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Everything posted by Dark

  1. I do not know if I will be able to comment again on the request, but I do not like your behavior as I spoke that day due to an error of mine, but if I were what I spoke bad of you or insulting you, they reported + removed me, and it was somewhat unfair that you spoke to me like that, I think that everyone deserves respect no matter your rank, it doesn't matter if you are a user, everyone deserves respect and they don't believe that because they have "Administrator" they already think they are superior to everyone or because they have a moderator in forum, they believe He has a lot of power, I don't want future problems if you join the staff, because in the past we have had many hypocrites on the staff and I had problems with that type of person and I don't want to have problems again. change my opinion of you.
  2. 115910787_113152030485957_39261926876568

     

    5 meses bb v: 

    1. Adriana

      Adriana

      JAJAJAJAJAJA increíble regalo, nadie se habia preocupado tanto por mi.

  3. ever since you had lower rank in Teamspeak3 Moderator or Global Example, you have been a good friend, but since you had administrator you changed to a hypocritical person and not accept error from a STAFF of csbd. (Me), I don't know if that's a "STAFF" member attitude, but I will not deny that you have good activity in your projects, but do not change your attitude just for a rank in ts3 or foroum You have #CONTRA from me
  4. Que se dice ? Gracias ?, bienvenido bebe ❤️

  5. here 3:25 AM, and in your country?Xd

  6. Game Informations : Developer: James O'Connor Platforms: PC PS4 XONE NS Initial release date: December 11, 2018 at 8:00AM PST Desert Child is a game of modern ambitions and sensibilities wrapped up in a retro aesthetic. It looks like an early-'90s DOS game rendering of a future where humanity has colonized Mars and built a city that feels like a mix between a Cowboy Bebop planet and modern-day Australia. The game's unique look, chilled vibe, and strong concept make for a great first impression, but unfortunately, by the end of it you'll realize that there's not much more to Desert Child than what you got in those opening minutes. You play as a young man who leaves Earth in the game's opening, looking to conquer Mars' speeder bike circuit and earn enough money to prove himself in an upcoming championship. At the beginning of the game, you choose between four weapons to have mounted on the front of your vehicle, each with a different difficulty rating depending on how useful they are. All races are one-on-one and play out on a 2D plane viewed from a side-on perspective, which is a strange--but also a strangely enjoyable--way to compete. There are a handful of different tracks, all with unique obstacles, and when you start up a race you'll be thrown into one of them at random. While there are obstacles to avoid, winning comes down to using your boost effectively and firing your weapon at TVs planted around the track. Each TV you take out gives you a speed boost, and to maintain your maximum speed you need to consistently destroy the televisions on the track before your opponent does. The first few times you race in Desert Child, it's thrilling. Your hoverbike controls well--it's floaty and fast but precise--and blasting away at everything in front of you and timing your boosts well is fun. The game captures the inherent excitement of hoverbike racing, but once it becomes clear that every race is going to be more-or-less the same, that excitement dulls considerably. You can't switch guns mid-game, the tracks all play very similarly, and the only real difference between opponents is that the very last one in the game is more difficult to beat than the others. I couldn't highlight a uniquely cool moment from any of the races I took part in across two playthroughs of the game, or a race where the game showed off a new trick or idea. Desert Child also has the thin veneer of an RPG system. You spend much of the game's short running time wandering around a Martian city, exploring and poking at its different stores, NPCs, and the odd jobs it offers. There are only a handful of different environments for your unnamed protagonist to mosey through, and while they're lovely to look at the first few times, the game's small scale begins to feel limiting when you realize that the game world never changes in any significant way. After each race or job you take, the day progresses, and while some NPCs shift around and store stocks change, Mars very quickly starts to feel small and static. Your major objective is to raise $10,000 for a tournament while keeping yourself well fed, your bike in good working order, and not attracting the law by taking on too many dodgy missions in the nightlife district. The goal seems to be to capture some of the tedium of life in this town--there's a lot of walking around, visiting ramen stores, and switching between odd jobs. Some of these jobs are fun, but generally only for the first few times that you play them. For example, you can work as a pizza delivery person, riding a bicycle through one of the game's tracks while shooting pizza boxes at people; you can herd kangaroos, which involves following a group of them through a field and maneuvering your hoverbike behind any slackers so that they don't drop away from the pack; you can enter and intentionally lose a race for the local crime boss. There are a few different minigames like this, but ultimately none of them really offers anything that feels like a meaningful twist on the existing racing (with the possible exception of the "hacking" minigame, in which you're attacked by floating Windows logos and marble busts--I could not figure out this job's victory conditions). Once you've quickly seen everything Mars has to offer, and especially once you've bought the game's entire soundtrack from the record shop (which is worth doing, because the music is great), there's nothing exciting to find or unlock. There are a lot of references in Desert Child that will hit harder with an Australian audience. There's a bridge dedicated to the welfare program Centrelink, complete with a job board that you can access different tasks from; the constant casual profanity is very Aussie; and there are little nods to local cultural touchstones dotted around Mars. The "Bring Back Tim Tams" graffiti might not hold the same appeal for all players, but it made me smile. Before long, your focus will shift to saving up for the tournament, which boils down to racing and completing tasks over and over while storing your earnings in your bank to accrue interest. It's an uninteresting progression model, and the tournament itself is unexciting--you race three times, and if you lose any of them you must start again. You earn huge amounts of money even if you lose the first two races, which lets you buy all your hoverbike's potential upgrades and make things a bit easier on yourself. Winning the third race promptly ends the game, even though, narratively and mechanically, it really feels like things are just getting started. Desert Child exhibits a number of smaller issues, too. While the numerous misspellings feel like they could plausibly be an intentional part of the game's aesthetic, the lack of a pause option during races feels like an oversight, as does the fact that selecting "New Game" from the menu automatically starts up a new game without warning you that all previous data is going to be erased. Sometimes the equipment I'd put on my bike, like a laser sight for my gun, arbitrarily wouldn't work during a race, and I could never figure out why there were TVs scattered around during the pizza delivery game with seemingly no way to destroy them. Problems like this pop up all over Desert Child, and while most of them are minor, they add up. Desert Child has a wonderful sense of style, and there are moments when it clicks. When you jet across the water on your bike firing a shotgun blast that shatters several televisions in front of you, or when you first start to wrap your head around the aesthetic of Mars, the game briefly, but brightly, shines. But Desert Child doesn't quite hang together, and by the end of its very brief runtime the things that seemed exciting just an hour prior have lost most of their luster. This could be a lovely proof of concept for a bigger game; as it stands, it's hard not to get caught up thinking about all that it could have been. system requirements (minimum) Memory:4 GB Graphics Card:NVIDIA GeForce 6100 CPU:Intel Pentium 4 2.40GHz Desert Child File Size:120 MB OS:Windows 7
  7. Night sad ❤️ 

  8. OPINION: You are a person responsible for your activities and you help your projects, you have no problems in other users and good activity in Csbd and TeamSpeak3. Pending this application to be approved and be sure you want to join STAFF Moderator. From me you have .
  9. I'll give you my opinion: you have good activity, you publish news and you also comment on Avatar requests, I see your effort and activity on csbd. From me you have #PRO
  10. #PRO, good activity and help TeamSpeak3
  11. New story of: Impossible love

     

    Later I will add photos about all my exs ? 

     

     

     

  12. Game Informations : Developer: Heidi Kemps Platforms: Microsoft Windows, PlayStation 4, Xbox One, Nintendo Switch Initial release date: March 9, 2016 at 5:00PM PST The past year has been a memorable one for fans of Naruto, the long-running anime and manga series. The manga ended its lengthy run, and the anime series will soon follow suit--though the next generation of stories featuring Naruto’s son has already begun taking shape in comics and a feature-length film. As the original story comes to a conclusion, so does the fan-favorite Ultimate Ninja Storm game series on the new generation of consoles. Thankfully, the developers at CyberConnect2 have made sure the series wraps up nicely, as well. Ultimate Ninja Storm 4 sticks to the core gameplay tenets of the series, offering a massive roster of characters from across the sprawling Naruto saga and pitting you in one-on-one battles in a free-roaming arena against another ninja. Actually, it’s more like three-on-three this time around: while you could have partners to assist you in previous games in the series, now you can assemble a team of three characters and swap between them as you please in mid-battle. Unlike most other team-based fighters, however, all characters share the same lifebar. As a free-roaming fighter, there’s a lot you can do. Movement utilizes the left analog stick and the jump button, allowing you to dance around the field with your speedy ninja moves and close in for the kill when necessary. You can even do ninja wall-runs this time around in some arenas. To damage your foe, you can make use of throwing weapons for low-damage ranged attacks, basic ground and air combos, throws, and special ninja techniques that utilize your chakra gauge. Managing your chakra is very important, since many of your special abilities depend on it: you can charge it manually--which leaves you vulnerable--build it through exchanging blows, or pick up some chakra balls that drop when your foe is down. If you find yourself on the receiving end of a beatdown, you can use a substitution jutsu to teleport out of the way and attempt a counterattack, or summon your partners with the shoulder buttons to aid you with their special skills. If the going gets really tough, you can even dig into your ninja item stash and use tools for recovery, power boosts, and other nifty effects like causing massive explosions. nd once combat’s dragged on past a certain point and your health is nearing critical levels, you can charge up a ninja Awakening for an even bigger--although temporary--boost to your abilities. This isn’t a game you’d want to play as a serious competitive title. Having three characters in your group changes the dynamic somewhat from previous games, since you essentially have access to three different movesets at any point and can shift through them as needed. Since each character has separate substitution jutsu and chakra meters, swapping can also be useful if one member is low on resources, or if there’s a specific assist you want to use. The character combinations you pick may have some added benefits, as well: specific combinations grant access to special team attack skills (and some incredibly cool cinematics to accompany them). Use a huge chunk of Chakra and all of your Storm meter, and you can pull off the ultimate beatdown: a Linked Super Technique. This skill isn’t always practical in a heated fight, and many groups can’t even use it, but when you do pull off a super-awesome three-person jutsu special skill, you feel like the coolest ninja that’s ever walked the earth. Ultimate Ninja Storm 4 is by no means a balanced fighting game--the gigantic roster with numerous variations on characters should clue you in to that fact pretty fast--but for what it is, it’s fun. Characters control well, have varied and interesting abilities, and zipping around while launching crazy ninja attacks feels incredibly satisfying. Since every character has the same basic control scheme, you won’t have to worry about memorizing a specific command list every time you want to try out someone new. This isn’t a game you’d want to play as a serious competitive title, but for messing around, doing cool stuff, and pulling victory from the claws of defeat with an absurdly powerful special attack, it’s quite entertaining. CyberConnect2’s Naruto games have always received a great deal of praise for their visuals, and Ultimate Ninja Storm 4 is no different in this regard. These are undoubtedly some of the most beautiful visuals of their type, with the cel shading on the characters making them look like they just jumped in straight from the animated series. Little visual details--like armor and weapons breaking, or clothes burning off from fire attacks--are also welcome additions. When the game showcases elaborate cutscenes featuring these models, it’s an absolute visual delight. The excellent choreography combined with the superb character visuals makes for scenes that look better than a lot of CG portions in actual anime. Sadly, there are less of these scenes than in some of the previous Ultimate Ninja Storm titles--a lot of the story scenes are simply still images with voiceovers, which is disappointing. In terms of content, there’s a lot to be had here. Story Mode recounts some of the later chapters of the Naruto saga, taking you through a chain of interconnected events and battles through the point of view of various characters. (If you don’t know the general plot progression by this point, you’re going to be majorly lost, unfortunately.) Besides regular fights, you’ll encounter sequences with quick time event inputs and fights against multiple foes at once. Adventure mode is a little disappointing on the story front--it’s essentially a series of silly fetch quests strung together to get Naruto and blushing bride-to-be Hinata more romantically entangled. But it does let you run through numerous locales in the Naruto world, as well as provide a lot of fun character interaction moments. Everything, from the visual touches to the character interactions in and out of battle to the voiceovers, is meant to make Naruto fans happy--though the fact that there’s a fun little fighting game underneath certainly helps. Rewards you earn from battles in Story Mode and the various missions in Adventure Mode can be used to purchase assorted cosmetic items for your characters and your online profile. Earning extra items and rare drops depends on your overall grade from the fight. If you want to get everything from this game--and there’s a lot of stuff to get--prepare to spend a lot of time S-ranking battles and making sure you satisfy the various bonus conditions of each fight. Besides these modes, there are the usual single-player and two-player free battles, along with online combat. Free Battle has numerous variations: Survival, Tournament, League, and a training-focused Practice mode. Online mode offers limited-time single player events and rewards, along with online matchmaking. Similarly to other fighting games, there’s a Ranked Mode where you gain and lose Battle Points and vie against combatants worldwide for higher spots on the leaderboard. There are a few unexpected downgrades to online play, such as the removal of spectator mode and fewer people in lobbies (down to 4 from 8 in previous games). The overall feeling I got while playing through Ultimate Ninja Storm 4 was that the people behind this game really, truly card about the franchise, and wanted to make a game that would please fans first and foremost. Everything, from the visual touches to the character interactions in and out of battle to the voiceovers, is meant to make Naruto fans happy--though the fact that there’s a fun little fighting game underneath certainly helps. A licensed game that feels as nicely made as this one is a rarity indeed, and any fan of Naruto, even the casual ones who don’t wear ninja headbands while shopping for groceries, would do well to give this a look. System Requirements Requires a 64-bit processor and operating system. OS: Windows (64bit) 7 or higher up to date. Processor: Intel Core2 Duo, 3.0GHz - AMD Athlon 64 X2 Dual Core 6400+ 3.2GHz. Memory: 2 GB RAM. Graphics: 1024 MB video card. DirectX: Version 11. Storage: 8 GB available space.
  13. Video title : TRY NOT TO LAUGH CHALLENGE * LITERALLY IMPOSSIBLE* Content creator ( Youtuber ) : https://www.youtube.com/channel/UC8kXaDljyHTGJ4vpTkmNh4Q Official YT video :
  14. El presidente Martín Vizcarra anunció que los días 27 y 29 de julio serán días hábiles en todo el país debido a la crisis económica causada por el flagelo del coronavirus en Perú. El jefe del Gobierno afirma que el país no puede detenerse en un mes en el que se deben crear muchos empleos para ayudar a la recuperación económica. Sin embargo, el Presidente de la República indicó que el 28 de julio permanecerá como feriado en conmemoración del Aniversario Nacional. "Vamos a poner todos nuestros esfuerzos en generar más trabajo este mes de julio y tenemos que aprovecharlo al máximo, por lo que vamos a emitir las regulaciones correspondientes para que solo el 28 de julio, Día de la Independencia de Perú, sea feriado , pero los días 27 y 29 serán días hábiles ", dijo Vizcarra. "Hemos estado, como era necesario, mucho tiempo con la economía detenida, ahora no tenemos tiempo que perder, sino incorporar todos los esfuerzos para producir, crecer y generar trabajo", continuó.
  15. Game Informations : Developer: Alex Gilyadov Platforms: PC Initial release date: April 5, 2016 at 1:07PM PDT A legendary warrior named Bathoryn has long been dead, with his coffin lying undisturbed in a dark dungeon. Subtle and eerie piano notes are playing in the background, with a stunning blue mist, and several cobwebs enveloping Bathoryn’s resting place. Then a blue spectre appears out of nowhere, resurrecting the warrior back from the dead. He is the only one capable of killing a powerful vampire lord named Vroll. I’m watching Slain’s opening cinematic in awe of its breathtaking Gothic art direction and atmosphere. But then I actually begin playing the game, and it all goes downhill from there. Developer Wolf Brew Games’ 2D action side-scroller certainly looks the part, but it continually favors style over substance; it’s a cumbersome slugfest that botches its pixelated beauty. One of its biggest issues is that the main character doesn’t have much of a physical presence in the world. Bathoryn’s attacks don’t carry weight. Swinging my sword at enemies is like cutting through paper, lacking any sort of satisfying impact. Enemies don’t physically react to your hits, and the sound effects for your attacks are drowned out by the game’s soundtrack. Famous metal bassist and guitarist Curt Victor Bryant is the composer, and he does an exceptional job dishing out euphonious and head-banging tracks. The score complements Slain’s morbid world and Gothic aesthetic with its ambitious guitar riffs. However, it shouldn’t be so overpowering to the point that I can’t hear the game’s sound effects. I want to hear my character’s and enemies’ movements and hits, but these effects are often drowned out. It also doesn’t help that combat is repetitive, distilled to only five attacks, only half of which are actually useful. You can perform an effective, standard three-hit sword combo, which you’ll find yourself constantly spamming. You also have a heavy attack that’s essentially a beheading whirl, but it's surprisingly weak and way too slow for most of the enemies in the game. You can block projectiles and enemy hits by crouching; a safety net that’s far too easy to exploit. You can also shoot a blue magical projectile and deploy a devastating bomb that gets rid of most of the enemies on screen. The majority of your enemies are satisfyingly ghastly, from undead skeletons and hammer-wielding cyclopes, to green poisonous lizards and anubis-like creatures. But fighting these monsters is a chore as they’re relegated to being nothing more than damage-sponges. They each only have one or two attacks that they’ll continually spam at you, without rhyme or reason, and you quickly figure out how to kill them with rote tactics. For instance, being on lower or higher ground than these monsters will enable you to keep hitting them while they ineptly just stand and stare. Fighting Slain’s seven bosses grows equally tedious, but at least these mammoth baddies are all visually striking. The Ice Beast is a towering ice giant that has beautiful blue and white lighting effects, while the Banshee Queen is a hovering menace with repugnant, slimey hair. All seven fights can be exploited by the crouch attack, a tactic that strips away excitement and the need for skill or creativity. The Ice Beast fights identically to another boss called the Thorn Monster. They both deploy a spinning attack that shoots projectiles at you, which can be easily blocked by crouching. Most of the Banshee Queen’s attacks can also be avoided by slightly moving away from them. Each of these battles can be completed in less than one minute by spamming either your own projectiles, or the standard combo attack. Slain takes necessary breaks from mundane action with small sections of platforming and basic puzzle-solving, like hitting switches to unlock doors. It isn’t anything too clever or thrilling, but most of these sections are well designed and require a some skill to resolve. One such section in the beginning of the game has you slowly ascend a large room filled with deadly spectres, moving platforms, and traps such as spikes and noxious, bloody water. It was challenging, as avoiding these obstacles while jumping on moving platforms requires strict timing and reflexes; completing through this section felt like an accomplishment worth being proud of. Platforming is a highlight, but Slain’s main achievement is its aesthetic. The beguiling pixel-art design is highly detailed. Every single level in the game receives an astounding amount of attention and care. The Ice Beast’s domain is a snowy tundra replete with a harsh snowstorm, a lustrous white moon staring at you in the background, and various bloody graves decorating the foreground. The introductory level, the Blood Grounds, is overflowing with blood pools, decaying trees, and a macabre red sky. Bathoryn also has a striking appearance, with long white hair and a purple cape. He reminds me of a tenacious viking warrior, but one who’s ready to take on some vile demons. Slain is easily one of the best-looking 2D side-scrollers I’ve ever seen, but the monotonous gameplay fails to match up. The combat system is too repetitive and, in some cases, broken, making boss battles a total drag. Slain’s stunning Gothic aesthetic is wasted on an otherwise mediocre game. System Requirements (Minimum) CPU: Info. CPU SPEED: 1.5 GHz or faster. RAM: 1 GB. OS: Windows XP, Vista, 7 or 8. FREE DISK SPACE: 500 MB.
  16. now all "Requeset Rank" AAHHAHAHAHAHAH 

  17. To avoid future problems, you should know that @InfiNitY-™, @HiTLeR. and other users of Latin, we are helping TeamSpeak3, thanks to them we are rank 13 in TeamSpeak.

     

    I do not want future problems.

     

    https://csblackdevil.com/forums/forum/16996-weekly-activity-of-the-day/

     

    Proof rank 13

     

    https://www.gametracker.com/search/ts3/?

     

    THX

  18. everything you have Rank in csbd, send me a PM in TeamSpeak3.

    1. shVury

      shVury

      ok i will send u pm now

  19. The economic crisis generated by the pandeia, has caused the bankruptcy of thousands of companies and the loss of millions of jobs in the world. Only in Lima it is estimated that between April and June about 2.7 million Peruvians lost their jobs, according to INEI. While nationally, 30% of companies had to change their business to save the business or went bankrupt during the state of emergency, according to the Association of Family Businesses. There are still no exact figures on the number of businesses that have had to say goodbye to the market, but these are some of the best known cases nationwide: Soyuz Transport company Soyuz S.A. announced this week the liquidation of her business after 38 years in the Peruvian market. Its closure would be motivated by the proliferation of informal transport in the country, as announced in a statement. Paris stores At the beginning of the month, the Cencosud Group announced the closure of operations of all its Paris Peru stores. The company operated 11 stores in the country and decided to close because the results and the expected participation had not been achieved to make the company sustainable. Uber Eats In June, Uber Eats, the division of Uber for the delivery of à la carte dishes and delivery of different businesses, stopped operating in Peru due to the problems generated by the pandemic and the protocols determined for the reactivation of businesses. "This is a difficult decision, and our priority now is to minimize as much as possible the impact on our teams, restaurant partners, delivery partners and users," they said in their statement. Cachiche Witches The restaurant filed for bankruptcy after almost 29 years of operation. The crisis was the trigger for "a weak financial situation dragged down from previous years," according to Francisco Barrón Velis, in charge of the liquidation of the company. Due to the four-month hiatus, the Association of Hotels, Restaurants and Allied (Now Peru) calculates that this item has lost some US $ 5.55 billion in sales. In addition, the National Chamber of Tourism of Peru (Canatur) estimates that more than 50 thousand tourism companies have closed, an item that also belongs to restaurants.
  20. Game Informations : Developer: Joab Gilroy Platforms: PC Initial release date: July 7, 2016 at 8:00PM PDT 7 Days to Die understands what games in the survival genre strive for. Dumped in an unforgiving world, you're tasked with living; first for a day, then seven days, and then for as long as possible. The hurdles to your survival are numerous, and the tasks required to overcome those hurdles can require complete knowledge of scavenging, crafting and item use. The core appeal of a survival game, as tedious as it may sound, sees players analyze, prioritize and capitalize on threats and opportunities which present themselves in the game world. So when you start 7 Days to Die on the morning of your first in-game day, you're told your top priority is to find wood, plant matter, small stones and more to create the basic items you need for survival. As you complete these tasks you find yourself kitted out with at least enough to get you through your first night--some clothes, a stone axe, a bow and some arrows--and then all guidance stops. You're left to your own devices; left to establish your own priorities via scavenging and exploration. This is the real 7 Days to Die experience. Exploration is difficult. The world is full of nasty things like zombies, bears and traps. Watching out for danger while also managing your priorities like food and water is tough enough already, but it's made tougher thanks to needing to navigate to the character menu to see your current food and water levels. The exploration is hindered further thanks to the game's terrible graphics. Low resolution textures across the board make the game look ugly. Repetitive use of assets turn landscapes into a monotonous ocean of similar looking trees, grass textures, and rocks until you reach a new biome. Worst of all is the heavy-handed use of fog, which reduces the view distance to a few dozen metres at most. This means enemies can very easily get the drop on you while you scavenge. Bird nests, which have precious feathers, are drab brown discs usually found on the similarly colored ground (not in trees), and many times while I hunted for them, zombies would catch me by surprise by exiting the fog after I'd already determined I was safe. The crafting system is menu-based, where you can craft almost any item provided you have the ingredients. Simply select the recipe, press up on the d-pad to build it and the game will (after some build time) create it for you. The exception here is that certain weapons require recipe manuals--if you want to make a rocket launcher, you'll need to find its recipe first. Scavenging is frustratingly difficult, as useful items are hard to come by. Instead you're forced to take what you can find--brass doorknobs, grain alcohol, rotten flesh--and do what you can to survive. When the seventh day hits you'll find out if you have everything you require or not, because a horde of zombies will flock across the map and do their best to murder you. If you haven't found the recipes you need, the ingredients required and completed the defensive work necessary, you'll find yourself outmatched against significant odds as the zombies can find you wherever you hide. On Xbox One, those odds really are nigh impossible. Disappointingly there's no aim-assist, which immediately increases the difficulty of the game compared to the PC version. Firing arrows at zombie heads requires pinpoint accuracy, an inherently more difficult task with a thumbstick without aim-assist. On top of that, instead of creating a menu system designed for a controller, the user interface simply uses the right thumbstick to control a slow-moving cursor. This is never more frustrating than when you find yourself in a town full of zombies and out of ammunition. Desperately trying to navigate your way through the menus to find the arrows recipe, then slowly moving your cursor across to the 'create all' indicator and waiting for an arrow to appear in your inventory is much harder and utterly maddening thanks to the terrible UI. 7 Days to Die looks significantly worse than its PC counterpart--even with the aforementioned fog and reduced view distance it struggles to run. Thanks to an auto-saving system the game will seize every minute or so. The loading times for saved games are abysmal, to the point that I was waiting more than 20 minutes for a game to load. Zombies regularly glitch and die standing instead of falling down dead, which isn't good when you dump another three of your last five arrows into it, still thinking they're a shambling threat. You can play online with people, but the game uses listen servers hosted by players, so all progress disappears if the host drops out. There's also little incentive to play with other people as, in most cases we experienced, hosts often quit if things go bad. 7 Days to Die on console is a terrible port of a game which otherwise shows real promise on PC, where it currently languishes in Early Access. In its current state on consoles, the game is technically playable, but that's the best that can be said of it. System Requirements (Minimum) CPU: Info CPU SPEED: 2.4 Ghz Dual Core CPU RAM: 8 GB OS: Windows 7 or higher (64-bit) VIDEO CARD: 2 GB Dedicated Memory SOUND CARD: DirectX® Compatible FREE DISK SPACE: 12 GB DEDICATED VIDEO RAM: 2 GB System Requirements CPU: Info CPU SPEED: 3.0 Ghz Quad Core CPU or faster RAM: 12 GB OS: Windows 7 or higher (64-bit) VIDEO CARD: 4 GB Dedicated Memory SOUND CARD: DirectX® Compatible FREE DISK SPACE: 12 GB DEDICATED VIDEO RAM: 4 GB
  21. #PRO, good activity and in TeamSpeak3.
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