No Men's Sky
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C.MAC




Posts: 218

PostPosted: Tue, 7th Aug 2018 21:08    Post subject:
Return to your base to get a new schematic. OK, I return to my base... your base is in another system! No, it's bloody not, I'm standing right in it!
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no9999




Posts: 3437
Location: Behind you...
PostPosted: Tue, 7th Aug 2018 23:56    Post subject:
In steam click properties on the game, go to tab "betas" and fill in "3xperimental".

It will give you the latest beta patch which will fix things.

Im still having issues though with not being able to build the bigger refiner since its bugged.
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vurt




Posts: 13948
Location: Sweden
PostPosted: Tue, 7th Aug 2018 23:58    Post subject:
Even better, wait 1 more year. That's what i'm gonna do.
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Airbag




Posts: 643
Location: The Netherlands
PostPosted: Wed, 8th Aug 2018 00:10    Post subject:
C.MAC wrote:
Return to your base to get a new schematic. OK, I return to my base... your base is in another system! No, it's bloody not, I'm standing right in it!


So many frustrating bugs. Had this one as well. For some reason the game was convinced I could fetch my base blueprints at my freighter instead of my base. But summoning my freighter to my location caused it to reload and point the quest marker to the base I was actually standing in.

The most interesting are the sidequests.. they go completely random sometimes.
- Get told to fetch 250 Coprite.. easy enough
- Get told to hand it in at another location at a trade terminal.. ok
- Trade terminal asks for 250 phosphorous, but the quest is completed anyway upon canceling.. eh?
- Get told to turn it in at a different npc than the starter..
Ended up with 250 Coprite still in my inventory, a quest reward for handing it in, and a trade terminal that now endlessly asks for 250 phosphorous..
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C.MAC




Posts: 218

PostPosted: Wed, 8th Aug 2018 00:37    Post subject:
Yeah, found that out about the game thinking the freighter is an eligible base for that as well and fixed it by just establishing a temporary base in the system where my freighter was.

Missions disappearing from the log entirely, getting send to a different location to hand them in, the entire interface... you would think the game was released this week and not two years ago (don't really care how much they added since. Released is released).
Will be interesting to see which happens first. The game getting in a decent state or their funding drying up.

I do think there is a lot of potential in this game. It just needs another 5 years or so dev time. Wink
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Silent_Lurker




Posts: 7529
Location: France
PostPosted: Wed, 8th Aug 2018 10:26    Post subject:
Yeah.

Just give dem developers time, damit ! Mad
Laughing


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vurt




Posts: 13948
Location: Sweden
PostPosted: Wed, 8th Aug 2018 14:21    Post subject:
Silent_Lurker wrote:
Yeah.

Just give dem developers time, damit ! Mad
Laughing


Well no one is saying its justified to release buggy games or games without promised content.

For this game they / Sony should have waited to not ruin their rep.. Because what they could have on their hands is another Minecraft type of success (but with way larger budget), but instead they released a game which even to this date angers a very large crowd of people.

Personally i'm gonna wait before i play this again.. I'm having fun but I don't think it feels finished at all. For my ships to return to my newly spawned freighter i had to leave the game and load the game again.. Things like that is inexcusable.

The game should be called beta 0.8, not Final 1.5x. I also see that 1.54 was just released, no mentioning of them fixing the issue above (which i've heard of for a while now).
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Rage




Posts: 2757

PostPosted: Wed, 8th Aug 2018 14:28    Post subject:
So after putting about 35 hours in this, i can safely say, it's a nice game, but it needs more work.
Once you make it past the point of getting a freighter and starting to build the large bases, is where the bugs & crashes start showing up, and it also gets a lot more tedious with every build item costing hundreds of materials to make. I understand i can take it to creative difficulty or whatever which gives more resources or whatever, but then that removes the environmental hazards and the game becomes too easy/boring.

Overall, fun little romp, but i wanted a bit more direction, a move alive universe (How come there's no populated planets that aren't just random critters walking around?), less of a hassle learning the languages (Seriously? one word per npc?), something more to strive for, like a villain or evil alien race or whatever, some sort of threat?

It's a good sandbox game though, one of the better ones out there, at this point though, i think i got through most of my possible progression, as i've got a good multitool, upgraded exosuit, good ship, and a freighter, not sure what else to work towards now?..


Clown Fiesta
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vurt




Posts: 13948
Location: Sweden
PostPosted: Wed, 8th Aug 2018 14:37    Post subject:
I'd really like to fight something else apart from the Sentinels, and since animals never seem to attack (what is their reasoning behind this in the first place?) it becomes more boring than needed. Storms are only threatening if you decide to act like an idiot and ignore them, same with the environmental hazard, it's not hard to avoid.

Why can't we upgrade the jetpack to fly around faster and higher and with more fuel, that would have been a really fun thing to find upgrades for. But nope. I just downloaded a mod which made the jetpack feel really great and fun (but also like cheating since i got the "upgrade" from just installing a mod - boring).

I also downloaded a mod which made the planets feel more alien and interesting, the one i was on completely changed (to the better, more stuff to look at etc). The devs are holding back on things that makes little to no sense.
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red_avatar




Posts: 4567

PostPosted: Wed, 8th Aug 2018 14:57    Post subject:
vurt wrote:
I'd really like to fight something else apart from the Sentinels, and since animals never seem to attack (what is their reasoning behind this in the first place?) it becomes more boring than needed. Storms are only threatening if you decide to act like an idiot and ignore them, same with the environmental hazard, it's not hard to avoid.

Why can't we upgrade the jetpack to fly around faster and higher and with more fuel, that would have been a really fun thing to find upgrades for. But nope. I just downloaded a mod which made the jetpack feel really great and fun (but also like cheating since i got the "upgrade" from just installing a mod - boring).

I also downloaded a mod which made the planets feel more alien and interesting, the one i was on completely changed (to the better, more stuff to look at etc). The devs are holding back on things that makes little to no sense.


I tried this and found it very boring. As you say, you got tedious drones and that's it really. It's ridiculous. There's a game called Empyrion on Steam that did all of this, BETTER, several years ago. You had base building with quite a lot of freedom, designing your own vehicles, you had enemy bases to explore and loot, planets to explore and mine - it's not the perfect game but it sucked me right in. Now when I play NMS, it feels flat, tedious, pointless. It does everything worse than Empyrion. Crafting is a chore, building is a chore, exploring is a chore, the HUD is a chore, etc.
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vurt




Posts: 13948
Location: Sweden
PostPosted: Wed, 8th Aug 2018 16:46    Post subject:
red_avatar wrote:
It does everything worse than Empyrion. Crafting is a chore, building is a chore, exploring is a chore, the HUD is a chore, etc.


I have Empyrion on my wishlist, it's still early access so haven't bought it.. and clearly Early Access is what NMS should be in too.
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Silent_Lurker




Posts: 7529
Location: France
PostPosted: Wed, 8th Aug 2018 17:18    Post subject:
Empyrion !

How come this game wasn't on my wishlist or even better ... in game library Shocked

Thx for the head up guys, looks promising.


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Il_Padrino




Posts: 7602
Location: Greece by the North Sea
PostPosted: Wed, 8th Aug 2018 18:49    Post subject:
Seems like an endless early access game


There must have been a door there in the wall, when I came in.
Truly gone fishing.
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Silent_Lurker




Posts: 7529
Location: France
PostPosted: Wed, 8th Aug 2018 20:42    Post subject:
Quote:
We have now released update 1.54 to Steam. The latest fixes and improvements are detailed below.

Fixes and improvements
Fix for crash while reloading mission markers from save
Fix for issue where invalid characters could be inserted into a save, causing it to fail to load
Switched to using lockless small block allocator for physics to reduce memory footprint
Fix for occasional crash when looking up data about substances in UI pages

Thank you,

Hello Games


Also on the experimental branch :

Quote:
Please note that due to the large number of changes in this patch, there is always the possibility it may introduce new issues that haven't been caught in test. We'd like to recommend that all players back up their save files, by making a local copy of the st_[userid] folder found here:
C:\Users\[Username]\AppData\Roaming\HelloGames\NMS\st_[userid])

Note that we don't anticipate any issues here. However, performing your own backups could mean the difference between resuming play immediately, or waiting for the next patch.

Feedback and reports of new bugs/issues being found on Experimental are welcome, so please post them here, or submit a ticket to Zendesk[hellogames.zendesk.com] with the phrase "Steam Experimental 08/08" in the ticket title.

To play in Experimental, right-click on No Man's Sky from the Steam library page and select "Properties". Among the available tabs will be the "BETAS" tab. Select "Code: 3xperimental" in the dropdown menu under "Select the beta you would like to opt into".

Latest changes on Experimental (08/0Cool:
Fixed a memory leak in the UI
Fixed a number of crashes to do with freighters
Fixed a crash that affected particular planets
Fixed a crash that could occur while creating a race track in a borrowed Exocraft
Reduced texture memory usage to improve overall stability

Fixed an issue where players would get stuck in The Purge mission
Fixed an issue where players would get stuck in the Ghost in the Machine mission
Fixed an issue where players would receive incorrect mission instructions while returning with the Mind-Arc
Fixed an issue where Sentinels would chase players forever if they did not complete the final Weapon Specialist mission
Fixed an issue that was causing dialogue and rewards at certain found buildings to repeat (including Traveller graves and portal glyphs)
Fixed an issue that caused players upgrading their save to not have any primary missions if they were on the tutorial for expanding their inventory when they upgraded to NEXT

Fixed an issue where legacy saves would not know the recipe for microchips, the large refiner and some advanced survival products

Fixed an issue where trade commodities were not available for sale in the space station

Fixed an issue where player ships could shoot themselves in multiplayer

Fixed an issue where some base parts were not available in the blueprint analyser
Fixed an issue where players would get stuck if they died before using the Navigation Data in the tutorial

Fixed an issue where the labels of hot / cold thermal protection upgrades were the wrong way around
Fixed an issue where the Efficient Launch Thruster upgrade was not learnable in space stations

Fixed an issue where terrain edits caused by building parts would regenerate in multiplayer
Fixed an issue where Base Computers placed inside other bases could not be deleted

Fixed some instances of an issue where ships would all spawn on the same landing pad

Fixed a number of incorrect refiner recipes
Expanded the available refiner recipes

Removed the chance to get nanites from Buried Technology Modules
Reduced the frequency of storms in some situations
Slightly increased the cost of launch fuel, but made one canister entirely refill the thrusters
In normal mode, slightly reduced the base rates of hazard and life support fuel usage
Slightly reduced the radius at which Sentinel drones will investigate players
Reduced the time required to scan discoveries with the Analysis Visor
Increased the recharge rate of the jetpack when onboard a Space Station

Farm plants now grow in real-world time (rather than game time), allowing farms to continue growing while you are away from the game. As a consequence, adjusted farming times + prices.

Placed the Space Anomaly marker on the entrance to the Anomaly rather than the centre of the model
Fixed an issue where mission markers would not attach to the correct base

Reduced the number of whispering eggs around Abandoned Buildings

Fixed an issue with rain audio
Added audio to the target tagging UI

Fixed a bug in the auto-aim system concerning large creatures
Reduced the critical hit zone for biological horrors
Fixed an issue in creature replication that could cause creatures to freeze
Fixed an issue where mordite would not be awarded to the correct player when killing creatures in multiplayer

Fixed an issue that could cause the third person camera to turn sluggishly

Fixed an issue where players respawning in Survival mode would have no life support and rapidly die again

Fixed an issue where some of Nada + Polo's missions had untranslated text
Fixed an issue where some of the procedural missions given by NPCs had untranslated text
Fixed an issue where some exotic biomes incorrectly reported their weather as fine or calm
Fixed an issue where chairs did not display their text correctly

Fixed an issue where the launch fuel tutorial did not trigger correctly
Fixed a number of incorrect timings of mission update messages

Fixed an issue where activating the torch did not close the quick menu

Fixed an issue where Infra-Knife accelerator projectiles would originate from behind the player's ship.
Fixed an issue where the freighter would not be visible to other players in multiplayer

Fixed a number of issues where expeditions would reward the wrong player in multiplayer
Fixed an issue where fleet frigates would return to the wrong location on completion of an expedition.
Fixed an issue where changing between first and third person camera while on a ladder would break player animations.
Fixed an issue where players would lose access to the main menu after reloading a save just after upgrading to NEXT
On PC, pressing P will default to opening the Log rather than Options. Options continues to be the default option for Esc.
Fixed an issue where Korvax eye textures would become misaligned.

Fixed an issue where falling animations would not play
Fixed an issue where the player would play the sliding animation while swimming
Fixed an issue that would stop players from firing or reloading their Multi-Tool in specific situations
Fixed an issue where Multi-Tool lasers would bend in the wrong direction.
Fixed an issue where the Multi-Tool glitched while going into the Analysis Visor

Fixed a number of issues for players in specific timezones

Thank you,

Hello Games


Where have they been for the last 2 years ? Shocked


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vurt




Posts: 13948
Location: Sweden
PostPosted: Wed, 8th Aug 2018 21:10    Post subject:
Adding anything to a game can introduce new bugs, fixing something can introduce new bugs, it's an endless loop. There is no game that is going to be bug free, but NMS feels particularly buggy, still.. my guess is that its going to stay like that for at least another 6 months to a year since NEXT introduced quite a few new things.
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Il_Padrino




Posts: 7602
Location: Greece by the North Sea
PostPosted: Wed, 8th Aug 2018 22:45    Post subject:
The memory leak seems genuine Razz 30 minutes after playing, all 32GB RAM memory was full and locked up the laptop, forcing a reboot.


There must have been a door there in the wall, when I came in.
Truly gone fishing.
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C.MAC




Posts: 218

PostPosted: Wed, 8th Aug 2018 22:53    Post subject:
Weird hadn't experienced any memory leaks in the (total) 51 hours I've played so far. Wonder what was causing it for some and not causing it for me.

Beefy list of fixes though. Nice!
Saw that Whispering Eggs nerf coming. Made millions off those. Wonder by how much they reduced them.
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blackeyedboy




Posts: 10258
Location: Transylvania
PostPosted: Thu, 9th Aug 2018 14:17    Post subject:
Can't see anywhere in those patch notes:

Fixed unexplained FPS drops while in interior structures on planets.
Fixed unexplained FPS drops while mining certain elements.
Fixed the frustrating bad performance on certain (high-end) systems.

But I guess that - for a pre-BETA - the game runs pretty decent. Smile


You must preorder your party before venturing forth.™FOV CalculatorAre you mindful today?Women: Know Your Limits!
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red_avatar




Posts: 4567

PostPosted: Thu, 9th Aug 2018 14:36    Post subject:
Silent_Lurker wrote:
Empyrion !

How come this game wasn't on my wishlist or even better ... in game library Shocked

Thx for the head up guys, looks promising.


I put many many hours into it - been a while since I checked it out (maybe I should dust it of again) but it certainly was way more fun than NMS last time I played it. You start crashing on a planet and have to explore, harvest, build your base, your first vehicle, then a small ship and then an inter-stellar ship. You can craft your own space stations from basic blocks as well, mine asteroids, fight pirates, build your own massive ships (Battlestar Galatica or the USS Enterprise?) and do in real multiplayer. If you don't feel like building, you can freely download blueprints from other players and the game will tell you what resources you need. You also got enemy bases with aliens defending it, wrecked ships to explore for loot, etc.

It's not perfect but everything it does poorly, so does NMS so even at its worse, it's still at least the equal of NMS. Besides, it being in EA doesn't mean it's a bad game as long as the devs keep updating it which they do - it's already a blast just like 7 Days to Die which is in a similar situation.
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Airbag




Posts: 643
Location: The Netherlands
PostPosted: Thu, 9th Aug 2018 18:11    Post subject:
Quote:

Farm plants now grow in real-world time (rather than game time), allowing farms to continue growing while you are away from the game. As a consequence, adjusted farming times + prices.


Grow times are between 6 and 48 hours now from what I read. I'm sorry, but there's not much I hate more than linking game mechanics to real time. Why the fuck would I want to plant some shit on tuesday and have it be done on thursday.

And by adjusted prices they seem to mean 'lowered prices'. So not only do you have to forget about your farm for days on end, you won't even get as much money out of it.
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C.MAC




Posts: 218

PostPosted: Thu, 9th Aug 2018 19:56    Post subject:
Yeah, makes sense (in a way) I guess if you only play like 10 hours a week on and off but for me who plays like 10 hours a day that change isn't exactly very attractive.

Don't know what growing times where like before though since I haven't done that yet. But from the sound of things, shorter?
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Airbag




Posts: 643
Location: The Netherlands
PostPosted: Thu, 9th Aug 2018 20:00    Post subject:
I think it's a factor 20. So 15 mins becomes 5 hours (frost crystal), 2 hours becomes 40 (Cactus Flesh).
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Frant
King's Bounty



Posts: 24701
Location: Your Mom
PostPosted: Fri, 10th Aug 2018 01:49    Post subject:
Nope, no Early Access for me. I won't fall for the stupid trap of paying to become a beta tester and spend my time on an unfinished game littered with bugs and game play flaws. The ones that have the best experience are those that wait for the game to leave early access.

I remember when you applied for betas and usually got the product for free once it reached gold status.

People are just too impatient these days, to their own detriment.


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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Sin317
Banned



Posts: 24321
Location: Geneva
PostPosted: Sat, 18th Aug 2018 21:08    Post subject:
So I tried this again and how frustrating is this lol.

I chose Survivor difficulty and well, I keep dying.

A lot of that has to do with the drone that is flying near me and who starts attacking me as soon as I mine ROCKS...

And of course, when I destroy it, level 2 drones show up...

Beyond stupid all this lol.
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Immunity




Posts: 5635

PostPosted: Sat, 18th Aug 2018 21:15    Post subject:
Sin317 wrote:
So I tried this again and how frustrating is this lol.

I chose Survivor difficulty and well, I keep dying.

A lot of that has to do with the drone that is flying near me and who starts attacking me as soon as I mine ROCKS...

And of course, when I destroy it, level 2 drones show up...

Beyond stupid all this lol.


Same experience. I chose that difficulty because I didn't want easy mode in what is technically a survival craft tree game. That said, they really didn't think the start out - and I couldn't be assed to keep restarting until it didn't initially spawn me in a vat of fucking acid near a killer robot with nothing on me. Pretty much killed all desire to learn it all again.


I can never be free, because the shackles I wear can't be touched or be seen.
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Sat, 18th Aug 2018 21:25    Post subject:
isnt survivor difficulty basically by definition the hardore mode where you are constantly raped by something ??


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Sometimes i just want to see NFOHUMP burn \o/
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Immunity




Posts: 5635

PostPosted: Sat, 18th Aug 2018 21:36    Post subject:
prudislav wrote:
isnt survivor difficulty basically by definition the hardore mode where you are constantly raped by something ??


That's all well and good, but elements should still be introduced gradually...not seconds into the game where you're literally stuck in a cut-scene as acid's raining from the sky killing you. Let the player get his bearings first. This is ESPECIALLY true when your start is so highly randomized as is the case here. It's not hard, it's just cheap.


I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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Sin317
Banned



Posts: 24321
Location: Geneva
PostPosted: Sat, 18th Aug 2018 21:48    Post subject:
It's a failure in game mechanics 1x1. And what's the point in having drones hunting and killing me, for mining rocks? I kill wildlife, ok, there can be made a point about it, I guess if you REALLY want to, but rocks? Which by the way I HAVE to mine, to fix the scanner (which is the first sort of mission) so I can then find the Sodium to keep my protection up.

And the worst is, now when I rejoin in this game, the Drone is always there and basically it's impossible for me to avoid conflict with it and its brethren...

So I guess it's another 5 minutes of "Loading Shaders" and crossing fingers to not start with a drone over my head.

And yeah, "normal difficulty" I know will bore me to death after 5 minutes of play, so why bother...
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Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Sat, 18th Aug 2018 22:19    Post subject:
This might help - I've not tried it, but the tool is still being developed so I guess it can't hurt to try.

Start a new game in normal mode, and fix your ship, get to the point where you believe you could survive in Survivor mode.

Make sure you've saved the game, and quit - then do this (found in Steam discussions)

Quote:
The game mode seems to be encoded in the game version that is the first setting in the game save file. Here are the version numbers for the different game modes, in the 1.38 game:

normal: 4616
creative: 5128
survival: 5640
permadeath: 6664

To research this I started up new games in each of these modes and saved them immediately, and then did file comparisons between the pairs of files. While there are other differences between new game files that depend on the mode the game was started in, this one setting seems to be the one that identifies the mode to NMS.

To make this change yourself, use the latest version of the NMS Save Editor (NMSSE), version 1.3.28 or later. You can get it from https://nomansskymods.com/mods/no-mans-sky-save-editor/ Edit the raw JSON (under the top-level Edit menu), enter the version number you want to change the game to, and save the game file. Don't try to just open and edit the file in notepad or some other editor such as Notepad++. If you do NMS will consider the file corrupt and go to your older backup (if you have one) instead. And BACK UP your game save files before trying this so that you can revert if you don't like how things are going.


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GreatPlayer




Posts: 222

PostPosted: Fri, 24th Aug 2018 14:05    Post subject:
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