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Posted: Fri, 28th Aug 2015 14:15 Post subject: |
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Glad to hear they're making a sequel, really liked the first one. 
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Fri, 28th Aug 2015 14:30 Post subject: |
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nice , wonder how long they plan to stay in EA
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Posted: Fri, 28th Aug 2015 16:22 Post subject: |
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Bah, those animations, especially the ice skating, suck ass.
Frant wrote: | Shitass games are ruining piracy. |
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Posted: Fri, 28th Aug 2015 16:31 Post subject: |
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Quote: | Eko Software has made it clear that this time there will be no confusion anymore regarding content patches. Each patch will cost 3$, but you can continue to just use the regular, unpatched, game. These patches are not cumulative so if we were to release four patches you have to pay for each of them, according to Eko Software' Bice Poncet. |
PC: Yes. Console: No.
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Posted: Fri, 28th Aug 2015 17:26 Post subject: |
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I think that's one of those "in this day and age, even that could be possible" jokes 
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Posted: Fri, 28th Aug 2015 19:16 Post subject: |
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Thu, 29th Oct 2015 16:25 Post subject: |
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Posted: Thu, 29th Oct 2015 22:26 Post subject: |
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Wow.. this is basic. Very, very basic. The UI is incredibly bad even for an alpha/beta and there's no character personalisation yet either ... you get Generic Man #1 and that's it. Also it has no in-game configuration options, you have to run "Detect.exe" to even set your resolution/screen mode and select a graphical preset, and the controls are clunky -- if you're playing on a controller then you get a mouse cursor to interact with everything, and if you're playing on a mouse/keyboard you have terrible combat. Performance is absolutely perfect though, no issues there at 1080 with "Ultra" preset.
This has potential but it really did need a few more months in the oven before it was ready for even Early Access
~edit~
Also, it's VERY much MMO-style now. Skills and levels are staggered with enormous ranges (you'll be grinding for exp a lot), there's a strong focus on multiplayer teaming with revivals and other MP-focused abilities ... and it's an MMO/"Co-Op" game, so there's no pausing. At all. Ever. You also get an experience point penalty of minus 10% for each death in a mission - so if you die 10 times then you won't earn anything for the mission, no matter how long or lucrative.
~edit~
CRAFT A BOW AS SOON AS HUMANLY POSSIBLE. No, seriously 
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Tue, 6th Sep 2016 23:54 Post subject: |
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http://steamcommunity.com/games/360170/announcements/detail/815536611976611116
Quote: | Dear Survivors,
When we began Early Access back in 2015 we stated that we wanted to have a final game by summer 2016. And we can now announce that we will be launching How to Survive 2 on September 8th 2016.
For the past few months, we have been working with you to enhance, widen and shape How to Survive 2 by taking in account requests and suggestions from the forums. We would like to thank everyone for their feedback by making sure that you get a nice pack of Early Access items. So anyone who purchased the game before official launch will receive the Pet Crow, the Winter Hat and the Dual Knives. Those who purchase at launch and after will need to purchase them via DLC. We will be keeping the Primal Fear Armor for those who already own another How to Survive franchise game. The Voodoo Guitar will remain exclusive to players who purchased the game early (thank you, guys!).
We knew from our research that the community wanted a space where they could play with friends and freely create their own camps, so we focused in developing a system where you could invite other players and cooperate with them to survive.
The scenarios are now bigger than ever in the How to Survive franchise, introducing a variety of environments from swamps to suburban streets, sewers, farms, the French Quarter, etc. And we have populated it with infected hordes that include classic zombies, fast zombies, SWAT, exploding or mutilated zombies, farmers and more. You can also find a large catalogue of animals, infected or not, roaming the scenarios: alligators, turtles, pelicans, bears, deer, pigs, bunnies, etc.
You can come across over a dozen NPCs that will trigger dozens of quests with different mechanics: scavenge, timed challenges, escort and stealth missions. And, first among the locals, there is Kovac who will guide your steps to craft your gear, build your camp and fortify it. Following his recipes, you and your friends will be able to equip your survivors with amazing weapons and armors. And you can choose among dozens of skills to level up and create unique characters.
There has been exhaustive work tweaking and adjusting animations, controls, difficulty, leveling, etc. And, by the time that you read these lines, our plan is to have the game available into, at least, 11 languages! In our latest update today we have added language support for Korean, Thai and Turkish.
There will be one last content update at launch to bring new challenges and quests, camp modifications, new enemies, building, weapon and armor novelties and… a special surprise Kovac finale! We wanted to do something completely crazy and unexpected, just like Kovac. So don’t tell us… "Oh, I saw that coming…" because you didn’t.
Upon game launch we will need to reset the servers which will mean all camps and characters will be reset back to the beginning. We have implemented a new save structure that is a bit more simplified than what we had during Early Access which we hope will clear up a number of issues that users have reported to us. Along with the save update we are also releasing all the game Achievements for the game which will require you to start from a fresh launch. The quest structure has been updated and finalized so we hope everyone will have a nice story quest flow that will lead up to our new ultra-exciting story ending.
After the game launch we will be monitoring the forums and game performance to decide our next steps. So stay tuned!
EKO Software & 505 Games |
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Posted: Wed, 7th Sep 2016 07:01 Post subject: |
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@prudislav
Nice. Let's see how they improved upon the EA version.
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Posted: Thu, 8th Sep 2016 09:21 Post subject: |
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Posted: Thu, 8th Sep 2016 19:18 Post subject: |
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And out:
How.to.Survive.2-CODEX
2566 MB
According to the latest Steam reviews, the game is very good now.
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Posted: Mon, 3rd Oct 2016 14:59 Post subject: |
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Played it for a bit now.
Gameplay is rather fun so far.
But ZERO graphical options? What the fuck is that?!
Had to add Reshade for some AA, and force 60fps lock with Rivatuner.
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Posted: Sun, 9th Oct 2016 00:28 Post subject: |
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Those piggies were a pain in the ass to get into the barn, fucking hell I had to redo it 4 levels under mine just to pass the fucking stage. >.<
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LuckyStrike
Posts: 1753
Location: Somewhere in the Portuguese Colonial Empire
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Posted: Sun, 9th Oct 2016 00:29 Post subject: |
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Bob Barnsen wrote: | Most of those infected animals are more dangerous than the zombies.
Especially those pigs and rabbits.  |
I tried to kill an infected deer with a fork and i was instaraped. Wait till you see the turtles.. only have a good chance to kill those with the piercing arrows, almost all other stuff just bounces off the shell.
Epsilon wrote: | Meanwhile the people of that generation will call those guys relics, and not move with the times when everything is auto fucking. |
EyePatchLives wrote: | Press X to tame beasts. YOU ARE DA BEASTMASTER!!! |
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Posted: Sun, 9th Oct 2016 04:25 Post subject: |
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man,why isn´t the cracled release working in lan 
paxsali wrote: |
Now, I don't know what hardware costs in Poland, I guess it's cheaper because everything is stolen from Germany and resold... |
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