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R e i

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Everything posted by R e i

  1. hello talha.reason i was spaming is that none of admins werent replying at me.I accept that i blocked you 1 time but i let you go because was the starting of the mod.1 player said why talha why shot my lm?This question is on my prof.I dont distrub anyone i want to play in peace and resolve every problem if happens in the server.And 1 thing that u forgot.Before you did a gag first u need to make warning then make a gag.if i shot any lm amx_slay name command is avalilable.IF i block you all time please i need a proof
  2. ¤ Your name:Rei ¤ Claimed Admin name:Mr.Talha ¤ Date and time:before some minutes ¤ Reason of complaint:Someone got nemesis and he started shoting lm.he left the place and blocked in another place.I asked another admins for a slay and he gaged me.If i did something wrong please let the prof here ¤ Proof (screenshot or console or demo):
  3. have nice dreams.hope you understand this :D.you got what u deserved.

    1. Show previous comments  2 more
    2. robila

      robila

      I have to see my work like you, good night 😉

    3. R e i

      R e i

      ok.good night

    4. Crimson!

      Crimson!

      finaly he got banned he deserve it

  4. Grindstone Game info Developer:Capybara Games Platform:IOS, MacOS, Nintendo Switch Release:September 16, 2019 Genre:Adventure, puzzle Apply the minutiae of your daily tasks to the mechanics of Grindstone, and you’ve got a recipe for a satisfying lifestyle as far as we’re concerned. This methodical puzzle game has a delightful focus on the excitement of building momentum and a beautifully balanced sense of risk and reward. It’s also about killing monsters, which is an element that mostly does not directly translate to your real life, but they could be a metaphor, if you like.Basically, you’ll be presented with an all-too-familiar grid of colourful monsters called "creeps", and must trace a path through similar-toned beasties in order to build up a combo and move around the screen. You can go in the cardinal directions as well as diagonally and it's often possible to trace much longer paths of monsters than it initially appears, thanks to elements such as the introduction of larger, stronger creatures as well as other modifiers such as path-blocking bouldersThe effortlessness of building chains and the way the game flows mean that even as an essentially turn-based title, the action constantly feels dynamic, punchy and exciting. Strong art and animation contribute to this, but while it's well-drawn and a good fit, we couldn't help but find its character designs a touch familiar – a very en vogue sort of cartoon style, like you'd see on Cartoon Network. We're not wild about some of the music, either – one track called to mind the appalling PS2 title Crash of the Titans, which is never fun to be reminded of. Still, it all works, it's contemporary and it's never anything other than perfectly clear what you're doing.Ending a turn next to a monster in a... let's say irate mindset will see you taking damage, and as each level goes on you'll find more and more creeps taking (frankly, understandable) umbrage to your slaughter of their kin. As the screens get increasingly dangerous, you're incentivised to stick around and take out more and more monsters in order to acquire special items, such as keys to open chests or crowns worn by powerful, kingly opponents. It's a smart application of risk and reward, as once you've achieved each level's completion goal – defeating a certain number or certain type of enemy, for example – the most expedient move is simply to leave via the now-open exit. But that won't net you those bonuses, which you'll be using between stages to produce items from blueprints, craft useful bonuses and refill your waning health, which doesn't restore automatically. As you can likely tell, then, there's much more going on here than it will appear at first. Never wavering from its appealing simplicity, Grindstone's introduction of new elements drastically changes your approach to its challenges, and eventually, you'll need to make more and more use of the advantages offered to you. There are alternate outfits to be unlocked, which confer in-game bonuses, but most crucial are the aforementioned items. The ability to teleport to any space or execute a powerful spin attack can change the tide of a battle, but these boons won't recharge until the stage ends – some of them will even require you to expend resources in order to regain them.These resources are the, er, source of the only real issue that we had with Grindstone; there are a fair number of them and they can feel a little redundant – a firm reminder of the mobile origins of the game. Of course, there's nothing wrong with mobile games, but it's generally pleasant when the seams are a little less visible. We're not wildly keen on the gating of progress behind collecting certain items, either; while the requirements are extremely far from unreasonably demanding, it still feels like it runs against the otherwise freewheeling and friendly nature of the proceedings to suddenly drop a gate in the player's way and state "by the way, those optional objectives? They weren't entirely optional after all".It's a very minor issue, though, as Grindstone absolutely nails the most important thing about any game of this nature – the central mechanic of chaining enemies never, ever stops being fun. Factoring in the titular grindstones that allow you to switch colours mid-combo, there's so much to consider that no single turn is a no-brainer. Yes, occasionally there'll be situations where very few meaningful moves are possible, but you'll spend these planning ahead as you become more familiar with your arsenal and get better and more efficient at laying waste to wave after wave of creeps. There are plenty of levels, each with side objectives for additional replay value. The inclusion of boss battles which change up the gameplay further are also very welcome, but even without this well-tuned variety, Grindstone would still be an outstanding effort. It's such an accessible game; simultaneously challenging and incredibly friendly – booting the game lets you jump straight back into your last session, even mid-level, for example. It only took a single tutorialized level for me to be sold on Grindstone. I'm that into the core concept. Basically, it's a mishmash of colored gem matching and turn-based tactics, and it's executed brilliantly.Playing as Jorj, an adventuring dad who's definitely seen better days, you'll try to ascend Grindstone Mountain floor by floor, level by level, turn by turn. My initial read on the game had me thinking I was in for a punishing roguelike (since you need to top up your health between rounds and occasionally grind for gear-repairing resources), but it isn't one. Grindstone can be super tricky, but it's not a roguelike.Each turn, you'll trace a path between a group of red, yellow, blue, green, or purple monsters in hopes of making the largest chain possible – while also ending your attack in a safe spot and, ideally, setting yourself up for future success. It's that simple! (Except, in many cases, it totally isn't.) Like all the best brain-busters, you have to constantly consider micro and macro factors. You can't get tunnel vision.Jorj can move in eight directions (in other words, diagonals are fair game), and if he takes down at least ten creeps in a single strike, a gem will land on the map that can be used to string together an attack on different-colored monsters – for instance: a yellow group first, then green (or whatever else is in reach).That basic premise – generating enough momentum to clear the board when the time is right – factors into larger foes, who have HP and roam around. The longer your combo, the more damage you'll dish when you bump into a Big Guy. The principle also goes for breakable obstacles, trap-door-opening levers, skeleton-raising tombstones, bosses, and so much more. One of my favorite parts of Grindstone is seeing an enemy for the first time, working out its quirks, and using them to my advantage.Most levels require you to kill a certain number of creeps – or in some cases the smarter, non-color-coded creatures – to open the exit door. Here's the trick, though: even the simplest foes can be deadly if you ignore them for too long. Every turn, more and more puny monsters will become enraged, a signal that if you end a turn sitting beside them, you'll take a hit. By default, Jorj only has three hearts.When he bites the dust, you'll lose all of your items and progress in a level. Failure stings when you're deep into earning an optional objective (say, unlocking a treasure chest), or clearing a bonus challenge ("kill three bats in one chain"), or simply trying to depart from a long battle after a job well done. It isn't necessarily enough to win – you have to get out alive. There's a sense of mounting urgency. Grindstone System Requirements Minimum Requirements OS: Win Xp 32 Processor: Intel Pentium 4 1.8GHz / AMD Athlon XP 1700+ Graphics: AMD Radeon X600 Series or NVIDIA GeForce 210 System Memory: 1 GB RAM Storage: 500 MB Hard drive space DirectX 9 Compatible Graphics Card Recommended Requirements OS: Win Xp 32 Processor: Intel Core 2 Duo E4400 2.0GHz / AMD Athlon 64 X2 Dual Core 4200+ Graphics: AMD Radeon X1900 GT or NVIDIA GeForce GT 340 System Memory: 2 GB RAM Storage: 500 MB Hard drive space
  5. Wildfire game info GENRE: Indie DEVELOPER: Sneaky Bastards PUBLISHER: Humble Games RELEASE DATE: 26 May, 2020 Sidestepping any potential controversy about whether or not they exist or if their persecution is merely an expression of historical misogyny, I think it’s a universal truth that if you’ve got a Witch, you need to be able to burn it. It’s an alarming development, then, that Wildfire begins with the failed immolation of such. Jokes aside, it’s an effective and surprisingly stark in media res prologue; a compelling sequence you’ll see in context later. Look, if it’s a good enough narrative device for The Outer Limits, it’s good enough for any video game. Stealth games are a bit of a sticky wicket. Finding the middle ground between an experience organic enough to be immersive, but “gamey” enough to be fair is a bit of a balancing act. Traditionally, 2D takes on the genre have fared well in terms of raw gameplay but sacrifice edge-of-your-seat tension in favour of transparent, accessible mechanics. Wildfire is no exception. It’s a carefully designed, surprisingly adaptable take on side-scrolling stealth with a killer element mani[CENSORED]tion twist – but not even once is it heart-in-mouth scary the way that the stealth genre can be at its most absorbing. It’s up to you if you want something that leans more unpredictable, or a game like Wildfire that feels much closer to the likes of Abe’s Oddysee (more so than its own remake did, but we digress) in presenting you with all the tools you need to succeed, avoiding any gotchas or obfuscating mechanics.Movement is precise and highly regimented. It doesn’t feel natural per se, but it’s not supposed to. The granular nature of your character’s motion feels grid-based, which means the same thing will always happen if you push a direction, or hold ZL to run in said direction. The distance you can jump is set by stationary or running leaps, and if you screw up, you only have yourself to blame. That’s the ideal with games like this – nothing is more frustrating in the stealth genre than getting spotted with no idea how or where you went wrong. Wildfire avoids this by giving you all the tools you need to succeed from the off, adding more as you make your way through the game. Besides simply making it to the end of each stage you'll need to seek out Meteorite Shards for additional passive upgrades, hit switches to open gates that block your progress, and lead villagers to safety by escorting them as well as simply picking up the dozy sods and throwing them around. Many additional variables come into play; hiding in overgrowth, whistling to attract the attention of enemies, pickpocketing, sliding, climbing and – most prominently – casually mani[CENSORED]ting the elements. Yes, that title isn't just a random word. Your initial attempted roasting seems to grant your Witch the power of man's red flower, meaning you can suck in flames from any given source of such, then throw them around to create absolute carnage. Collectable upgrades let you extract ever more use from your pyromania, letting you bounce your fireballs off walls to terrify, trap or simply murder your opponents. Intuitive controls mean you'll always know exactly where a thrown ball of flame is going to end up, but not necessarily the extent of the destruction you'll wreak. It helps that despite being a fairly stiff, regimented game – and remember, that's not a criticism, merely descriptive – Wildfire has plenty of scope for, well, winging it. Thinking on your feet. Improvising. And sometimes, you'll have to, because you'll overlook some little detail and the ensuing chain reaction will quite literally send your plans up in flames. It's not just fire that you can play around with, mind. You'll also gain the ability to mani[CENSORED]te water and earth, like a murderous Captain Planet. Freezing bodies of water and constricting enemies in vines (among many other practicalities) offers a ton of marvellous opportunities to be sneaky and for the level design to get ever more complex. You'll want to keep playing just to see what opportunities for Rube Goldberg-style escalating madness you'll be able to kick off with a single action.Progressing through the game and levelling up your abilities can fundamentally change your playstyle in a way that keeps things fresh, also allowing you to return to previously-beaten stages in order to fulfil secondary goals and unlock even more powers. It's neat that Wildfire retains its challenge despite constantly giving you more and more skills and approaches to situations, but ultimately it is fairly linear in its structure. There's nothing wrong with linearity, but paired with the extremely methodical and entirely systems-based gameplay, it can occasionally feel more limited in its scope than perhaps is necessary. This kind of stealth game isn't for everyone and its artifice is writ very large, but it's a richly-designed game that tells a decent story, not a richly-designed story fitted around a decent game. Despite its thoroughly organised progression, Wildfire does throw in some nice curveballs to instil a sense of genuine anticipation to the proceedings. You can play the whole thing in local co-op, too, which is always a joy. The aesthetics let the game down a little, being as they're so unremarkable, but they get the job done and never obfuscate the challenges, level layouts or goals. Frankly, the music went in one ear and out the other but we suppose that just means it never got in the way of our enjoyment. It certainly looks nice enough throughout, but it seems to be lacking a certain something. Its visuals are reminiscent of a lot of other indie games of recent years and while they're far from bad, they didn't really stand out to us. The only major issue here is slowdown – when there's a lot going on, like guards panicking to and fro as an unquenchable fire rages – the game really chugs. It's a little odd, given that the graphics here don't exactly seem to be taxing the Switch, but will most likely be patched. Conclusion Taken at its intended pace, Wildfire is a thoroughly enjoyable and interesting game with a multitude of interlocking systems that caters to players who don't mind thinking on their feet if their best-laid plans go scorchingly awry. The slow pace and frustration of failure won't appeal to all (though checkpoints are generously placed) but for gamers who don't mind a bit of a slow burn (tee hee), Wildfire is an expansive and inexpensive title that's a healthy mix of tropes and ideas familiar enough to feel cosy, and unpredictable elemental action that rewards creative thinking. And the further through the game you play, the more interesting it becomes. An impressive debut.It’s rare, but once in a while I get the opportunity to play a special type of indie game. Over the years I can name just a handful of exceptional, yet underappreciated, titles that were serious contenders for game of the year. The likes of CrossCode, Recettear, and Owlboy come to mind. When I first saw Alba: A Wildlife Adventure, it immediately stood out. But I never imagined that it would become the latest entry on my all-time favorite indie games list. Alba: A Wildlife Adventure is an open-world adventure game focused on wildlife conservation. The small island of Pinar del Mar is a paradise full of unique and diverse animals. But as of late, it has been struggling to bring in the same level of tourism it once did. Concerned about the financial stability of the island, the mayor plans to introduce a large hotel to revitalize tourism. System Requirements OS: Windows 7 Processor: Intel Core i5-2300 / AMD FX-4350 Memory: 2 GB RAM Graphics: DX10 Adapter with 512 MB VRAM DirectX: Version 9.0c Storage: 310 MB available space Additional Notes: 4GB of RAM is required for integrated graphics cards
  6. Cyberpunk 2077 patch 1.06 has just been deployed on PS4 (and PS5 through backwards compatibility). Cyberpunk 2077 has been a hot mess of bugs, glitches and poor performance on the PC, Xbox Series X, PS5, Xbox One, and PS4. But developer CD Projekt Red is pushing out the 1.06 patch that should go some way to prevent game crashes and make the game a little more stable. CD Projekt Red noted that the patch will deliver “improved memory management and stability, resulting in fewer crashes” on game consoles. The patch also removes the 8MB save file size limit of the Cyberpunk 2077 on the PC. And in the game’s quests, the developer noted that Dum “Dum will no longer go missing from Totentanz entrance during Second Conflict.”My colleague Henry T. Casey put the game through its paces for his Cyberpunk 2077 review, and was deeply disappointed by the bugs and crashes the game threw up on his Xbox One X. And he wasn’t alone, as many other Cyberpunk 2077 players complained about the bugs and poor performance, all of which culminated with CD Projekt Red offering refunds and Sony pulling the game from its PlayStation Store. In fairness to CD Project Red, it looks like the game maker is working hard to fix the game, though it arguably shouldn’t have been released in such a state to begin with. Nevertheless, we’d advise you to wait for a few months for more fixes and patches to be applied before you go out and buy Cyberpunk 2077. Where to buy PS5: Latest restock update Which console wins? PS5 vs Xbox Series X Plus: PS5 price is not really $499 — this is the true cost This hotfix isn’t going to be the panacea to all of Cyberpunk 2077 woes. You’ll need to wait until 2021 for that, as CD Projekt Red has promised to push out “two large patches” in January and February to tackle performance issues on the PS4 and Xbox One, with next-gen updates coming for the PS5 and Xbox Series X next year as well.It's the game's second update in the space of a week, with this particular patch promising "improved memory management and stability" on consoles. In theory, this should result in fewer crashing issues — something that has plagued the open world title since launch on PlayStation platforms.
  7. Practicpate here.Mabye you will be the winner of the best giveaway.Take a place

     

  8. lmao congratulations and welcome to red color

  9. R e i

    [Review] WRC 8

    WRC 8 Game information GENRE: Racing, Simulation, Sports DEVELOPER: KT Racing PUBLISHER: Nacon FRANCHISE: WRC, Nacon RELEASE DATE: 8 Sep, 2020 Though it’s been through some hard times over the past 19 years, KT Racing’s WRC series has been steadily improving since the French development team’s tenure with the license began in 2015, and WRC 8 represents its biggest leap in quality to date. Packed with outstanding stage design and bolstered by a number of welcome improvements – including a much richer and more nuanced career mode – WRC 8 is certainly the most in-depth rally sim to ever wear the official license. Finally, it’s positioned to compete with the big names in the genre.Whether played with a pad or a wheel, WRC 8 is a satisfying arm wrestle and certainly the best-feeling WRC game I’ve played – and that extends back to Evolution’s memorable stint with the license back in the PS2 era. On a pad, the FWD cars like aggressive taps of the stick for countersteering – anxious drags just induce fishtailing. They also need keen tugs of the trigger to brake hard and step the rear out. The AWD WRC cars and their otherworldly acceleration and grip require much more finesse; you can pivot them on the throttle but they demand smoother inputs all around. On a wheel, however, it really starts to sing; it’s slippy but responsive as the tyres relentlessly claw at any surface, and the force feedback is impressive and effective. Watch the KT Racing team discuss WRC 8's improved physics in the video belowWRC 8 is the latest rally title from Bigben Interactive, and unlike Codemasters' simulation series, it's officially licensed -- all the cars, teams, and tracks from the real world sport are present and correct. It's a neat advantage, but having an FIA sticker on the box doesn't guarantee a good time on the track.Fortunately, the game delivers a decent racing experience, with plenty of ways to enjoy the official routes of this year's season. The Career mode, which you can begin in either Junior WRC or WRC 2, will take you through the calendar of events, but when you aren't racing, there's a couple of areas to sink your teeth into. You'll need to manage your schedule, your team, and the relationship with your car manufacturer to stand the best chance on the track. You'll also use XP towards a skill tree as you progress. If you aren't bothered about the management side of things, Seasons mode allows you to simply play rallies without any distractions. Single events, online matchmaking, and weekly events will keep you busy, too, and there's a training area where you can better get to grips with WRC 8's handling. Specific staff now need to be hired to fill six important roles, each of whom come with gameplay benefits attached to make those decisions feel meaningful. Skilled mechanics can accomplish more repairs within the limited window at the service park between stages; effective agents can wrangle invites to more exclusive one-off events; and canny meteorologists can forecast further into the future, giving you an idea about potential weather changes deeper into stages.Granted, it’s a little daft how quickly staff tend to tire considering they’re not the ones doing to the actual driving. For instance, while my co-driver and I spent several days slicing through Swedish tundra at speeds that would make even the sternest scrotum shrivel, my agent got so burnt out from sipping champagne and eating tiny triangle sandwiches in the hospitality tent that he needed a week off. It’s also more than a little incongruous that it’d be up to the driver to personally manage staff vacation time in the first place. That said, I think the crew management is still a good addition to WRC 8, injecting a welcome team atmosphere into what had previously been a pretty lonely experience.There’s also now a large skill and tech tree, shamelessly reminiscent of the R&D system that’s been part of the F1 games for several years now, and it adds a bunch of extra layers to WRC 8’s racing career. Whether you choose to apply upgrade points to improving your cash and XP awards or you opt to target strictly technical improvements is up to you. There’s a little bit of arbitrary game-y nonsense when it comes to managing bonus objectives (it’s illogical your reputation with your current manufacturer would take a hit simply for using a particular tyre compound during a rally if you’d also just won the rally) but overall it’s still a huge improvement from the entirely vanilla career experience of WRC 7.Watch the KT Racing team discuss WRC 8's stage design in the video below.A handsome looking racer, WRC 8’s lighting effects are particularly strong this year. Low sun pierces through the treelines and a spectrum of time-of-day conditions are on offer to really change up the aesthetics of stages run under different cloud and weather scenarios. Attention to detail has improved, too. Beading water, which was surprisingly sub-par in WRC 7, has been replaced with a much more modern and authentic rain effect in WRC 8. The suitably streaky effect that accompanies flicking the wipers on for the first time is nice, too (with dynamic weather, those of us who race in cabin view need to manually toggle the wipers any time it begins to rain, or if the windscreen has simply accumulated too much muck to see out of). The water-splash effects have had a boost as well, and they’re accompanied by a deafening blast as puddles pummel the undercarriage. WRC 8 arrived with a radically overhauled career mode that seemed to draw inspiration from both the Dirt and F1 games, turning WRC 7’s vanilla shuffle from one event to the next into something that made me feel as if I really had an actual race team around me. WRC 9 seems mostly the same in this department, but to avoid déjà vu it probably could’ve done with a way for returning players of WRC 8 to skip past the feeder series and get straight to the WRC championship proper.It’s also still pretty incongruous that it’d be up to a newly-hired driver to personally rotate staff out for vacation time, although it’s less annoying this time because team-members don’t seem to tire as quickly in WRC 9. The ridiculous bonus objectives have remained, though, and while the penalty for ignoring them or brushing them away is only slight, it’s still hard to swallow your current manufacturer reputation dropping after you win a rally, all because you had the audacity to… choose the best tyre compound for the job instead of an arbitrarily mandated one. Were you saving those tyres for a special occasion, lads? I thought I was doing the right thing using them to… drive faster than those other blokes.There have been a few refurbishments elsewhere, with a handful of subtle but welcome tweaks since WRC 8. The feeling of weight seems better, though cars are no less nimble; there just seems to be an improved sensation of bulk as your car dances across the gravel, which is ideal. There’s a new English co-driver whose delivery is more organic, though it’d be nice to have one who has the dialogue on-hand to be able to react in real-time to your good (or bad) driving. Additionally, the awkwardly stiff chase cam finally appears to have been nixed in favour of one that lets the car slide and pivot more on its centre axis while the camera remains facing forwards. Previous chase cams have seemed like GoPros attached to the back of your car on a broomstick and I found them virtually impossible to use.There seem to have been improvements made to the already excellent sound mix, too. Everything from the racket of kick-up from loose surfaces to worn brakes seems stronger in WRC 9, although I have encountered an odd bug on multiple occasions where the engine sound becomes soft and muted despite all other effects remaining at normal levelsLess ideal is the AI, the skill level of which is now determined by a slider instead of named difficulty levels. The slider suggests more control to dial it in right at the perfect level to match your own driving skill, but the disparity in the AI’s performance across rallies can often be strange, especially when they go from nipping at your heels at one event to lagging miles behind in the next, despite no changes to their setting. MINIMUM: Requires a 64-bit processor and operating system OS: Windows® 7 64bits Processor: Intel Core i3-2100 or AMD FX-4350 Memory: 6 GB RAM Graphics: Nvidia GeForce GTX 650 2GB or ATI Radeon HD 5870 2GB DirectX: Version 11 Storage: 19 GB available space Sound Card: DirectX Compatible Soundcard Additional Notes: 64bit Only RECOMMENDED: Requires a 64-bit processor and operating system OS: Windows 10 64-bit Processor: Intel Core i5-6600 or AMD Ryzen 5 1600 Memory: 8 GB RAM Graphics: Nvidia GeForce GTX 1060 3GB or Radeon RX 580 4GB DirectX: Version 11 Storage: 19 GB available space Sound Card: DirectX Compatible Soundcard Additional Notes: 64bit Only
  10. Baldurs Gate 3 Game Information Developer:Larian Studios Publisher:Larian Studios Release:6 October 2020 Genre:Role-playing From the roughly 20 hours of adventuring in Baldur’s Gate 3 at its Early Access launch, I can already tell you that this is probably the closest a story-focused RPG of this kind has come to emulating the experience of tabletop Dungeons & Dragons. The systems here allow me to do exactly the kind of clever but ridiculous things I would ask a human Dungeon Master if I can do. Rather than the simple “no” you would get from most RPGs when you ask if you can skip an entire quest by climbing around the backside of a mountain and sneaking into the bad guy’s lair, Baldur’s Gate 3 will tell you to roll for it. It’s an impressive start, but it’s definitely a very early early access game. There are just enough frustrating bugs and exposed areas of missing polish that a lot of people are going to be better off waiting until it’s finished before jumping in.The flexible interactions between character abilities and the world allow each class the chance to shine in ways they normally wouldn’t. My elven wizard always had a spell prepared that triples a target’s jump distance. While this would be a very situational ability in most games, not really worth spending a spell slot on, in BG3 it can allow you to reach hidden treasure, gain a vantage point to rain down destruction with advantage, or even bypass obstacles entirely by taking to the rooftops. I ended up having to remind myself to take a few combat spells because I was so excited about all the interesting ways I could use the utility ones in combination. I like to play my wizards as sort of mystical Swiss army knives on the tabletop, not the glass artillery pieces they are in most digital RPGs, and I’m so thrilled to be able to do that here. Larian treats level design and environmental interaction as part of how you win battles and solve puzzles, and it works brilliantly in their envisioning of Baldur’s Gate 3 certainly doesn’t accomplish both, at least not at the moment. It’s glitchy and overcomplicated, and it takes a lot of very patient work to get into the rhythm of playing the game. Once I got there, though, I was able to appreciate it and, even better, to consider what heights it might achieve in its final release.And it’s a beautiful envisioning at that. The environments and characters look amazing, rendered in a saturated but realistic style that definitely evokes the 5th Edition D&D books. It made me think of what Dragon Age might have looked like today if it had stayed a bit more grounded like Origins instead of bringing in the more stylized, graphic novel-esque look of Dragon Age 2 and Inquisition. As it stands in the early access version of the game, Baldur’s Gate 3 has very little to do with the narrative of the previous entries in the franchise. Rather than continue the story of the Bhaalspawn, their dead god of a father, and the magical burden of being born to be taken over by said dead god father, the player in BG3 has been abducted by telepathic mind flayers and infected with a “tadpole” in their noggin. If you don’t get the thing out of your head, the tadpole will take over your body and turn you into a tentacle-faced creature. Along with some fellow travelers with a similar problem, the player character sets out on an adventure to empty their mind. They’re dropped into a big, free-form world. Chaos ensues.Baldur’s Gate 3 pays clear homage to its predecessors through design choices that you can feel moment to moment as you play the game. It understands that, as someone living in a fantasy world, you’ll have to make constrained choices, and that you should be held to some of those choices, even if the long-term outcome isn’t great. If you choose to attack a fortress of goblins, they all know that, and you’ve got a lot of fighting ahead of you. Opposite to that, if you choose to be friendly and avoid conflict at all costs, you’re going to piss off the various people who are imprisoned by those goblins and want to make a violent escape. It is not simply the old saw that “choices matter” in the game. It’s that there are choices, and you make them, and you have to live with them. If you let a hag pluck out your eye and plop it back in, then you’re just going to have to live with that shit from now on. This really happens. If you let her take the eye, you can’t ever make critical hits again. Deal with it.The early access version of the game also has a few classic Baldur’s Gate quests that can best be described as “who’s lying?” These are quests wherein Person A tells you something about Person B, and when you talk to the latter, they tell you that Person A was lying the whole time. There’s no way to know who is truly correct, and in the end, you’ve gotta make a choice. Are the religious devotees telling the truth about the tricky tiefling leading the gnolls, or are they actually devils in disguise who are getting you to do their dirty work? You have to make a choice, and you’re not going to feel good about it. That’s classic Baldur’s Gate.There’s also nothing I could find to stop me from heading back to camp and resting after every single fight, though, which tilts the scales too far in the opposite direction. The game also fleshes out the Forgotten Realms, the world in which the previous games took place and the “default” setting for D&D right now. It now feels like a coherent and real place with religions and landmarks and governments and shared history. Baldur’s Gate 3 accomplishes this largely through environmental design and character conversations. The buildings and landscapes of this section of the game’s map are full of religious iconography, and the people you meet come from somewhere and have opinions about that place. It all feels like you’re seeing the smallest part of a bigger world.All of these successes when it comes to making something that carries the core of Baldur’s Gate are what makes the rest of Baldur’s Gate 3 feel off, especially the adaptation of 5th-edition Dungeons & Dragons. If you’ve never played D&D before, the best summary that I can give is that it is both comprehensive and based on many assumptions. By the former, I mean that D&D gives you rules for adjudicating nearly everything that could come up in a free-flowing tabletop role-playing game session. There might not be a specific rule for every single physics particle in your fantasy game, but all of the actions and interactions you could have in-game are at least covered somewhere by generalizable rules. But those rules are also based on assumptions about how certain classes, roles, and creatures in the world should interact with each other.One of those assumptions, for example, is that there is a divide between melee characters and spell casters. This dictates how many actions they can do, which skills they have access to, and how powerful they are in relation to monsters and each other. A cleric throwing their most powerful spells is always going to be more spectacular to play than a fighter swinging a sword every round. This also dictates how fighting mechanics like saving throws or hit points work. These assumptions are what ground the world, and when player desires begin creating friction with those assumptions, it can be a little annoying.I find D&D unplayable if you don’t throw out some of those rules and assumptions. “By the book” D&D is a hard pill to swallow due to the sheer amount of time it takes to do anything in combat or otherwise, and the game’s manuals make it pretty explicit that you should think of them as useful guidelines for adjudication and not the sole arbiter of how you play with tabletop products. As the Dungeon Master’s Guide says, “The rules aren’t in charge.This adventure, on the other hand, is compelling from the first minute, and is so rich with exciting characters, locations, and plot developments along the way that I never got bored. The cast is dynamic and complex, with excellent voice acting and dialogue writing even for minor players. Baldur's Gate 3 Minimum Requirements CPU: Intel i5-4690 / AMD FX 4350 RAM: 8 GB OS: Windows 10 64-bit VIDEO CARD: Nvidia GTX 780 / AMD Radeon R9 280X PIXEL SHADER: 5.0 VERTEX SHADER: 5.0 FREE DISK SPACE: 150 GB DEDICATED VIDEO RAM: 3072 MB Baldur's Gate 3 Recommended Requirements CPU: Intel i7 4770k / AMD Ryzen 5 1500X RAM: 16 GB OS: Windows 10 64-bit VIDEO CARD: Nvidia GTX 1060 6GB / AMD RX580 PIXEL SHADER: 5.1 VERTEX SHADER: 5.1 FREE DISK SPACE: 150 GB DEDICATED VIDEO RAM: 3072 MB
  11. No Man's Sky Game information GENRE: Action, Adventure DEVELOPER: Hello Games PUBLISHER: Hello Games RELEASE DATE: 12 Aug, 2016 No Man’s Sky was never going to live up to its own ridiculous hype when it was released three years ago. The game that launched in 2016 was equal parts impressive, confusing, and frustrating.But the post-launch support from Hello Games has been incredible. The studio released the Foundation update in 2016; Path Finder and Atlas Rises in 2017; Next, Abyss, and Visions in 2018; and now, Beyond in 2019.The No Man’s Sky of Beyond is a far cry from the No Man’s Sky of three years ago. It’s still the same idea, just better realized, and much closer to the vision that was originally pitched to players so many years ago.The first few moments of the game feel relatively unchanged from the original release. I wake up on a strange planet as an amnesiac spacefarer with a mess of broken equipment. I am a/the Traveler, and my first goal is to repair my stuff.My Exosuit protects me from various environmental hazards, my Multi-Tool lets me survey or harvest the resources around me, and my ship lets me travel the stars once I get everything up and running. I need to gather resources, craft components, and learn about the world around me in order to repair my gear, and I’ll later find blueprints that let me build new modules and structures as I trek across space. Nearly everything is trying to kill me, and everything from my mining laser to my life-support systems requires some form of fuel. Staying alive is going to be a challenge.None of this is new. The original version of the game threw tutorials at you to get you off that first planet so you could explore the galaxy. What’s different is how the game goes about getting you started, and how much more enjoyable the experience becomes once a healthy chunk of the busy work is removed.One of the biggest changes can be found in how the game is structured, and how much guidance I’m given about what to do next. I head to a space station after I repair my ship. Then I start building my own base. Then I staff that base with helpful aliens. Then I run missions for them to improve my base. I meet other enigmatic Traveler-types who point to a deeper, universal mystery that I can choose to explore and, ultimately, solve. I keep improving my base with my staff until I can build rovers and submarines that I can then use to explore more of each planet.Before I know it, I’m 50 hours into the game and I’m still running errands for a newly hired engineer. Exploring the universe used to get boring quickly when I barely knew what I was doing, or what accomplishing it was getting me. But the game now provides goals — build this, research that, go here — to keep me moving forward, and each new idea or system is explained when it’s introduced. Exploration comes to the forefront of the experience now that I’m no longer struggling to figure out what I need to do. The universe makes a lot more sense now, while still providing the same sense of awe that has always made No Man’s Sky such a fascinating game.The end result is a game that moves much faster, while educating you on its own world in a much more effective way. It’s a combination that feels like an improvement in both directions. There’s so much more to do in this latest version of No Man’s Sky, and almost all of it is enjoyable.I can also play in VR using updated menus and interfaces built specifically for this mode, although performance on certain setups can be rough.Beyond is not just about large, sweeping changes. Some of the improvements are as simple as being able to sit at a table with an alien NPC, or as complex as taming and riding my very own space critter — which I spend way too much time doing. There’s no real mechanical benefit to these things, but they make the experience richer, or at least a tiny bit more real.Making sure the many systems of No Man’s Sky don’t get in the way of enjoying the game is a major theme in the Beyond update. Inventory slots can now hold 10,000 units of a resource, which makes stockpiling huge amounts of commonly needed supplies much easier. I don’t have to spend nearly as much time managing my inventory to make sure I have room. The mining laser also works for much longer between charges, right out of the gate.Sentinels, the universe’s grumpy Fish and Wildlife Service drone army, are a lot less observant and trigger-happy while I mine planets, so I’m not constantly being attacked in a way that distracts me from my current goal.I can move upgrade modules around in my inventory, letting me optimize my loadouts. Placing upgrade modules in adjacent spots still gets you a boost to their enhancements, but I’m no longer stuck with them in a single position, or the place I accidentally installed them if I’m not paying attention. It all adds up to create the sense that the game is working with me, where I used to feel like I was forced to find enjoyment while working around the game. The parts that felt like work instead of play have mostly been massaged out, and good riddance.And I’m no longer alone in the universe. There’s a new hub, the Anomaly, which is now a logical in-universe gathering point for all the players exploring the stars. I can also interact with a host of new characters that provide more variety than the generic NPCs from the same three races I used to find on every space station. These are Traveler-like entities who take a similar interest in the universe. They crave information about exploration, sell me special blueprints, or just eat the food that I’m now able to cook.I can even team up with other players and take on missions together that will earn us all big rewards. I can invite those players into my universe, where we can explore and build as a team. It’s still a hostile universe where I have to scrape together resources to survive, but now I can ask for help.Luckily, the social experiences are all opt-in, so you can choose to keep the universe to yourself if that’s your preferred way of playing No Man’s Sky. But that isolation is no longer mandatory; space can now be a friendly place, if you’d like it to be.The update is free if you already own the game, so it’s not like you have to make a purchasing decision about whether to pick up the new content. And Beyond doesn’t change the core game of No Man’s Sky, so skeptics may still not be satisfied.But for anyone who feels like previous versions of the game were a near-miss, Beyond is the best excuse to reinstall it. The busy work has been scraped away (in most cases, at least), and it turns out there was a lot of fun to be had underneath that layer of frustration. But the same things that make playing No Man’s Sky a wonderful, habit-forming odyssey that would make Tom Nook proud often work against you -- like when you find yourself repeatedly grinding the same materials and crafting the same parts over and over again in an ongoing effort to fuel the numerous engines of interstellar life. You’ll spend tedious hours mining rocks to craft metal plates that you need to make starship engine fuel just so you can take off in your ship and see the still-impressive, completely seamless transition from ground to outer space and back again. And even though No Man’s Sky’s carrying limitations have been even further loosened with the Beyond update your inventory still fills up almost constantly, ensuring that the grind will never be defeated. With few ways to automate resource gathering, exploring the cosmos often takes a back seat to waiting for your mining laser to melt a tree into resources for minutes at a time.And, considering how central exploration is to No Man’s Sky’s appeal, it’s staggering just how many mechanics still seem dead set on preventing you from doing just that. No Man's Sky minimum requirements Memory:8 GB Graphics Card:NVIDIA GeForce GTX 480 CPU:Intel Core i3-3210 No Man's Sky File Size:10 GB OS:Windows 7/8.1/10 (64-bit versions) No Man's Sky Recomended requirements Memory:16 GB Graphics Card:NVIDIA GeForce GTX 1070 No Man's Sky CPU:Intel Core i7-4790 File Size:10 GB OS:Windows 10
  12. For my opinion the meeting should be as some as posible.But we need to take care about something.Every manager should be there in meeting and represent for it.I will be able to be on it #Regrads
  13. Just Cause 4 Game informations Developer:Avalanche Studios Publisher:Square Enix Platform:Microsoft Windows PlayStation 4Xbox One Release:December 4, 2018 Genre:Action-adventure If you’ve played previous Just Cause games, this will all be familiar. The thrill of the series is wandering into a heavily fortified installation (power-plant, mine, harbor, factory etc.) and letting loose the dogs of war. Enemies are gunned down. Shiny fuel containers are immolated. Vehicles are sent whizzing into the air. Bystanders are hooked to a balloon and left to float, hilariously, by their ankles.Rico is so much the badass that he is able to commandeer any vehicle or weapon the enemy throws at him. Tanks, helicopters and rocket launchers aren’t so much threats, as opportunities. I see one, I tether myself to it; I own itJust Cause 4’s special distinction is a focus on extreme weather. The bad man is a technology nut who’s figured out how to control the atmosphere. He unleashes tornadoes and blizzards on his own people. Rico and his band of helpers must capture this mayhem, and turn it on the villain and his goons. Soon I am master of the winds, sending storms against my enemies.When it clicks, this game can deliver moments of intense fun, especially once I feel I’ve mastered the many tricks at my disposal. Just Cause games are at their best when they allow me to go wild, finding innovative ways to break stuff and inflict amusing acts of cruelty on my targets.There’s a good deal of merriment to be had, just fooling around with Rico’s abilities, crashing one thing into another, to see what occurs. It’s a demonic form of crafting, in a way, except the end result is collapsed towers and squished goons. Destruction is the only recipe in town.But Just Cause 4 trips on its own feet, hampered by maddening design flaws, most especially a tiresome mission structure that pulls me along like a marionette. I unlock the map, section by section, working my way through a convoluted tale of conflict. It’s an open world, in the sense that I can move around it freely, but most of the time, my activity options are limited to a string of missions that (with a few exceptions) feel much like one another, or a bunch of frivolous activities such as breaking driving records.The biggest problem with Just Cause 4 is that the missions are predictable and repetitive. Each installation feels like one of those Lego sets, in which the same pieces can be used to make a truck or a boat or a plane. Familiar elements are rearranged in slightly altered patterns. I travel great distances to unload havoc, but I feel like I’m always in the same place. Each time, I’m urged to go to the thing and switch it on, so the big doors can open, at which time I can go in and destroy something else. By the time I reach the final missions, I’m really feeling ready to quit. There's moments playing Just Cause 4 when you'll almost certainly find yourself grinning from ear to ear in much the same way that you might watching a ridiculous '80s action movie. It doesn't matter that the characters are personified clichés, or that the plot's limper than the lettuce in a Big Mac, because you just strapped four balloons to a car, then attached a rocket booster to the back of it and sent it flying into an enemy helicopter. The retina-scorching explosion that lit up the sky as a result needed only The Final Countdown playing in the background and it'd be about as glorious a moment as you're ever likely to experience in a video game. Now, imagine an open-world action game absolutely packed with bombastic, jaw-dropping moments like this, and that's exactly what Just Cause 4 would be like if practically every mission in the game didn't seem like it was intentionally designed with the express purpose of not letting you have any fun at all. What a letdown. It's like they spent so much time perfecting the physics engine and crafting the various tools that you'll be able to use to cause consummate mayhem that they didn't leave themselves enough time to build a game around them. So what you're left with is a title that allows you to dole out all manner of destruction in fantastically creative ways, but one that also requires you to invent your own reasons for using them, because playing the game as God intended scarcely affords you the opportunity to do so.Series hero Rico Rodriguez, a leather-clad, bearded renegade who looks like he could play the stereotypical sleazy love rival in a Hugh Grant rom-com, is in the mood to usurp a South American dictator. There's some sort of background story involving his father, and weapons of mass destruction, and something called "the agency", but it's all just an excuse to give Rico things to blow up real good. And that's okay. Just point us at the genocidal tyrant, hand us the nitroglycerine, and we'll have him deposed in time for Match of the Day. Rico, you see, has a PhD in Advanced Explosionomics, and by God, he's going to use it. Rico can use a vast arsenal of guns and explosives in his quest for Third World political upheaval, but it's his grappling hook and parachute that are perhaps the stars of the show. The parachute can be deployed and retracted via a quick tap of the X button, and while the aiming reticule is positioned over any structure – wall, ceiling, tree, innocent bystander – giving L1 a push will allow Rico to quickly zip to that point. There's also a wingsuit for gliding, and so combining the three lets you traverse the map quickly and in style, playing 'the floor is lava' to your heart's content, without ever having to travel on foot like some kind of peasant. It can be a lot of fun. The major issue with Just Cause 4 becomes apparent after only a handful of missions. They're all as dull as dishwater. We're not just talking about the side-quests either: all the missions are rubbish. The first mission in the game sees you having to stand next to a console while your off-screen partner downloads information from it or something, and while a bar on the screen fills up you have to fend off waves of enemies. Just in case you didn't get enough of it the first time around, you'll also do the same thing, over and over again, in numerous different locations across the map. Escort missions, generic shoot-outs, and hitting a bunch of buttons within a slim time limit – you'll do them all, and again, and again. The missions are clunkily designed, too. Sometimes you'll be battling through innumerous baddies in order to reach – usually – a console that you'll have to press triangle next to before moving on to another one. If you die en route, often you'll be respawned not where you died or even at the previous check-point, but right next to the objective you were attempting to get to only now there's no enemies around. When the fastest way to complete a mission is killing yourself and letting the respawn take care of the tough stuff for you, you know something has gone wrong. Extreme weather has been touted as one of the selling points for Just Cause 4, but that too is a disappointment. The tornado is pretty radical, and the swirling winds do mean that using your parachute is a bit of a lottery, but the others barely change the gameplay at all. At least they look pretty cool. Speaking of looks, graphically it's hit and miss, suffering from frequent instances of pop-in, and it occasionally looks like a game from the previous console generation.Just Cause 4's traversal system can be wonderfully entertaining, and the chaotic, explosion-sim physics in play are frequently exhilarating, but they're manacled to a game that has absolutely no idea how best to use them. What's the point in giving players an array of tools that lets them cause wanton destruction on a gargantuan scale, and then designing a campaign full of drab, copy-pasted missions that barely require you to use them? It's a bit like getting the coolest BMX on the market for Christmas, but then your Mum tells you you're only allowed to ride it around the garden where she can keep an eye on you. Cheers, Mum.The campaign never manages to escape its own mediocrity, it threatens to open out into a more liberating game of exploration and experimentation, but doesn’t quite make the jump. Yes, doing the Just Cause thing of mixing up modes of destruction is still fun. But this series needs more than a few storms to stay relevant and vital. It should take a cue from its own example: Destroy the established order, and find something fresh in the ensuing wreckage. Just Cause 4 Minimum System Requirements CPU: Intel Core i5-2400 @ 3.1 GHz | AMD FX-6300 @ 3.5 GHz or better CPU SPEED: Info RAM: 8 GB OS: Windows 7 SP1 with Platform Update for Windows 7 (64-bit versions only) VIDEO CARD: NVIDIA GeForce GTX 760 (2GB VRAM or better) | AMD R9 270 (2GB VRAM or better) PIXEL SHADER: 5.0 VERTEX SHADER: 5.0 FREE DISK SPACE: 59 GB DEDICATED VIDEO RAM: 2 GB Just Cause 4 Recommended Requirements CPU: Intel Core i7-4770 @ 3.4 GHz | AMD Ryzen 5 1600 @ 3.2 GHz or equivalent CPU SPEED: Info RAM: 16 GB OS: Windows 10 (64-bit versions only) VIDEO CARD: NVIDIA GeForce GTX 1070 (6GB VRAM or better) | AMD Vega 56 (6GB VRAM or better) PIXEL SHADER: 5.1 VERTEX SHADER: 5.1 FREE DISK SPACE: 59 GB DEDICATED VIDEO RAM: 6 GB
  14. Wish u al the best
  15. BlackBerry and Amazon on Tuesday announced an alliance to create a cloud computing platform that cars could link to for services and insights based on data from vehicles and users.. Word of plans for an Intelligent Vehicle Data Platform called "IVY" synching cars wirelessly to computing power at Amazon Web Services caused shares in Canada-based company to rev more than 50 percent to nearly nine dollars. "BlackBerry and AWS share a common vision to provide automakers and developers with better insights so that they can deliver new services to consumers," BlackBerry chief executive John Chen said in a joint release. IVY is intended to be a cloud-connected software platform that could be used by any car maker to analyze sensor data in real-time and give drivers useful information. Modern cars and trucks are built with thousands of parts from an array of suppliers, typically with proprietary hardware and software involved, the companies noted. The vision is for the platform to quickly make sense of all that data for drivers, while also serving as a platform for additional apps or services from developers. Car makers have "almost zero software skills," and IVY promises to be a secure, cost-effective platform for them to tap into cloud computing power, Global Equities Research analyst Trip Chowdhry said in a note to investors. The jointly operated software will run on car or truck systems, but will be managed remotely from the cloud, according to Amazon. Examples of potential capabilities included IVY spotting dangerous road conditions such as ice or heavy traffic and prompt drivers to take safety measures. Drivers of electric vehicles could share battery information with charging networks to reserve charging slots along routes, and parents could get sensor data regarding their teen-agers' driving, the companies said, "AWS and BlackBerry are making it possible for any automaker to continuously reinvent the customer experience and transform vehicles from fixed pieces of technology into systems that can grow and adapt with a user's needs and preferences," said AWS chief executive Andy Jassy. BlackBerry has shifted gears to concentrate on software and services since being dethroned in the mobile phone market more than a decade ago by touchscreen phones powered by Apple or Android software. The BlackBerry keyboard is to live on in a new 5G smartphone planned for release next year from Texas-based OnwardMobility.
  16. Arctic has announced an addition to Arctic's Alpine series, and this addition is called the Alpine 23 AM4 CPU cooler. The Alpine 23 AM4 CPU cooler offers an extended lifespan by having the motor temperature be lower than the average CPU motor temperature and pre-applied MX-2 thermal paste, ensuring high thermal transfer. This CPU cooler currently has a webpage stating the price of €11.99 or roughly $14.70. The Alpine 23 AM4 CPU cooler features an extended lifespan due to the newly designed heatsink and the lowered motor temperature. The design of the Alpine 23 CPU cooler is incredibly similar to the original Intel stock fans. Still, the new fins, fan, and mounting techniques allow this CPU cooler may be a perfect match for the Ryzen 4000G processors.The Alpine 23 CPU cooler has been created using aluminum, which allows for high thermal conductivity; using a new type of extrusion allows for a higher thermal transfer rate. This new type of extrusion can create thin cooling fins that are fanned out in a Y-shape. This new design increases the heatsink's surface area and then expands the potential cooling capacity of the CPU cooler. This heatsink is created out of aluminum and offers fifty fins. This CPU cooler uses a fan that offers minimum vibration, a lowered power consumption, and a wider RPM range. The fan of this CPU cooler is PWM-controlled, which features a fan range of 100 RPM up to 2,000 RPM, which utilizes a fluid dynamic bearing and features a fan diameter of just 90 mm. The installed motor features a 10 °C lower motor temperature, which can double the included fan's life span.This fan is due to the sinus-magnetizing the new motor created just 5% of the vibration from a regular DC-motor's commutation. This new motor can lower the coil temperature and reduce vibration to a minimum without compromising performance. The Alpine 23 CPU cooler is stated to be currently not available, but the product page shows the price tag of this CPU cooler being just €11.99 or roughly $14.70. This CPU cooler feature pre-applied MX-2 thermal paste ensures not only a fast installation but good thermal transfer from the CPU heat spreader to the aluminum heatsink.
  17. Founders Fortune Game informations GENRE: Indie, Simulation, Strategy DEVELOPER: Oachkatzlschwoaf Interactive PUBLISHER: Oachkatzlschwoaf Interactive RELEASE DATE: 18 Dec, 2020 EARLY ACCESS RELEASE DATE: 19 Jul, 2019 On the main menu screen there’s New Game, Load Game, Settings, Mods and Extra Content, Give Feedback and Quit. Upon starting a new game you’ll be given three options for the game's difficulties: Calm World, Exciting World and Dangerous World.Calm World; a more relaxing game experience where you can express your creative base building ideas over combat and survival. Your colonists will suffer less damage from injures, start with one hundred meals, eat less food, and watered plants yield higher harvests. Your colonists can still die if you don’t take care of them.Exciting World; This is the typical Founders’ Fortune game experience, a mix of base building and survival. Colonists start with forty meals and although you’ll do your best to keep them alive, they will die.The Dangerous World is a harsh, unforgiving place for those who want a challenge. Colonists take fifty percent more damage from injuries, they start with ten meals and become hungry much quicker. Catastrophes happen more frequently and any colonists who are fragile and weak won’t survive here very long.Once you’ve chosen your poison, it’s time to select your starting colonists, from whom you may choose two (there are two randomly chosen for you should you wish to go with the hand your dealt; you can hit the Random Colonist button for different options). Each colonist will come with some basic information on them, such as Name, Personality and Experience. A colonist’s personality may be classified as good or bad, including likes and dislikes, and traits such as Experienced in Battle, Pessimist, Optimist, Hates Winter or their Favorite Foods. A colonist’s Experience indicates the type of jobs they can do: Farmer, Forester, Miner, Craftsman, Doctor, Scholar or Soldier. These jobs are rated from one to three stars. You're able to have more than one job to start with, so hitting that random button may just help as your adventure begins.After selecting your colonists and starting the game, you’ll find yourself on an island. You’ll receive a couple tips on what you need to do to help you on your way. The first thing you must do is build a signal tower so that migrants and traders can find your settlement. You’ll need to find somewhere close to the coast to place your signal tower while also placing it close to where you think will be the best place to build your settlement. Next you must build a couple of sleeping bags for your colonists, otherwise they’ll become grumpy from sleeping on the ground.Now that you’ve had a good night’s sleep in your sleeping bags, it's time to start building your colony. You must select your colonists and give each of them a job to do. Even if they don’t have a specialized skill set, they can still cut down trees, mine for stone or collect other resources. You can upgrade a colonist’s job by three levels, and you’ll gain experience points as your colonist progresses in their job type. You will need a certain number of experience points before being able to promote that member. When you promote a member, they will be able to craft, build, farm or tend to other types of injuries etcetera that they couldn’t do before. Once you’ve reached level three with a colony member, you can choose another trade for them to take on; the more jobs a person can do, the better it is for the growth of your colony. As you only have two members to start with, you’ll have to spread the work between them. You will need to build a home, so you will need wood for the walls (sausages) and floor. Your home doesn’t have to be a palace now; a simple wooden hut with doors and a floor will keep your colonist happy for the time being. They will wish for better things as you progress, and you can see what a colonist wishes for by selecting them and then selecting the green smiley face. This will then give you some information on how that member is feeling, their Mood, Friendship, Hunger, Stamina, Health, Expectations, Wishes and Thoughts. Expectations are what your colony members expects to have so that they may be happy with life in the colony. There are six categories here, and these will become unlocked as your member progresses. The first is Good Food, and you will unlock this once you’re able to build a campfire and cook your food rather than eating it raw. Having a good home to live in, being very happy with life, mastering your trade are all expectations your colonists require from you. Thoughts will tell you about a member's state of mind, if their wishes are being fulfilled, their likes and hates and anything which is bothering them such as having no floor in your home. Anything bad or bothering them will add negative points to their satisfaction while good and positive thoughts will increase their satisfaction. Making sure your colony is happy is a must; if they feel down in the dumps, there’s a good chance that they will stop working and helping the colony. If this happens then it will take a random amount of time before they have finished having a paddy and start helping in the colony again. To help keep them happy, have them interact with other members, talk, hug, tell them to enjoy the campfire or go and relax somewhere. Wishes are another way of keeping your colony happy; each time you grant a member’s wish they’ll gain several Satisfaction Points. Every now and then you’ll receive traders or migrants who have seen your signal. You can trade any resources you currently have for coins, and any spare coins can be used to make purchases from the trader. You can also craft items if you have a crafting table and craftsman; the items you can craft depend on the level of the craftsman. Items such as picks, axes, swords or anything else you make can also be sold to bring in some pennies which you could then use to buy some of the more expensive things that a trader might bring to your shores. Any migrants who find your shores can be recruited into your colony to help it thrive; just be careful who you invite to stay with you, as there are killers out there who could murder your colony members. You can remove the Killer trait if you have enough satisfaction reward points, although until you do, anything can happen. There is also another choice . . . you can kill them before they kill anyone; I haven’t tried this yet as I need my colony working their botties off as winter is currently on its way! I need to make sure I have enough provisions to get through, as last winter I only just made it on the merger provisions I had saved. You’re not the only ones living on the island, there are also several tribes living close by. You can talk with them (in fact, talking with a certain tribe member may be a colonist’s wish). You can also trade with them, and every now ‘n then they will visit your colony. Sometimes they are polite and are like any other neighbours wanting to borrow some sugar, while at other times they can demand your resources. If you keep on the good side of them then the relationship between your colony and their tribe will improve. However, if you deny them what they want then any relationship with the tribe will decrease and may then lead to a fight. Again, currently I haven’t been in a fight with any tribe, as I’m useless at these types of games and so decided to go the easy route to learn the game and play in the Calm World. Although this isn’t going to stop you from getting into a fight with tribes, it’s not going to happen as often as it would in other game modes. There are lots of things to craft and build to help you survive and help your colony grow. There are two categories, one for building your home (with subcategories for Walls (sausages), Fortifications, Floors, Doors, Windows and Pillars). The other is for furniture and other things, with the subcategories of Life Farming, Work, Military, Lights, Seating, Tables, Storage, Decorations and Rugs. Founders' Fortune Minimum requirements Memory:4 GB Graphics Card:Intel HD 4000 CPU:Intel Core 2 Duo E8400 Founders' Fortune File Size:500 MB OS:Unknown Founders' Fortune Recomended requirements Memory:6 GB Graphics Card:NVIDIA GeForce GTX 960 Founders' Fortune CPU:Intel Core 2 Duo E8400 File Size:500 MB OS:Unknown
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  19. welcome back legend

    1. Show previous comments  1 more
    2. R e i

      R e i

      fine brother thanks nice to see you backing

    3. [N]audy

      [N]audy

      Thank bro ❤️ 

    4. R e i

      R e i

      no problem u welcome broter

  20. Take a place here

     

  21. The Internet of Things (IoT) has ushered in a new era, with everyday items evolving into what we now refer to as cyber-physical systems. These systems are physical mechanisms controlled or monitored by computer algorithms and deeply intertwined through the internet. Such systems have pierced their way into industry and are being deployed and used above all to manage and control industrial processes, thus giving rise to the so-called Industry 4.0. ICREA research professor Jordi Cabot and researcher Abel Gómez, two members of the Systems, Software and Models (SOM) Research Lab at the Universitat Oberta de Catalunya (UOC) Internet Interdisciplinary Institute (IN3), in collaboration with the IKERLAN technology research center, have designed an innovative new tool for automating and streamlining the creation of systems that employ asynchronous event-driven communication, one of the most widely used computer architectures in this sector. The tool is the first to use the recently published AsyncAPI specification, which standardizes work with this type of architecture. The prototype, initially developed as part of the MegaMa@Rt2 project, is open-source and thus available for free online.In IT infrastructures where numerous devices have to communicate with each other, such as in factories with different machinery to be monitored and controlled, the entirety of information is usually managed by a central node. In order to prevent these infrastructures from collapsing due to a faulty component, event-driven asynchronous architectures are deployed. Among the advantages of these architectures is that a breakdown in one component does not trigger a full system crash. One of the most po[CENSORED]r paradigms is called the publish-subscribe architecture, where messages are not sent to specific receivers. According to Abel Gómez, "a channel shared by all the devices in a network is set up, and when one element, whether a computer, server or other type of device, wants to receive certain information, all it has to do is subscribe to a specific category of messages. This way, when another device is able to provide the information, it simply publishes it in the shared channel under the agreed category, and only the subscribed devices will receive the messages published on this topic." Although these distributed architectures are particularly scalable and flexible, they are not without problems since there is still no established programming standard like there are for website creation, for instance. Therefore, the sector still needs to agree on the message categories, as well as their internal format and structure. The researcher said: "As there is no common language and they are such distributed infrastructures, the likelihood that each element is programmed by a different person is high, meaning messages may vary between devices. As a result, if there is any divergence in the topic names or format used, the receivers will either not receive or not know how to decipher the content. A new solution is now on the table, seeking to standardize the programming of event-driven architectures: the AsyncAPI specification. This specification allows users to define all the relevant information needed to design and run IoT devices in these environments. However, AsyncAPI is still in the early stages of development and therefore the tools that support it remain in short supply. Despite this, the researchers have developed a tool based on this new proposal that allows users to automate the creation of messages in the appropriate format, as well as the sending and receiving of these messages. Abel Gómez said: "Much of the work that goes into implementing a program for an IoT device involves creating messages in the format that subscribers to the channel expect and also "translating" messages from other devices in order to process the information. A large amount of code must therefore be programmed and, when done manually, this can be a source of errors."Gómez said, "By adopting this new tool, we can significantly shorten the amount of time needed to develop and launch programs, which favors interoperability, improves code quality and in turn limits the number of errors in the software development life cycle. A model for optimizing programs based on time series data Another challenge posed by the integration of cyber-physical systems in Industry 4.0 is the need to improve computerized management of time series data, such as temperature or other data collected on a continuous basis. These series of historical data are key to monitoring system runtimes, improving industrial processes and pinpointing possible sources of error after a catastrophic failure. In this area, the UOC researchers have teamed up with an Austrian research group to design a theoretical model that combines model-based engineering and time series databases to automate part of the development process. Time series databases support the storage and analysis of massive amounts of historical data, such as the temperature reading of an industrial refrigerator at regular intervals. This information then allows different operations to be carried out, such as calculating the maximum or average temperature over a specific period of time. Above all, the project aims to integrate time series calculations such as these into a model, i.e. a representation of a certain computer system which automates the whole process and removes the need to code its functions repeatedly for different cases. Abel Gómez said, "We have come up with a model that allows us to optimize historical queries by taking advantage of time series databases. This model outlines the preferred query language and the appropriate structure of the time series databases that would support that model." According to the researchers, this proposal is beneficial in that it would make it possible to automate the programming process and circumvent the risk of potential coding errors, since the model would specify all the information necessary for it to run properly. "This model would reduce programming time and the prevalence of errors. By generating the code automatically from the model, you don't have a programmer doing it by hand who can make mistakes," Gómez said.
  22. Intel's next-generation Sapphire Rapids Xeon CPU family is expected to be unveiled by the second half of next year but won't see a volume launch till 2023 as revealed in a leaked slide posted over at Chiphell Forums (via HXL). Volume Ramp of Intel's Next-Gen Sapphire Rapids Xeon SP CPU Family Not Expected Till 2023, Alleges Rumor The slide shows Intel's upcoming Xeon CPU families which include the recently launched Cooper Lake-SP along with the upcoming Ice Lake-SP & Sapphire Rapids-SP lineups. Intel was expected to launch its Ice Lake-SP processors this year but they have slipped the 2020 launch schedule & will now be launching in the first half of 2021. However, knowing Intel's 10nm ramp, we cannot say for sure if Ice Lake-SP will be available in full or partial volume. Intel’s Entry-Level Xe Discrete Graphics Card Shows Up in Geekbench, Features 1024 Cores, 1.4 GHz Clocks & 3 GB Memory Intel's existing roadmap also showed Sapphire Rapids Xeon CPU family for 2021 but based on Ice Lake-SP's delay, we should expect the Sapphire Rapids family to be moved back too. Also while we don't exactly know the process node which Intel is going to use to fabricate Sapphire Rapid chips, we do know that it will be something better than the 10nm+ process node which Ice Lake-SP uses. We can expect Intel to use its 10nm SuperFin process node, similar to the Tiger Lake mobility CPU lineup, for its next-generation Xeon lineup. However, Tiger Lake and Sapphire Rapids are entirely different products.There are rumors that Sapphire Rapids might be using a chiplet design which will allow for better yields than going for a monolithic design that Ice Lake-SP and older Xeon CPUs have utilized. Even still, we can't expect yields to be that great for an enhanced node with brand new architecture. Ice Lake-SP has already been delayed several times and mostly due to 10nm+ yields so expect a similar case with Sapphire Rapids on 10nm SuperFin. Intel will also be moving several product lines to 10nm during 2021-2022 which include Alder Lake for desktops, Tiger Lake for mobility & Ice Lake-SP for servers which would put stress on its 10nm fabs. The 10nm SuperFin based Sapphire Rapids is expected to make use of a next-generation CPU architecture which should either be Willow Cove or Golden Cove based. The Sapphire Rapids lineup will make use of 8 channel DDR5 memory with speeds of up to 4800 MHz and support PCIe Gen 5.0 on the Eagle Stream platform. The Eagle Stream platform will also introduce the LGA 4677 socket which will be replacing the LGA 4189 socket for Intel's upcoming Whitley platform which would house Cooper Lake-SP and Ice Lake-SP processors. The Sapphire Rapids core counts are expected to reach up to 48 cores (<200W) in single and dual-socket platforms while the 4S/8S platforms are expected to make use of 32 core parts with over 200W TDPs. We can see higher core counts and the higher TDPs could represent higher clocks on the 10nm process node but that's mere speculation at this point in time.The platform would be competing against AMD's Zen 4 based EPYC Genoa lineup which would also be moving to a newer platform known as SP5. AMD has promised new memory along with new capabilities for the Genoa lineup which would include support for DDR5, PCIe 5.0, and more. We don't know what other features would the new lineup include but Intel is doing the same with 8-channel DDR5 support & a new interconnect such as CXL for the Eagle Stream platform. Intel is also going to utilize its 3rd Gen DC Persistent memory solution known as Crow Pass which will be a major selling point of the Sapphire Rapids and Eagle Stream Xeon platform. Intel plans to tackle AMD EPYC in two key departments with Sapphire Rapids, one being increased per core output (performance) and decreased TCO$ per core.Currently, AMD's EPYC CPUs demolish Intel in terms of performance per watt, a number of cores/threads, feature set, and total cost of operation with major players in the server segment switching their cloud datacenters to AMD's EPYC CPUs. It remains to be seen if Intel can make a complete or even a partial recovery of its Xeon segment with Sapphire Rapids. For now, Intel is focusing on a launch for its Sapphire Rapids Xeon Scalable family in 2021.
  23. Sink Again Game Informations GENRE: Action, Adventure, RPG, Strategy DEVELOPER: Flatcoon PUBLISHER: Flatcoon RELEASE DATE: 17 Dec, 2020 EARLY ACCESS RELEASE DATE: 23 Oct, 2020 Sink Again mashes three distinctly different genres together and the end result is a polished, great looking game where all elements hold their own. This pirate adventure incorporates Divinity Original Sin style, turn-based strategy, Slither.io style, top-down action and Mount and Blade style economic management and it's all put into one very reasonably priced package. Sink Again feels different in a good way, it's fun, it runs very well, but it does get a bit repetitive after a while.Sink Again doesn't have a fully-fledged campaign with a progressive story, which is a shame because the setting and look of the game is begging for some sort of narrative. The game also doesn't feature any voice acting, which is a disappointment as that could have added a lot more to the Caribbean environment. What little story there is, is told through written passages which do have quite a few grammatical errors in them, but that is only a minor inconvenience.What Sink Again does have is a variety of scenarios that you can play, each with one overarching goal that needs to be completed. These scenarios all have entirely different objectives to complete, which helps to make them differ from each other, and there is quite a lot of them with more to come. What's clever is that when completing a scenario, you unlock new items, gear or ships, and these can then be used in the following scenarios. It's a good payoff for what can sometimes be long playthroughs and it creates an incentive to complete objectives and then move onto another. The problem is that the beginning of each scenario is always the same, and this can feel a bit repetitive after completing several scenarios.Sink Again is in early access; however, it is fleshed out enough to be released as a full game. The developers Flatcoon have stated that they are hoping to add more scenarios, different cosmetic items, side quests and a few more components in the next six months, however, the game holds it's own as it is. I didn't run into any bugs or crashes in the game, it ran at a steady 60 frames per second, and the game seamlessly transitions between the turn-based and top-down action elements without problems. Graphically, Sink Again adopts a stylised, cartoonish look and it looks excellent. It's similar to Sea of Thieves in its visuals, and that look suits the pirate setting. The procedurally generated islands and characters look great but they do lack variety, the ocean looks especially realistic and intriguing, especially in a storm. There isn't any voice acting in game which does take away from the charm of the look, however, the soundtrack is excellent. The pirate style music is perfectly suited to the game, and it adds a lot to the environment. The gameplay in Sink Again is an enjoyable mashup of three genres. The first of the three is the economic management and trade element. It's a hard life being a Pirate and gold is hard to come by, which isn't helped by the fact that everything in Sink Again costs gold. A new sword that costs gold, new cannons, gold, new ship, gold and although gold is relatively hard to come by, the work you have to put in to acquire it doesn't feel tedious or monotonous. That's because there are many ways to earn it. Much like Mount and Blade, Sink Again has a goods management system where you can purchase items for cheap, sail to another island and sell it for a significant profit. Start with something small like bananas and slowly progress to something nice like silk, then once you have accumulated enough gold, purchase a new ship, enhance it with more powerful cannons and armour and then destroy other ships and steal their loot. Or you could buy treasure maps and fight enemies in dungeons and acquire your gold that way, the choice is yours, and that is what makes Sink Again so great, the freedom to go about your pirating however you choose. The issue is that this element can get repetitive, as you have to go through all of this, every time you start a new scenario, and after a variety of scenarios it starts to feel more like a chore rather than an interesting mechanic. The turn-based strategy element feels like Divinity Original Sin but it lacks variety resulting in every battle feeling the same. Each engagement is based on a dice roll mechanic. First, you move, the spaces of which are decided by the numbers on your dice roll, then you perform an active action, this could be attacking an enemy, opening a chest or digging for treasure. When performing an action, the number of dice defined in the crew members respective trait are rolled, if the number of required succesful rolls is matched or beaten then the action is performed. These dice numbers are also impacted by crew member perks such as strength and resistance. Sink Again is a challenging game, if your ship is destroyed, the scenario is over, and you have to start from the very beginning. The top-down action element is where this is most relevant. You can chase trading ships and destroy them firing cannonballs from either side of our ship but bumping into a massive pirate hunter ship, twice your size is intimidating, and it instils panic as the punishment for being sunk is starting all over again. This is a good thing, and it keeps you on your toes when fighting and sailing between islands, making the game far more enjoyable. The difficulty is a positive as opposed to a negative because it forces you to make choices and think about the decisions you make.Flatcoon has also made smart decisions to implement a speed-up function in the game. In normal speed, the game can feel slow and get monotonous, but the ability to speed it up is a smart and useful addition to the game. They also added physical dice falling from the sky, when in dungeons, and this looks great with the in game physics, however when you are continually rolling for every move and action it does feel slow. The developers also added an option to turn that off. These additions make the gameplay that much better, and it doesn't feel like a slog every time you do something. Sink Again doesn't have a multiplayer component, this hasn't affected my rating but a multiplayer mode in this open-world with other players sailing and shooting each other would be an excellent addition if it could happen.Overall, Flatcoon has done a great job at seamlessly combining three different genres together. Each element is excellent fun on its own, and when put together, they complement each other even more. The game is challenging and that's a good thing; however, after a few scenarios, they all start to feel the same and it does get repetitive and a little monotonous.This system seems complicated, and I probably explained it poorly, however, the game has a great tutorial that goes through everything in a concise and simple way and the perks and traits menus are easily understood with the floating information screens when resting the mouse on a piece of information. There isn't much strategy required here, all you need to do is deal as much damage as possible and generally, the dungeon will be cleared. Sink Again System Requirements MINIMUM: OS: Windows 10 Processor: Intel Core i3 3110M 2.4 GHz Memory: 4 GB RAM Graphics: NVIDIA GeForce GTX 760 Storage: 3 GB available space RECOMMENDED: OS: Windows 10 Processor: Intel Core i5-8600K 3.60 GHz Memory: 8 GB RAM Graphics: NVIDIA GeForce GTX 1070 Storage: 3 GB available space
  24. i dont know what happend to you but i dont care what mistake u did but you will be never forgoten

    Legendsneverdie

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