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  1. Some RPGs make you feel godly by battling big bosses or making heady choices. In Divinity: Original Sin, it's about discovering how you affect the world. I realized the power at my disposal when I used my mage's rain spell to douse the flames afflicting a boat in the starting town of Cyseal. Piff, down went the flames and up went the cheering arms of the rescued sailors. No yellow question marks or blathering NPCs bid me do it; it simply seemed like a good idea at the time. And praise the sun, it was. That's the kind of rewarding experimentation that lies at the heart of Divinity: Original Sin. Discovering how its many complex pieces interact with each other and how its complex and amazing spell system can be used to your advantage is what keeps it going for the majority of its outstanding 60-ish hours of questing. Despite the name, originality in the fundamental style of roleplaying gameplay doesn’t appear to have been a priority here; developer Larian Studios seems to have concerned itself more with skillfully stoking the flames of nostalgia. Divinity: Original Sin is the kind of game I briefly expected to play when I heard Overhaul Games was making an enhanced version of Baldur's Gate a couple of years back, as it coats the same type of experience that got me hooked on the digital incarnations of Gary Gygax's Dungeons & Dragons legacy with rich, modern graphics and contemporary relevance. It's all here, from the top-down perspective as you follow four adventurers from above like Warhammer pieces on a tabletop, to turn-based combat and the clunky menus that seemingly require more skill that it takes to wield a sword. As someone with fond memories of those RPGs, that alone would make Original Sin an eyecatching game. Fortunately, it's more than that. Take the overarching story of two "Source hunters" tracking down the dastardly fiends who dabble in "Sourcery." (I know Terry Pratchett was using the term way back during the heydey of Super Mario Bros. 3, but it still sounds like one of the more forced attempts to wring some freshness of out the terminology of conventional high fantasy.) Much as in big-budget roleplaying peers such as Skyrim or Mass Effect, the overarching plot revolving around (of course) saving the world never entirely smothers the experience of side activities, and you'll even find the occasional joke worming its way into the heady stuff. It's a safe route that perhaps escapes the demands of living up to the storytelling quality of a game like Planescape: Torment, but Original Sin's writers are competent enough to make the direction work well. Much of the appeal of Original Sin's scattered quests stems from the way Larian peppers them with humor and subtle pop-culture references, along with little tidbits of conflict with NPCs sprinkled into the responses for the text-based pop-up responses to quests. These conflicts are almost always resolved with a virtual game of Rock, Paper, Scissors, and they provide a welcome diversion when the two main characters are allowed to bicker over the merits of their actions in a key quest (particularly when you're in charge of controlling both of them). Sometimes these little spats give stat boosts or disposition gains, but they're most effective in the online cooperative mode as a means of injecting some roleplay into the experience aside from the combat and swapping items between the two heroes. Quests themselves are well-written adventures dealing with conflicts like ancient blood feuds and racial tensions. Do you, for example, help an elf whose family was murdered by orcs kill an innocent descendent of the vicious orc tribe, try to talk him out of it, or fool him into leaving by either faking the orc’s death or stealing an amulet as proof you killed her? Divinity: Original Sin’s quests are full of these kinds of great moral choices, and most of them have two or more possible outcomes that really made me feel like I had control over the fate of the characters. Combat is where Divinity: Original Sin shakes off its mantle of tradition and comes into its own. There's a faint echo of Magicka in its heavily use of various spell and elemental combinations for devastating effects, but Larian distinguishes itself by working that system into almost every moment of combat to create opportunities for crowd control and environmental advantages that demand some brainwork even on the easiest of the three difficulty modes. My trick with the rain merely showed that system at its simplest; future encounters rarely let you get off so easily. You might have to dispel a poison cloud with a flame spell, then drench the flames with another blast of the rain spell to clear the way. Sometimes plans can backfire, such as when I discovered that I'd accidentally thrown a shock spell at an enemy who was standing in a puddle that extended under my own feet. Oops. And get this: all the enemies can use these same spell combinations against you. It's a clever tactical dynamic that manages to keep every encounter fresh and memorable, even after many hours. I did have a rough time figuring the combat system out over the first 10 hours of play, to say nothing of other unexpected tricks such as using a spell to burn down locked doors instead of wearing down a weapon's durability by hacking at them. There’s a tutorial covering the basics, but the rest of Divinity: Original Sin is characterized by some of the most brazen lack of hand-holding this side of Dark Souls. That creates some annoying questing issues that, while they certainly didn’t ruin my enjoyment, do need to be mentioned. Sometimes the key to one quest lies in another, and the scant quest journal rarely alludes to such overlaps. At times the awkward inventory, which demands constant juggling of items between four team members, adds to the confoundment. At least twice I didn't realize I already had the proper quest object because it was in the inventory of character who wasn't currently in conversation. When your party's carrying an object that's akin to the Holy Grail, you'd think the bearer would at least have the gumption to announce it. I spent embarrassing swaths of time in Original Sin just trying to figure out what to do next. At the same time, I liked how not everything was spelled out for me. [Minor mechanical spoiler] When I discovered that you can pilfer a house of its valuables by using one of your party members to distract the owner in conversation while another steals, it was fantastic. [End minor spoiler.] In fact, setting aside the issues with the inventory and the occasional vague quest objective, the challenge of learning Original Sin's systems was a big part of why I enjoyed it. It compelled me to think about my actions and choices, which is more than I usually get to say about contemporary RPGs. Since the option for a skill reset doesn't appear until late in the campaign, I had to stop and start several times before I settled on two Source hunters that were well suited for confronting the occasional extreme challenges I’d run into on the previous attempt. It was all grueling work that set me days behind schedule, but it was deliciously satisfying when the pieces finally started falling into place. Though Original Sin’s now out of its extended Early Access beta, there are a few holes that Larian is still working to fill, such as the absence of named and voiced followers besides the warrior and mage you pick up in the first town. But this is one of those games that'll probably gain a degree of immortality itself from the community itself, as it comes equipped with extensive modding capabilities that will allow players to craft their own adventures for the Source hunters. But it's a credit to what Larian has accomplished here that those tools don't feel as essential for Original Sin's longevity as they do for some lesser RPGs.
  2. BoGdaN.

    [Review] Driveclub

    Beneath Driveclub’s bleeding-edge visuals and omnipresent social features lies a racer rooted in traditional, arcade racing tropes. The handling is easy to grasp, and the focus on fictional, predefined circuits and point-to-point courses in various locations across the world places it in a category separate from super-serious circuit-lappers like Gran Turismo 6 or any of today’s plentiful open-world racers. The result is a fast, fun, beautiful, and accessible racer, although its one that’s a little narrower than most of its modern peers. Handling trends towards the arcade side of the spectrum, yet it’s considerably less superficial than something like Burnout. The 50 cars in Driveclub brake hard and grip like glue, but the driving model is still nuanced enough to let you feel the difference between a bulky Bentley Continental GT and an eager John Cooper Works-tuned Mini. It’s one-size-fits-all handling, though. In keeping with the overall arcade sensibilities, even with a bootful of throttle Driveclub’s high-horsepower hypercars spring from the line with only moderate wheelspin, and they seem mostly reluctant to about-face mid-corner in an orgy of oversteer. Even if the back end does step out it generally only takes a smidge of countersteering to correct it. I found it satisfying and entirely in line with Driveclub’s direction, even if it’s a fraction simplistic. The biggest problem I had with it is that the handling’s too sticky to make the drift events much fun; I generally found myself getting bogged down mid-corner because it’s surprisingly difficult to maintain momentum. Driveclub’s car selection is nicely curated to represent some of Europe’s most desirable sports cars, grand tourers, supercars and hypercars, plus a smattering of hot hatches as an entry point. They look absolutely remarkable. They’re best enjoyed from inside the cabins, where the attention to detail is so extreme that even the windscreens show those subtle semi-circle scuffs on the glass you get from the wipers when the glare of the sun catches them. Supercars like the Marussia B2 have fully functioning screens for their rear-facing cameras mounted in the centre console in lieu of a rear-view mirror, too, which developer Evolution captured exquisitely. Even little touches like the custom door-opening sequences, tailored to the configuration of the exterior and interior door handles, go a long way in making these rides feel real in a way racing games rarely manage. They sound exceptional too; Gran Turismo could learn a lot from this example. It’s strange that the car list is so heavily biased towards European models, though; almost exclusively so, in fact. There’s actually only a single American car – the Hennessey Venom GT – and even that’s really just a Texas-built powerplant shipped over to the UK and manhandled into a modified Lotus Exige. More bafflingly, there are no Japanese cars at all. No doubt there’s some great stuff in Driveclub, including some properly amazing, lesser-known models that even the completely stacked Gran Turismo series is still omitting. But car lovers are nothing if not tribal, and this surprisingly insular day-one vehicle roster is going to rustle some jimmies. Performance upgrades and tuning aren’t featured, although visual customisation is. It’s not a completely freeform livery editor like the one found in the Forza series, however; it’s more like Grid Autosport, where you choose from a bunch of pre-set patterns, icons and numbers. I find all three distracting and garish; flaming eight-balls look pretty daft on the side of anything. You can turn all these elements off if you want, or just race in a factory colour, but even in single-player races you’re still going to find yourself pitted against a bunch of dorky-looking lime-green AI Ferraris covered in more stickers than a child’s bicycle. Aside from our cars, we’re afforded some basic driver avatar customisation, too. There’s not a great deal more to it than there is in the likes of, say, PGR4 – choose a gender and select from a bunch of preset heads and shirts – but it feels like a sensible touch giving us some elementary control over what we look like behind the wheel, whether we stand up to pee or not. At any rate, while the garage is almost entirely Euro-centric for now, its racing locations are much less so. Tracks in Scotland and Norway are joined by routes across Canada, India, and Chile. As immaculately detailed as the cars are, I think Driveclub’s tracks are doubly breathtaking. Postcard-perfect trackside vistas stretch for miles, but they’re just as capable of standing up to close scrutiny, from the individual stones in the road surface to the barely perceptible wiggle of a tautly stretched corner flag. The attention to detail is truly admirable; check out the plastic bags and Driveclub pamphlets wafting across the roads, and the multi-coloured butterflies doing the same thing. The arcade nature has brought with it a forcefield of sorts that will ricochet you away from rocky verges, clumped snow, and protruding guard rails and prevents us from interacting much with anything beyond the asphalt. But stuff like this, combined with the incredibly realistic lighting, really helps make the tracks feel alive. Most of the routes are quite skinny too, which makes passing without contact a bit tricky but contributes to an excellent sense of speed. Driveclub features a few dedicated, fictional race circuits, though next to scenic blasts through sun-baked Indian scrubland and icy, Scandinavian tunnels, they feel quite boring. Perhaps as a side-effect of the narrow roads, the racing can tend to be quite aggressive; AI cars have a habit of blitzing past you suddenly and at great speed, and more than once I was poleaxed out of contention with just a corner or two to go. There’s no mechanical damage, but there is a speed-retarding penalty system for harsh collisions. It doesn’t seem to apply to the AI, only to us, and it’s annoyingly inconsistent. Sometimes a slight tap when going two wide on a corner will trigger it, yet a massive shunt will go unnoticed. It’s irritating and caused me a few restarts, but thankfully wasn’t too common. A single-player progression system breaks up the racing with time trials and drift events. I quite enjoy the former; hotlapping against ghosts can become pretty compulsive. Of course, as with many of 2014’s big-ticket racers, connectivity is part of Driveclub’s key shtick – and it works well. Every track is po[CENSORED]ted with face-off challenges for us to try and beat in the process of racing or hotlapping: smash a friend’s (or stranger’s) average speed, drift score, or the like on a marked segment of track, and you’ll be rewarded with XP. Participate in (or create and share) custom challenge events, and you’ll be rewarded with XP based on your spot on the ladder when the challenge expires. I had a bunch of these challenges on the boil at a time, and by ranking decently I had a steady stream of XP accumulating even when I wasn’t playing. I really like this kind of asynchronous multiplayer; it’s much like the Forza series’ Rivals mode. It’s a good thing these social challenges exist alongside the straightforward multiplayer racing, because it only takes a few days to mostly exhaust Driveclub’s single-player event slate, and that’ll leave you far short of unlocking all 50 cars. A clean and simple interface makes navigating to events and quickly jumping into challenges and pre-packaged multiplayer races extremely uncomplicated. Joining or creating an online race team of likeminded friends – your “club” – of between two and six players is important too. As rewards are shared among members, and also because five of Driveclub’s cars (including the mental BAC Mono) can only be unlocked by levelling up your club, being part of an active club is beneficial. You won’t be privy to all Driveclub offers playing as a so-called “Free Agent”. (You can’t have the name Pickleweasel, though, because I already took it.) Your individual achievements contribute to your club XP too, although as a part of a club you can also tackle the club-only challenges. They’re much like the individual challenges, and equally fun; each member can attempt the challenge, and the best club effort wins. However, Driveclub is overzealously protective of these precious cars: if you leave the club (or, as I discovered, play when the PSN is down), the cars are locked again.
  3. Propunerea mea este simpla, adauga un sistem de rang / nivel in ts3, aceasta este in multe alte servere ts3 si aduce o multime de noi membri, voi explica exact ceea ce este, daca ai (sa zici doar) 18 ore de activitate in ts3 (nu inseamna activitate non stop, vreau sa spun tot timpul activitate), un bot va da un grup de server numit "Level 18" sau 15 .. depinde de modul în care acesta este setat pe setările sale. Dacă propunerea mea este acceptată și va fi adăugată, trebuie să se facă noi grupuri de servere.
  4. BoGdaN.

    Pachetul CS:GO Map

    Pachetul CS:GO Map View File Bucurați-vă și distrează-te Submitter BoGdaN. Submitted 05/28/2019 Category Maps  
  5. Vitezele finale ale ceasurilor pentru APU-urile AMD Ryzen 5 3400G și Ryzen 3 3200G au fost prezentate de TUM_APISAK. Procesoarele care fac parte din familia AMD Ryzen 3000 "Picasso" vor fi în curând pe rafturile de pe piață și vor fi compatibile cu toate placile de bază AM2 sockette. AMD Ryzen 5 3400G și Ryzen 3 3200G Ceasuri finale dezvăluite - până la 4,2 GHz Boost pentru Zen + APU-uri APU-urile din seria AMD Ryzen 3000 se bazează pe procesul FinFET de 12nm și oferă arhitectura principală Zen +. În timp ce miezurile Zen + au fost disponibile pe procesoarele de serie Ryzen 2000, gama APU anterioară sa bazat pe 14nm miezuri Zen. Cu Picasso, AMD aduce acum nucleele Zen + actualizate la APU pe platforma desktop. Există două procesoare care vor face parte din familia Picasso, Ryzen 5 3400G & Ryzen 3 3200G. Ryzen 5 3400G este o parte cu patru fire și opt file cu 4 MB de cache L3, GPU Vega 11 cu procesoare de flux 704 și un TDP de 65W. Procesorul ar avea viteze de ceas de 3,70 GHz și 4,20 GHz, ceea ce reprezintă o bună creștere față de APU-urile din seria Ryzen 2000. În ceea ce privește stabilirea prețurilor, ne putem aștepta ca cipul să scadă în jurul valorii de 150 USD sau mai mic. cel de-al doilea cip, Ryzen 3200200G, este o piesa cu patru fire si patru file, ceea ce inseamna ca multi-threading nu este prezent, dar ar trebui sa ne asteptam la un cost mai mic pentru aceasta parte in gama de 100 $ SUA, facandu-l o optiune foarte buna pentru bugete bugete. Procesorul va dispune de Vega 8 GPU cu 512 SP, un TDP de 65W și o memorie cache L3 de 4 MB. Ceasurile pentru modelul Ryzen 3 3200G au o frecvență de bază de 3,60 GHz și o creștere de 4,00 GHz. Seria APU pentru servere AMD Ryzen 3000 Series Am văzut deja câteva scurgeri de timp în ceea ce privește APU-urile Ryzen 3000, cu un singur utilizator care chiar și nu a reușit să încerce să descifreze o probă Ryzen 3 3200G. Procesul de delidding a dezvăluit o soluție de lipire placat cu aur sub IHS, care ar trebui să obțină rezultate mai bune la temperaturi și overclocking comparativ cu cele mai vechi modele Genen Zen bazate pe Ryzen APU. Deși specificațiile nu ar părea o schimbare, ar trebui să știm că generația de APU-uri AMD Picasso a fost întotdeauna menită să prezinte designul Raven Ridge în timp ce a adoptat miezurile Zen + pentru creșterea puterii / performanței. APU-urile Ryzen 3000 au fost deja anunțate pentru platformele de notebook-uri și acum le vom vedea și în acțiune pe platforma desktop AM4.
  6. Nume: morad Nick: BoGdaN. Profil steam:nu am Vârsta: 16 Locație: Morocco Agadir Hobbyuri: Fotbal De unde ai auzit de noi?:stiu forum Completări:
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