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RypeL

Former Developers
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Everything posted by RypeL

  1. Yes we were aware of this before release but had to rush a few things. We will change it soon.
  2. Jam helps us out with the forum so he is the forum administrator. Thats why he has the highest rank on the forum, wherever you found that. But Fobby havoc and me are the project leaders. Ive talked again to fobby and we agreed that we dont think that a petition would be the right way to approach this atm. So this petition wont get our official support atm.
  3. I say it again: Beta1 64 player server situation was awfull and not how we want our game to play. We spend so much time on the game and then we want to get something out of it and dont want to see the gameplay totally ruined cause the matches are just turning into spam fests. Then again nobody who knows what hes talking about would advice you to run a 64 player UDK server. So it was also a sad time for server admins who didnt had a monster server. Again i also do not believe at all that people joined the servers cause it was the best experience for them. A mass doesent always behave smart. Especially with new players comming in. Then again i always see the same few people here wanting 64 player servers. Most players are fine with the 40 limit. As Jake said, there are always different oppinions but we have a strong oppinion about this and thus 64 player servers will not come back cause id rather stick my head into a toilet. And im not the only one thinking that way in Totem Arts.
  4. That was the idea. Thats also why they dont spawn at random times anymore. A crate will only spawn at the minute mark. Thats when you should look out for them and should get ready to fight for them. As with everything this nees to be given some time to see how it really goes. The current crates were pretty much inspired by DOTA. Where crates/runes also spawn at the minute mark and are always positive. Thats why they become an additional objective in DOTA and people are fighting over them. Thats something we wanted to try out aswell.
  5. That wasent what i meant. I meant 32 player servers are not filled cause there are 40 player servers. And when we had 64 player servers 40 player servers were rarely filled cause there was 64 player server. Does this make sense ? No. It is most widely agreed that Renegade is best played at 16-40 players. 32 might be ideal. There is some kind of psychology going on here that drives people to the server with the highest playercount regardless if the maps and the gamemode was designed for that playercount. Because of that a lot of people in Beta 1 thought the game would have no strategy. So A) If you do some research about UE3 games and playercount you will find that most games are struggling with high player count and dont advice it cause of the engine B) The leads at Renegade X agreed that the game is best played with 40 players or less and we do not want that people just join the high player number servers. But that is exactly what they were doing when we had 64 players and what they mostly do now (joining EKT and TMX 40 player servers instead of 16 or 32 or 8 player servers). So this was the other reason why we pulled the plug on 64 player servers. Cause this is not the kind of player number we designed the game and the maps for. The only way we could stop the majority of people from joining the 64 player servers was to dissallow them.
  6. UDK is not capable for that. Especially with vehicles in the mix cause they use a lot of network traffic cause UDK calculates there physics serverside and then has to transfer all physics and movement updates to the client. So that is no. Also people just joined the 64 player servers, leaving other servers deserted. That still happens. You never really see a 32 player server filling up.
  7. RypeL

    How to edit stats?

    I´ll make an example mutator for changing ramjet damage. Ill put some time aside for that it in the comming week. If you didnt see me posting it by the end of next week pls remind me.
  8. RypeL

    How to edit stats?

    For example ?
  9. No there is no config option for it atm. But yes it would be a very easy thing to deactivate it with a mutator. For example you could make a mutator to exchange Rx_VoteMenuChoice_ChangeMap serverside with a new version of it that has no code in the Execute() function. So then the vote would still show up for players but the vote would have no effect. You could then also add a EVA message in the Execute() funcion instead informing the players that the vote is deactivated and therefore has no effect.
  10. Ok so the screens show that its definatly GPU related and not CPU related. Can you do a screenshot with and without the issue again while using the command "stat scenerendering" ?
  11. People avoided them like the plague in B3.
  12. Thanks guys We appreciate some positive words among all the issues threads that always pop up on a new release. Glad youre having faith again in the project.
  13. Can you pls open the console (^ key on english keyboards i believe) and type "stat unitgraph" and then make a screenshot (F9) with that on when youre controlling a player and a screenshot when youre not ? Does it happen only in MP or in SP aswell ?
  14. What ping are you usually playing with ?
  15. It starts the recording of a demo on the server. You cant record a demo to you local client. UDK doesent allow it. So if you use it you then need to contact the serveradmins to take a look. You can also throw a PM my way if you are pretty sure you saw a hacker. Then i´ll analyze it, get him a global ban, and possible add new serverside checks to prevent the hack.
  16. Pls someone try to reproduce it.
  17. hm ? i dont really understand what this thread is about...
  18. That is rwally weird. Im sry but i have n clue atm what could be going on there. Though going from 60 to 30 with a more then capable system like yours alao sounds a bit like a vsync problem to me. It might be that changing vsybc only applys after restarting the game. you can also try playing arround with the framerate smoothing option.
  19. We are open to suggestions. We just thought that building loss was indeed too harsh and could make it very boring for the loosing team. Or could cause very boring stalemates in marathon. So we now got new mechanics in like airdrops. Now we are looking for suggestions like yours where to go from here. Although as always: Pls give it some time before making too much conclusion. Its the first day of Beta 4 and everything takes getting used to.
  20. RypeL

    Sound issues?

    Did you install into the Beta 3 folder maybe ?
  21. "This honestly feels quite bad and I don't understand why it was necessary to make infantry worse." Pls Jake be civil.... yeah sure, we just wait for opportunities to make infantry worse. "Is there any reason why the team opted only for vehicle drops and not infantry?" -> The system will be revised. We ddint had to time to properly take care of it and to come up with a proper design. And everyone just wants it different anyway. So it is always f*king hard to get to agreements. Thats why things like this often start simple and then we further develop it over time. And there was so much else in this beta that we had to do aswell. " vehicle explosions being removed " -> is a BUG atm
  22. I think only 2GB ram is the problem. Only under ideal conditions (barely no other programms taking up ram etc) 2GB might be enough. But in reality 3 or 4 GB should be the minimum.
  23. General: Added support for custom maps Added auto patcher to the launcher Added 3 new maps (CNC-Complex, CNC-Under, CNC-Canyon) Donations are disabled for the first mins of a game depending on new serversetting 'DonationsDisabledTime'. Default is 3 minutes. The start of an online match is now delayed by 20 seconds. The start of the match will be delayed till either the server filled up or till NetWaitTime=20 rans out. After that a final 10 second counter will start before the game begins Remote C4 does not influence the teams minelimit anymore. Instead there is a special remote c4 limit of 4 per person When you get killed the camera now rotates towards your killer so that you can see what direction you were killed from Optimized particle trail effects on various missile, shells, and bullet particles for better performance Mines now show who placed them in their targeted description You can now disarm your own mines to place them somewhere else (With secondary repairgun fire you can still heal them aswell) Added mapspecific mine- and vehiclelimits that can be configured in the UDKRenegadeX.ini. See DefaultRenegadeX.ini for examples Timed C4 now plays beep(s) every 5 seconds When you die from C4/Mines the kill message should now always display the C4/Mine owner as your killer instead of just "you suicided/died" New character/vehicle shader system with cubemap reflections Added visual countdown to the beacons targetingbox indicating how much time is left to disarm it SBH and Stanks have their stealth deactivated when inside an EMP Field Servers can now use a Fixed Map Rotation by setting bFixedMapRotation to true Body damage now causes blood splatter effects Added Smoke Grenade. Spawns a SmokeScreen that blocks targeting and Line of Sight from Base Defences. New Vehicle Locking system: Players can now bind to a single vehicle, which allows them to lock/unlock the vehicle at any time. Locking only locks the driver seat. If another player is currently the driver at the time it gets locked, they are moved to passenger (or booted out if no room). A vehicle will auto-unlock if the owner dies. Binds are lost on team change, disconnect, enemy hijack, binding another vehicle. Auto-bind will occur if a player gets in a vehicle they purchased, and they don't already have a bound vehicle. Lock/Unlock is performed by pressing L. Bind/Unbind is performed by holding L for one second. Vehicles show if they are locked or reserved and whether you own them in their targeted description. [*]You now get 10 damage per sec when standing on an active air vehicle to prevent vehicle surfing [*]Crates adjustments: You will not get a refill crate when your ammo and health are above 75% You will not get a character swtiching crate if you already have a non free character Crates now will spawn at the beginning of every game minute to make them less random Initial Money ctate credits changed from 100 -> 150 Character Crates wont award the free char classes anymore so that its more worthwhile to get [*]Changing to and from walking and jumping is now client-predicted to make it smoother in online play [*]Additional improvements to pawn movement speed adjustments: The Jumping slow down now applies while maintaining constant speed (before it would only apply if you changed to a different speed (eg from sprint to run) The slowest you can be forced to go (via repeated jumping) is walking speed. Improved smoothness. [*]Clients can now see the about to be kicked for idling warnings [*]Set KickIdlers on by default, and set to 5 minutes [*]Vehicles that have passengers but no driver now remain on the occupants team instead of going neutral. [*]If a vehicle reserve time expires, its team gets switched to Neutral. [*]Added a server option bReserveVehiclesToBuyer (default true) which when set to false, disables the automatic buyer-only reserve of a purchased vehicle. (It still remains Team reserved) [*]Added collision on a few deco props that needed collision [*]Added a 'Your score this minute' info to the additional HUD info that you get by using the 'V' key [*]Harvester respawntime increased by 10 secs [*]Respawntime for vehicles created after a harvester increased by 2 secs to make it less unlikely for them blowing up the previously spawned harv [*]Added check to prevent players from placing beacons inside their own base (the check is based on the spotting locations/buildings. if the nearest spotting actor is a friendly building the beacon cant be placed. The player gets a message informing him about it) [*]Improved the End of Map vote. You can now exclude the last X amount of maps (RecentMapsToExclude [def=3]) and also define how many options to list (MaxMapVoteSize [def=5]). They are also scrambled, so they aren't always listed in the same order. (Config in UDKRenegadeX.ini) [*]The EMP Grenade Blast can now disarm Proximity and AT Mines [*]Increased EMP Grenade cook time to allow vehicles to be able to avoid grenades before they detonate (we are currently thinking of making EMPs stick to vehicles so that there is a delay for the EMP effect but so that the vehicles cant just easily avoid them) [*]Hitting an enemy building with an EMP triggers the "Building Under Attack" message [*]Base Defences now all have proper names in kill messages. [*]Suppressed death messages when a player switches team or disconnects. [*]Harvester now gives proper kill messages when running players over. [*]Kill messages now differentiate between killing yourself and dying "by nobody" (eg the World). [*]Players will now switch to previously equipped weapon from any explosive-type weapon(s) once the ammo count has reached 0. [*]Characters have less gravity to be a little more arcade-ish [*]C4s now play "impact" sounds [*]Added vehicle death messages [*]Havoc and Sakura will now have remote c4 as their default explosive weapons [*]Camera doesent get attached to head gibs anymore [*]Setup of global map info parameters for vehicles and characters similar to the stealth parameters that can allow various visual components of characters and vehicles to be edited on a per map basis. Such as global cubemaps, reflection colour, and brightness [*]The light at the end of the repair beam is now blue [*]Reduced momentum inflicted to dead bodies so that ragdolls are less extreme [*]Airstrikes cant be placed near a beacon anymore [*]Airstrikes have a 30 second cooldown per team [*]Added ability to buy vehicles via airdrop at increased prize and with a 4:30 minutes cooldown when WF/AS got destroyed [*]The visibility of the targetingbox now matches the weaponrange more closely [*]Inreased vertical movementspeed of Apache/Orca to make them more fun to fly [*]fixed that if you scope in with a sniper and then press F (toggle third/first person), you will have a third person scope that shows your head and is a bit higher [*]fixed beeing able to deploy beacons while parachuting [*]fixed hitmarkers not showing when scoped [*]Reduced volume of some of the GDI Airstrike sounds [*]Suicides no longer increment kill count [*]Player Pings are now more accurate on the ScoreBoard [*]Obelisk now only charges if he has a clear line of fire [*]Added a music player to the audio settings preloaded with ren and renx tracks [*]Repairguns secondary firemode now automatically keeps firing for about 25 seconds (can be canceled/reset by pressing either secondary or primary fire again) [*]Updated to latest UDK version [*]Added Rx_SeqAct_GetCredits and Rx_SeqAct_RemoveCredits kismet actions for mappers to make kismet actions based on a players credits (Kismet category: Actions->RenX) [*]Added 3D Studio Max rig example files for weapons, vehicles, and characters [*]Added Bloom and MouseSmoothing options in both Main Menu and Pause Menu [*]Disabled static decals by default in all video modes below ultra cause it uses a lot of performance [*]Removec vehicle explosion debris for now as they might be responsible for game freezes. We will see about maybe readding them back later [*]Reduced Orca distant engine volume [*]Some additional hit replication into demos (for cheatdetection purposes when viewing demos) [*]Doubled ConfiguredInternetSpeed and MaxInternetClientRate which might result in smoother online play [*]Refinery still giving 1 credits per sec when destroyed [*]Harvester airdrops with a 6 min cooldown if AS/WF are destroyed [*]First three lower tier char classes are still available at 20% increased prize when HON/Bar are destroyed at an increased prize [*]Death of PP now inly causes a 50% cost penalty instead of 100% [*]stamina should now be updated client-side for refill crates User Interface: Added error messages dialog for errors that occured during connecting/loading maps End game scoreboard will now scroll to the most bottom everytime there is new chat message in Hud doesent show passengers of enemy vehicles anymore so that you cant judge the danger of an APC rush that easily anymore chat box will scroll down for each message that comes in pause menu. chat box is now set to multiline and warped resolved duplicated message in pause menu chat box will no longer overflow outside its bounds in pause menu spotting adds markers on the minimap spotting adds markers on the Main HUD increased the font size for the end game scoreboard chatlog, chatInput and chatButton Resolved issue on locked EMP and AT for hotty and techie in PT in MP Resolved the issue of missing/non-removal loadout issue in PT when purchasing/swapping characters Nuke/Ion Beacon deployment HUD message is now displayed in the kill feed area. Moved Building destroyed HUD message over to Kill Feed/Game Events area. Team join messages now appear on the HUD in the Game Events area AGT and Obelisk show a "Weapons Offline" description when the Power Plant is destroyed. Main HUD Images are now noticibly sharper and brighter, flash filters are now used correctly Added a variant of the loading screen with the how to play instructions player will be notified with a dialog once the ingame server fetching is completed RCon: Added Rx_Mutator class. Will allow for any Rx-specific mutator hooks (like custom rcon commands) Kills by base defences are now RxLogged. Team changes are now RxLogged. EVAPrivateSay command renamed to HostPrivateSay. The name is displayed as "Host" rather than "EVA". Added HostSay command which displays a chat message to all players in the chat area as Host (rather than the EVA area). Host name is pale blue like the HostPrivateChat, and message is plain white (stands out slightly from the blue-tinted white of normal player chats). Beacon disarm messages are now RxLogged and displayed on the HUD in the Game Events. Added new Rcon Command implementation that allows for commands to send back replies. Added HUD and RxLog messages for Silo capture and neutralise. Added RxLog message for map change and load. Includes map changing to and whether or not it is Seamless. Added ChangeMap RconCommand. ClientLists now shows Admin Status. ClientList retrieved via rcon now separates fields by NBSP rather than the double space. Added RecordDemo RconCommand. Timed C4 now shows the countdown in its description (not for enemies) The auth success response now also includes the IPString for the connection. Votes are now RxLogged. Added CancelVote RconCommand that can cancel votes in progress. Vehicles, Automated Defences and Emplacements kills are all now explicitly separated from each other in log messages. Kills by AI (not bots, but defences and harvy) are now completely logged. RxLog format revamp for nicer parsing. Added Mutate rcon commands Added RCON commands: Team, Team2, Ping, GiveCredits Added dynamic RCON commands Added "Help" RCON command (lists commands and displays help/syntax for specific commands) Added "HasCommand" RCON command Added "ListMutators" RCON command Added "LoadMutator" RCON command Added "UnloadMutator" RCON command Added InitRconCommands() function to Rx_Mutator for mutators to override Fixes: Fixed Team Donate messages saying you donated to yourself when someone else team donated to you Harv is less likely to stop moving and if it does pushing it around can now make it go again Fixed spotting always saying a player was spotted near a building. Gives proper area descriptions now Fixed points system not always awarding points/credits based on actual inflicted damage. For example running an enemy over with a vehicle could sometimes award you 2000 points/credits. And doing the last 1% damage to an enemy could award you the same ammount of points as dealing like 20% damage. Fixed hitmarkers showing on dead bodies/vehicles Fixed instanthit weapons not dealing damage at cheastheight in MP Death by Proxy should now show correctly use the Proximity Mine icon instead of the AT Mine icon. Fixed destruction of Defence Emplacements (regardless of team) causing GDI Vehicle count to decrease Fixed Ref harvester docking door not opening/closing in MP Optimized the ammount of calls that are sent to the masterserver informing it about a change in playernumber. This should help reducing issues of the servers sometimes not showing the correct ammount of players Fixed online Refill issues Client-side vehicle effects are now able to play for passenger weapons Fixed SBH sometimes beeing visible to you, when you switched teams from Nod to GDI or connected mid game Fixed killing yourself or teammates with your own beacon awarding you points Fixed auto teambalancing not working. It will work again like in Beta 2. Fixed AGT Rockets not actually being on the GDI team. Fixed issues with C130 animation starting too soon when spawning harvesters or for the next vehicle after spawning a harvester Entered passengers (not swapped seats) will now update its HUD to its vehicle representative instead of default A-10 icon. Fixed Repairgun Beam display issues in demoplayback Fixed that when you were killed on first person you couldnt see your killed player model with the death cam Resolve issue of MapList's ScrollingList UI Component being resized in MainMenu Map. Fixed issue with weapons trying to resume fire in the last used firing state when holding down fire when coming out of a reload. Vehicles: Buggy: 4 Wheel steering Vehicle physics made to be a bit more chaotic and slippery Reduced gravity make the buggy catch more air and hang time Optimized physics by removing 4 invisible wheels that were used to calculate cosmetic suspension (They are no handled without having clone wheels and are now following the actual wheels to handle the cosmetic suspension effect) GDI/Nod APC: have new firing sounds have gotten a similar lower gravity treatment just like the Buggy Made the GDI APC less wonky Humvee: got a similar lower gravity treatment just like the Buggy Flame Tank: Flame Tank rate of fire doubled but damage halfed Flame Tank fire effect removed and instead projectiles now hold emitter for accurate display Flame Tank projectiles now travel straight out of the barrel rather than turning to hit the crosshair Flame Tank damage vs infantry increased slightly Reduced projectile speed Optimized fireball projectile effect Reduced fireball spread because there is a volumetric projectile instead Artillery: Artillery projectile travels slightly slower MRLS: MRLS projectiles travel slightly faster Chinook: Fixed weapon reloading issue Weapons: Updated sight textures on various weapons Grenade: Increased damage and radius slightly Reduced bouncy-ness Added an alt fire which doesnt chuck the grenade too far can now damage through walls like C4 Tactical Rifle Removed distortion emitter from tactical rifle's muzzle flash from first person view so that the scope is clear when firing Marksman Rifle: Added 2 more magazines Updated scope crosshairs PIC / Railgun: Changed the reticle to be the same as the sniper Autorifle: Updated iron sight to be less obtrusive and more accurate Carbine: Reduced rate of fire Reduced pitch of firing sound to match rate of fire Flak Cannon: Primary fire is a little more accurate Primary fire is slightly faster Primary fire has a bit more headshot damage Alt fire is a little bit faster Alt fire has a little more damage Secondary speed and damage has been increased slightly Fixed projectile spawning too far from the right of the character Flak cannon has a new firing sound Grenade Launcher: Reduced max range Increase grenade velocity to make it easier to hit mid ranged targets (vehicles) Chaingun: Removed rev up and rev down times Recoil goes up instead of down Rate of fire decreased slightly to compensate for no rev up time Base spread increased slightly Chemical Thrower: Increased projectile velocity Increased range to make it easier to hit mid ranged targets (vehicles) Updated effect to be easier to see but also more accurately represent the projectiles Mag size reduced to 50 Reserve Mags doubled to compensate Range increased (Effective Range matches Flak Cannon) Projectile radius increased Damage vs all increased (Damage Per second matches Flak Cannon) Added radial splash damage Rate of fire reduced to match ren's rate of fire Flame Thrower: Increased projectile velocity Increased range to make it easier to hit mid ranged targets (vehicles) Updated effect to be easier to see but also more accurately represent the projectiles Mag size reduced to 50 Reserve Mags doubled to compensate Range increased (Effective Range matches Grenade Launcher) Projectile radius increased Damage vs all increased (Damage Per second matches Grenade Launcher) Added radial splash damage Rate of fire reduced to match ren's rate of fire Laser Chaingun: Removed rev up and rev down times Recoil goes up instead of down fireinterval from 0.08 to 0.1 slight spread increase Machine Pistol: Has the same reticle as the Autorifle Mag size increased to 40 rounds Ramjet Rifle: Updated Beam to be a bit less obvious damage vs infantry has gone down from 200 to 180 so no more one hit kill on free infantry Volt Auto Rifle: Reduced primary fire rate of fire added charged alt-fire Tiberium Auto rifle: projectile no longer has an arc on the projectile increased vehicle and light armoured vehicle damage Maps: New Map: CNC-Canyon New Map: CNC-Complex New Map: CNC-Under Xmountain: fixed collision on rocks fixed getting stuck between rocks and walls fixed GDI tib growth animation fixed rocket ladders (GDI side) added blocking volume fail safe for rocket ladders (both sides) fixed GDI harvester path resolved the "stupid tree" (near GDI wf) fixed floating trees fix possible way to get out the map built paths built production lights put blocking volumes around the large bunkers to stop people jumping dont in to the base removed the ramps in side the large bunkers (dont need them to look though the view ports) removed all the trees in the middle of GDI base moved GDI harvester to the middle of the base moved the rock boundary to conform to the new base shape re painted and sculpted the landscape in and around GDI base re did the grass trees and stone foliage in around GDI base re did some paths in GDI base removed and replaced the track decals around the GDI base edit added new blocking volumes to some rocks in the inf only area (stop wall jumping) fixed issue were you could jump over a wall on GDI inf only side fixed You can drive humvees and buggys into the bunkers fixed It's able to get on GDI PP with vehicles (Buggy/Humvee and APC is what i know of) fixed The wall behind GDI base is drivable and when you get out you can walk on the wall fixed You can drive into the walls at silo. Even if your vehicle is a little it in the wall, you can't get in the vehicle anymore fixed Floating tree at the bridge when facing GDI base fixed Stuck at a few places on the cliff of Air Strip fixed Stuck at a tree at Nod Bunker removed the blocking volumes from around the base bunkers ... shuffles the rocks between the bunkers and wf /air a bit to help stop glitch beacon spots removed the blocking volumes from the rocks around the bunkers dropped the ladder volumes down a bit made all ladders non strafe-able (hopefully will help prevent the rocket ladder bug) Volcano: fixed the 2 rocks in the main tib cave not having collision added world off set to water and lave so it has a up and down movement now fixed rock collision issues and some spots you could get stuck Field: Widened tunnel entrances Added a ramp for infantry to have another exit and a sniper vantage point from their bases to the field Air tower is rotated so the entrance is facing the obelisk Removed all wall barriers in the bases Added some rocks on top of the sniper perches to allow tanks to damage infantry with splash damage Modified tunnel entrances slightly Lowered water level to allow infantry to cross and use the river bank Bridges have been updated to allow infantry to cross under them Removed all base walls to allow more access to infantry and vehicles Updated path nodes configuration for hopefully less AI getting stuck ness Added path nodes in the river bank for infantry to cross Added small water puddles here and there Added cover around the silo Mesa: Cave is now inf only Vehicles can now use both side routes Various other changes to structure placements etc Whiteout: Enhanced background scenery Removed cluttered scenery Added infantry only base entry points Added automated base defenses Added gun emplacements Added additional cover to silo area Revised entire tunnel system (now includes side tunnels) Revised background aesthetic for entire to provide cleaner/less-cluttered appearance Repositioned base defences Altered coloration of tiberium areas Altered post process effects slightly Altered coloration of landscape slightly (with addition of second, slight, color variation in snow Volcano: added world off set to water and lave so it has a up and down movement now Goldrush: added tiberium silo inf route changes various other changes Lakeside: fixed "broken river" added some more rocks to cover up the brake in the meshes added a tib volume to the random bit of tib near the GDI entrance that you can land / jump on) Islands: Fixed incorrect wall texture on islands Walls_Flying: fixed a sniper exploit (could use a chopper to get on the 2 side rocks) map is less bright Various other optimizations to all maps, effects, assets etc.
  24. Yeah i think it might be better to wait with it for now. I think we should contact EA again in about a month or so. Right now they are releasing BF Hardline so i dont think we should press the issue on them right now. In the next email to them however we plan to make clear that we are waiting on a Steam yes or no for them since 2012. And that we are running out of options. If they still dont give us something to work with then, then i think a petition might be good and could help to get EA´s attention.
  25. RypeL

    Hackers.

    That has been fixed in B3 already as far as i know. You cant change your nick like that anymore. This thread is a year old.
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