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420 Bronze III

Despre Bandolero

  • Titlu
    Journalists Co-Leader.
  • Dată naștere 01/30/1996

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    Bandolero
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    Male
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5680 citiri profil
  1. demooooooooo wazza uglyy

    long time xd

    how r u 

    1. TheDemon.

      TheDemon.

      Whats up xd fine and you

    2. Bandolero
  2. crazy boy :vv

    miss u ni##a

    1. Bandolero

      Bandolero

      hahahahaha feaa :v

       

  3. Hi, you can pm me!

    1. Bandolero

      Bandolero

      pm me if u need something !

       

    2. !ChRy.

      !ChRy.

      Your inbox is full

    3. Bandolero

      Bandolero

      try now 

  4. STAFF (Profile Emblem) Administrator of the Year ➤ @#DeXteR & @Ntgthegamer Global Moderator of the Year ➤ @#DeXteR& @Ntgthegamer the best and for best Moderator of the Year ➤ @portocalo!xD PROJECT NOMINATIONS (Profile Emblem + 1500 CSBD Points) GFX Designer of the Year ➤ @russ GFX Helper of the Year ➤ Gambler of the Year ➤ @Ntgthegamer the best and for the best-u legenddddddd <333 Uploader of the Year ➤ Overwatcher of the Year ➤ @Walid ✔ Journalist of the Year ➤ @#DeXteR MANAGERS NOMINATIONS (Profile Emblem + 2000 CSBD Points) Manager CS 1.6 of the Year ➤ @P R A T I K Manager CS:GO of the Year ➤ SPECIAL GROUPS NOMINATIONS (Profile Emblem+ 2500 CSBD Points) The oldest Ex-Staff ➤ Best V.I.P. ➤ @Wanted :x TEAMSPEAK 3 NOMINATIONS (Special TS3 Icon + 50.000 TS3 Coins) TS3 Helper of the Year ➤ The most active TS3 user ➤ The user who asked the most for rank ➤ @KING Egypt The best TS3 DJ ➤ @Wanted :x The most AFK user ➤ SERVERS NOMINATIONS (Special Signature with the server's name) Server of the Year ➤ The most active (32/32) server ➤ The best Zombie server ➤ oldschool The best Classic server ➤ The best Respawn server ➤ respawn csbd MEMBERS NOMINATIONS (2000 CSBD Points) The most active membru CsBlackDevil (+1000 CSBD Points) ➤ Banned of the year ➤ @Angrry.exe™. Loser of the year ➤ The member who dreams about ranks ➤ Spammer of the Year ➤ United States Of Egypt The most social member ➤ @Ntgthegamer The most beautiful member ➤ @Ntgthegamer (no homo 0o ) The most appreciated member ➤ @Ntgthegamer The most annoying member ➤ @Ntgthegamer The most beloved member ➤ @Ntgthegamer The richest member ➤ @Ntgthegamer The member who helped the most ➤ @Ntgthegamer The member with the best topics/posts ➤ @Ntgthegamer The friendliest member ➤ @Ntgthegamer
  5. ts3 available. and we have spammers who can do bad things.. so it will unmotivation 70% of community to stay here,due to them. CONTRA.
  6. Bandolero

    Deadmau

    wlc back ugly (KinnG^)
  7. Leicester City scored deep into stoppage time to complete a turnaround against Everton and close the gap on leaders Liverpool at the top of the Premier League. The result leaves the Foxes in second, eight points behind leaders Liverpool, while under-pressure Marco Silva sees his side remain 17th. Richarlison had given the visitors a first-half lead with a bullet header from Djibril Sidibe's cross. Brendan Rodgers' side - who struggled for large parts of the game against a resolute Everton defence - equalised when Jamie Vardy tapped in Kelechi Iheanacho's cross. And the 2015-16 title winners won the game in the dying seconds when Iheanacho latched on to Ricardo Pereira's through-ball to steer the ball past Everton goalkeeper Jordan Pickford. Line-ups Match Stats Live Text Home TeamLeicesterAway TeamEverton Possession Home 70% Away 30% Shots Home 16 Away 11 Shots on Target Home 6 Away 3 Corners Home 4 Away 4 Fouls Home 7 Away 9
  8. Bandolero

    [Review] Moonlighter

    How many people toil away in a cubicle for 40+ hours a week while wishing they could be somewhere else instead? Whether we want to finally write that novel, find true love, or embark on a life-changing adventure, it can be hard to stay content with the tedium of our work-week rhythm month after month, year after year. We often yearn for something more meaningful, right? Moonlighter follows a merchant named Will who has inherited the family business: the eponymous Moonlighter, a humble shop within the cosy town of Rynoka. But the young man is not content to merely make a living; he has been making forays into the mysterious Dungeons on a quest to unlock their secrets and maybe make some serious dough on the side. When the old man/town elder figure Zenon discovers this dungeon-diving hobby he scolds Will, but also gifts him with a sword and shield. Armed with these and a magical Pendant that allows him to warp back to town as needed, our tale begins. Moonlighter is a top-down rogue-lite action RPG. Anyone who’s played a Legend of Zelda Game Boy title or The Binding of Isaac will feel right at home with the static-screen sensation of clearing rooms full of enemies in twitchy, real-time combat. Even newcomers to the dungeon-crawl aesthetic will recognize the gameplay loop involved: get in, kill monsters, grab loot, get out, gear up, repeat. And, boy, is the combat satisfying. You have an attack, a more powerful secondary attack, and a dodge-roll that doubles as a jump over small gaps in the environment. You can vary your fighting style depending on what sort of weapon you use. The spears have a long reach but are not as strong as the large swords, but those are slow. The standard sword-and-shield allows you to use, well, a shield… but you can even pull out a bow and attack from long range, albeit more weakly. In fact, you can carry two weapons and switch between them instantly, so there are many combinations to form a one-two-punch of creature-slaying strategy as you see fit. Have fun finding a combo you like, ‘cause there are thousands of enemies between you and unlocking the fabled 'Fifth Gate'. But Moonlighter adds a hook to the mix, one that will make or break the player’s impression of the game: not only do you control the warrior trying to survive hostile forces, but you are also guiding Will as a shopkeeper trying to maximize profits. Quite literally; you get to move behind the counter and sell your looted goods, setting the prices manually for each item, gauging customer responses to decide how these prices should be changed, and dealing with challenges such as thieves or fluctuations in demand. We enjoyed fine-tuning the prices of items until townspeople were paying the highest prices we could get without them getting angry, as shown in facial-expression icons when they examine inventory. There is a real satisfaction when you have a profitable day and clear a load of stock. However, it does raise the question: are you really getting something more out of directing this process that makes it more worthwhile than just selling stuff in a quick go, like in a traditional RPG, and leaping back into the fray sooner? You will have to figure Shopkeeping 101 to some extent at least, because character progression is handled entirely by the in-game economy. There are no natural level-ups, no inherent statistical upgrades. You raise your HP by purchasing better armour, and raise your defence by enchanting said armour. You raise your attack by purchasing new weapons and enhancing those. If you want stronger armour, you can buy some that will sacrifice a little speed. If you want lighter armour, you can move faster but be more vulnerable to each hit. And you are not just buying these things whole; you’ll need to hand over the necessary ingredients to craft them, as well. Where some RPGs demand a balance of stats and skills, Moonlighter asks you to carefully manage your inventory slots to bring back not only the most profitable treasures but also those you will need to gain stronger items. Fortunately, you can ‘wish list’ the weapons, armour and even potion types you want in the shop, which highlights the necessary crafting components in your inventory once you are back in the dungeon. Inventory management is a necessary skill throughout, but Moonlighter aids the player in a couple great ways. For one thing, you have a magic ‘mirror’ that you can drop extra items into in exchange for gold. You receive only a fraction of what you would if you sold them in your shop, but it is still a helpful, noticeable amount. Also, Moonlighter is designed really well from a user-interface standpoint. From cursor movements to menu layouts and on-screen button tips, everything feels very smooth and intuitive. Managing your inventory feels less like a chore and almost more like an artform. The visuals of the game are a highlight overall, in fact. Will’s storybook rise to legendary Hero-Merchant is gorgeous all the way through. The pixel art is not just charming, but imaginative, and executed well on a technical level. Explosions are epic, liquid has a signature flow, enemy designs are indelible, and the tile art is meticulously well put-together. You may think 16-bit “retro style” graphics are old hat for indie titles, but Moonlighter manages a fresh, lively presentation. The music is great, too, with rich layers of instrumentation on top of pretty compositions. We can hear the shop melody in our head right now, and we're transported back to our humble shop and the quiet task of arranging them on display for a noble purpose. The tracks are slightly contextual, as they may shift for certain rooms. Otherwise, they complement themes. The Forest Dungeon is reminiscent of the feel of the Forest Maze from Super Mario RPG: Legend of the Seven Stars. Oh, right, the dungeons! Will wants to conquer them, and there are four to be tackled in a specific order, ascending in difficulty: Golem, Forest, Desert, Tech. Legend has it that deep within each lies a Guardian, a special boss-fight foe of a much larger size than the rest. Upon defeating each, a Key is given. Once all four Keys are obtained, the mysterious Fifth Gate can be opened. Once you unlock a new dungeon, you can immediately try it or you can always go back to a previous one for easier pickings. Each dungeon has three levels, which are incrementally harder in their enemy varieties and room patterns. Early in the game, Will gains the ability to place a teleportation gate in a dungeon, which lets him return to the same place after he’s come back to town, perhaps to heal or upgrade his gear. The formula soon feels straightforward: go as deep into the dungeon as you can, use the Pendant to get back before you die so that you can sell loot in order to get better gear so you can advance deeper. If you are familiar with Rogue Legacy, you can expect a very similar pace and feel to how things unfold. Ultimately, the storyline is a bit thin. Even in the town, the NPCs are perfectly extemporaneous. Although their dialogue will change as Will unlocks more dungeons and gains renown, the available scripts are less than the available NPCs; in other words, you can talk to three or four people and they’ll all say the same thing in a row. Even certain named NPCs, who open a larger dialogue box and portrait, don’t end up serving any special purpose. While Will’s hometown of Rynoka is lovely, it doesn’t try too hard to disguise the fact that it just serves as a frictionless pathway between the dungeons and the shop. There are other factors for the player to bear in mind, too. There are shop upgrades to purchase, in order to sell more items in a cycle or entice customers to leave tips. There are unique items that reveal some worldbuilding lore but can be sold at a high price, too. You can help other businesses move into town and aid your efforts in their own ways. We could write an entire separate, full-length article on the various nuances of running the shop, which proves more complex than the combat, although both will demand the patient discipline of a gentle learning curve. And it all adds up really well, overall. This is a well-made game, a Kickstarter success. However, we encountered enough bugs in our playthrough to merit mentioning: we had to be careful fighting around edges of rooms, because firing an arrow nudges Will backwards and sometimes this was enough to clip into the level geometry, even to a softlock. Occasionally, a sudden drop of frames would result in us taking damage. Using the mirror too quickly will get an item “stuck” which means you lose it without gaining any gold. Once, we were stuck in our own shop at night, unable to exit or sleep in the bed. We're still not sure how the “percent exploited” stat on the map screen really works, nor why it wouldn’t have been more useful instead to tell us which of the three levels of the dungeon we're currently on. It’s our understanding that Moonlighter has been patched on other systems to fix many of the bugs and add other functionality; while the developer does intend to patch the initial Switch release as well, at press time they were not able to confirm how soon such an update would be available.
  9. Let me tell you a short tale that has absolutely nothing and somehow everything to do with Kingdom Under Fire II. This is a tale about my history with MMO's, the ups and downs and the in-betweens. It's also why this review of Kingdom Under Fire II is going to seem split because this is a game that manages to encapsulate the highs and lows, with an extra high on top of that. I began my life in MMO's watching The Legend of Mir on the UK TV channel Game Network. That was also, as you may guess, my very first MMO. From stopping playing that around 2002, I've played a good 5000+ hours in World of Warcraft from around 2004 to late 2009. During that time I was also a fan of Guild Wars, which I bought at launch, as well as all of its expansions and also the second game. Other smaller highs came through reviewing an updated and improved Black Desert Online, loving a post-Tamriel Unlimited Elder Scrolls Online as well as a post-A Realm Reborn Final Fantasy XIV, the latter are both titles I purchased upon launch. On the other hand, I've also played some average or at least decent MMO's, as well as some downright bad ones. Updates to Elder Scrolls Online, such as Morrowind fall into the former category, as does Secret World Legends, Star Trek Online and Defiance (I loved the show though). On the lower end of the scale, you have titles like Blade & Soul and Devilian, the less said about titles like Tabula Rasa, Firefall, Darkfall and Matrix Online, the better. These are just the ones I remember. So anyway, what does all this have to do with Kingdom Under Fire II? Let's have a look. Part of it is that I'm completely worn out when it comes to traditional (dated) quest mechanics. These being the constant backtracking and other downright pointless quests that are designed to waste time. I mean this literally. Some here must have been designed with time-wasting in mind, dragging out what's happening. I had a quest chain which had me running between four or five people, repeatedly talking to them, picking up items that were quite literally sat next to them. To say I got angry at this point is an understatement, I was swearing at the game for being so blatant at its lack of consideration for my time. What is even more infuriating is that the game never actually grows out of this, nor does it seem to have anything that offers variety or flavour quests to simply offer mindless entertainment. Yes, even the side quests are designed in the same way. The problem then is that you have to do them since it would take an insane amount of time to level up through the killing of enemies. I made a note of looking a few times at different levels and it always seemed that with scaling experience gains and requirements, you'd always be looking at between 700 to 1000 kills going that route. I suppose that wouldn't be such a bad thing if it wasn't for the time it'd take. Actually, thinking about it, if they would double the experience gained I'd barely ever touch any quests due to how fun and engaging the RPG combat mechanics are. It genuinely feels something like a Dynasty Warriors game, letting you hack and slash your way through hordes of enemies in action-oriented combo-based combat, with traditional MMO elements like button-pressed skills added in. Fortunately, you'll find yourself actually progressing through the levels pretty quickly, if only because of the sheer abundance of quests that are so close to each other. They never actually require a massive time investment, despite the sense that it's taking a long time due to the boredom. At least it lets you get to the part of the game that is genuinely excellent. This would be the strategy element of Kingdom Under Fire II. So yes, this is a hybrid of an MMORPG and MMORTT. They say RTS (real-time strategy), but I'm precise (read: pedantic) and it's actually an RTT (real-time tactics) game when it comes to the strategy side of the game. The best way to look at it is that the dungeons, raids and whatever else you'd find in a regular MMO have been replaced by a sort of Real-Time Tactics game mode. In these, you control your hero and a number of squads. How many you control naturally depends on your level and the level of the area you are fighting in. At any time you can only actually control a maximum of three units plus yourself. You are able, however, to select up to eight units to compose your army. This is because larger battles have a resource that allows you to rotate as you may need to or, should a unit die you can call in reserves. With the huge variety of units available, it offers a great sense of tactical flexibility and really helps to make these battles even more engaging than they originally feel like they would be. What is really impressive about this mixture of RPG and RTT hybrid is that, with very few exceptions, seamlessly move from the overhead strategy view where you're controlling your character as well as your other units. There are very few games that manage such a seamless move between two different styles, particularly where you move from overseeing a huge battle to actually being in the thick of it, swinging your sword at the hardened ankles of a giant scorpion or getting tossed through the air by an ogre. It's the variety of units and the flexibility they offer, particularly surprising as I've played many full strategy games that don't have this level of variety. Here you've got infantry from spearmen to crusaders or your very own ogres, a selection of ranged units from wizards to archers, riflemen or mortarmen and even your very own creatures of war, such as a giant scorpion, ogres, armoured beetles or more. You can even get tanks or bombers. All in all, there are said to be over eighty different units within the game. Your personal barracks can only contain a limited number of units, all of which can be levelled and ranked up as well as 'dedicated', which is essentially trading them in for resources. With so many units, you've got the opportunity to mix and match, work out which you prefer, but you will be sticking to the same core team of eight towards the end, if only due to the fact that it would require too many resources and time to level and rank up an even bigger roster. I mentioned that you have a cap in your barracks, this can be expanded. In fact, your barracks and personal bag space can both be expanded using Cubics. Cubics can also be used to purchase items in the in-game store, such as booster packs, Region and Troop Visionstones (used to rank units up, potions, repair tokens, skill books for units, cosmetic items and even more. For that matter, you even have to use five Cubics to talk in world chat. "What are Cubics? Are they a premium currency?" I hear you ask. Well, magical talking bottle of beer, they are but they aren't. Kingdom Under Fire II, as I covered earlier, has been in development for ten years and has gone through multiple variations over that time. It also has regional variations. The version in the east is a traditional Korean MMO, where it's free to play and a huge amount can be purchased by through a premium currency. That would be Cubics. Here, they are given to you as a reward in a number of quests, for the usual attendance rewards, etc. I imagine it would have been too much of an overhaul to actually remove the system completely, so they went for what seems to be the next-best option. There is still a premium currency within the western version of the game, this being diamonds, which for the moment can only be used to purchase cosmetic items. While I was at an event for the game earlier this month I was told that the aim is for diamonds to only be used for cosmetic items or potentially something to speed up advancement, nothing pay to win. I can't actually attest to this because while the cosmetic items are there to be purchased, the diamond store for non-cosmetics has not yet been po[CENSORED]ted at the time of this review going live. Knowing the fact that you can move from a strategic view right to third-person where you can start personally hacking away on the battlefield, you would expect the game to have some issues or at least have to compensate for this with inferior visuals. Particularly as these are battlefields where you quite literally have hundreds of units fighting each other while fireballs rain down, giant scorpions launching rocks into the fray as well as other massive creatures that tower over, sending smaller units flying to their death. This isn't the case, a fact that still surprises me. Particularly when playing online with or against other people in some pretty huge battles. Kingdom Under Fire II isn't the best looking game in the world, not in any sense of the word, but by no means is it unattractive. Character models are well detailed and the use of colour, lighting and the general flashy nature of combat keeps the game looking good. Now, there are aspects that show the aged nature of development. Particularly, this is the UI, clunky, looks dated and does not scale at all to more modern (read: ultrawide) resolutions. At least the game works with them, not leaving it stretched or with vertical black bars. I do have an issue with the fact that you can't actually move the UI or rearrange it to you you'd prefer. At least no obvious way anyway, which leaves me with a bar showing my built-up combat runes in the middle of the screen. Another issue I have with the game is that the localisation is poor. Some text just smacks of google-translate, such as "Cannot learn the skill at once" in place of "Cannot learn this skill when you have learned". I can appreciate a few slight mistakes in the tens-of-thousands of words within the game but in core mechanics? Not really. Also, I'm still seeing Korean when comparing equipment. I was also seeing it when I was trying to level up my soldiers and it wouldn't let me, I believe because they would have been a higher level than me. I don't actually know if I'm right, but I was level 22 and trying to level up my Crusader unit which was also 22. All I saw was some Korean text pop up. I've seen some Korean popping at least a few times per hour throughout my 50+ hours with the game, so it's hardly something that should have been missed during QA. So, what do I think about Kingdom Under Fire II? Well, I honestly would have absolutely loved a single-player or simple co-op story-oriented game with this combat system. One where the MMO questing was just thrown right out of the door. To be fair to Kingdom Under Fire II, it can be played as a single-player game with very few exceptions (larger battles, etc). Most battles can simply be completed solo, something I very much appreciate. Surprisingly, I've enjoyed playing with other random people here. Likely due to the immense fun I've had by wading in personally while others do the same. Blueside and Gameforge have made a massive gamble on Kingdom Under Fire II, $80 million+ spent over the ten years of development, the age does show in parts but so does the care and time spent in others. I can't, in good conscience, recommend anybody purchase the larger packages right away - there are three, costing £24.99/$29.99, £44.99/$49.99 and £89.99/$99.99 respectively - because you can always upgrade for the bonus content if you're enjoying yourself. Kingdom Under Fire II is genuinely one of the hardest games I've ever had to judge and I've yet to answer the question that started this section. Yes, I suppose I do actually like the game. There are some interminably frustrating aspects but these are well countered by one of the best combat systems I've ever encountered in an MMO, one that combines surprisingly well with a very engaging and fun strategy system. Sure, it's clunky and even boring during parts but I'm more than inclined to say that the good outweighs the bad. I know that I'll be playing more of it and if somebody had told me that at the start, I would have had them sectioned.
  10. hurry up Devils,the journalists giweaway 3rd edition will end tonight.

    try ur luck.

  11. Nickname: Bandolero Tag Your Friends: @Freeman. Xbox or PlayStation, anyone is your best!: PS4
  12. gujooooooooooooooo



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