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		<updated>2026-05-09T11:19:16Z</updated>
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	<entry>
		<id>http://schubart.wiki/index.php?title=5_Xbox_One_Exclusive_Games_To_Look_Forward_To&amp;diff=3128</id>
		<title>5 Xbox One Exclusive Games To Look Forward To</title>
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				<updated>2026-05-09T02:18:39Z</updated>
		
		<summary type="html">&lt;p&gt;WilliamBradway0: Die Seite wurde neu angelegt: „&amp;lt;br&amp;gt;And yet…as pleasing as it was to eventually get to grips with the ship’s functions — jostling between control of the wheel and micro-managing of the…“&lt;/p&gt;
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&lt;div&gt;&amp;lt;br&amp;gt;And yet…as pleasing as it was to eventually get to grips with the ship’s functions — jostling between control of the wheel and micro-managing of the sails, during solo sessions — or as enticing the next island on the horizon was to make landfall over, it’s hard not to come away from Sea of Thieves and think: &amp;quot;OK…but what else is there?&amp;quot; Admittedly while the beta did restrict activities to purely hunting down treasure, to say the more &amp;quot;in-between&amp;quot; segments — the mundane segments if you will — proved to be the more entertaining and/or insightful segments brings up a worrying and (potentially) lacking hook that Sea of Thieves’ gameplay sorely needs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Interestingly, Rare didn't have anything else to say about how Sea of Thieves would be monetised after its launch next year. All Mayles could offer in that regard was a broad design philosophy that hints towards a content release plan similar to that of Destiny or other long-term investments like The Divisi&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;An example of this is the fact that we don’t have a UI crosshair for both cannons and guns. Players use the weapons themselves to aim. Crosshairs tend to imply a level of precision and a type of aiming that just doesn’t feel appropriate for pirate weaponry. When you use the gun barrel itself to aim without the absolute certainty of a crosshair, you tend to find that players are a little more considered with their shots. Of course, landing a hit this way feels even more satisfying, &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;One of the hottest games coming out of Microsoft's E3 2016 presentation has to be Rare's open-world pirate adventure game Sea of Thieves . The multiplayer-focused title awed audiences with its gameplay demonstration, revealing a deep and nuanced engine that lets gamers occupy roles as important as a ship's captain and as seemingly trivial as the drunken accordion player. It's not much of a stretch to say that fans of pirates and co-operative gameplay have been utterly entranced by what Sea of Thieves has put on offer so &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;In traditional E3 fashion, Microsoft brought numerous game developers on stage to share and discuss their upcoming games on Xbox One. One of those developers, Rare, revealed a new set of classic Rare games coming in a new collection called Rare Repl&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Yes, Days Gone is another zombie game, but its approach to the horde could put a unique spin on traditional third person action. Where most games tend to be about clearing out the entire enemy force, Days Gone seems to make that impossible. It’s a game where survival is not necessarily about bullets and accuracy, but tactics and speed. We still need to see more of the story to decide whether the game has more to it, but for an E3 experience, Days Gone took the familiar and made it fr&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Unlike past year's E3 events, this year's had a particular air of familiarity. Going into the even most gamers had a pretty good handle on what should be announced, and by and large the major publishers stuck to their scripts. There were some surprises, like the official reveal of the Xbox One Scorpio , but mostly it was the known quantities that impres&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;As the follow-up to one of our favorite games of 2012, Dishonored 2 had an easy road to winning us over. But even then the sequel doesn’t feel like a simple rehash or graphical upgrade. A new hero, a new locale, and lots of interesting new powers are just a few of the reasons we’re excited for Dishonored 2 later this year, and a demo ripe with intriguing twists served as the perfect appeti&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It’s in no way surprising that the mantra of &amp;quot;…but what do I do?&amp;quot; or variations thereupon, has lingered over [https://Seaofthievesfans.com/ Sea of Thieves updates|https://seaofthievesfans.Com/] of Thieves like a pungent-but-irremovable odor. While there was always a strong case that there’d already been a fair amount of intrigue built up for what Rare — proper Rare that is, not Kinect Sports-shackled &amp;quot;Rare&amp;quot; — was cooking-up, prior to and since its reveal back at E3 2015 (which admittedly garnered somewhat of a deflated &amp;quot;eeeeeehhhhhh&amp;quot; reaction from yours truly), details pertaining to its content, its progression, its finer details outside of an odd sample of footage and some rather unfunny plodding through voluntary player commentary, have been somewhat conserved. For what purpose though; after all, you and I both know Microsoft need all the good marketing they can get their hands on if they’re to give Xbox a reasonable chance in 2018.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;But perhaps it's this deliberate restriction that lends itself to some interesting interactions between players and novel use of player skills as a means at working better together. While the skill at merely turning a map around to show others sounds ridiculously basic, it’s a clever move in context. A means to build bridges between similarly-plucked team-mates and better incentivises Sea of Thieves’ core, principle lesson in working together. Granted the perk is proven moot when, upon agreeing on a particular voyage, you simply get handed the same maps in your inventory, but the physicality of such interactivity in-game is welcome regardless. When it comes to your ship, though, all hands are most certainly on deck. There are sails to align and angle; potential hazards to flag and shout out to the player steering the ship (whom, if the sails are set at full length can’t see where they’re steering, again a nice nudging toward better relationships)…and if worse comes to worse, leaks to repair should you collide. Or even worse, cries of &amp;quot;FRAME-RATE!&amp;quot; -- as I had to do when a teammate is barking compass directions but I have no means to control the stuttering performance -- when the game (on PC) decides to nose-dive from relatively stable 60FPS to, at its worst, the high-teens -- the most notable drops occurring mostly at sea, relatively afar from shore.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WilliamBradway0</name></author>	</entry>

	<entry>
		<id>http://schubart.wiki/index.php?title=Benutzer:WilliamBradway0&amp;diff=3127</id>
		<title>Benutzer:WilliamBradway0</title>
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				<updated>2026-05-09T02:18:33Z</updated>
		
		<summary type="html">&lt;p&gt;WilliamBradway0: Die Seite wurde neu angelegt: „Hi, everybody! &amp;lt;br&amp;gt;I'm Chinese female :D. &amp;lt;br&amp;gt;I really like The Vampire Diaries!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also visit my web blog: [https://Seaofthievesfans.com/ Sea of Thieves u…“&lt;/p&gt;
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&lt;div&gt;Hi, everybody! &amp;lt;br&amp;gt;I'm Chinese female :D. &amp;lt;br&amp;gt;I really like The Vampire Diaries!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also visit my web blog: [https://Seaofthievesfans.com/ Sea of Thieves updates|https://seaofthievesfans.Com/]&lt;/div&gt;</summary>
		<author><name>WilliamBradway0</name></author>	</entry>

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