- Full text of "The Times, 1977, UK, English"
- Arms Workout – 4 Week Program 3.1.2 Apk Unlocked
- Rift Version Tracker
- Cities: Skylines Changelog – Colossal News
- Galerija Belgrade - Apps on Google Play
- Salt and Sanctuary Resalted (Balance Overhaul) - Nexus Mods
- Cities: Skylines - Page 4 - Computer Gaming
- Grand Theft Auto IV - PCGamingWiki PCGW - bugs, fixes
- Balance BY Pro 6.1.256 Pro Apk Patched latest
- Mount & Blade 2: Bannerlord Patch Notes: Update Fixes
- [RELz] Deadly Reflex 6 (Beta) - The Official Release and Bug
- New Debian i386 Packages
- [Root] On-screen Pointer 1.4.10 Apk (Android 4.0.x
- Full text of "The Times, 1984, UK, English"
- AllThingsJacq.com - Interactive Fiction
- Full text of "Financial Times, 1993, UK, English"
- Steam Community: : Post History: : GeoffF66
- Update for GTA IV 18.104.22.168 22.214.171.124 126.96.36.199 for GTA 4
- Item Fixer at Mount & Blade II: Bannerlord Nexus
- Diplomacy Fixes at Mount & Blade II: Bannerlord Nexus
The "what did just update? " thread, page 1582
That would leave the devs to do other things like bug fixing. Cities: Skylines (page 2) hop over to these guys. Fix a bug that caused mods to become unreferenced in save games when. That sounds like a known mac bug, turn off the steam overlay for that game. Tass Times in Tonetown - PCGamingWiki PCGW - bugs, fixes. Cities: Skylines - Digital Deluxe EditionThe Deluxe Edition: Included in the Deluxe Edition are 5 In-game historical monuments from around the world, the games original soundtrack as well as a digital art [HOST] in-game items include: Statue of LibertyEiffel TowerBrandenburg GateArc de TriompheGrand central terminalOriginal Soundtrack: This Original Soundtrack includes 14 unique tracks mixed.
|1||Binweevils membership hacker 1.0||39%|
|2||Hitman blood money crack 1.0||89%|
|3||Magic blue hack v 1.0 firefox||53%|
|4||Magic blue hack v 1.0 games||81%|
|5||Magic blue hack 1.0||97%|
|6||Magic blue hack v 1.0 skype||10%|
|7||Burnout paradise the ultimate box crack 188.8.131.52||68%|
Cities Skylines: Simcity killer - Ars Technica OpenForum
Joined: Nov 6, 2020 Posts: 76. Thanks will try it out. Each of these three tiers has its own special benefits. Originally posted by Greygor: As Mr. Burns would say, Excellent Exactly doh Cities: Skylines General Discussions. Note that you need to apply the patch to version is live on Steam. Anyways these seem to help me. Windows/OSX: fixed an issue where some users would not have permissions to access an user folder.
Problems in posting in V2 forum
Salt and Sanctuary Resalted (Balance Overhaul) at Salt and. At the end I use the positions as computed in the "server" machine, so they should be the same. Note by Skycaptain: Skycaptain wrote on magic mechanics bug: The bug is idiotic - the chance formula is missing a divide by 100. Bug fixing-patch 1.0.6b games. Wolcen: Lords of Mayhem Update 1.0.5 & 1.0.6 Is Live, Bug. Steam Community: : Post History: : BABarracus.
Keygen bugfixing-patch 1.0.6b is here!
We're now ready to release this problem-solving focused update. Originally posted by Burgertime 3/11 never forget: I was very excited when I found out Paradox was making their own city planning game, as I have already put a lot of playtime and money into their. Free Pascal API Units fp-compiler - Free Pascal Compiler fp-docs - Free Pascal Documentation fp-extra - Free Pascal Extra Packages fp-fcl - Free Pascal Free Component Library fp-gtk - Free Pascal GTK Bindings fp-rtl - Free Pascal Runtime Library fp-utils - Free Pascal.
TWiki Enterprise Collaboration Platform / List twiki-dev
Mount & Blade II: Bannerlord is now out in early access. GnuPG developers main forum. Apk Unlocked latest is a Health & Fitness Android app. I agree that an alternate starting (maybe a sliding scale) would have been better. Seems there is a bug with the garbage and dead people. Permissions View Permissions; Download apk2.01 MB [Root].
Need help fixing game
Had to make a reddit account just to comment... longtime fan, thoughts on fixing game
tl;dr at bottom
First, some background:
The wife and I have played every Borderlands (1, 2, TPS, Tales, 3) and probably have hundreds of hours into the games. We’re console peasants (PS3/4) and probably mid-tier filthy casuals, but we are loyal to the games we love. They’ve all been played co-op, and 2 was played through all playthroughs and we covered all characters to 72 (the 80 cap came out sometime after we stopped playing, and I only recently learned of it). We are in our mid-30s, and both work full time, so we don’t have hours and hours to grind on these games farming for legendaries, but we will play for an hour or two a night most nights after dinner, as a way to unwind before bed.
Our feelings on each of the games:
Borderlands – (me: Mordecai, Roland, wife: Lilith) obviously the genesis, the one that started it all. Fun, but in retrospect, a few criticisms pop up, namely on late game pace, and overall story continuity. Both understandable in the context of the major graphic re-design that occurred mid-development. I wonder if the same level of humor would have worked with the more realistic graphic style that was originally intended.
Borderlands 2 – (me: Axton, Gaige, Salvador, wife: Zero, Maya, Krieg) loved every minute of it. Great writing, great characters, excellent combination of silly and genuine heartfelt moments. Hit-or-miss DLC content, but even the meh ones were enjoyable enough. FWIW, we find Claptrap hilarious, and have zero problems with Tina, but do understand how they’d rub some people the wrong way. Some odd choices as far as integrating the original vault hunters, but not so bad that it ruined the game for us. Mechanics largely unchanged, but huge benefit in being able to move in FFYL. Got into Gibbed during the later part of play – never used it to make modded weapons, but did create some god-roll legendaries with perfect parts that we kept leveled with us for later playthroughs as we were starting to burn out a little by the end. Ultimately decided not to do that anymore since it took away the excitement of having a legendary weapon drop.
Borderlands: The Pre-Sequel (me: Claptrap, wife: Athena) – probably put the least amount of time into this one, but still enjoyed it. Familiar mechanics, nice addition of O2 and low-gravity, and really enjoyed delving into the background of the story and Claptrap’s neurosis. It felt right for this to be it’s own game – including it in BL2 would have made the game insanely long, and it probably couldn’t have been as in-depth were it just a DLC. Enough content to feel right as a stand-alone, without feeling like a money-grab on the dev’s part.
Tales from the Borderlands – the first Telltale game we played (IIRC, we took turns playing while the other watched, since it isn’t really co-op). Obviously different and not a shoot-n-loot game, but still had fun exploring the lore and some of the expanded story from the same universe. Given we only went through this story once, it probably made the least impression on us, and the character changes that were made between this and 3 are hard for us to discern as a result.
Borderlands 3 – (me: Zane, Moze, wife: Amara, Fl4k) right away, first and foremost, the mechanics are the best they’ve ever been, and make it hard to go back and play the previous games. Sliding, mantling, FFYL varied abilities (ADS, grenade throw, etc), shotgun/rocket launcher knockback, just to name a few. The main point of Mayhem as it was originally designed (everything scaled to your level) is amazing, and instantly improves replayability a million percent over all the other games. We’ll circle back to Mayhem in a later part of the post, but generally I think it’s an excellent concept. Story wise – well, not to damn with faint praise, but it’s… fine. BL2 and especially Tiny Tina’s DLC set the bar very high, and I wouldn’t necessarily expect the writing to live up to that standard. I think the BL3 story is cohesive enough, although I agree with the frequently mentioned seeming lack of stakes, and the feeling that greater and more nuanced conflict between the twins was being set up but never really executed. The DLCs have been excellent so far, and hopefully that will continue. Obviously the general bugginess has been disappointing, but given Randy’s tweet the other day, I think we all know why that happens. I think the devs know how to make a good game, but between COVID remote work and policies put in place by management, this is the end result.
Which brings us to weapon scaling, anoints, and Mayhem.
To my mind, here is what the weapon rarities should be:
White – basic basic early game guns. No special features (beyond things like Tediore reloads or Vladof underbarrel attachments), very average damage. Maybe some masochistic YouTubeTwitch streamer could do a whites only playthrough, but it will be agonizingly painful, and it will take absolutely forever. No place or utility in any level of Mayhem.
Green – barely above white. Same as above, just with slightly better stats across the board.
Blue – starting to get to useful guns here. Either through gimmicks or mechanics (lots of blue uniques), some of these guns should be useable in endgame or possibly low mayhem levels (example: Butt Plug, The Hunt/eess, The Ice Queen, etc.)
Purple – generally these should be good guns, occasionally great, through base damage alone. Your average player should be able to run through the base story to max level with relative ease with a full purple loadout of guns close to their level. Obviously careful application of action skills and strategy will help, but these guns should be viable in 99% of situations. That doesn’t mean one shot, but able to take down a regular enemy with relative ease, and a badass with moderate ammo expenditure.
Legendary – these guns should all have high damage output, although sometimes moderated by highly specialized circumstances. I get that some are going to be gimmicky as hell (Ten-Gallon, Superball), but the crummiest legendary should have some utility somewhere, even if it’s only against a specific enemy type. Examples of reasonable tradeoffs: Hellwalker – high damage, but small clip, ION CANNON – extremely powerful, but very high ammo consumption, Crossroads – moderate damage, but insane stability while fired, plus ADS shield, plus extra pellets. Examples of not so great implementations: Monocle – I would understand the low base damage, if the ADS crit bonus was something insane like 1000% damage, Bangarang/Gunerang – OK, so the reload flies around, big deal, it should have an insane damage boost for those rounds or homing bullets, or something to justify the low damage. Bottom line, I’m not expecting every legendary to one-shot every enemy in M10, but I want to know that if I’m facing X boss or character type, I can use Y gun to do serious damage.
Hoo boy, here’s a fun one. I feel like the anoints are a decent concept, but probably the most flawed thing in the game right now (yes, even more than Mayhem levels). Random thoughts:
- “For a short time” “by a small amount” waaaaaaay too vauge. Give us a specific time or percent, or just default to for the next X mags
- Cap the amount of bonus damage anoints can provide. 300/90 was fun before the nerf, but honestly, it was too much. Kinda reminded me of the Beehawk or the Evil Smasher glitches from BL2. Restore it to 90% of final heath bar, but make it 200% or 150% damage instead. I think 50/150 is reasonable enough, since you have the tradeoff of running a deathless or front-loader, and the downsides that come with those. I adore 200 ASA, but it’s kind of OP for characters like Zane who can keep almost 100% action skill uptime, but what about Moze who can’t make use of that anoint at all?
- Character specific anoints – I go back and forth on this. If they made it so only anoints for your character would drop, that would be one thing, but why to some anoints duplicate skill tree skills, i.e. “regen ammo after exiting iron bear”?
My ideas for fixing anointments:
- Cap the amount of damage boost they can provide
- Break them down into tiers – i.e. anoints on this list can drop on white weapons, blue weapons, legendaries, etc.
- The anoint should not make or break the weapon, at least for legendaries
- Eliminate character specific anoints, and ensure those that remain can be used by all characters – stick to damage, elemental, cooldown, fire rate etc boosts. Airborne/slide anoints aren’t great, but at least they can be used by everybody equally.
- Make everything % based – 19000 nova during ASA is either going to melt everything on low levels, or do nothing on higher mayhem levels
Bottom line, anoints should be icing on the cake, not a reason to use or reject a legendary weapon. If they wanted to reserve the more powerful ones for Blue and lower, I’d be OK with that.
Mayhem levels –
Generally I’m a big fan of mayhem, even in it’s currently kind of broken form. I get where they were trying to go with it, and I think they’re partway to achieving those goals.
The issue with mayhem is the way they’re going about increasing difficulty, i.e. the insane health and armor boosts for enemies. As the Cartel’s event proved, the biggest increase in fun and chaos is number of enemies, not the health of them. We already have bosses for crazy resilient high health enemies, we don’t need general mobs to be that way as well. Take a look at JoltzDude139’s current BL2 Triple Spawn Krieg playthrough. Now that’s chaos, due to the number of enemies, not their health.
The % based difficulty slider (so to speak) is the right path – it wouldn’t make sense to add a set amount of health to things arbitrarily, but 10000% on M10 is just ridiculous, and since action skills and grenades weren’t scaled, it forces you into using specific builds, with specific anoints, and whatever interaction exploits can be found to increase damage.
At the end of the day – it’s Mayhem. It’s not supposed to be easy. You’re not supposed to be able to one shot things, it should take a lot of work. However, if they went with spawn rate over enemy health, it solves the scaling issue, and by pure math, it increases the drop rate chances as well (more enemies = more chances for loot).
I think the biggest obstacle to a purely spawn rate Mayhem is probably performance, especially on consoles. To that end, I’d suggest a balance – a moderate health boost (say maybe 1000% at the highest levels, a la M1.4) coupled with a moderate enemy count increase. You could still include the less processor intensive modifiers to keep things spicy.
I agree there are certain skills in certain trees in all the characters that don’t make a lot of sense. It seems like it would be worth swapping or moving around a couple of skills to synergize better. In BL2 I remember it being obvious what the ‘theme’ of each tree is (“oh, this one is for group support,” like Salvador’s group ammo regen or Maya’s group health regen). I really like the idea of a new skill tree rather than a new character, but I don’t want so many points that I can have 3 capstones at once. Make me pick and choose… force me to make hard decisions and sacrifices to really drill down to what skills are most important to me. I hope the final level cap isn’t so high that every special skill on the tree is achievable at once.
The wife and I have played a lot of all BL games, and are fans
Make all legendaries powerful in at least one situation
Cap anoint bonuses at a reasonable level – I want to farm guns not anoints
Change mayhem to increase enemy number, not health, or at least a balance of the two
Decide on a theme for each skill tree and balance accordingly
Given the already series leading mechanics, the bones are here for the best BL ever. Randy, step aside and let your devs build the game they know they can and they know the fans want. Test it so you know it works. We’ll wait.