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Jacob Nowak, Berlin

  • Registered A year ago
  • Last active A year ago
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With regards to getting together with the viewers, we have a lot of people from Twitch and other areas talking about the interactions we need from viewers. Similar to the movie Hunger Games where viewers be capable of impact the overall game. We&#039;re still thinking about it - it isn&#039;t that high of a priority for us at this point. Before we release and escape early access it&#039;s important for us to give attention to the specific details of the game to improve it.<br /> <br /> Toss another podcast episode upon the fire, stranger. The chilly is closing in but the Electronic Wireless Show will keep us warm. Pip, Alice and Adam gather round the podfire this week to discuss the lays (Adam explains to) at Gamescom, the icy reception for the Long Deep‘s story mode, the cleansing rain of Playerunknown&#039;s Battlegrounds, and the dangerous climates of No Man&#039;s Sky.

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Recent comments

  • Avatar for pubg pubg A year ago

    But… considering the competitive aspect of the overall game, I do believe that there's a balance issue between controllers and keyboard and mouse. That's what's which makes it difficult for us to do right away. If we're going Playerunknown's Battlegrounds to allow players to use controllers we have to have the aim assist added in and things like that. We're not heading to be helping it immediately, but it's something we want to look into later.

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  • Avatar for pubg pubg A year ago

    The game's intensity fosters adrenaline peaks, usually at the matche's beginnig and end: At the start, the player must find nutrients quickly and survive the actual opponents nearby. After that, the intensity will vary with regards Playerunknown's Battlegrounds to the encounters but will top at eatch one. More often than not, the match ends with an encounter, wether the gamer wins or not. Thus, the participant will end the match by using an adrenaline optimum witch will incite him to restart a fresh one.

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