大额玩家如果在beplay冒充ued玩能拿出来吗

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Title: Gang Beasts
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Release Date: 29 Aug, 2014
Winner SXSW Gamer’s Voice Multiplayer Award 2016
Winner Indie Game of the Show EGX 2015
Nominee “Better With Friends” Steam Award 2016
What the developers have to say:
Why Early Access?
&We are making Gang Beasts available through Steam Early Access to fund development of the full game and build a community that is directly involved in informing and supporting the production of the game.&
Approximately how long will this game be in Early Access?
&We have not set a release date for the full game as Gang Beasts is the first commercial game we have worked on and estimating the work necessary for specific content and features is difficult. We will post information on the full release date when the game systems, stages, character costumes, game modes, and other content has been extensively tested and made stable.&
How is the full version planned to differ from the Early Access version?
&The full game will play similarly to the Early Access builds but with a full character customisation system, new stages and environments, additional character customisations, AI enemies, and other game mode
What is the current state of the Early Access version?
&The current Early Access version of the game supports local and online multiplayer modes but has with limited support for solo play (without other local or online players), there are 16 playable stages in the current version with support for 2 - 8 player fights.&
Will the game be priced differently during and after Early Access?
&The Early Access price is the same price we plan for the full game (excluding discounts and promotions).&
How are you planning on involving the Community in your development process?
&We want the Early Access community to inform the development of the game, specifically we want to have ongoing dialogues with the community about the game to help us identify and prioritise the key features, content, and modifications that need to be added or made and to make sure Gang Beasts as fun as it can be.&
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Recent updates
21 September
Update at 20:30 BST on Friday 21 SeptemberWe've been working with Coatsink and Multiplay for the last 24 hours to fix server performance and matchmaking issues identified in the first span of servers tests. There are still some minor issues and annoyances with the process for starting online game sessions but the key issues compromising the stability and performance of the matchmaking service has been addressed and patched.The matchmaking service has been taken down in the last 30 minutes for some minor fixes but is coming back online currently and should be availanble for a second batch of stress testing in the next 10. Connecting to the current online multiplayer implementation requires updating to the 0.6.2 build.Sorry that we were not able to provision servers in less time and the interruption in access to online games, we don't have the volume of players using the unstable builds to fully stress test the new networking scheme and needed to publish the server testing builds as default Steam builds to make testing valid but we're now close to having a stable and scalable hosting platform that supports both public and private game sessions and can support other online game modes.Update at 3:20 BST on Thursday 21 SeptemberCoatsink have identified the issue as a deadlock in one of the client threads when it receives a hig the issue has been isolated to an authentication process.The matchmaker is available currently but it will continue to ignore some request until Coatsink can finishing patching in the morning (the time in the UK is approx. 3.20am), apologies for the interruption, this is an issue we didn't identify in internal testing or testing in the &unstable& build as we could not manufacture the volume of concurrent users.We will post an update to this post as
soon as we have an estimated time for the second stress test (we currently expect the second stress test to require downloading a new client build, Steam should prompt you to download when this build is available).Update at 23:30 BST on Thursday 21 SeptemberCoatsink have identified a single issue to fix before we can push the matchmaking update, we will post more information soon.Update at 20:25 BST on Thursday 21 SeptemberCoatsink have temporarily taken the matchmaking server offline to patch some issues identified in the first batch of tests, will post an ETA for when they are back online soon.Patch notes for the Gang Beasts 0.6.1 beta build and Steam Free WeekendSince the Gang Beasts online beta in August 2016, Boneloaf have been working with a small team at Coatsink to finish the content and systems for the full game, a significant part of this work has been to transition to Multiplay’s dedicated game hosting solution and Hybrid Cloud Orchestration technology to give official Gang Beasts servers a scalable, low-latency, managed hosting platform maintained by a specialist team of game server experts.We have published the Gang Beasts 0.6.1 Early Access beta to Steam in the last hour and have made the game temporarily free on Early Access as a Steam Free Weekend game from 10am PDT / 6pm BST on Thursday 21 September to 1pm PDT / 9pm BST on Sunday 24 September to stress test the new server architecture and networking scheme and support for private sessions on official servers.Please see the post at
for information and a changlog listing the key modifications and fixes in the 0.6.0 unstable build. For more information on Multiplay please see the Press press release at For reference we expect to have some inconsistencies with server availability and stability in the next hours as we transition to Multiplay's servers and scale server capacity.
19 September
Since the last Gang Beasts build was published in July we have been working with Coatsink to migrate the official Gang Beasts servers to a scalable low latency hosting solution, we have also made a series of significant optimisations and modifications to progress the performance and stability of the matchmaking , UI, and character systems. We have been testing potential 0.6.0 builds with Coatsink, Double Fine, and support from a QA team at Babel since the start of September, the matchmaking system, new server architecture, networking scheme, and costume fixes are at a stage where we need to test at scale to identify issues that are difficult to find when testing in the office.Currently we are working on standardising the optimised UI, localisations for French, Italian, German, Spanish, Brazilian Portuguese (support for other languages is planned), costume fixes, post processing, achievements,
a modified implementation of the current camera system (built on Unity Cinemachine procedural camera system), and additional game modes (the 0.6.0 unstable build has the first public implementation of the local gang game mode, the gang mode is not supported online currently).The 0.6.0 build as an unstable beta with this post for testing and patching before it can replace the current default Steam build (build 0.5.7a), to test the 0.6.0 build right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the &unstable& option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’). Please note the 0.6.0 unstable build has been explicitly made for stress testing servers and only has support for the melee (local and online) and gang game modes (local only) and has some UI settings and other content disabled. We are testing stage wins in preference to stage rounds in the 0.6.0, the implementation is similar to the previous implementation but a new stage is loaded after each stage win (currently the win parameter is set to 2 wins for public online games and limited to 1-4 wins in local and private online games. The key modifications and fixes made in the 0.6.0 unstable Early Access beta build are:
added a force that applies when releasing grabbed characters and objects (the force is applied in the same velocity vector as the released character or object (making throws more forceful)
added an limited input deadzone to mouse input (to ignore small mouse movements and minimise conflicts with other input sources)
added contextual support scripts to dynamic objects to improve stability, and character and object interactions (dragging, lifting, hanging etc.)
configured stages to use the modified targeting system (significantly lowering the number of hidden colliders in each scene)
fixed an exploit where devices with support for rapid-fire buttons gamed the concussion system
fixed an issue that erratically applied movement forces when jumping from climbing states
fixed an issue where the grab system could fail to reset temporary joints in some contexts
fixed an issue with character sliding movement that could lock the character in an endless sliding state in some contexts
fixed an issue with concussion length scaling
fixed an issue with force and direction calculations (to make glancing blows less frequent and increase the number of successful blows)
fixed an issue with the character system that gave NaN and INF errors (triggering a fatal exception)
modified force parameters for the character support geometry increased physics stability
modified inertia tensor properties for character body parts to stabilise character on character interactions (and other interactions)
modified physics calculations for damage to account for optimisations to the character movement system
modified score sequence to render on stage end with background blurring (currently implementation disables input soon after the win state is met, this will be reviewed in a coming build)
modified secondary character moves (diving headbutts, dropkicks, and sliding kicks) to carry more damage, failing to land a more forceful move can concuss the assailant temporarily
modified the character costume colour cycle sequence from yellow, green, blue, red etc. to red, blue, green, yellow etc.
modified the character movement system to optimise performance and standardise mass, drag, and force parameters
modified the character systems to remove tags use and string comparisons (to reduce the number of game object in scenes and improve scene loading times)
modified the characters arms configurations to minimise contexts where arms can get stuck behind characters heads
modified the hoisting implementation for climbing to inherit the direction of character movement
modified the pause menu to limit input to the device the menu is invoked from
modified ropes on the ring stage to stabilise interactions with characters and objects
modified the targeting system to remove the need for assistive geometry and set hierarchical priorities for body parts, objects and surfaces (assistive geometry is still used for specific contexts)The key issue with the 0.6.0 unstable Early Access beta build are (this list will be updated as we collate information on issues):
camera rotation in game menus can over rotate in some contexts
message strings can clip stage and character geometry
parameters for rope break tolerances need modifying to make breaking less difficult
escalation patterns for some stage need modifying to improve gameplay
Report bugs and leave feedback for this game on the discussion boards
“I once had a persistent pugilist clutching my eyeball as she hung over the edge of a fatal drop, refusing to relinquish the ocular grip and admit defeat.”“Gang Beasts is a brilliant, drunken multiplayer brawler.”“Gang Beasts – probably the funniest fighting game ever made”
About This Game
Gang Beasts is a silly multiplayer party game with surly gelatinous characters, brutal mêlée fight sequences, and absurdly hazardous environments.
Watch in horror and amusement as gangs of gummy miscreants fight to grab, push, pull, and force their enemies from suspended window cleaning scaffolds, neglected funfair attractions, and commercial haulage trucks.
Gasp with shock and delight at the spectacle of farcically pugnacious thugs punching, kicking, and throwing their foes into unspecified hazardous machinery, flaming incinerator pits, and the path of moving trains.
System Requirements
SteamOS + Linux
Minimum:OS: Windows VistaProcessor: Core i3Memory: 4 GB RAMGraphics: SM3 512MB VRAMNetwork: Broadband Internet connectionStorage: 2 GB available space
Recommended:OS: Windows 10Processor: Core i5Memory: 8 GB RAMGraphics: SM4 1GB VRAMNetwork: Broadband Internet connectionStorage: 2 GB available space
Minimum:OS: Snow LeopardProcessor: Dual Core IntelMemory: 4 GB RAMGraphics: SM3 512MB VRAMNetwork: Broadband Internet connectionStorage: 2 GB available space
Recommended:OS: macOS SierraProcessor: Core i5Memory: 8 GB RAMGraphics: SM4 1GB VRAMNetwork: Broadband Internet connectionStorage: 2 GB available space
Minimum:OS: Linux (Most Linux distributions should work)Processor: Core i3Memory: 4 GB RAMGraphics: SM3 512MB VRAMNetwork: Broadband Internet connectionStorage: 2 GB available space
Recommended:OS: Ubuntu 16.10Processor: Core i5Memory: 8 GB RAMGraphics: SM4 1GB VRAMNetwork: Broadband Internet connectionStorage: 2 GB available space
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