• Prezados usuários,

    Por questões de segurança, a partir de 22/04/2024 os usuários só conseguirão logar no fórum se estiverem com a "Verificação em duas etapas" habilitada em seu perfil.

    Para habilitar a "Verificação em duas etapas" entre em sua conta e "Click" em seu nick name na parte superior da página, aparecerá opções de gestão de sua conta, entre em "Senha e segurança", a primeira opção será para habilitar a "Verificação em duas etapas".

    Clicando alí vai pedir a sua senha de acesso ao fórum, e depois vai para as opções de verificação, que serão as seguintes:

    ***Código de verificação via aplicativo*** >>>Isso permite que você gere um código de verificação usando um aplicativo em seu telefone.

    ***Email de confirmação*** >>>Isso enviará um código por e-mail para verificar seu login.

    ***Códigos alternativos*** >>>Esses códigos podem ser usados para fazer login se você não tiver acesso a outros métodos de verificação.

    Existe as 3 opções acima, e para continuar acessando o fórum a partir de 22/04/2024 você deverá habilitar uma das 03 opções.

    Tópico para tirar dúvidas>>>>https://forum.adrenaline.com.br/threads/obrigatoriedade-da-verificacao-em-duas-etapas-a-partir-de-24-04-2024-duvidas.712290/

    Atencionamente,

    Administração do Fórum Adrenaline

[TÓPICO OFICIAL] Lords of the Fallen

Ta foda o online,raramente acho alguem,e quando acho ,demora um ano pra conectar,loading eterno quase.
 
quanto tempo até sair mod de FPP? so vale a pena igual elden ring, quando o mod sair
 
Foi tanto patch essa semana que não deu pra acompanhar direito. Diversas vezes o multi caia pq tinha rolado patch de noite, huahuahuah

Vai o ultimo:

Patch v.1.1.217 ( October 20th 2023)


Greetings Lampbearers,
Introducing our latest set of patch notes! In this update, we are introducing a multitude of optimizations and stability improvements.

Our team has been working hard to squash the most recent bugs, fine-tune some animations, and improve various aspects of the game to ensure you have a smoother journey through the world of Lords of the Fallen.

Keep reporting to Sentry, this really helps us focus on the most important issues.

Stability
We fixed a crash that could occur when enemy AIs used their abilities in specific conditions.
Fixed a potential GPU crash caused by the initial cinematic resizing the viewport. Now it fades to black until we resolve the ratio-changing engine hiccups on some GPUs.

Optimization
We've started a rework on how the animations of complex enemies are calculated to gain additional performance without compromising quality.
Skyrest has undergone further optimization of its walls to improve performance.

Ruiner's totems have been optimized.
Parasites have received an additional optimization pass.
Improvements have been made to shadow cost and overdraw in the Skyrest bridge area.
A slight animation budget optimization has been implemented to ensure that hidden enemies do not blink. Why would they blink? Instead, they will keep their eyes wide open, waiting for the player to appear, allowing for a more effective ambush.

AI
Crossbowmen have undergone additional adjustments to their behavior in order to make them smarter without increasing their difficulty. This should result in a more engaging and balanced gameplay experience when encountering these enemies in the game.
A navmesh in the cistern has been adjusted to assist an invisible archer in targeting the player more efficiently.
The aggro ranges of the Deep Sparrow, Infernal Enchantress, and Mendacious Visage have been revised to prevent them from pursuing players after losing sight.
The Abbess and the Conflagrant Seer will now refrain from using their abilities against the player if the player is not in plain sight.
The worms spawned by the Mendacious Visage can now be dodged more easily.
There was one instance of a Pilgrim at Pilgrim's Perch who could see the player from a very far distance. Now, he will only notice the player when they get closer.
A fix has been implemented for archers to keep the arrow in place while applying vertical offset. This is a visual fix for archers that, when aiming at you from slopes, the arrow was being incorrectly displaced. The most visible impact was on the Holy Archer, particularly in the women's area section.
An update has been made to the "LookAt" behavior for NPCs to prevent neck snapping when the player gets close to them. This improvement aims to create a smoother and more natural interaction between the player and NPCs.

Balancing
The amount of poise damage inflicted by enhanced throwable items has been reduced.
Dev sword won't be ruining your PVP anymore.

Customization
Removed root bone influence from the Stalker's Hunter body and legs to improve the visuals.
The Holy Archer character model has been adjusted. These changes include removing the belt from the torso, shortening the cloth on the head, and modifying CLPs to accommodate these alterations
Swelling on the skirt part of the Marksman Armour has been removed to improve visuals and physics.

Level Design
Fixed an issue where players could interact with a Soulflay Chain from the ground in Skyrest Bridge, bypassing one step of the puzzle.
An invasion area at Pilgrim's Perch could be easily abandoned with a simple jump. To address this exploit, we've added an additional "moth-wall".
Fixed an issue where players could interact with the Soulflay Chain from the ground in the Swamp area. This fix prevents players from bypassing one step of the puzzle.
Lock-on targeting has been re-enabled for ambush enemies in the following areas: Forsaken Fen, Fitzroy's Gorge, Cursed Fief, Redcopse, Sunless Skein, and Manse of the Hallowed Sentinels.

Collisions
Two locations in the Forsaken Fen have been tweaked to prevent creatures from getting stuck under certain combat conditions.
Players can clip through the floor at a specific spot in the refractory of the Manse.
The camera could clip with the statue in the Leprosarium.
Improved the navigation of "drones" in a secret "room" within Bramis Castle.
Added an additional collision box for AIs to prevent them from falling through a hole at the Tower of Penance. Players can still push them through.
Fixed a collision issue in Lower Calrath that could prevent players from stepping on it without using a jump.
Collision fixes and optimization in the area around Lower Calrath's orphanage have been implemented.
Corrected hidden landscape collision on Manse Supply Road to prevent thrown objects from getting stuck.
Players were not dying properly due to the Void volume being too low on Pilgrim's Perch.
A collision issue between a rock and a wooden structure has been fixed to prevent players from getting stuck under certain conditions.
A wrong collision setup that made it difficult to pick up an item in Lower Calrath's Smelter area has been fixed.
A collision bug that occurred on a specific bed at Bramis Castle has been fixed.
Players could get stuck on a collision in the Sunless Skein.
Fixed a hole at Fritzroy's Gorge that could cause players to fall through it.
Fixed a collision on an asset that could cause players to get stuck when rolling in a certain way.
A misplaced collision could cause players to fall through the ground in the tutorial area.

Visuals
The LOD (Level of Detail) settings of the Strider have been updated to address an issue where the jewelry would behave unexpectedly when transitioning from LOD1 to LOD0. This update should result in a smoother and more visually consistent experience with the Strider character in the game.
Fixed a torn skirt by resetting the bones to their reference pose. This was discovered while cleaning her abp for optimization.
Fixed some ground artifacts in the Forsaken Fen.

Gameplay
Fixed controller vibration and camera shake from some level elements that ignored if the player turned that option off in the menu.


In Light we Walk.
 
Eu achei Elden Ring bem merda porque eu morria pra qualquer bicho, tipo sou 100% sem habilidade.
Nesse eu matei o primeiro e o segundo Boss, como já estava expirando o tempo do reembolso tive que parar de jogar pq não é o tipo de jogo que me chama atenção.
Não achei feio, não achei old gen, me agradou. Comprei e devolvi ele hj não sei se foi o "último patch" mas travou 3x nos 30 min que joguei, crashou no primeiro Boss, antes do segundo e durante a luta do segundo. Eu não uso drivers atualizados pode ser isso o problema.
Obs não sei se era boss, era bicho grande com barra de vida.
 
Foi tanto patch essa semana que não deu pra acompanhar direito. Diversas vezes o multi caia pq tinha rolado patch de noite, huahuahuah

Vai o ultimo:

Patch v.1.1.217 ( October 20th 2023)


Greetings Lampbearers,
Introducing our latest set of patch notes! In this update, we are introducing a multitude of optimizations and stability improvements.

Our team has been working hard to squash the most recent bugs, fine-tune some animations, and improve various aspects of the game to ensure you have a smoother journey through the world of Lords of the Fallen.

Keep reporting to Sentry, this really helps us focus on the most important issues.

Stability
We fixed a crash that could occur when enemy AIs used their abilities in specific conditions.
Fixed a potential GPU crash caused by the initial cinematic resizing the viewport. Now it fades to black until we resolve the ratio-changing engine hiccups on some GPUs.

Optimization
We've started a rework on how the animations of complex enemies are calculated to gain additional performance without compromising quality.
Skyrest has undergone further optimization of its walls to improve performance.

Ruiner's totems have been optimized.
Parasites have received an additional optimization pass.
Improvements have been made to shadow cost and overdraw in the Skyrest bridge area.
A slight animation budget optimization has been implemented to ensure that hidden enemies do not blink. Why would they blink? Instead, they will keep their eyes wide open, waiting for the player to appear, allowing for a more effective ambush.

AI
Crossbowmen have undergone additional adjustments to their behavior in order to make them smarter without increasing their difficulty. This should result in a more engaging and balanced gameplay experience when encountering these enemies in the game.
A navmesh in the cistern has been adjusted to assist an invisible archer in targeting the player more efficiently.
The aggro ranges of the Deep Sparrow, Infernal Enchantress, and Mendacious Visage have been revised to prevent them from pursuing players after losing sight.
The Abbess and the Conflagrant Seer will now refrain from using their abilities against the player if the player is not in plain sight.
The worms spawned by the Mendacious Visage can now be dodged more easily.
There was one instance of a Pilgrim at Pilgrim's Perch who could see the player from a very far distance. Now, he will only notice the player when they get closer.
A fix has been implemented for archers to keep the arrow in place while applying vertical offset. This is a visual fix for archers that, when aiming at you from slopes, the arrow was being incorrectly displaced. The most visible impact was on the Holy Archer, particularly in the women's area section.
An update has been made to the "LookAt" behavior for NPCs to prevent neck snapping when the player gets close to them. This improvement aims to create a smoother and more natural interaction between the player and NPCs.

Balancing
The amount of poise damage inflicted by enhanced throwable items has been reduced.
Dev sword won't be ruining your PVP anymore.

Customization
Removed root bone influence from the Stalker's Hunter body and legs to improve the visuals.
The Holy Archer character model has been adjusted. These changes include removing the belt from the torso, shortening the cloth on the head, and modifying CLPs to accommodate these alterations
Swelling on the skirt part of the Marksman Armour has been removed to improve visuals and physics.

Level Design
Fixed an issue where players could interact with a Soulflay Chain from the ground in Skyrest Bridge, bypassing one step of the puzzle.
An invasion area at Pilgrim's Perch could be easily abandoned with a simple jump. To address this exploit, we've added an additional "moth-wall".
Fixed an issue where players could interact with the Soulflay Chain from the ground in the Swamp area. This fix prevents players from bypassing one step of the puzzle.
Lock-on targeting has been re-enabled for ambush enemies in the following areas: Forsaken Fen, Fitzroy's Gorge, Cursed Fief, Redcopse, Sunless Skein, and Manse of the Hallowed Sentinels.

Collisions
Two locations in the Forsaken Fen have been tweaked to prevent creatures from getting stuck under certain combat conditions.
Players can clip through the floor at a specific spot in the refractory of the Manse.
The camera could clip with the statue in the Leprosarium.
Improved the navigation of "drones" in a secret "room" within Bramis Castle.
Added an additional collision box for AIs to prevent them from falling through a hole at the Tower of Penance. Players can still push them through.
Fixed a collision issue in Lower Calrath that could prevent players from stepping on it without using a jump.
Collision fixes and optimization in the area around Lower Calrath's orphanage have been implemented.
Corrected hidden landscape collision on Manse Supply Road to prevent thrown objects from getting stuck.
Players were not dying properly due to the Void volume being too low on Pilgrim's Perch.
A collision issue between a rock and a wooden structure has been fixed to prevent players from getting stuck under certain conditions.
A wrong collision setup that made it difficult to pick up an item in Lower Calrath's Smelter area has been fixed.
A collision bug that occurred on a specific bed at Bramis Castle has been fixed.
Players could get stuck on a collision in the Sunless Skein.
Fixed a hole at Fritzroy's Gorge that could cause players to fall through it.
Fixed a collision on an asset that could cause players to get stuck when rolling in a certain way.
A misplaced collision could cause players to fall through the ground in the tutorial area.

Visuals
The LOD (Level of Detail) settings of the Strider have been updated to address an issue where the jewelry would behave unexpectedly when transitioning from LOD1 to LOD0. This update should result in a smoother and more visually consistent experience with the Strider character in the game.
Fixed a torn skirt by resetting the bones to their reference pose. This was discovered while cleaning her abp for optimization.
Fixed some ground artifacts in the Forsaken Fen.

Gameplay
Fixed controller vibration and camera shake from some level elements that ignored if the player turned that option off in the menu.


In Light we Walk.

+ 1:

v.1.1.219 - Minor Update
Made minor adjustments to the Sentry tool to enhance the crash reports when players decide to send the logs. This adjustment allows us to gather more detailed information about the crash, helping to diagnosing and resolving specific hardware issues more effectively.
--- Post duplo é unido automaticamente: ---

Comprei e devolvi ele hj não sei se foi o "último patch" mas travou 3x nos 30 min que joguei, crashou no primeiro Boss, antes do segundo e durante a luta do segundo. Eu não uso drivers atualizados pode ser isso o problema.

Eles estão com algum problema com as VGA da AMD, teve dois ou três patches focados especificamente para tentar resolver crashes em GPUs AMD, mas não resolveu muito, não. Eu tive uns 30 crashes do lançamento até ontem.
Desde que botei a 4070 ontem à tarde, não tive mais nenhum (Joguei umas 8h nesse espaço de tempo). Então, creio que seja um problema específico do Lords of The Fallen com as AMD mesmo. Eu usei tanto o último preview que tem o AFMF quanto o 23.10.1 e, posteriormente, o 23.10.2, e nenhum deles teve mais ou menos crashes. Tava crashando pra caramba com qualquer um.

Acho que no segundo ou terceiro dia que tive uma boss fight específica em que eu crashei umas 7x até conseguir matar o boss :bem:
 
Última edição:
Esse ultimo patch deu uma melhorada na performance aqui, 80 fps com praticamente tudo no alto, o fps cai somente no lugar onde tem a forja e os npc's
 
Alguem quer jogar coop? Se sim me add na steam, ta na assinatura, to com 22 horas de jogo mas nao sei aonde ir mais kkkkkk
 
Patch notes de hoje: v.1.1.224 (22/10/2023)

v.1.1.224 Patch Notes

NG+

  • Added a new NG+ option that resets the game world, allowing you to restart with your current character level in the same world.
Enemy Density
  • We've improved the leashing system where enemies will stop pursuing you after a certain distance (varies by situation). This prevents overwhelming crowds of enemies if you rush through a map section.
Visuals
  • Fixed fog card artifacts in locations like the Manse of the Hallowed Brothers chapterhouse when Frame Generation was enabled.
In Light we Walk.



Em spoilers temos informações sobre mudanças que virão em patch na semana que vem.

Patch v.1.1.224 - NG+ Vestiges, Enemy Density, Crossplay, Progression Loss

59f64d99c1fa477beae1c89a145e701193a7fa5d.jpg

Greetings Lampbearers,
Thank you to everyone who attended last week’s Q&A event and provided feedback, both during the stream and afterwards. We continue to be humbled by the countless encouraging words and constructive feedback you have shared. In response to this, we have a few important announcements to make as part of today's patch notes.

Community Feedback
Vestiges in NG+

We hear you. And have decided to roll out some fundamental changes to ensure everyone continues to enjoy the NG+ experience, including both those who have relished the no-vestige challenge and those who would rather they were still present throughout the world.

From today's patch onward, now when you complete your initial playthrough, you will be presented with a new option before embarking on your next runthrough; you can either progress directly to the next consecutive NG (i.e if you’ve just completed NG+1, you would move onto NG+2), or you can replay the current NG at the same difficulty, albeit retaining your character, items and progression, but resetting the entire world, including NPCs and questlines. This will allow trophy hunters and completionists to seek out any outstanding tasks without having to contend with increased difficulty, should they so choose.

A further patch this coming Thursday will see further updates made to the NG+ mode; instead of removing all vestiges (as it does currently), NG+1 will only see a few disappear while keeping the key locations intact. In NG+2, a few more will disappear, and then in NG+3 all but the main HUB (Skyrest Bridge) and Adyr's Shrine vestige will disappear. This way, our initial vision remains intact but is more of a gradual adaptation, awaiting those who seek increasing levels of challenge.

Lastly, as a follow up to the popular announcement made during last week’s stream, we can confirm we have started designing the "NG+ modifier system", allowing players to fully customize their NG+ experience, whether that’s retaining all vestiges, keeping just a few, or removing them completely. It will also include other fun modifiers like a "hardcore" mode (1 death = permadeath), item randomizers, enemy randomizers, etc. The feature set is yet to be fully defined, but our current intention is to release the modifier system before the end of the year.

Enemy Density

Today as a means of helping with enemy density, we're improving our 'leashing' system, further limiting how far enemies will pursue players from their spawn point. This helps prevent large crowds of enemies from relentlessly pursuing the player when rushing through a level.

We aim to have further refinements in Thursday’s patch, including reducing the number of enemies present in areas where players most struggle. These enemies will be removed in your initial playthrough, but will remain in NG+, in keeping with the more challenging experience players are seeking.

Additionally, we are going to tweak some crowd behaviors so enemies will not swarm players as often; multiple enemies will no longer land hits at the same time,while enemies will also be a little less aggressive when swarming the player in greater numbers.

Crossplay

As we explained in the Q&A stream, we are targeting to deploy this ASAP for all platforms, but we want to ensure certain GPU stability levels for PC players before this happens.

We are pleased to confirm we are activating crossplay on consoles this coming Monday, with a plan to activate it on ALL platforms this coming Thursday.

Performance & Stability

Our constant efforts for improved GPU stability are paying off, and we see that right now, the numbers have been reduced drastically from launch, to less than one third of what they were day one, yet still affecting 4% of our players each hour.

We are diligently addressing the remaining 0.28% of crashes stemming from game code, while also collaborating closely with NVIDIA, AMD, and Epic to resolve any outstanding issues reported by players through Sentry.

We have a number of key improvements rolling out between today and Thursday that will drive those numbers even lower.

Progression Loss

For those players who have lost level progression, either through corrupted saves or due to the co-op related issue in v.1.1.215, please know we are working diligently on a solution for you.

We're setting up a team you can send your corrupted saves/downgraded characters to, which will respond by providing your saves with the required vigor to restore characters up to the level they were before the glitch.

Those affected by the
corrupted save file
, please follow the steps below:
  1. Create your new character
  2. Send your new character save*, the name of that character, and the level you need restored, to
    support@cigames.com
    .
  3. We’ll send you back your save, with enough vigor skulls to reach the same level. You will need to restart your playthrough, but should be able to restore your progress very quickly with your high-level character.
Those affected by the
co-op savegame glitch
on v.1.1.215, please follow the steps below:
  1. Send your affected character save*, the name of that character, and the level you need restored, to
    support@cigames.com
    .
  2. We’ll send you back your save, with enough vigor skulls to reach the same level.
*Your character saves are located at %USERPROFILE%/AppData/Local/LOTF2/Saved/SaveGames
 
Finalizei o jogo ontem e, para mim, foi uma grata surpresa. Achei o enredo, design e ambientação muito interessantes e provavelmente irei fazer o NG+ para explorar alguns conteúdos que não foram possíveis (fiz o final radiante).

Sobre a situação mais crítica, a performance: desde o lançamento não tive grandes problemas, mas sei que foi algo crucial nos consoles e li relatos de pessoas com máquinas muito superiores a minha, com problemas que, felizmente, eu não tive. Joguei em 1440p, config no alto (mas com aberração cromática, desfoque de movimento e granulação de filme desativados), dlss em qualidade e travei em 60fps (o que sempre faço nesse tipo de jogo). Mantive uma folga considerável no hardware com essa config. Ironicamente, eu tive problemas com crashes depois do terceiro e do quinto patch de correção. Após isso, não tive mais, contudo, notei uma queda na qualidade (que se normalizou nos últimos dias) e que, o carregamento tem demorado mais para se iniciar.

Sobre a gameplay: algo que realmente me incomodou, foi o comportamento da câmera, principalmente quando o personagem está em batalha próximo a paredes ou em quinas (muitas vezes, fiquei preso, mesmo tentando me movimentar em todas as direções). Além disso, a facilidade do personagem cair ao realizar certos golpes (mas isso tem o agravante de falta de habilidade da minha parte kkkk). No mais, achei o saldo bem positivo, gostei bastante.

Espero que consigam deixar o jogo bem otimizado para todos aproveitarem!
 
Última edição:
Esperei alguns patchs para jogar novamente do zero e com essa última atualização estou tendo muitas quedas de fps, tá pior que a build original do jogo, mais alguém?

E parece que piorou a performance, tá rodando 99% da placa com 100 fps em média isso com dlss equilibrado, que eu me lembre eu tinha mais fps no lançamento do jogo. Como um souls like essas quedas atrapalham bastante a jogatina.
 
Esperei alguns patchs para jogar novamente do zero e com essa última atualização estou tendo muitas quedas de fps, tá pior que a build original do jogo, mais alguém?

E parece que piorou a performance, tá rodando 99% da placa com 100 fps em média isso com dlss equilibrado, que eu me lembre eu tinha mais fps no lançamento do jogo. Como um souls like essas quedas atrapalham bastante a jogatina.
Aqui desde o lançamento eu simplesmente setei o game em 60 fps com g-sync e roda tudo no ultra exceto reflexo médio a 1440p. Rodando bem fluido e sem queda alguma. Esse game com fps alto gera drop e fica realmente zoado.
 
Última edição:
Comecei a jogar aqui e que jogo bom hein, o combate dele é exelente e a mecânica de duas realidades é um diferencial dele para os outros Souls.
Só a performance que está ruim além da implementação do Dlss que também não ficou boa, uma dica pra quem começar a jogar é que o jogo fica carregando shaders no início do jogo mas não fala então fica dando travadinha o tempo todo só depois de uns 20 minutos no meu Pc é que parou.
 
 
Terminei o game. Foi meu segundo souls (Lies of P o primeiro). Não tenho experiencia com os souls da from, então não tenho muito parâmetro, mas gostei no geral do game. Lies of P no geral foi mais divertido, tem uma puta historia e melhor combate, mas a arte de Lords of the Fallen é realmente muito boa. Level design acima da média. Você percebe que realmente o orçamento foi bem alto, mas ainda não vale o preço cheio (e peguei a deluxe, haha).

Terminei o game com 62 horas e no level 102.

Nota 8.

Agora é descansar um pouco de Souls e ver se animo com Elden Ring, apesar que os gráficos no mundo aberto do jogo me desanimou um pouco, ainda mais depois de jogar estes novos.
 


F-WFGa6XMAAh16C
 
Terminei o game. Foi meu segundo souls (Lies of P o primeiro). Não tenho experiencia com os souls da from, então não tenho muito parâmetro, mas gostei no geral do game. Lies of P no geral foi mais divertido, tem uma puta historia e melhor combate, mas a arte de Lords of the Fallen é realmente muito boa. Level design acima da média. Você percebe que realmente o orçamento foi bem alto, mas ainda não vale o preço cheio (e peguei a deluxe, haha).

Terminei o game com 62 horas e no level 102.

Nota 8.

Agora é descansar um pouco de Souls e ver se animo com Elden Ring, apesar que os gráficos no mundo aberto do jogo me desanimou um pouco, ainda mais depois de jogar estes novos.
Então retome a sua sanidade e vá jogar Elden ring.
 
Última edição:
Terminei o game. Foi meu segundo souls (Lies of P o primeiro). Não tenho experiencia com os souls da from, então não tenho muito parâmetro, mas gostei no geral do game. Lies of P no geral foi mais divertido, tem uma puta historia e melhor combate, mas a arte de Lords of the Fallen é realmente muito boa. Level design acima da média. Você percebe que realmente o orçamento foi bem alto, mas ainda não vale o preço cheio (e peguei a deluxe, haha).

Terminei o game com 62 horas e no level 102.

Nota 8.

Agora é descansar um pouco de Souls e ver se animo com Elden Ring, apesar que os gráficos no mundo aberto do jogo me desanimou um pouco, ainda mais depois de jogar estes novos.
Só para deixar registrado que nesse período off de jogos souls, terminei o primeiro Lords of the Fallen (2014) :isquero:

Jogo curto, terminei com 14h e gostei bastante. Bem diferente do seu irmão mais novo e ainda muito bonito.
 
O potencial desse jogo era absurdo, pena que essa má otimização deixa qualquer um frustrado.
O maior problema é ele ter quedas em lutas contras chefes, Elden Ring era mal otimizado mas o FPS era estável.
 
Ta foda o online,raramente acho alguem,e quando acho ,demora um ano pra conectar,loading eterno quase.
Eu ia postar se ninguem está jogando o game pois acabei de comprar na Epic (estou com umas 15 horas) e todas as vezes que tentei jogar coop não achou ninguem, só fui invadido uma unica vez (nesse aspecto até prefiro, pois odeio esse lance de invasão).

O jogo é bom, apesar de ser bem limitado nas mecanicas e ser infestado de mobs (o que vai fazer vc simplesmente querer correr em muitos momentos). Em termos de performance aqui está rodando muito bem, QHD, DLSS qualidade e tudo no ultra com média de 90 fps, em alguns pontos rola stutterings mas é raro, bem diferente da performance no Series X onde eu tinha comprado inicialmente mas as quedas de FPS me fizeram pegar no PC.

Uma pena o multiplayer estar morto.
 

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