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Project 5: Sightseer Ativador Download


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About This Game

Project 5: Sightseer is a cooperative (and/or competitive) multiplayer sandbox game with deep RPG elements, set in a vast, procedurally generated world.



Title: Project 5: Sightseer
Genre: Action, Adventure, Indie, RPG, Early Access
Developer:
Tasharen Entertainment Inc.
Publisher:
Tasharen Entertainment Inc.
Release Date: 4 Dec,


Minimum:

  • Requires a 64-bit processor and operating system
  • OS: 7
  • Processor: Dual-core Intel i3
  • Memo

English,Russian



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Beautiful world and nice to explore. Defnitely recommend the game for it's exploration, landscape, building and potential teamwork! A bit of a drag starting up (and climbing hills), but get's there procedural. Edit: Having realized how much the areas differ it all depends on the starting area, take the warning seriously :). And find that abandoned engine waiting for you out there. There's a steady flow of updates at a nice pace and with additional content. Iit's good fun and certainly going places.. A good game with amazing soundtrack and art, ruined by something simple as the movement controls. The whole game it feels like ground vehicles travel on ice. You slip all over the place. You would think new researched would help your travel, but the more powerful engines only make you slip more. Terrible. I honestly cant understand how the deve didn't think of this. I've been trying to make people like this game (because the building and resource management part is actually fun) but evryone hates the vehicle travel and doesn't even want to play past it.. First off, This game has ZERO creativity. so far, its just been searching and finding resources. will update later. still just resources and research. just a mineral grind. very little of anything.. This game single-handedly made me support widespread deforestation.. already very good game with even more potential. I don't understand just one thing: why such great game got such small online?. Ill make a more in detail review when I have time. But two points I want to make very clear. 1. This game is like cocaine, i clocked 42 hours in 3.5 days of release. If you have a child that you need to feed DO not buy this game. 2. People who cry about the vehicle handling do not appreciate how heavy the vehicles are. They load up with about 3 literal tons of resources and the wonder why the vehicle handles LIKE IT WEIGHS 3 TONS. Upgrading your vehicles or getting better ones greatly improves them.. First off, This game has ZERO creativity. so far, its just been searching and finding resources. will update later. still just resources and research. just a mineral grind. very little of anything.. Messed with the game for a couple hours, tried some approaches. It is a great concept, probably more interesting/doable in a multiplayer/persistent environment . but the game pace is incredibly low, getting ahead do achieve anything or go anywhere takes a lot of time and "mundane" effort, mostly spent in chasing after widely scattered, randomly placed resource nodes that usually don't have the resource you're desperate for. It is Early Access, it is Alpha so this might change later. At the moment I would not recommend it unless you want something to test your patience. PRO: + Environments look/feel nice + Game music helps the atmosphere + Clear UI + Offline research/resource gathering means you can play something else while you gather stuff for your next step NEUTRAL: Keeping track of found resource nodes revolves around player defined markers, which quickly clutters up the map The high resource requirements can be frustrating for short/solo/low palyer count sessions Trade stations aren't logged on the map like NPC bases are CON: - Resource management; it's can be incredibly hard to locate what you need - Lack of visible tech tree; you only see your currently possible research - hard to plan ahead for things - Onboarding experience isn't ideal; the tutorial relies on pictograms and some of them were a real "wtf am I expected to do here ?" moment. Would benefit from some text explanation! - Not always clear what will trigger a hostile response. I found a broken vehicle in a neutral base and upon repairing it, was instantly declared hostile; same with picking up a container below a UFO. A confirmation/warning dialog would have been nice. OVERALL: I think the game for being in its early state, shows promise and has potential to be a great experience.. Great Game! A must have! You start with a small vehicle at your desired start on the world. Be sure to make a wise choice - because a small car drives much better in the dessert than in steef cliff arctic canyouns or the middle of the jungle. You can explore those areas (biomes) later. Choose something you would have less trees and more flat area. Also coast of sea/lake should be preferred. When you appear on your location - explore the map and collect items that are scattered arround. You will find theese much more likely when you turn on your scanner. Try to find a spot that offers Copper and Silicon (which is in every beach/sand/shore). The more resources are on your area the better. But you will need copper, hard metal (any hard material) and silicon to start out. Craft and built a container to store stuff (will need hard material). Then collect more to craft containers for other materials. Generate electricity by solar panels or burn coal. Build up a science lab and start research on something that leads to aircrafts, weapons, boats or whatever. After you built some aircraft, explore the other areas and find rare materials. Built walls arround your base, set up electronic gates and self automated defense weapons. Have fun.


PvE Update 3 : Hey there explorers, the long awaited third PvE update is finally here! As those of you who are familiar with Early Access games know, most studios release updates to their games once or twice a year, but they tend to be pretty big. As those of you familiar with Tasharen know, that was not the case with Windward and Sightseer. I, personally, prefer to release updates with small, tiny daily or semi-daily builds. This update, however. unfortunately didn't make this possible. The problem lied in what I wanted to change -- which was basically everything. I wasn't happy with Unity's built-in terrain system for example, so I wanted to replace it with my own, custom one that wouldn't be so slow and would allow for more impressive looking features. I didn't like the sky and lighting system I was using and wanted a custom one as well -- something that supported a spherical planet. So the sky had to go too. With the new terrain and sky came the possibility of dramatically increasing the view distance which make the planet's curvature quite apparent. To make the game's performance high I replaced the tree placement and drawing system with a GPU-based solution, which allowed for a lot more trees to be visible at once. the list goes on. One thing led to another, and the entire game had to be changed. If you look at the patch notes, found in their usual place ( tinyurl . com/p5notes ), and there are 14 pages worth of changes to go through. Since you don't have all day though, I'll point out some notable ones: Windward-style instancing has come to Sightseer. You can now run combat instances (simulations) by yourself or with your friends that will always be of appropriate challenge for the player starting the instance. The loot system has changed. You will no longer get items as drops. Instead, you will receive upgrade kits that you can apply to your existing items, boosting their quality. The item quality is also no longer limited to +5. You can keep progressing as long as you like. The way vehicles and parts get unlocked has changed. You will need to not only acquire the necessary technology, but also upgrade your Mk1 laser to +5 before you can unlock the Mk2 one, for example. Basic questing system is in place, and NPCs will start conversations with you and give a clear objective to achieve. Most vehicles now have additional slots that unlock as the players progresses along their technology tree. You can now transfer power between outposts (once you have the appropriate technology). Threat is now a very useful stat that will give a powerful skill that will scale with your threat rating. The skill is different for whether you're going for +threat (tanking) or -threat (dps). Completely redesigned many of the biomes. 24 out of 27 biomes were changed, so go out there and explore anew! New vehicles, new items, new building types. Upgradeable wheels with improved traction Voice overs done by FP [twitch.tv] There is more. so much more. So visit the patch notes, say hello in Discord [discord.gg] or, better yet -- fire up some Sightseer to check them out for yourself, because the next step is going to be the full release in May.. Dev Shack Snippets : New terrain with the low angle of the sun looks. Not Bad makes for more scenic sunrises/sunsets in the mountains. Aren Today at 1:30 PM Dec-5th Just to give you guys an idea of the reason behind the continued delay of the update release, short version is I'm basically trying to make it more Windward-like. Long version is, I want there to be long-term progression in the game for those that wish it. On the released last version atm, you get to tier 3 weaponry, finish research, and you're basically done. Progression stops. That's what I've been trying to change. So, just a quick overview of major changes: by default the world will no longer have hostile NPC outposts (can change in options). Default mode will have the entire world will be up for players to explore and populate like a year ago. Instead, I'm in the process of adding support for instances, like back in Windward. When you want to siege an NPC outpost, you will start an instance, which will effectively teleport you into a remote region where there will be a ready-made NPC outpost to conquer. You can invite friends into this raid, like in Windward. There may or may not be a boss fight. Drops will be catered to the player, based on the player's existing gear, as well as the chosen raid's difficulty. Players out in the world will still be able to do quests, traders, protect random NPCs from pirates, etc -- and acquire basic and rare quality loot this way, but it's the instanced raids that will progress past +6 gear (with difficulties to match). Of course player tactics and composition (healers, tanks etc) will help a lot, but I'll try to scale it in such a way that good equipment will matter greatly in such encounters. All this is a biiig change, which is the real reason for the continued delay. With the system I have in place, gear will go up to +20 quality for the absolute top-tier raid drops from bosses, although I'll have to change it to primarily boost health and damage instead of other stats. I'm thinking of implementing my original idea of there being 1-3 starting spots to choose from for new players, so everyone starts at specific locations and moves out from there. This way players that are there first on the server will get to build things that players that come after will be able to visit. And with the questing in place, the outposts in question will be giving new players a way to progress even without having to build outposts, until they find a spot of their own. Of course how it ends up being in practice remains to be seen/tested. We'll see. But one thing I do want to bring back is the feel of adventure, of being the first to visit a part of the world. This feeling is missing if the entire world is populated by NPC outposts. Perhaps as players expand into the world, add new starting spots on the "frontier", to keep the line moving forward without forcing new players to drive through hours of populated terrain. Aren Dec 24th at 11:14 PM I'm beginning to see the light at the end of this long tunnel. might even get the update working some time this century Instances will need some serious balancing, I'm sure. but they do work. It's nice being able to just start a random raid from anywhere, even while sitting at your own outpost, without having to travel anywhere. The way I set them up is the difficulty scales up with the tier of the instance, which in turn is based on the player's desired difficulty (but can't be chosen too high above the player's current average loot tier) -- and while inside, you not only have to capture the outpost, but also defend yourself from constant harassment of NPCs trying to take you out. Each player gets attacked independently, so having 10 players in an instance won't necessarily make the instance easier, as you will literally be getting 10 times the number of assailants. The NPCs do drop loot, rarely, and even if your luck is terrible and RNJesus hates you, you will still get 2 items for completing the instance itself. Higher tier instances have a chance of spawning tougher NPCs, even bosses. Bosses are tough (and adds actually don't spawn while a boss is out), but drop loot for the entire group of players when defeated, not just 1 item. Aren Dec 26th at 1:03 AM Here's a fun random addition. as I was adding a conversation dialog to the pirate encounter, I decided it would be cool if you could bribe them like in Windward. So I did. You can now bribe pirates, and they will become allied to you, following you around and helping you in combat. You can even attack other pirates and they will help. I imagine more peaceful-minded players like Black Cat will find this handy. They follow you around for 8-12 minutes, then leave -- and you can only have one following you. if you bribe another, you get an item instead.. PvE Update Part 2 : Part 2 of the PvE update is finally here! As promised, this update greatly expands the PvE part of the game, adding random encounters, raids, and skills to the game.. PvE Update: Part 1 : Fellow Sightseers, Today marks the release of the first part of the PvE updates that many of you have been waiting for. Due to exensive back-end changes, starting a new world will be necessary to experience the new content to its fullest. Server administrators will also need to update their server executable before putting up a new world. Alongside the expected mundane-but-necessary bug fixes, today's update adds NPC outposts that can be discovered by exploring the world. These can be simple resource extraction satellites that players can steal useful resources from, lightly defended outposts to capture, or even heavily protected forts placed in a restricted area best to avoid -- so greater care must now be taken when exploring the world. Of course to make the challenge of capturing these outposts more meaningful, an all-new loot system has been added to the game. Most NPC outposts have a loot container somewhere containing some useful goodies for players that succeed in capturing them. The items found in containers, looted from defeated NPCs, and sometimes even found lying on the ground may be of higher quality than what can be crafted manually. From faster weapon recharge to stronger shields, you can now better customize your vehicles to match your play style and prepare for Part 2. After all, this is only the first part of the planned 3-part PvE changes. This first update focused on passive (stationary) threats. The second update will add active threats, making it possible for NPCs to raid your outposts and potentially hunt you out in the wild. The last part will tie all of this together with an active quest system, adding specific goals for players to pursue. Just keep in mind that if you are going to be checking out this update, be sure to start a new world as old ones are not going to be compatible with some of the changes. They will still work, of course -- should you wish to continue your existing game -- but certain features will be missing. As usual, to keep an eye on Sightseer's development, Discord [discord.gg] is still the best place to do so. There you can ask questions, report bugs, find friends to play with and offer feedback on the potential changes before they happen. Full list of patch notes can be found at tinyurl . com / p5notes .. First week of EA : Whew, the first week of EA is behind us, and it was certainly a busy one. Even though I intentionally tried to keep the launch quiet outside of Discord [discord.gg] in order to have a smoother experience for players, it seems quite a few of you were keeping an eye on the game and it still ended up blowing Windward's EA launch out of the water. Let's have a look at all that went down this week, literally and figuratively. Due to a bug that went completely over everyone in the closed testing, in the first two hours of the launch, no one could play single player games. Whoops! The official server saw a peak of 90 players. With all the population on the official server and the many factions/outposts, there was a 5 MB download for everyone connecting to it. Players on slow connections that would take more than 10 seconds to download that data would get disconnected due to inactivity. That one took 4 days to fix! According to Steam, there were almost 250 players in Sightseer at one point on Sunday. The 664 unique players on the official server created 252 factions and 1150 outposts. Players found and reported 4 different duping bugs of varying severity. Thanks! Many quality of life features and hotfixes were added due to direct player feedback, all found in the patch notes [docs.google.com] . The official server currently looks like this: Going forward, I am thinking it would make sense to put up new worlds on regular basis, and eventualy retire old ones. This way new players that want to play online won't feel like they've missed out on all the good spots. Thoughts? Comments? Let me know! In the meantime, it's back to work for the two of us at Tasharen. Workshop support? Modding guide? Achievements? Actual. story to the game? All of that and much more.. Steam Workshop: The {LINK REMOVED} edition : It has been two months since Sightseer went into Early Access, and the updates have been pushed out almost daily since then. While each one was quite small by itself, together they make up 12 pages worth of changes, which I'd happily link to directly if Steam would just stop replacing my links with {LINK REMOVED} tinyurl.com/p5notes every time I try. ( It's tinyurl . com/p5notes btw. To give a quick summary, the vast majority of them have been bug fixes reported by players such as yourself. Of course there also have been a lot of quality-of-life improvements as well -- from improved driving physics to color-coded map markers presented in a handy selectable list, to newly added radiation instantly killing everything and everyone due to a "slight" bug in distance calculations and the at-the-time lack of shielded storage containers. () Then there were the bigger changes too, the largest of which is the Steam Workshop support that is now in what I'd call a "beta" state. Aspiring modders can now change everything about the game by following the {LINK REMOVED} tinyurl.com/p5mod modding guide ( tinyurl . com/p5mod ), and can download the modding project [http//%26quot%3Bhttps] ( github . com/ArenMook/P5SMod ) to get started adding their own custom content to the game! Just for the fun of it, one of the first mods Neil and I added to the Workshop is a mod that adds a Sloop and a Corvette for all you Windward [http//%26quot%3Bhttp] fans out there! () (That was an actual link to Steam's own store page for Windward) And best of all, the entire project is available for modders to examine and change as they see fit! If you're interested in modding Sightseer, it's quite simple. I'd link it, but you know. {LINK REMOVED} tinyurl.com/p5mod So instead, check out the handy video tutorial to get started: And as usual -- if you have questions, comments or bug reports, you can find me in discord: Wow, that's the first link that actually worked! () One last thing, since I know someone is bound to ask the "what's next?" question -- tutorial, hostile threats and raidable outposts, task system (quests), more world customization options such as keeping your vehicle after you die and an actual alternative "survival" mode are the next notable tasks on our TODO list.


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