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kermit

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Odpowiedzi opublikowane przez kermit

  1. gra skończona, dzieki @hav7n

     

    tak jak asax pisal pod koniec w koncu włócznie mają swoją duża role

     

    brakowało mi ciekawego lootu, tak naprawde zaden item nie jest mocny i nawet podstawowego cepa da sie ulepszyc zeby przejsc nim gre

     

    najlepsza byla ta minimalistyczna muzyka ktora idealnie wpasowala sie w mroczne lokacje z przepięknym art stajlem

  2. co tam samotnie, my nawet we 3 jak poplynelismy na te wulkaniczne wyspy to na outposcie dostalismy juz taki wpyerdol ze szybko nam wybili z glowy przygody

     

    ciekawe czy rare troche to zbalansuje czy zostawi grę samym asaxom a nowi gracze czy casuale nie beda mieli tam czego szukac

  3. no po hejtach jak dziala coop przed patchem bylem sceptycznie nastawiony czy to zadziala jak porpawili jeden bug zwiazany z friend codem

     

    ale okazalo sie ze po ustawieniu kodu, wylaczeniu kompanow AI - praktycznie 4h gralismy razem, zero bugow, zero glitchy - sam miód. tylko po wejsciu do miasteczka przestajemy sie widzec jednak juz po jego opuszczeniu elegancko nas laczy i mozna dalej eksplorowac (jedynie wykonalismy zalecenia deva by byc mniej wiecej w tym samym momencie fabuly - niby duzo zachodu ale warto ;3)

     

    sama gra ma wspanialy art design, system walki czyste solsy ale przystepne przez mapy, coop, znaczniki i kamienie - tytul bardzo wciaga i nie chce sie przestawac cisnąć

  4. nie no chłopaki przesadzili

     

    1 misja, pol dnia jade po drewno, ładuje, pol dnia wracam, tankuję, dalej wracam, auto się zakopuje, prędkość 2km/h...

     

    rozladunek i dopiero 1/4 celu misji... serio to ma byc tak kure.wsko dlugie czy sa jakies tipy? wyzwania juz sa ok - krotsze, wymagające z zaliczeniem na gwiazdki..

     

    niby wkurzaja te dluzyzny, trudnosci, powolnosc ale przy tym tytule dziwne az jak bardzo się relaksuje pokonujac kolejne bezdroża

  5. PC Gamer 85/100

     

    Cytat

    Ashen's slant on the Soulslike subgenre isn't revolutionary, but is a wonderful example of the familiar formula executed well. It's thoughtful, gorgeous, challenging and a dream to explore.

     

  6. Cytat

    Gameplay

    • Many simple consumables can now be used while in a vehicle. 
      • This includes bandages, painkillers, and other consumables that don’t involve throwing, placing, or playing a complex animation.
      • Consumables that cannot be used within a vehicle are now shown as unavailable in the HUD while you’re inside a vehicle.
    • Allied enclaves now offer a greater variety of more powerful enclave benefits, to make the time spent befriending and supporting them more worthwhile.
    • Late in the game, zombie hordes can now be up to three times as large as before. (You asked for it …) 
    • When summoning a trader over the radio, you will sometimes have the option to dismiss an existing trader to make room for them, if that’s what it takes to get them into the map. 
    • Ranged weapons no longer jitter in your hands as you aim left and right.
    • A new option in the Gameplay section of the Settings menu allows you to ensure that no weird zombies (such as clowns, coneheads, and war reenactors) appear in your game.
    • We fixed a bug related to rapidly placing explosives that could result in premature detonation and character death. Sounds painful.
    • We increased the size of safe zones created by clearing large sites to more accurately encompass their area.
    • Survivor traits that reduce the number of required beds should be accurately counted by morale system.
    • We fixed an exploit that prevented hostile enclaves from defending their base when mines were planted in the area.
    • We solved a rare crash that could result when destroying a plague heart with ignited bloater gas.
    • Zombies should show up more often inside buildings while you are exploring.
    • On the other hand, random zombies should now NOT show up inside an infestation that you’ve just cleared.
    • Any attempt to pick up stackable items from the ground now tries to pick up all items in the stack.

    Facilities

    • You can now produce Ammo, Meds, and Food at your base with the right facility and ingredients. 
      • Meds are produced in any Infirmary from parts, chemicals, and ethanol.
      • Ammo is produced in any Workshop or Armory out of parts and chemicals.
      • Food is produced in any Kitchen by spending seeds and ethanol (yum).
    • You can now use your Parking facilities to move gas cans and toolkits directly from your community’s inventory into parked vehicles. 
    • The Infirmary now uses characters’ nicknames, instead of their full names, making it consistent with the rest of the game.

    Missions

    • Missions that involve searching dead bodies or killing zombified humans now pinpoint the corpses with icons on the minimap, rather than requiring you to hunt for them near a marked location.
    • We resolved an exploit that let players cancel Threatening to Leave missions by quitting and restarting the game.
    • We fixed a potential case where some NPCs in an enclave would not be visible during an objective to kill them all.

    Graphics

    • We “tightened up the graphics” to achieve higher and more consistent resolution and frame rate on the Xbox One. 
    • We improved the camera transition when moving into or out of a crouch while zoomed in.
    • We reworked our anti-aliasing system to reduce ghost outlines and blur artifacts when rotating the camera. 
    • Lens flare effects are now smoother and crisper.

    Multiplayer

    • The Multiplayer section of the Settings Menu now has options for voice chat, and is generally awesomer. 
    • Most notably, we’ve added a push-to-talk option, and left it unbound for players to assign as they wish.
      • On a controller, we recommend D-Left (Emotes) if you want to swap out something that doesn’t directly impact gameplay.
    • When a player speaks over in-game chat, their player indicator pulses to indicate which character is talking.
    • When a client is tethered to a host who is driving a vehicle, they now land in a passenger seat in that vehicle, rather than being dumped by the side of the road like garbage.
    • We fixed a rare case where the host would think a client’s character died if they sustained many injuries, healed, and then sustained more injuries
    • We fixed a rare crash bug that could occur when an Xbox client joined a UWP host just as the host is completing the search of a building.
    • You can no longer make progress toward the Citizen Z achievement by using the “Stuck” radio command, or by choosing and then cancelling the “Volunteer” or “Call for Help” commands.

    Interface

    • We reworked the use of icons in the HUD and the Character Panel, so that the icons that pop up next to the Health, Stamina, and Infection meters can be followed all the way into the deepest menu to find out what they mean.
    • The “Show HUD” and “Show Notifications” options in the Settings Menu now consistently turn on and off their respective UI elements.
    • We clarified the visual language of the infection meter, to make it clear that you are progressing from a minor infection towards full-blown blood plague.
    • On PC, the game will now recognize any plugged-in controller as belonging to the player, rather than specifically requiring the designated “Player 1” controller.

     

     

    :obama:

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