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  1. #316
    Tech Membro Avatar de MAXLD
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    Estive a ler há bocado no site RSI o report sobre o assunto.

    Basicamente resume-se apenas à parte do Arena Commander. Tudo o que se "alugar" (naves, armas) é de uso no módulo do Arena Commander, não no PU do jogo. Ao fazer batalhas no Arena, especialmente PVP, ganha-se uma "currency" de pode ser usada para aluguer de naves e armas. Ou pode ser usada a "currency" normal do jogo. Desta forma pode-se usar para testar no Arena a performance de certo material que estamos na dúvida de comprar no PU, isto a preço bem mais baixo do que comprar em definitivo.

    Examples:
    • 9-series Longsword: 4,000 UEC; 400 REC. (320 RECrenewal)
    • M4A Laser Cannon: 8,000 UEC; 800 REC. (640 REC renewal)
    • Hornet F7C: 140,000 UEC; 14,000 REC. (11,200 REC renewal)
    • Redeemer: 250,000 UEC; 25,000 REC. (20,000 REC renewal)
    Ou seja, um Hornet F7C, por exemplo, que custa normalmente 140mil UEC (ingame currency) a comprar no PU, pode ser alugada no Arena Commander por 14mil e depois renovada por 11.2mil REC (currency the aluguer).

    Não vejo qualquer problema.

    A discussão actualmente em vigor é mais na forma como são ganhos os créditos REC, que favorece bem mais as batalhas PVP no Arena Commander do que o Swarm Coop, por exemplo. Isto porque muita gente não tem interesse em entrar em "medições de piroca" típicas de PVP.

    Game Modes that Yield REC
    • Squadron Battle
    • Battle Royale
    • New Horizons Raceway
    • Capture the Core



    Daily ChallengesREC can be earned by completing personal and community daily challenges. Community challenges pay out at the end of the day if they have been fulfilled, and reward all players who have contributed to the challenge at all. These also have the benefit of allowing new gameplay features to be highlighted.
    Personal Challenge Examples:


    • Get 10 kills at 50% throttle
    • Dodge 10 missiles without using countermeasures.
    • Capture the Core 10 times.

    Community Challenge Examples:


    • Kill 3000 vanduul in Coop Swarm
    • Complete 500 laps in Old Vanderval
    • 5000 total kills.

  2. #317
    Moderador Avatar de Winjer
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    Star Citizen Showcases First Mining Ship, the RSI Orion


    NEWSA recent post on the official Star Citizen website unveiled the concept art for the game's first-shown mining ship. The concept of the ship pegs it as more of a “mobile platform” than a proper ship, noting that it's equipped with mining drones and its own ore refinery.

    Of the new ship, CIG writes:
    "The RSI Orion is mankind’s premiere spatial mining platform, featuring multiple independent mining drones, an onboard refinery and a system of saddlebag-class storage units."
    The Orion is slated to house six crew members in barebones conditions, each responsible for various flight, engineering, gunnery, and mining tasks. The ship is 170m in length and, without cargo, weighs 5.4 million kilograms, making it one of the bulkier ships in the Star Citizen universe.
    Read more about the Orion here. You can learn more about mining in Star Citizen in this post.
    A Quick Note on Crowd-Funded Games

    This ship is available for $350 to backers. We firmly believe that our readers should thoroughly investigate a game prior to investing in it, and at that price-point, we must reiterate this belief. This game is not done and may not be done for a long time, it may not be completed to the standards held by the players – manufactured or realistic – and should be treated as a volatile product until completion.
    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  3. #318
    Tech Membro Avatar de Minion
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    Grande Nave!

  4. #319
    Moderador Avatar de Winjer
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    Já compraste a tua picareta virtual?
    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  5. #320
    Tech Membro Avatar de Minion
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    Nepia comprei foi esta nave, nao gostei da Gamma.

    Avenger:


  6. #321
    O Administrador Avatar de LPC
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    Citação Post Original de Minion Ver Post
    Nepia comprei foi esta nave, nao gostei da Gamma.

    Avenger:


    Boas!
    Por acaso gosto bastante desta nave...

    Tem lá dentro boas áreas (incluido zonas para dormir)

    Cumprimentos,

    LPC
    My Specs: .....
    CPU: AMD Ryzen 7 5800X3D :-: Board: MSI B550M BAZOOKA :-: RAM: 64 GB DDR4 Kingston Fury Renegade 3600 Mhz CL16 :-: Storage: Kingston NV2 NVMe 2 TB + Kingston NV2 NVMe 1 TB
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    GPU: ASUS TUF
    AMD RADEON RX 7900 XTX - 24 GB :-: Monitor: BenQ EW3270U 4K HDR


  7. #322
    Tech Membro Avatar de Minion
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    Sim as prisoes claustrofóbicas sao fixes para quanto apanhar bad boys xD mas eu ca fico com uma caminha confortavel a frente xD

  8. #323
    O Administrador Avatar de LPC
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    Boas Tardes,

    Novo "Fan Made" Trailer do Star Citizen:



    Cumprimentos,

    LPC
    My Specs: .....
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    GPU: ASUS TUF
    AMD RADEON RX 7900 XTX - 24 GB :-: Monitor: BenQ EW3270U 4K HDR


  9. #324
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    The Magic of Star Citizen Inspired Music

    I really love the community that surrounds Star Citizen. It seems that not only do they financially contribute to the project, but also contribute in other more subtle, yet influential, ways. There certainly has been a whole host of individuals who have even gone as far as to make a very well done radio station to enjoy while flying around.

    Roberts Space Industries is featuring some of the fan made Star Citizen inspired music that’s been made to compliment the game.

    On the Star Citizen fan spotlight portion of their website they have three delightful pieces of music that very well could add a bit of immersion to an already stellar beta test. Proper music is always a plus when dealing with games. As I’ve said in another article, music can sometimes make or break a game. In this case we’ve already seen quite a few entries into the mix that have tried to fill the void. With great success, mind you. I think this has brought out some hidden talent around the world.
    The first piece featured is Warp by a group calling themselves the Vacuum Musicians. It’s a small ambient/soundtrack crossover that has a very airy feel to it. It flows well and features a decidedly eastern sound to it, with strings a piano and electronic instruments to round it off.


    “…this organization is currently working on a fan album and this is one of their first tracks. If you’re a musician and would like to make SC music, I’d definitely check them out!”
    In fact, this isn’t the first spotlight that they’ve done on the community made musical spectacles either. In an earlier episode of the fan spotlight they’ve shown the light on some other very talented musicians. But more than that, the fan spotlight is a way to thank fans for their dedication and to recognize that a game isn’t only something that one company makes. It’s a community that is perhaps started with one company, but takes a whole community to truly evolve into something great.
    Indeed, think about the contributions that actually make the game better, whether its because of a different art direction, the addition of models and elements that weren’t on the original schedule or whatever it may be. Also, in regards to music, I’d imagine that the stellar sounds aren’t as fascinating when you realize that you can’t hear anything outside that cockpit anyway. Regular fan spotlights are featured on their webpage.
    Does anyone have a particular game soundtrack that they enjoy? Let us know in the comments!
    Noticia:
    http://wccftech.com/magic-star-citizen-inspired-music/
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  10. #325
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    PAX East 2015 – Star Citizen’s New Damage Technology

    For anyone not familiar with Star Citizen (have you perhaps been stranded in space for a few years?), well it’s a Space-sim currently in development by Cloud Imperium Games (CIG), which is headed up by the old Industry legend Chris Roberts, whom in the past created the Wing Commander series. Star Citizen usually pops up in the news for breaking new funding milestones since it’s a 100% crowdfunded game, and at the time of writing Star Citizen has made just shy of 74.8M$ (74,778,635$). But for once we are going to talk about the game itself instead of how much money it has manage to bring to its development.

    Blowing Up Ships in Star Citizen Has Never Looked This Good

    CIG held a panel during PAX East, as they have done on other occasions and showed off a bunch of stuff that is coming in the future, as well as what’s right now available on the Public Test Universe (PTU). One of the new things that Chris Roberts showed us was the brand new and redone damage system which they have tried out on the latest “Arena Commander Ready” ship, The Gladius. Or rather The Gladius is flyable in Arena Commander on the PTU right now.








    From the images we can see that compared to the old damage system, well this is one hell of a visual upgrade, but that’s not all. Roberts stated that with the new system, the ships themselves have less “pre-built” meshes and states, which translates into the new damage tech being less of a performance hog, both on the hardware front and the bandwidth front. And yet it manages to look better, and work functionally better (as you will see in the video below), since you can now shoot off parts, say a wing in more ways than you could before.
    When you examine the current damage states in Arena Commander you’ll notice that the first two damage states tend to just contain minor dents, some burn damage, and perhaps a few panels that have been blown off exposing some internals. It’s only when you get to the 75% and 100% damage states you start seeing major silhouette changes, however the earlier damage states still carry the same memory cost. So our goal was to try and achieve the minor damage without having to create whole new meshes, saving both memory and artist time. To do this we decided to record the impacts on the ship within an extra set of textures that wrap around the entire ship, and to then use these in the shaders to dynamically add the dents and burn in precisely the location your ship took the damage. However rather than just opting to blend in a simple damaged texture in these areas, we instead chose to model the type of damage much more accurately by recording four different quantities:
    Temperature: The Current temperature of the hull
    Burn: The maximum temperature the hull has been burnt with


    Thickness: How much of the outer hull remains. Paint comes off first, then the underlying metal
    Deformation: How much physical focre the hull has taken to bend and distort it




    The first minute of the video is just showing the damage effects, the real breaking of ships comes after about a minute or so.
    The really interesting thing about us having access to four different measures of damage is that these can be imprinted on your ship in a pattern and strength that is unique to each weapon, explosive or type of impact. So while lasers will cause your hull to light up for several seconds leaving burnt paint and exposed metal, a powerful ballistic might tear a hole straight through your hull. We’re just scratching the surface of how far we can go with this system, and we plan to soon upgrade the weapon/ammo code to expose more unique and physically realistic damage behaviors.
    The usage of the new damage system, means that they are now working on creating, simulating and rendering particle effects purely on the GPU. Performance wise they should be able to spawn 10-100 times more GPU particles than CPU particles for the same performance and memory cost. They are also “working on some major optimizations to the damage system using DX11 features” so that everything still runs smooth when you have larger battles. Roberts mentioned during the panel that long-term they are obviously aiming for DX12 and Vulkan, since they do like to push the boundaries of visuals and your PC-hardware.
    It seems like 2015 is the year when most of the different parts start to fall into place for Star Citizen, and I’m wholeheartedly looking forward to it. In the meantime, I guess I’ll jump into some Arena Commander now and then. If you want to read the entire design-document, they made a post over at the Star Citizen homepage after the panel, which you can check out here.

    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  11. #326
    Moderador Avatar de Winjer
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    WOW! Esse sistema de dano está fantástico.
    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  12. #327
    Tech Membro Avatar de Minion
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    #Best Game Of The Year

  13. #328
    O Administrador Avatar de LPC
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    Boas!
    Bem fantástico sistema de dano e colisão...

    Isto é o que deveriamos de ter em todos os jogos que usem interacção física com o mundo...

    Cumprimentos,

    LPC
    My Specs: .....
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    AMD RADEON RX 7900 XTX - 24 GB :-: Monitor: BenQ EW3270U 4K HDR


  14. #329
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    Ainda bem que os gostos nao se discutem, mas ainda nao percebi o que leva a malta a gastar €€ nisto... ainda nao vi o que realmente faz disto um "jogo" mas pronto!

  15. #330
    O Administrador Avatar de LPC
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    Citação Post Original de Sonas Ver Post
    Ainda bem que os gostos nao se discutem, mas ainda nao percebi o que leva a malta a gastar €€ nisto... ainda nao vi o que realmente faz disto um "jogo" mas pronto!
    Boas!
    Tens que ler um pouco mais sobre o jogo...

    Se fores fan do género com certeza que vais perceber a expectativa!

    Cumprimentos,

    LPC
    My Specs: .....
    CPU: AMD Ryzen 7 5800X3D :-: Board: MSI B550M BAZOOKA :-: RAM: 64 GB DDR4 Kingston Fury Renegade 3600 Mhz CL16 :-: Storage: Kingston NV2 NVMe 2 TB + Kingston NV2 NVMe 1 TB
    CPU Cooling Solution: ThermalRight Frost Commander 140 Black + ThermalRight TL-C12B-S 12CM PWM + ThermalRight TL-C14C-S 14CM PWM :-: PSU: Corsair HX 1200 WATTS
    Case: NZXT H6 FLOW :-: Internal Cooling: 4x ThermalRight TL-C12B-S 12CM PWM + 4x ThermalRight TL-C14C-S 14CM PWM
    GPU: ASUS TUF
    AMD RADEON RX 7900 XTX - 24 GB :-: Monitor: BenQ EW3270U 4K HDR


 

 
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