community, I hope to see you at STAFF in the future! Continue with the activity, from me you have
  8. The dating app Tinder said Wednesday that it'll begin testing a new video chat feature called Face to Face for some users in 13 countries, including the US. Tinder said it aims to make people feel comfortable and in control when using its video chat. For that reason, Face to Face makes sure both people agree to the call. Once you've matched with someone and started to text chat, you have the option to tap on the video call icon in the right-hand corner of chat. A video call can be made only when both people enable Face to Face chat and agree to Tinder's guidelines, the dating app said. Tinder also said you have the option of disabling video chat at any time. When the call ends, Tinder said, the participants will be asked if they want to have a call with that match again. The dating app will also give the option to report people if they did something inappropriate or against community guidelines. The new feature comes at a time when regular dating spots like restaurants and bars are closed, or open at limited capacity, amid the coronavirus pandemic, pushing people to turn to video calls to get to know each other. SEE ALSO Coronavirus and Tinder: How nervous online daters are coping amid COVID-19 9 ideas to help you virtually date while social distancing Best dating sites of 2020 In May, parent company Match Group promised the feature in a letter to shareholders, saying that the dating app would offer a one-on-one video tool late in the second quarter of this year. Match (which is also owned by Match Group) announced a video chat feature of its own in April. Tinder is also testing the feature in Brazil, Australia, Spain, Italy, France, Vietnam, Indonesia, Korea, Taiwan, Thailand, Peru and Chile.
  9. Intel's next generation Iris Xe graphics has made a cameo in the SiSoftware Sandra database, a po[CENSORED]r system utility and benchmark program. In addition to offering up some potential specifications, the leak is the first time we have seen "Iris" and "Xe" paired together. This is not shocking, though it was also never a given that Intel would continue to use its Iris branding going forward. That's because Intel is looking to shake things up in the graphics space. Its upcoming Gen 12 Xe graphics will make its debut with the company's mobile Tiger Lake CPUs, and is based on the same underlying architecture that will power the company's first modern discrete GPU, due out sometime this year. The leak, as spotted by Twitter user APISAK (via Videocardz), pegs an Intel Iris Xe graphics part as having 96 execution units (EUs) and 768 GPU cores, clocked at 1.3GHz. RELATED VIDEOS video en cursoThe PC Gamer Show 145: Intel's 9th gen CPUs, Cavill-Geralt is weird, and the ceaseless void The PC Gamer Show 199: 9 years of Terraria, GTA 5... 22/05/20The PC Gamer Show 199: 9 years of Terraria, GTA 5 mods for new players The PC Gamer Show 198: Halo 2 hits PC, 5... 14/05/20The PC Gamer Show 198: Halo 2 hits PC, 5 essential Stardew Valley mods The PC Gamer Show 197: Fallout 76 is good now,... 08/05/20The PC Gamer Show 197: Fallout 76 is good now, Assassin's Creed Valhalla reveal impressions The PC Gamer Show 195: Valorant closed beta,... 10/04/20The PC Gamer Show 195: Valorant closed beta, Last Oasis The PC Gamer Show 194: Mount & Blade 2:... 03/04/20The PC Gamer Show 194: Mount & Blade 2: Bannerlord, Resident Evil 3 Remake To put those numbers into perspective, the full version of Intel's current Gen 11 graphics features 64 EUs (up from 48 in Gen 9.5) and 512 GPU cores, clocked at up to The benchmark listing is presumed to be the full version of Intel's Gen 12 graphics, otherwise known as Xe LP. This is what will power Intel's mobile, ultra mobile, and entry-level gaming solutions. Intel also has Xe HP (enthusiasts, workstations) and Xe HPC (deep learning, cloud graphics, high performance computing) graphics solutions on tap. As depicted on Sandra, Intel's Iris Xe graphics sport the same number of GPU cores as Intel's discrete DG1 platform. We have not been too enamored with what little we have seen with DG1 (Intel demonstrated its performance at CES), though in its current form, DG1 is a toned down Software Development Vehicle (SDV) intended to get developers acquainted with its graphics architecture. Even so, we're not all that optimistic that whatever discrete GPU ships this year will be much of a gaming chip. Paul has been playing PC games and raking his knuckles on computer hardware since the Commodore 64. He does not have any tattoos, but thinks it would be cool to get one that reads LOAD"*",8,1. In his off time, he rides motorcycles and wrestles alligators (only one of those is true).
  10. In the midst of the outbreak of the coronavirus pandemic, Martín Vizcarra was forced to change his cabinet of ministers after the previous president of the Council of Ministers, Pedro Cateriano did not obtain the vote of confidence by Congress. In that scenario, Vizcarra chose to name Walter Martos as Premier, while adding four new ministers. The others remained. This is how the new cabinet led by Walter Martos is formed Walter Martos: Prime Minister Jorge Chávez Cresta: Defense María Antonieta Alva: Economy and Finance Jorge Montoya: Interior Ana Neyra: Justice and Human Rights Martín Benavides: Education Pilar Mazzetti: Health Jorge Montenegro: Agriculture and Irrigation José Salardi: Production Rocío Barrios: Foreign Trade and Tourism Javier Palacios: Work and Employment Promotion Carlos Lozada: Housing, Construction and Sanitation Rosario Sasieta: Women and Vulnerable Po[CENSORED]tions Carlos Estremadoyro: Transport and Communications Kirla Echegaray: Atmosphere Luis Miguel Inchustegui: Energy and Mines Alejandro Neyra: Culture Patricia Donayre: Development and Social Inclusion
  11. Game Informations : Developer: Miguel Concepcion Platforms: PS4 Initial release date: October 7, 2015 at 6:00AM PDT No video game character conveys endearment and sadism in a single expression as well as the Blue Slimes. In Dragon Quest Heroes: The World’s Tree Woe and the Blight Below, these iconic teardrop-shaped blobs have never looked more adorable and homicidal, which is what makes killing them en masse one of this game’s greatest pleasures. It’s one of many delights aptly delivered by a collaboration that is one part Dynasty Warriors, one part Dragon Quest. As a hack-and-slasher with countless enemy encounters, character growth, and a shopping list of quests, it was joy to be reminded how much both series have in common. As a contrast to all the dimension hopping that made up much of last year’s Hyrule Warriors (a Dynasty Warriors take on The Legend of Zelda universe), this Dragon Quest spin-off takes the reverse approach. Instead of protagonists jumping to various worlds in older Dragon Quest games, adventurers from those games come into the new world established in Dragon Quest Heroes. Welcoming these otherworldly guests is a new foursome comprising of two co-protagonists whose default names are Aurora and Luceus, the boisterous King Doric, and an skilled inventor named Isla. I have always admired the mainline series for defying traditional fantasy RPG party formations and archetypes and this new team could easily carry a mainline Dragon Quest installment. That’s a bold statement especially when Aurora and Luceus are two sides of the same coin. Their complementary personalities are best showcased during the cutscenes where your see Luceus’ analytical side and Aurora’s impatience to jump into battle. Aside from a momentary interlude where you’re forced to use one of the guest adventurers, you can have a wholly enjoyable time relying solely on these new characters while ignoring the rest of the roster. It’s a varied cast where each warrior easily proves their worth over the course of a single battle. The only thing better than seeing 3D models of characters like Dragon Quest IV’s Alena and Kiryl is hearing them speak for the first time. Just as it was momentous to have voice acting in a Final Fantasy game in 2001 with Final Fantasy X, so too was the introduction of dialogue in Dragon Quest VIII ten years ago. Hearing much of the cast speak in English accents in Journey of the Cursed King created a rare connection to the Tolkienian roots of JRPGs. Having Yungus’ cockney accent reprised in Dragon Quest Heroes--by the original voice actor no less--only makes this reunion all the more special. This mingling of heroes from other worlds helps distract from the story’s laughably generic premise of light versus dark. Even the two co-leaders are named Children of the Light. The story starts off on an uncommonly cheerful note, even by Dragon Quest standards, where humans and monsters are happily co-existing. Due to a spell by a dark wizard named Velasco, the monsters are suddenly reminded that they’re supposed to hate humans. The ensuing chaos and unrest gives the game’s heroes more than enough to deal with, let alone reason to investigate why their non-human friends suddenly turned on them. It’s a good thing the story has its share of twists and guest character interactions to compensate for this otherwise plain narrative. The bread and butter of the Dynasty Warriors franchise and many of its spin-offs has been the map-wide territorial tug-of-war where you and your armies race against the opposing military in conquering land one patch at a time. It essentially amounts to a game of which side can kill the other teams’ generals faster. If you’re ineffective with your time or get distracted my hordes of grunts, the resulting lack of shifting tides can make from some painfully prolonged battles. The great news is that there is much less of this in Dragon Quest Heroes. It’s not a tug-of-war so much as it is an exercise in permanently putting out fires, namely enemy spawn points called maws. Once you defeat a given maw’s Mawkeeper, that portal is gone, although most story missions will spawn multiple maws over the course of a battle. It’s a veritable rush to run from maw to maw while weaving past the opposition, leaving the minions to the rest of your team. As a spin-off among a growing library of Warriors spin-offs, Dragon Quest Heroes sticks to the series’ hack-and-slash gameplay, which means that it benefits from a battle system that has taken 15 prolific years to mature. It’s come a long way from the outdated and stiff controls of Dynasty Warriors 2. From deft mid-air attacks to deadly four-hit combos, every hero’s repertoire is more than adequate. You might wish for the depth and exactness of Devil May Cry but when time is of the essence and a single sword swing can take out half a dozen skeletons, you don’t need precision. You certainly don’t need it when your blade can summon a screen-clearing tornado. As much of a draw it is to reunite with characters from various mainline Dragon Quests over a single game, what truly sets Dragon Quest Heroes apart from other Warriors games is its Monster Minion feature. A given kill has the potential to drop a medal version of that respective monster. With the medal, you can summon that monster as an ally. Aside from the palpable drama of turning the tide, these minions create two minigames. The first is knowing how to best take advantage of a given monster’s strengths. Given that they don’t follow you throughout the battlefield, summoning a monster the moment you get its medal isn’t necessarily the best move. Sometimes it's better to save them in anticipation of harder enemies at the latter half of a mission. The second game that is born out of the Monster Minions relates to the spawn points. The need for wise and strategic placement of monsters along a crowded path of enemies creates countless opportunities for--you guessed it--tower defense gameplay. These opportunities are brief, assuming you’re smart and efficient in focusing on maws yourself, but it’s nonetheless satisfying to have a squad of self-sufficient teammates, human or otherwise, who can limit the flow of Gargoyles, Goodybags, and Hackasauruses. Aside from some of the bosses, the entire bestiary is fair game. Your only limits are the monsters in a given map and the amount of medals you can carry at a given time. It’s a blessing to the rest of the opposing army that you can’t keep your newly recruited monsters for future battles. Using an army of Stone Golems mission after mission would surely nerf much of your playthrough. In missions where you have to protect an object, it’s often the best strategy to leave a few friendly mid-boss type monsters on guard duty surrounding said object. You’d be surprised how gratifying it is check on them later on to find that they have everything under their control against equally large foes. And even if you have more pressing matters to attend to, no one would blame you for briefly jumping into this orgy of destruction, if only to see how many you can take down in a single coup de grace attack. It’s sheer bedlam when you can get these larger creatures to fill up your screen. Then it becomes a game of whether or not you can create slowdown or reduce the framerate by having too much going on at once. The action was never not fluid during my playthrough. As with every Warriors game, there’s every opportunity to manage your heroes and enhance their skills in between missions. You start off in a standard issue basecamp, and by the time you’re used to your amenities, you’re upgraded to an airship. Both are as well-organized as any small town you can find in a JRPG: you have your church, alchemist, bar, and blacksmith. This is a Dragon Quest game, so naturally the weapons dealer is the burly gentleman sporting the horned helmet. Your base is also where you take on optional quests, which yields rewards like expanded inventory slots and Monster Medal capacity. It’s a good idea to periodically grind by coming back to older areas in the map; quests add more purpose and incentives to these non-story skirmishes. It’s diversions like these that provide a thoughtful connection to JRPG designs. Oftentimes, it feels like the only difference in Dragon Quest Heroes is the accelerated body count. Seeing Akira Toriyama’s many creations in Dragon Quest Heroes never get old, even after defeating over a thousand Skeletons. The treasure traps known as Mimics have never looked so lively, right down to the perpetually dangling tongue. Same goes for the Great Sabrecats, whose expressive cartoony faces wouldn’t feel out of place in the Sunday comics section. As much as I long for a new mainline Dragon Quest (not to mention the leisure time to play more JRPGs), Dragon Quest Heroes: The World’s Tree Woe and the Blight Below affords every lover of the franchise the rare opportunity to cause genocidal destruction with the kind of efficiency you cannot find in a turn-based RPG. To flank a monster is to also admire it from angles you seldom see up close in other Dragon Quests. These tens of thousands of encounters plus the appearances by the series’ many other heroes makes for an essential experience for any Dragon Quest fan, even if you haven’t played a hack-and-slasher in ages. These characters are so fully realized that, assuming you’re not a stickler for official canon, it wouldn’t be unreasonable to consider Dragon Quest Heroes as a companion piece alongside the main series. System Requirements CPU: Core i7 870 2.8GHz or better. OS: Windows 7/8/8.1/10 (64bit required) VIDEO CARD: NVIDIA GeForce GTS 450 or AMD Radeon HD 5770. FREE DISK SPACE: 20 GB.
  12. UvIXjQu.png

     

    @- !el Catire *O* Miss you love ? 

    1. shVury

      shVury

      xdddd dark moderator ? 

    2. Inkriql

      Inkriql

      Vos sos  hijo de todos xd

    3. Dark

      Dark

      sos mi puta ❤️ 

  13.  

    Old times xD ( 2016 & 2015) @[N]audy, @Kevincinho KDG10 @#Ace ? 

    1. LosT贼

      LosT贼

      ahahahaahaahaaahahahahahahahhahaahha great days

  14.  

    mira este final épico :v 

    1. Dr.Drako

      Dr.Drako

      jajajaja a shit, xd se parece a ti ese monstruo , que épico marico 

  15. I saw your activity in the profile, you have good activity in foroum and TeamSpeak3. From my part you have :
  16. The OpenTelemetry .NET SDK has reached beta. Developers can now begin integrating the OpenTelemetry .NET SDK into their applications and libraries to capture and export metrics and traces. The beta release also includes instrumentation libraries for ASP.NET, ASP.NET Core, HTTP client, SQL client, and gRPC client. While functional, beta components have not gone through thorough testing or benchmarking and are not recommended for production workloads, according to the OpenTelemetry .NET working group. Julia 1.5 released The release of Julia 1.5 includes struct layout and allocation optimizations, multithreading API stabilization and improvements as well as other latency improvements. The release also includes the return of “soft scope” in the REPL to Make the REPL behave like IJulia, and Julia versions 0.6 or earlier, and to keep the 1.0 behavior in files, to avoid breaking anybody’s code. Julia ships with a built-in package manager called ‘Pkg’. In the past, ‘Pkg’ has downloaded packages directly from GitHub, GitLab, BitBucket, or wherever else they happen to be hosted. Additional details are available here. Google announces new security features Google announced three new features to help protect websites and applications. The first is the beta release of Cloud Armor Managed Protection Plus, a bundle of products and services that helps protect internet-facing applications for a predictable monthly subscription fee. Also, Google-curated Named IP Lists is available as a beta and Google states that it is continuing to expand our set of pre-configured WAF rules by launching beta rules for Remote File Inclusion (RFI), Local File Inclusion (LFI), and Remote Code Execution (RCE). Additional details on the security features are available here. Apache weekly update Last week, Apache Arrow 1.0.0, the cross-language development platform for in-memory analytics, was released. Apache Calcite 1.24.0 includes more than 80 resolved issues, comprising a lot of new features as well as performance improvements and bug-fixes and Apache Beam 2.23.0 includes both improvements and new functionality. Also, this week Apache Commons Text 1.9, Apache Jackrabbit 2.21.3, Apache SkyWalking CLI 0.3.0 and SkyWalking Python 0.2.0 was released. Additional details on the new releases are available here.
  17. In order to thoroughly clean your mechanical keyboard, you may want to remove the keycaps. The best way to do that is with a keycap puller, but keycap pullers are one those mysterious objects that I always swear I have in a drawer somewhere but can never find. That shouldn't halt a summer project, though, whether you want to clean the gunk out of your board or replace your old crusty keycaps with some fancy new ones. You can just make your own keycap puller with stuff you probably have lying around. I decided to use the HyperX x Ducky One 2 Mini's keycap puller as a design inspiration for the one we're making today. It's small and easy to store along with being the right size for yanking off any sized keycap. The reason you want to use a keycap remover instead of your clumsy fingers is that you don't want to risk damaging your keyboard by breaking a stem. A keycap remover acts as a pair of tongs that slip underneath the key allowing you to safely pull it off with a vertical motion and no side-to-side wiggling. Mechanical gaming keyboards can costs upwards of $150, so why risk breaking it over something as trivial as using the right tool? The only things you'll need for a quick and dirty keycap puller are: 2 x paperclips 1x twist-tie Pliers Ruler (optional) You could try to eyeball the bends you'll be making with the pliers, but a ruler will help in making sure those bends are precise enough to fit over your keycaps. The average paperclip is about six inches long when straightened out. 1. Straighten out the paperclips Step one is pretty self-explanatory. You want to completely straighten out the paperclips, which will make it easier to get the bends you want with the pliers. The pliers will also help in straightening out the segments you can't do with your fingers. 2. Let's get bending This is the part that will require some precision. In each paperclip, we are going to make two 90-degree bends with 1 cm between them, so that the paperclips resemble long rectangles with one missing side (see the gallery above). The easiest way to do this is to hold the paperclip in place with the pliers and push on the clip with your thumb. 3. More Bends Your two puller pieces should look like staples with very long legs. Now take the ends of each puller and make 90 degree bends that face outward, like the feet of a stretched-out omega (Ω). 4. Tie it all together Lay the two bent paper clips on top of each other. Scrunch together the feet and wrap the twist tie around them, tying them together. Go around twice. From here, wrap the ends around each foot. It should resemble a cute little handle. If you have any excess bit of the paper clip sticking out, you can use the pliers to snip away at it. There you have it, with about ten minutes' work and virtually zero cost, you made yourself a keycap puller. Now go clean that keyboard!
  18. Peru is one of the countries most affected in the world by the coronavirus pandemic. In fact, if the data on excess deaths and not the confirmed deaths published by the Ministry of Health were taken into account, it is the country with the most deaths per million inhabitants worldwide. Faced with this critical reality, in which neither the State nor private health centers are sufficient to treat the hundreds of thousands of infected, the Government has decided to extend the total quarantine in the thirteen regions most affected by COVID-19, except for Lima, which despite being the one with the most cases - for bringing together more than 10 million inhabitants - is still in phase 3 of reactivation. In these twelve provinces, people can only leave home alone and to make purchases of basic goods such as food and medicine. In addition, the curfew begins at 20:00 and ends at 4:00, while on Sundays the mandatory immobilization lasts all day. This measure will continue, at least, until August 31. In these regions, total quarantine continues until August 31 Mandatory social isolation is provided in the departments of Arequipa, Ica, Junín, Huánuco and San Martín, as well as in the province of Tambopata in the department of Madre de Dios, in the provinces of Santa, Casma and Huaraz in the department of Ancash, as well as in the Bagua, Condorcanqui and Utcubamba provinces of the Amazonas department, and in the Abancay and Andahuaylas provinces of the Apurímac department Also in the provinces of Mariscal Nieto and Ilo in the department of Moquegua, in the province of Tacna in the department of Tacna, in the provinces of Cusco and La Convencion in the department of Cusco, in the provinces of San Román and Puno in the department of Puno, in the province of Huancavelica in the department of Huancavelica, in the provinces of Cajamarca, Jaén and San Ignacio in the department of Cajamarca.
  19. Game Informations : Developer: Kallie Plagge Platforms: PC Initial release date: December 12, 2017 at 9:28AM PST If you simply ran out of things to do in vanilla Destiny 2, its first DLC expansion, Curse of Osiris, adds a few new activities for you to take on. It introduces a new setting in Mercury, a short campaign, new weapons and gear, Strikes, Crucible maps, Adventures, among smaller things. But aside from the brief but fun Raid Lair, the new stuff in Curse of Osiris doesn't add anything substantial or interesting to Destiny 2 to make it worth revisiting. Curse of Osiris picks up right after the end of the base game's campaign, as far as your level goes. You could go directly from the end of the Red War story to Curse of Osiris' campaign, which requires a power level of 200 to 220, without having to grind much in between. For newcomers or PC players who've had less time with the game, it's a comfortable bridge for leveling up between the lower-level vanilla content and the high-level endgame activities like the Nightfall. (Those endgame activities are a different story, but we'll get to that in a bit.) As a result, though, Curse of Osiris' story missions feel like filler. The campaign sets up an enormous undertaking against the Vex, with infinite timelines and computer simulations and the mysterious Warlock Osiris mixed up in it all. But with a two-or-so-hour runtime, the missions rush through the interesting concepts and usher you into a simple final battle that is essentially scripted. It's not enough time to fully understand Osiris as a character, which is disappointing considering he's only ever been mentioned in Destiny lore before now. The beautiful and varied Infinite Forest, a Vex creation designed to simulate timelines and their infinite permutations, is the most interesting addition in the expansion. Within the Forest, you can travel to a simulation of the past, a much more vibrant and lush version of Mercury that's stunning to look at. But even then, the story doesn't task you with exploring it or any other location in the Forest, instead shepherding you through areas to find codes and things that smarter NPCs can use to pinpoint your next destination for you. The lack of callbacks to Vault of Glass from Destiny 1, another time-bending Vex creation, is also a letdown. Other than the Infinite Forest, the new destination, Mercury, is simply uninteresting to explore. It's a small circular map with one new Public Event, a new vendor, and a handful of chests and Lost Sectors. The foundation of exploration established in the base game is still good here--having a variety of options to choose from does make things feel less repetitive--but it feels like busywork with little to do at the highest level. That extends to the new Strikes, which are almost direct copies of two of the story missions, nothing more than another way to kill time. The biggest problem with Curse of Osiris is that it locks certain high-level activities, including the Prestige Nightfall, behind its new power level cap. The recommended power for the Prestige Nightfall in particular is 330, which you can't reach if you don't have the Curse of Osiris DLC. So if you don't get the DLC, you suddenly don't have access to something you used to be able to do. It's also frustrating if you do get Curse of Osiris, because the higher level requirement doesn't fundamentally change these activities. New Heroic Adventures add Nightfall-style modifiers to the Adventures on Mercury, but those missions aren't begging to be replayed. The main incentive to do them at all is to unlock a Lost Prophecy quest from the NPC Brother Vance, which is one of most tedious fetch quests in all of Destiny 2. If you do manage to gather 10 of the necessary item (through repeating Public Events and finding chests), you unlock the Forge, where you can craft Legendary Vex weapons. But for anyone besides the most dedicated players, there's no compelling reason to do all this unless you want to redo old missions on harder difficulties in order to get loot to use when you do them again. While some of the new loot is worth collecting--my favorites so far include the Legendary automatic scout rifle Metronome-52 and the broken but ridiculously fun Prometheus Lens Exotic--you'll likely get a lot of duplicates before you get anything you actually want to use. Because the main reward for everything you do is shiny new loot, the frustratingly high drop rate of duplicates makes grinding more disappointing than satisfying. The gunplay feels as great as ever, though, so it can be fun to experiment with new weapons, but it's not enough to sustain an expansion that adds little outside of extra busywork. The excellent gunplay is not enough to sustain an expansion that adds little outside extra busywork. The Raid Lair, while shorter than a typical Destiny Raid, is the one late-game addition that's worth trying. Eater of Worlds is set on Leviathan, the setting of Destiny 2's first Raid, but with a different boss and separate areas to explore. It features a mix of Destiny-style puzzles, including a platforming sequence and fun with orbs, but in a less time-consuming package that's a welcome alternative to the full Leviathan Raid. Using careful teamwork to solve puzzles is rewarding in ways that the story and simple Strikes aren't, and combining that with the right loadout and strong shooting skills shows what Destiny can be when it leaves the filler behind and makes the most out of its best mechanics. But in almost every respect, Curse of Osiris doesn't elevate Destiny 2 beyond what it was at launch. Especially for lapsed players, the same old activities reskinned for an unremarkable new setting make them feel more like chores than ever, and the interesting ideas in the Infinite Forest aren't at all used to their potential. There's still some fun to be had in finding new weapons and maybe tackling the Raid Lair, but reaching that point is so tedious that it hardly feels worth doing. Editor's note: When we first published our Curse of Osiris review, both the Prestige Nightfall and the Prestige Raid were set at the 330 power requirement. In a recent post, Bungie revealed plans for a hotfix that will reduce the Prestige Raid requirement to 300, making it accessible to all players. The Prestige Nightfall will remain at 330. The review text has been updated to reflect this change. System Requirements CPU: Intel - Core i3-3250 / AMD - FX-4350. RAM: 6 GB. OS: Windows 7 64-bit or Windows 8.1 64-bit or Windows 10 64-bit. VIDEO CARD: Nvidia - GeForce GTX 660 2GB / AMD - Radeon HD 7850 2GB. FREE DISK SPACE: 68 GB.
  20. Dark

    Felicidades marico ❤️?

    1. -Apex

      -Apex

      Thank you my love puta ❤️ 

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