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Steam | 02.2016 - Orangeade

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Kiru

Member
If Steamspy is anything to go by this giveaway is going quadruple the ownership.

Three of the steps require twitter and...

WTF at the last two? I can kind of understand the one before given it wants you to follow 3 things and so the app can check/do that easily. In any case I decided to make my twitter profile private while I did that and revoked the app immediately after.

Of course that might be something all twitter apps can do for all I know in which case laugh at me and my ignorance.

edit:

It took a while to arrive for me.

Have a fake twitter for that. One day it glitched out somehow and nowadays I just check the task even though I didn't tweet, follow, whatever. Yay for glitches!
 

Xanathus

Member
Extra from an email.
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X-Blades -- MB-5D8F848EE92EDE48 - Taken by gabbo. 1 entrants total.


t1455035252z1.png
 
Wait is that Kurisu o_O

Looks like it.

I am sure they could include Steins;Gate in that bundle, because the Steins;Gate Steamrelease by 5pb could be imminent, so they might want to sell it, because lets be honest.

Who will buy a digital copy from JastUSA, if its on Steam (by 5pb)?
 

Arthea

Member
Looks like it.

I am sure they could include Steins;Gate in that bundle, because the Steins;Gate Steamrelease by 5pb could be imminent, so they might want to sell it, because lets be honest.

Who will buy a digital copy from JastUSA, if its on Steam (by 5pb)?

I haven't thought about it this way... but wouldn't that compromise their steam sales?

edited: wait, you mean Jast has nothing to do with steam release?


I'm ok with VN but Jast has only one title on steam.

oh yeah, no, not for steam, Jast site.
 

MUnited83

For you.
Jast bundles are, unless you don't want VNs at all, then ya, not much to spend it on.




I doubt it that Steins Gate will be in a bundle
It more looks like a bait, good bait I must add.

Actually, Steins Gate seems actually a pretty good bet, since Jast won't be the one publishing the game on Steam, so they might want some nice last sales before their sales fall ot the ground after the Steam release they'll get no money from.

I haven't thought about it this way... but wouldn't that compromise their steam sales?

No, because Jast isn't the one publishing it on Steam.
 
I haven't thought about it this way... but wouldn't that compromise their steam sales?

edited: wait, you mean Jast has nothing to do with steam release?

Nope. 5pb didnt allow them to release the game on Steam. Later JastUSA (afaik) said thats because 5pb had own plans to release it on Steam without the help of a publisher.

A lot of VN publishers seem to do it like that. There is actually no reason anymore that they need a foreign publisher. Key (Clannad) is the same. Their next games they want to publish without SekaiProject.

Maybe Steins; Gate will be on a crazy priced tier.

I think it might be in a 20-25$ tier.
 

Arthea

Member
oh! I thought Jast is releasing Steins Gate on steam, or not releasing so far.
but if that's the case, I think I'm spending my $10 coin finally.
It doesn't hurt to have an extra copy of Steins Gate after all.
 
You know what game I've been wanting on PC for a while from Capcom? Asura's Wrath.

I just said this recently. Also surprised that Asura hasn't made it into the SF universe yet either.

Did you a solid, breh.

Final Fight is alright... to be honest, I'm really surprised Capcom never ported the Magic Sword/Final Fight collection (and Bionic Commando Rearmed 2) over.

Hell, while we're wishing on a Capcom miracle, can I please get a GnG anthology of sorts?

Playing the Wii version of DR1 in Dolphin might be a better experience than playing DR3.

Ouch. I haven't looked into DR3 yet (backlog, go figure), but I was already skeptical about it because of the changes they made to appeal to a "wider audience" of xbox gamers.

Wait who was the GAFfer who liked Van Helsing 1?
I thought it was jshackles o_O

Ningen and I liked it, for the most part. We haven't tried 2 or 3 though.
If/when I go back to the series, I'll probably look into doing the "final cut" version of everything.

Based on the premise, I'd be a little surprised if it was all sunshine and rainbows.

Don't forget the sugar, spice, and everything nice.
 

lashman

Steam-GAF's Official Ambassador to Gaming-GAF
Feb 9th Blacks Ops III Patch Notes



Multiplayer

General
  • Added ability to launch into Safe Mode after improper exit
  • Addressed an issue allowing Players to infinitely vote for the previous map.
  • FreeRun, Nightmares & Dead Ops Arcade 2 are now accessible from the Bonus Menu on the Main Screen.
  • Balance pass to improve XP earn rate consistency across game modes.
  • Resolved issue where Specialist’s showcase weapons showed both base attachment models and Player selected attachment models.
  • Resolved issue where Players were unable to freely scroll through taunts in the Taunts menu if a new taunt was recently acquired.
  • Added missing rotation prompt icon in Gunsmith “Custom Variant” and Gunsmith “Snapshot.”
  • Addressed issue where Leaderboards were not properly being reset after a Player used a Prestige Token.
  • Resolved issue where the Create-a-Class would not update immediately after the purchase of the Extra Slot Pack.
  • Added additional anti-cheat support.
  • Added Colorblind Mode to Options menu that supports different types of Color Blindness (Deuteranopia, Protanopia, Tritanopia).
  • Removed UI error that could occur if players were idle for a long period of time in the Main Menu.
  • Using controller + mouse now disables target assist.

General Gameplay
  • Fixed an exploit that allowed Players to move faster by sliding just before landing from a jump.
  • Fixed an issue where moving while crouching or ADS did not properly reduce your audio footprint.
  • Addressed issues that affected Cryptokey earn rate consistency across game modes.
  • In Hardcore, AI-controlled Scorestreaks will no longer count towards the kick limit.
    • Cerberus – AI-controlled
    • Talon – AI-controlled
    • Wraith
    • RAPS Drones
    • GI Unit
  • Resolved issue where Specialist weapon progression was not tracking in round-based game modes.
  • Fixed an exploit where Players were being awarded Cryptokeys when not participating in matches.
  • Teammates can no longer damage friendly Scorestreaks in Hardcore.
  • Addressed issue where Players were able to place turrets underwater after using Rejack.
  • Fixed exploit whereby Players were able to obtain the Hellstorm Scorestreaks repeatedly without earning them.
  • Addressed bug where Players were able to pick up a turret while controlling the HC-XD.
  • Fixed an issue in Free-for-All where the Mothership could not be locked onto by Launchers.
  • Adjusted the spawn logic for Lightning Strike to better match the blast radius.
  • Adjusted spawn logic in TDM and Kill Confirmed to increase the chance of spawning with your team.
  • Fixed issue where hit markers moved off center when being damaged.

Black Market
  • Players are now able to equip Taunts, Gestures, and Specialist themes from the Black Market results screen for Specialists that are unlocked.
  • Updated Black Market purchase animations and FX.
  • Addressed audio issues with Black Market when accessing it during matchmaking.

Theater
  • Fixed an issue where attempting to view a merged clip in a Highlight Reel would kick the Player back to the Theater menu.

Store
  • Fixed issue with the Extra Slots purchase confirmation to ensure the store icon updates immediately.
  • Corrected visual layout bug that occurred after purchasing COD Points.

Combat Record
  • Players can now view other Player’s Combat Record by selecting the player and choosing “View Combat Record” from the “Player Details” menu.
  • Players can now compare stats with Friends in the Combat Record.

Specialists
  • Outrider
    • Sparrow
      • Increased ability to hit enemies.
  • Nomad
    • Increased Rejack stand up speed.
    • Increased remaining Power when player terminates.
  • Prophet
    • Tempest
      • Increased ability to hit enemies.
  • Reaper
    • Equalized footstep audio volume to the same audibility of other Specialists.
  • Spectre
    • Reduced leftover Specialist Power available if Player died while activating the Ripper.

Create-A-Class
  • General
    • Fine-tuned Rapid Fire effectiveness across all weapons.
  • Submachine Guns
    • General
      • Reduced sprint out speed
    • VMP
      • Fixed issue where Player would occasionally not show on the radar when firing.
    • Vesper
      • Reduced recoil stability.
      • Reduced Hip-fire accuracy.
    • Weevil
      • Increased medium distance damage range in Hardcore mode.
  • Assault Rifles
    • ICR
      • Increased ADS aim stability.
      • Increased long distance damage range.
    • HVK-30
      • Increased long distance damage range.
    • KN-44
      • Increased medium distance damage range.
    • SHEIVA
      • Increased ADS aim stability.
      • Increased long distance damage range.
    • XR-2
      • Increased ADS aim stability.
      • Increased recoil control.
  • Shotguns
    • Argus
      • Increased lethal damage range.
    • KRM-262
      • Increased lethal damage range.
  • Light Machine Guns
    • All LMGs
      • Increased ADS aim stability.
  • Sniper Rifles
    • Locus
      • Increased ADS aim stability.
      • Increased weapon switch speed.
  • Special
    • Brass Knuckles
      • Added spark effect to Brass Knuckles taunt.
  • Attachments
    • FMJ
      • No longer deals increased damage to the robot in Safeguard.
      • No longer ignores the armor provided to Satellite Drone carriers in Uplink.
  • Awareness Perk
    • Reduced audible range bonus.

Scorestreaks
  • Cerberus
    • Increased health of dropship
    • Increased AI targeting speed
    • Increased AI accuracy
    • Increased AI damage
    • Increased missile accuracy
    • Increased missile projectile speed
  • Hellstorm
    • Increased damage radius.
    • Increased projectile speed of bomblets.
    • Increased targeting radius.
  • Mothership
    • Increased health.
  • R.A.P.S. Deploy Ship
    • Increased health.
  • Rolling Thunder
    • Fixed issue where Rolling Thunder drone pushed through geo, inflicting damage on Players inside buildings.
  • Talon
    • Addressed issue where the Hellstorm vision set would show in a Talon's final Killcam.
  • G.I. Unit
    • Increased G.I. Unit Drop Ship flares by two.
    • Increased health of dropship
    • Increased duration to 90 seconds
  • H.A.T.R
    • Corrected issue where the H.A.T.R. no longer displayed enemies after the owner died.
  • Power Core
    • Cost decreased to 1250.
    • Duration increased to 60 seconds.
    • Fixed an issue where the Power Core would occasionally fail to destroy an enemy Counter-UAV.

Maps
  • Breach
    • Adjusted geography at doorway of Coalescence offices to ensure smooth traversal in that area of the map.
    • Swapped #1 and #3 Hardpoint zones in rotation.
    • Adjusted #3 Hardpoint capture zone to prevent capturing while outside of intended zone.
  • Combine
    • Addressed an exploit where Players were able to mantle atop a building to gain an unfair advantage against other Players.
    • Adjusted #3 Hardpoint capture zone to prevent capturing while outside of intended zone.
  • Havoc
    • Adjusting spawn points that would slightly drop the player to the ground when respawning
  • Redwood
    • Removing rogue pickup prompt while playing Search & Destroy.
    • Adjusting spawn points that would slightly drop the player to the ground when respawning
  • Hunted
    • Addressed an issue where AI scorestreaks were able to track Players through lodge walls.
  • Nuk3town
    • Fine-tuned G.I. Unit traversals around the map.
    • Updated blue car profile to reduce poor engagements.
    • Tweaked unique Domination and Demolition cover objects to reduce poor engagements.
  • Infection
    • Fixed an issue where Players were able to get to an unfair advantageous position on one of the roofs.
    • Added grenade collision on isolated area of Infection wall.
  • Redwood
    • Fixed an issue where Players were able to leave the play space near southern gate.
  • Stronghold
    • Fixed exploit where Players were able to get atop trees in several areas.
    • Added kill brush to remove exploitable area near mansion.

Game Modes
  • Free-for-All
    • A loss will no longer be recorded when joining a Free-For-All game in progress.
  • Hardpoint
    • Addressed issue where Hardpoint boundary wouldn’t appear if a friendly Player controlled the point.
  • Safeguard
    • Adjusted win timing in Safeguard.
  • Search and Destroy
    • Addressed an issue where inactive Players were not being removed from games in S&D.
  • Uplink
    • Updated regulation time limit conditions so that if the score limit is reached in regulation Round 1, it also sets the time for regulation Round 2.
    • Changed Overtime rules: Game ends if team that set the time to beat in Overtime Round 1 scores any points in Overtime Round 2 before the opposing team.
    • Players are no longer able to catch the Satellite Drone immediately after a score; the Satellite Drone resets as soon as the score occurs.
    • Fixed issue where Players were able to simultaneously pick up the Uplink Satellite Drone and a turret.
    • Reduced score bonus for kills while carrying Satellite Drone.
    • Removed aim assist while carrying the Satellite Drone if using gamepad
  • Capture The Flag
    • Reduced score bonus for kills while carrying the flag.

Arena
  • “Popular” will replace “Moshpit” in the next season. Popular features 6v6 on a mix of Domination and Kill Confirmed game modes.
  • Domination and Kill Confirmed will be added to Arena Leaderboards.
  • Addressed issue where Emblem Editor UI would remain behind the Arena Pro Series pre-game sequence if the Player was editing a layer during lobby transition.
  • Arena default Custom Classes no longer contain restricted items.
  • Removed the Map Voting stage from Arena.
  • Custom Games
  • Fixed issue where the CTF Custom Game Settings win rules were flipped in the UI.
  • Titles for Custom Games are now displayed in the lobby with the game mode and map.
  • Official variants have been added to Custom Game modes for Hardcore and CWL rules (Call of Duty World League).
  • An “Official” badge is displayed in lobby map image for Official game variants.
  • Fixed incorrect Capture the Flag Rule Win Condition description text in game rules.

CODcaster
  • Enabled CodCaster for bots only matches.
  • Fixed bug where the CodCaster could begin a match before all Players joined.
  • Player list will now wrap when cycling through Players.
  • Player names now appear with the correct colors when using custom team colors.
  • Addressed several UI issues related to CODCasting Hardpoint matches.
  • Minimap will now show when a Hardpoint is in a contested state.
  • Flag Carrier indicator should now properly appear when CODCasting CTF matches.
  • CODCasters can now see objective indicators in the Player List when a Player has an objective.
  • Addressed issue where if a Player protected/banned multiple items, only the first item would display.

Lobby Invites
  • Addressed an issue where Player’s max party size would be set to 1 when going from a Multiplayer Lobby to a Zombies Lobby.
  • Fixed a crash that occurred when accepting an invite during any cinematic.
  • Addressed several issues related to Players being able to exceed the max party size in various situations.
  • Resolved several bugs related to joining a session from outside of the game.
  • Players can now send game invites while in Campaign.

Challenges and Medals
  • Fixed issue where unlocking the Cannibal head for Nomad from a Supply Drop displayed the wrong item.
  • Fixed issue where images would not appear for some challenges in the After Action Report.
  • Fixed issue for "Collateral" medal in Hardcore where it was occasionally incorrectly awarded for rapid sequential kills.
  • Fixed bug where the “Clutch” medal was improperly being awarded if you killed the last Player on an enemy team.
  • Addressed issue whereby grenade kills were not counting towards the “Gung Ho Perk 3” challenge.
  • Addressed issue where kills from a Hardened Sentry gun received in a Care Package were counting towards the “Heavy Cover” challenge.
  • Corrected issue where “Flak Jacket” challenge was tracked in Arena even if the Player had not unlocked Flak Jacket in Public Matches.
  • Addressed issues where the following challenges were not correctly being tracked:
    • “Engineer Prestige”
    • "Now You See Me"
    • "Run and Gun"
    • "Blast Suppressor"
    • "Gunfighter"
    • “Secondary Gunfighter”
    • "Covering Fire"

Media Tab
  • Fixed a crash in the Media Tab that occurred when a Player attempted to publish a Clip from a saved file.

ZOMBIES

General
  • Offline Zombies now available on PC.
  • Daily Challenge feature added.
  • Ready-Up functionality has returned to the Zombies lobby.
  • Fixed an issue where Players were not able to achieve prestige master status.
  • Fine-tuned weapon balance.
  • Addressed issue where GobbleGum users infrequently consumed the wrong Player’s stock.
  • Fixed issue where Players were being kicked from match in 4-Player split screen.
  • Fixed issues where lightning effect wasn't playing on various weapons.
  • Fixed several issues with Daily Challenges not showing the correct reward.
  • Resolved an issue where GobbleGums wouldn’t activate for different users after already being used once in the map.
  • Resolved an issue where, upon reviving a player, they could experience a functionality loss after using a GobbleGum that requires manual activation.

Shadows of Evil
  • Fine-tuned weapon balance.
  • Addressed various exploits where Players were able to get out of the map.
  • Fixed an issue around an Easter Egg quest that prevented a Player from accomplishing the quest.
  • Fixed rare issue where Players were unable to start an Easter Egg if they obtained a specific gun.
  • Increased visibility of "Lil'Arnie" bottle.
  • Addressed visual issue near Beast Mode altar in Canal District.
  • Fixed bug where Players were able to pick up the sword while in beast mode.
  • Addressed an exploit related to the Level 2 Sword charge meter not depleting correctly.
  • Fixed issue where Players were able to purchase/pick up items while transforming back from Beast Mode to Human.
  • Addressed bug where the Pop Shocks GobbleGum stayed active when a Player went into Beast Mode.
  • Address issue where Players are unable to wall run after a host migration in the Pack-A-Punch Room.
  • Fixed issue where Players could exploit Margwas from spawning in for the rest of the game.

The Giant
  • Addressed exploits in the Giant map where Players were able to leave play space near Animal Testing area.
  • Fixed exploit in the Giant where the Player was able to get under the map near the "Catwalk".
  • Addressed issue where Player could become stuck on collision near the KRM wallbuy and power switch locations.

Dead Ops Arcade 2
  • Dead Ops Arcade 2 is now accessible from the Main Menu (BONUS).
  • Dedicated Dead Ops Arcade 2 lobby added w/public match support.
  • New Leaderboards for solo/2-Player/3-Player/4-Player.
  • 4-Player Local support.
  • Player guardians (Robots and Skeletons) are no longer collidable.
  • Non-player entities should no longer trigger round exits.
  • Fixed bug where upon death, Player would respawn with 1, 2 or 4 boosts. (2/4 depending on FATE)
  • New Pickup added: Golden Egg, a rare post round 60-item spawn. The Golden Egg hatches into Extra Life pickup.
  • Fate of Firepower upgrade: If granted this ability, all weapon pickups will start at Level 2(red); Default Permanent weapon is Level 2 Death Machine (red).
  • Fate of Friendship upgrade: Player's permanent weapon is the Level 3 LMG(purple).
  • Fate of Favor upgrade: Golden chicken now only cycles through Level 3(purple) weapons; Golden Chicken lays up to 3 Golden Eggs after ceremonial dance.
  • Addressed multiple bugs around invisible Shadow Man issue.
  • Solo Player Anti-kiting logic.
  • Addressed variety of issues around small window of possible death when exiting vehicle.
  • Nerfed the amount of score increment given for direct damage to boss.
  • Fixed issues around a small window of possible death at end of Redins Rally.
  • Fix for zombies failing to path when Player is in VTOL.
  • Fix for loosing ability to run fast if Player dies after Redins but was awarded the temporary Force upgrade.
  • Sentry/Rocket turrets can no longer pickup items.
  • Upon Death, gems now pop-out correctly and can be scavenged.
  • Umbrella pickup now properly drops skulls.
  • Fix for Room of Fate progression break if Player captures a falling Fate rock before all others have landed.
  • Fix for Player controls not being mapped correctly when Joining in Progress on a game that is currently First-Person mode.
  • Room of Judgment logic changed to factor in skill and remove the random nature, a Player will always be rewarded.

CAMPAIGN

General
  • Added support for the Tactical Mode “auto-on” feature.

Challenges
  • Resolved an issue that occasionally prevents completed accolades from registering after finishing a level. This would have prevented Players from achieving the Combat Distinction and Campaign Master challenges.
 
I haven't thought about it this way... but wouldn't that compromise their steam sales?

edited: wait, you mean Jast has nothing to do with steam release?




oh yeah, no, not for steam, Jast site.

oh well. on the positive side, the more people use their coin, my coin will grow in value. I think thats how it works.
 
oh well. on the positive side, the more people use their coin, my coin will grow in value. I think thats how it works.

It doesnt really matter that much, because the most expensive bundles are the Visual Novel bundles and even if you have a coin thats worth 40$ and want to buy a 20$ bundle, you wont get the remaining 20$ back.
 

Uzzy

Member
This might seem a little silly considering you can get everything in the game for just playing but I'm seriously considering picking up SFV's Season Pass.

Hear me out before you all start pointing your fingers and laughing because as of the last beta you got what? 10 FightMonies per win? Now we know you should get enough if you go through the arcade and challenge modes to net you 1 character with change left over but honestly who here has actually tried to go through and beat arcade mode in vanilla SFIV and not grown tired or come unstuck on an unfamiliar character(s) challenges at some point. Plus if that figure is true and the amounts in the beta are even 10% of the final game that's one LoL like grind to unlock the rest of the other 5 DLC characters, even over 6 months.

So by ponying up £25 (or less if some site has a deal on) you get all 6 first wave DLC characters, swap costumes and get to keep all that FightMonies to spend on wave 2's DLC cast. And probably before they're even announced to the world you might have a stockpile to make even Scrooge McDuck green with envy.

You're crazy Dogg. Totally crazy. Only lunatics would buy the season pass when you can grind for those fresh characters! I mean, sure, we're getting Juri and I'm very excited to see how her Feng Shui Engine converts to V, and we're getting Urien and I'm excited to see his clothes explode off when he hits V-Trigger.. and Alex too.

But still, only lunatics would buy it early. What are you gonna spend all that fight money on? Clothes? This ain't no Fashion Fighter, I'm not wanting to spend all my money on ten million outfits for Chun-Li..

CxVIRNG.png


A hundred outfits for Chun-Li though, that's more reasonable.
 

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qzNSxgo.jpg
Heroes Reborn iOS -- MB-CEF6CD944E7B7B04 - Taken by Jawmuncher
 
Once in a blue moon, a game that isn't AssCreed comes along and nonetheless manages to capture my interest. ;)

RotTR does have a good deal of Ubisoft collect-a-thon influence and I did note that it had a bunch of similarities to Far Cry 3 (and maybe the rest of that series, but I've only played 3 and Blood Dragon)... so maybe that's it. ;)
 

JaseC

gave away the keys to the kingdom.
...and you set is because of shadows?

C'mon man.

There are a lot of real-time shadows in the game, so it is fairly distracting. If I weren't playing something else, though, I'd likely just put up with it.
 
You're crazy Dogg. Totally crazy. Only lunatics would buy the season pass when you can grind for those fresh characters! I mean, sure, we're getting Juri and I'm very excited to see how her Feng Shui Engine converts to V, and we're getting Urien and I'm excited to see his clothes explode off when he hits V-Trigger.. and Alex too.

But still, only lunatics would buy it early. What are you gonna spend all that fight money on? Clothes? This ain't no Fashion Fighter, I'm not wanting to spend all my money on ten million outfits for Chun-Li..

CxVIRNG.png


A hundred outfits for Chun-Li though, that's more reasonable.

Hahaha... someone just did a 180.

I can't justify the $30 cost to a season pass when I'm really only interested in 2 of the characters at this point. All I really need is Juri and Guile, most likely, and the rest will just have to wait to see if there's a discount on the season pass at some point or until I play enough to have a stockpile of fight money like the one dogg mentioned. :)
 
i dont think it scales. I know that when using BPM, the popup that immediately follows loading a game will shrink whenever im downsampling past 1080p

Thats kind of stupid though. I mean if one kind of gamer wants high resolutions its the PC gamer, so I wonder why the dev of one of the biggest storefronts on PC wont let me use it in 4k.
 
4 minutes to Humble disappointment.

Also, I've never paid full-price for a season pass, and I never intend to. It preys on the mentality of people to get more things early, but it's never worth it.

EDIT: What did I tell you, guys
 
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