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MaZZeo

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Treść opublikowana przez MaZZeo

  1. Nic a nic nie rozumiem z tej gry a już kompletnie nie rozumiem tego całego Dark Zone, ludzie biegają w kółko i nie spotyka się żadnej strzelaniny, czasem pojawiają się jakieś dresy z fielotowym paskiem których się ubija w 3 sekundy i nic z tego nie wynika, żadnych dropów, żadnych ukrytych skrzyń, żadnych randomowych encounterów, puste ulice i straszna nuda. Ja jestem cierpliwy, ale po godzinie biegania darowałem sobie tą betę.
  2. MaZZeo

    Killer Instinct

    łoo chyba wróce do tej gry
  3. MaZZeo

    Destiny

    yap dawaj znać na xbl to coś razem pociśniemy
  4. moze dlatego ze to mapa do warzone assault
  5. małe floody ciśnij z ARki, te duże baloniaste stwory ciśnij z pistola z daleka, duże floody rozwalaj z shotguna
  6. MaZZeo

    własnie ukonczyłem...

    pewno w uncharted feeling lepszy xd
  7. MaZZeo

    SLIPKNOT

    zayebiście było usłyszeć tyle kawałków z IOWA, których randomy nie znały bo woleli po raz milionowy before i forget. Metabolic i Everything Ends \m/ a początek znowu doyebany z Disasterpiece i Eyeless w ogole corey miał pomalowaną maskę na styl iowy
  8. MaZZeo

    Rainbow Six: Siege

    zielone nadczłowieki grajo http://www.twitch.tv/zeratulpl
  9. Mnie też się mocno nie podoba to pakowanie ołowiu do zwykłych bandytów czy dresiarzy. Tak jak bluber mówi, w Destiny czy Borderlands to pasuje, tutaj wygląda to komiczne. Głównie przez to mam obawy co do tego tytułu.
  10. Wręczprzeciwnie większość graczy woli nowe podejście do rozgrywki w Halo... w Reach oraz w Halo 4 żadna klasyczna playlista nie była popularna. A w Master Chief Collection najpopularniejsza odsłoną było Halo 4.
  11. czemu? Imo dobrze supportuja gre.
  12. MaZZeo

    Pieprzenie

    chyba leonardo doczeka się w końcu.
  13. balon jak bedziesz mial problem to zawołaj mnie do co-opa to pomoge.
  14. MaZZeo

    SLIPKNOT

    oż w kurwę pierwszy raz I Am Hated do tego Distasterpiece, Everything Ends, Metabolic i Left Behind, dorzuciliby People=shit i byłby mokry sen fana IOWA. już się nie mogę doczekać tego rozpjerdolu https://www.youtube.com/watch?v=wYYQiuoFoo0
  15. MaZZeo

    The Witness

    proszę przenieść do multiplatform
  16. WSZYSTKO PRZES PIS ;/////
  17. dobra a teraz poważnie, gdzie CW?

    1. Figuś

      Figuś

      Pytałem na PM adminów, każdy w opowiedzi dał mi linka

  18. MaZZeo

    Konsolowa Tęcza

    GTA IV ma lepszą muzykę i fabułę niż GTA V to na pewno. Postacie poboczne również o wiele ciekawsze w tej części niż w piątce (ktoś tam był poza Lamarem i Lesterem? :F). Na dodatek rzeczywiście w momencie premiery po prostu rozpjerdalał next genowością, premiera tej gry to IMO krok milowy w grach w kwestii fizyki, przywiązania do detali i rozmachu. Dość powiedzieć że wiele sandboxów nawet z czasów obecnych jest w tyle za ośmioletnią (KURWA MAĆ ILE?) produkcją Rockstara. Niestety co do reszty to GTA V zmiata z podłogi czwórkę, wielkością, realizmem, zawartością, gameplayem, grafiką, konstrukcją misji, cut scenkami... można by wymieniać. Multiplayer, na który większość narzeka to dla mnie jedno z najbardziej unikalnych sieciowych doświadczeń. a najbardziej przereklamowany to był model jazdy w GTA IV, który bardziej przypominał symulację kutra rybackiego podczas sztormu. Idealna fizyka to byłoby coś pomiędzy GTA IV a GTA V.
  19. to zależy jak długo będziesz przechodził Library w Halo CE i Quarantine Zone w Halo 2 a tak serio to 8-9h
  20. MaZZeo

    Konsolowa Tęcza

    te przykłady odnośnie fizyki też mocno zmanipulowane.
  21. MaZZeo

    Konsolowa Tęcza

    a nie poważnie zmanipulowany?
  22. Infinity’s Armory The Infinity’s Armory update is receiving its final testing as well, and as mentioned above, remains on track for delivery this month. It brings with it new battlegrounds, new weapons (and skins), new armors (and skins), various game updates and tweaks, and more. We’ll reveal some of these now. As a note, if you’ve got a sharp eye and a thing for early morning esports, you may have caught a few of these weapon skins in today’s Halo World Championship London qualifiers. For the fiction background on these goodies, be sure to check out this week’s Canon Fodder. Riptide & Urban The January update brings with it two new maps to play on. Riptide is a brand new take on Fathom, and Urban is a Warzone Assault variation taking place on Noctus. As you’ll see below, art and design teams have been reviewing your feedback on remix maps, and there’s a strong focus on making these maps feel, look, and play like entirely new spaces. Today, we’ll get another look at Riptide, and then hear a bit about Urban. RiptideTo hold you over until next week's live stream, here's a brand new look at the upcoming Arena map. Urban Adrian Bedoya, MP Level DesignerI’m a big fan of Warzone Assault, and I loved getting to work on both Battle of Noctus and now Urban. For this map we really wanted to push the gameplay and visual changes between Noctus. The biggest change was done to the design of the central area of the map, making it much more terrain and vehicle focused than Noctus. The added lines of sight from different areas along the street and home base area also add a new and fresh element of finding new areas for players to fight around. Tim Diaz, Multiplayer Environment ArtistFor Urban, we had a tough time trying to figure out what we could do to make this area really feel like it was a connected part of Noctus as well as change it enough where it would feel like a different map. One of the things I talked over with our lighting artist, Kevin Daziel, was the intense lighting we had for Battle of Noctus. We decided we should go just as extreme, so we made this level a night level. It may not seem like much on paper but going with that decision has many perils. For darker maps, it’s easier for certain colors to blend into the darkness; and for multiplayer, that throws off balance and fairness which can lead to a not so fun experience. You have the ability to accidently shadow key points and paths as well as many other things. We went through many variations of night lighting and custom character lighting to get the right look and feel. Another issue we came to was trying to push the Noctus play space further. One of the main battle points of Noctus was the monument in the middle, which we ripped out to create more of an open urban terrain playground so we could still keep long rangebattles. And with the new pit in the center, it became a combat area to test how well you can handle your ground vehicles. While we lost some of the verticality, we gained more vehicle and cover combat all under the new monolithic building towering over the center base. Working with design, we came up with newer spots, jumps, and added more cover areas so players can have more ground fighting without the fear of falling over the edge. Be sure to tune into next week’s live stream (twitch.tv/Halo, 3PM PDT on Friday 1/22) to catch Riptide and Urban – and more from Infinity's Armory – in action. Collector’s Items As we mentioned above, the Warzone team is constantly looking at player data and feedback to determine how they can make Warzone even better. My dear friend David Ellis grabbed me this week with some news on a change they’ve been working on, and we agreed “hey, we should tell people about this.” Without delay, here he is now. David Ellis, DesignerSince releasing Halo 5 last year (seems crazy, right?) our studio has continued to support the game with a myriad of new content, tweaks and fixes, both great and small. I’ve been asked to talk about one of the “smaller” items and explain the how and why of the change. In pretty much all Halo titles there’s a feature called garbage collection. Basically, we have a list of objects we scan periodically to see if they’re not in use and delete them out of the player’s view. This is one method of ensuring we stay as close to 60fps at all times. If the system is working correctly, you should barely notice it’s even there. Though anyone who’s ever died in a match and trekked back to the location of their demise to discover their preferred instrument of destruction has disappeared will attest, sometimes you notice. With 24 players, dozens of the enemy and friendly AI and a multitude of vehicles and weaponry available to the player, Warzone is one of the most ambitious and, from a performance perspective, insane features Halo has ever seen. At launch, the garbage collection setting for weapons in Warzone was set to 5 seconds. A frequent bit of feedback from within our studio walls and without is a desire to have your dropped weapons stick around a little bit longer. After extensive testing in the studio we’re happy to announce that starting with “Infinity’s Armory,” we’ve increased the weapon despawn timer across all of Warzone from 5 to 20 seconds without impacting framerate. Now you’ll have more time to track down that weapon you dropped after getting bullseyed by a steely-eyed sniper, and perhaps, you’ll get the opportunity to experiment with other tools of destruction delivered by the vanquished bodies of your enemies.
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