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  1. #901
    Tiens, il suffit que je pense au jeu pour qu'un DLC débarque subitement : http://store.steampowered.com/app/61...IFLES_PACIFIC/
    RUNNING WITH RIFLES: PACIFIC est une extension du jeu de tir tactique en vue de dessus RUNNING WITH RIFLES.

    Dans RUNNING WITH RIFLES: PACIFIC, vous remontez au temps de la guerre du Pacifique durant la seconde guerre mondiale, pour témoigner des batailles épiques entre l'Armée Impériale Japonaise (IJA) et le Corps des Marines des États-Unis (USMC) - combattant pour de minuscules bouts de terre dont vous n'avez jamais entendu parler.

    Engagez l'ennemi pour des îles stratégiques qui restent gravées dans l'histoire - Guadalcanal, Tarawa, Saipan et autres - toutes basées sur le terrain réel où l'IJA et les USMC se sont livrés d'impardonnables affrontements. Prenez part à une unique campagne de chaque fraction; Saurez-vous défendre l'aérodrome de Henderson à Guadalcanal en tant que USMC, ou s'efforcer à le reprendre en tant qu'IJA? Entrez dans l'histoire ou réécrivez-la - Cela ne dépend que de vous!


    PRINCIPALES CARACTÉRISTIQUES
    - 2 campagnes complètes incluant les majeures batailles de la Guerre du Pacifique
    - 7 uniques cartes basées sur des lieus et affronts historiques
    - uniques véhicules historiques, allant de chars légers, jeeps, défenses terrestres, embarcations de débarquement et bateaux de patrouille
    - arsenal d'armes historiques évoluant au fil de la guerre
    - nouveaux types d'armes tels le lance-flamme, fusil à baïonnette et katana
    - objectifs secondaires tels le sabotage d' artillerie côtière ou de canons antiaériens, secourir des prisonniers ou réparer des chars abandonnés
    - Support multijoueur pour plus de 40 joueurs sur un serveur, serveurs dédiés, Co-Op, PvP, PvPvE.

  2. #902
    Citation Envoyé par Erkin_ Voir le message
    JackMayol: Vous allez surfer sur la vague pubg et proposer un mode battle royal ? Running with rifles à quasiment déjà tout.
    après avoir lu ça hier, j'en ai discuté avec mon collègue et en effet ca serait presque possible. Cela nécessiterait par contre pas mal de boulot, et vu qu'on n'est que 2, cela ne va pas le faire.
    De plus, notre prochain projet (non non pas le DLC) sera plus adapté à un mode battle royale, car munition limitée, FoV, etc.

  3. #903
    Penser à mettre un sous-titre Avatar de keulz
    Ville
    ain et agressif
    Citation Envoyé par JackMayol Voir le message
    De plus, notre prochain projet (non non pas le DLC) sera plus adapté à un mode battle royale, car munition limitée, FoV, etc.

  4. #904
    Y a t-il des modding tools pour RwR ?
    J'arrive pas à trouver des infos sur le fofo officiel...
    Parce que moi jsuis bien motivé pour bidouiller un pseudo battle royale.

    Mais ça dépends de si le modding c'est du bidouillage ou si c'est possible de vraiment mettre les mains dans le cambouis.

  5. #905

  6. #906
    Hello les Canards!

    le DLC est sorti pour ceux que ca intéresse!

    http://store.steampowered.com/app/616850






    Bon weekend à tous

  7. #907
    Je viens de me faire un moment nostalgie sur le jeu histoire de voir si j'allais prendre le DLC histoire de soutenir l'effort de guerre, mais j'ai eu pas mal de problèmes de sync sur les serveurs officiels, même américains qui sont plus proche de moi (Canada). Ça viendrait des serveurs ou de ma connexion ?

    En tous cas, ça fait plaisir de voir qu'on y trouve toujours des joueurs, d'autant qu'ils ont tous l'air d'avoir beaucoup d'XP. Je suis par exemple tombé sur un Maréchal d'armée :



    Comme je reprends à 0, je fais pâle figure avec mes 600 XP, mais d'un autre côté, la progression est toujours sympa.
    Peut-être que je prendrai le DLC dans les moments de Noël finalement.

  8. #908
    Citation Envoyé par Silver Voir le message
    Je viens de me faire un moment nostalgie sur le jeu histoire de voir si j'allais prendre le DLC histoire de soutenir l'effort de guerre, mais j'ai eu pas mal de problèmes de sync sur les serveurs officiels, même américains qui sont plus proche de moi (Canada). Ça viendrait des serveurs ou de ma connexion ?

    En tous cas, ça fait plaisir de voir qu'on y trouve toujours des joueurs, d'autant qu'ils ont tous l'air d'avoir beaucoup d'XP. Je suis par exemple tombé sur un Maréchal d'armée :

    http://tof.cx/images/2017/12/06/9930...353daab.md.jpg

    Comme je reprends à 0, je fais pâle figure avec mes 600 XP, mais d'un autre côté, la progression est toujours sympa.
    Peut-être que je prendrai le DLC dans les moments de Noël finalement.
    Hello Silver
    Des fois les serveurs ont besoin d'un restart car ils lagueunt mais c'est plutôt rare. Le netcode de RWR est très sensible aux fluctuations de ping. Tu peux avoir un haut ping sans avoir des soucis de déconnexion tant que celui-ci reste constant. Même un ping moyen très bas n'aide pas s'il n'est pas constant.
    Tu pourrais par exemple pinger 162.248.88.126 et voir si ton ping est stable.

    Code:
    ping -n 120 162.248.88.126
    ( cad pinger le serveur pdt 2 minutes) me donne ceci:

    Code:
    Ping statistics for 162.248.88.126:
        Packets: Sent = 120, Received = 120, Lost = 0 (0% loss),
    Approximate round trip times in milli-seconds:
        Minimum = 138ms, Maximum = 158ms, Average = 143ms
    Il n'a pas de fluctuation notable qui pourrait créer un problème de synchronisation de mon coté.

  9. #909
    Merci pour l'astuce. Je n'ai pas eu de problème aujourd'hui, ça devait venir de ma connexion finalement.

    En tous cas, ça fait plaisir de voir que les joueurs sont des habitués qui maîtrisent le jeu. Il y avait des bonnes actions ce soir, même si on a mettait longtemps à gagner du terrain par moments.

    Ah, et pendant un moment on a eu un joueur qui s'amusait à écraser ses coéquipiers à plusieurs reprises. Je trouve que ça manquait d'option pour signaler ce genre de comportement, même si des joueurs sur le chat disaient qu'ils allaient le rapporter. Rien de grave, mais c'est frustrant de se faire tuer de cette manière quand on est en plein dans l'action. Bon, au bout de la 3e fois, j'ai vite sorti les grenades quand je le voyais approcher. Ça a réglé bien des soucis.

  10. #910
    L'auto-modération par l'explosif, c'est un concept à explorer.
    Citation Envoyé par Mdt Voir le message
    Le parisien est le moscovite du futur. Petit appart, boutiques pleines mais pas de fric pour acheter, heures perdues dans les transports (à défaut des queues), vendeurs et guichetiers désagréables...


  11. #911
    Citation Envoyé par AttilaLeHein Voir le message
    L'auto-modération par l'explosif, c'est un concept à explorer.
    Les teamkills furent un gros problème jadis, surtout lorsque l'on pouvait joindre un serveur officiel sans devoir passer par Steam ce qui rendait la punition quasi impossible. De nos jours quand qqn fait plusieurs teamkills de suite en l'espace de qqes minutes, il ne peut plus utiliser de véhicules et plus utiliser d'explosifs de toute sorte. Si mes souvenir sont bons, la pénalité prend effet après 4 TKs en 10 minutes et la punition dure 30 minutes. Depuis ce système en place, nous avons des résultats très positifs. Souvent ceux qui foutent le bordel sont des newbies qui veulent "expérimenter" mais comprennent très vite, ou sont mis à l'ordre par des modérateurs (y'en a pas tjs).
    Il arrive aussi que des joueurs soient rapportés sur "Discord" (Discord Invite Link: https://discord.me/runningwithrifles ) et les modérateurs s'occupent de leur cas dans un bref délais.

    à part ça, la version 1.62 de RWR est en ligne depuis hier avec un rabais record de -60%!

    Hey there!

    RUNNING WITH RIFLES version 1.62 is out! As another fine tuning update, this time we worked on improving vehicles, boats and tanks in particular, along with vehicle "ghost" rendering when occluded by other visuals and some new particle effects. Another rare weapon has also been added in campaign and Invasion, there can never be enough of those!

    Boats behave more smoothly with beach areas now, having a larger range how far into beach you can steer and moving slower when in partial contact with ground. Tracked vehicles such as tanks now allow finer rotations while in motion and the so called "neutral steering" behaves more reliably - appears the AI drivers think highly of these improvements as well. Additionally, the AI can now handle straight driving better (surprisingly difficult if you think about it) with much less zigzag from side to side.

    Additionally, we have some new vehicles for the Pacific DLC as shown in the picture; an armory boat for the IJA and one for the USMC. Those can be pretty handy when landing at a beach without any static armory far and wide.

    We also added a new armored transport vehicle for the IJA: Type 1 Ho-Ha. It's a relatively fast half-track with 3 mounted MGs that are covering the front part of the vehicle. It has been added as a radio call as a counter-part of the USMC LVT-4.



    Changelog v1.62:

    • boats: speed and acceleration made to drop when in contact with beach
    • boats: extended range to stay alive when in contact with beach
    • vehicles: tweaked collision handling when broken
    • vehicles: improved tracked vehicle steering control when switching between accelerate and reverse while turning
    • vehicles: tracked vehicles now have a short window for smooth rotation when in movement
    • vehicles: added ghost rendering
    • vehicles: added marker_offset support for offsetting player and squad member markers
    • visuals: improved beach - land transition area
    • visuals: added smoke particle emitter for vehicles under 25% HP
    • visuals: added custom effects/sounds for some blast projectiles when hitting a vehicle
    • visuals: fixed vehicle "Spawn disabled" text color
    • inventory: fixed narrow item background frame rendering
    • lobby: reduced loading time when processing individual maps for quickmatch menu
    • ai: fixed bug with leaders not calling for medic when wounded
    • ai: improved vehicle steering, less zigzag now
    • ai: fixed vehicle weapon slot indexing for sight range
    • ai: overall higher sight range for AI vehicle gunners
    • invasion: official invasion servers set to Graycollars as player faction
    • weapons: very rare Stoner 62 added (LMG with scope)
    • weapons: mesh based weapons no longer show ghost visual over character
    • modding: added support for vehicle and terrain tags in hit type projectile sound effects
    • modding: added support for vehicle tags in projectile particle effects


    Changelog v1.62 (Pacific DLC):

    • invasion: official pacific invasion servers set to IJA as player faction
    • weapons: AN/M2 "Stinger" commonness from 0.0001 to 0.05
    • weapons: Type 98 commonness from 0.0001 to 0.05
    • vehicles: Higgins Armory boat for the USMC added
    • vehicles: Daihatsu Armory boat for the IJA added
    • vehicles: Type 1 Ho-Ha transport half-track for the IJA added
    • calls: Reinforcements - Type 1 Ho-Ha radio call for the IJA added


    Happy Running!

  12. #912
    Je dois avouer que j'ai toujours été surpris (et plutôt en bien) de comment ça se passait sur RwR. OK il y a du TK (je sais pas combien de fois j'ai été explosif-banned (p****n d'arty8)) mais dans l'ensemble ça se passe bien et les newbs se plient plus ou moins à ce que disent les chevrons. Notamment avec l'armurerie et le spam truck.

    Et hormis le dlc et le maintien de la version vanilla, vous vous orientez sur quoi? Parce qu'après avoir gentiment poncé la vanilla, je vais devoir me mette au dlc mais j'aimerai bien avoir une idée de la suite (si possible).

    Et encore merci pour ce jeu qui envoie du paté et qui ne ment pas sur son contenu

  13. #913
    Nous continuons à bosser sur le jeu. Nous voulons rendre le jeu plus accessible à tout le monde, car bcp de nos negative reviews proviennent du fait que le joueur ne sait pas quoi faire, le tutoriel n'apprend pas assez, les informations in-game en général sont trop légères. De nos jours les gens veulent être plus tenus par la main.
    Pour le DLC on devrait encore délivrer pas mal de contenu dans les mois à venir.

  14. #914
    Je veux RWR, au goût Sci-Fi, Préhistoire, Post-Apo, Space-Op, ou autre. Je n'accroche que trop peu au thème "guerre mondiale pseudo réaliste", dans n'importe quel jeu.

    Je rejoue avec plaisir de temps en temps à RWR ceci dit, le jeu offrant une expérience unique de gameplay.
    * Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *

  15. #915
    Désolé pour l'anglais mais vraiment pas le temps de traduire, j'éspère que c'est ok :D

    ***********************

    Greetings Runners!

    In the first major update for 2018 we'd like to introduce you some tasty additions to the main game as well as for the PACIFIC DLC! On top of that, the game will be on sale until April 2 which is the date of the third anniversary of RWR, woohoo!

    To start off, we adapted the "Man vs. World" mode into a campaign playable as 2-player cooperative. It continues to be an unforgiving perma-death mode but having a mate to join you on your adventure could make you feel more comfortable and you'd have someone to revive you in case you are wounded. We highly suggest playing this mode with FoV enabled (veteran mode) as it adds a lot to the excitement and also requires more tactical approach to not get surprised by the enemy.



    Over the years, the community has constantly provided us with interesting suggestions and a lot of them have made it into the game. Also, the modding community got bigger, especially since the implementation of Steam Workshop and even more since we have a Discord server with a modding channel which makes it easier and faster for modders to help each other. Therefore we decided to include the community even more in the game development by starting a "community box" contest. This box is similar to how the gift box works, but with goodies provided by community members. There has been a lot of submissions but only a part of it made it into this update. We have no doubt that there will be more community boxes in the future!



    This big roll-out for Pacific will focus on the battle of Peleliu Airfield! As have all our Pacific maps it was researched well to represent it in a historical demeanor; we laid out all the major iconic structures and the shape of the island relative to real maps and photos. It is available in both Quickmatch and Campaign.

    Alongside the map is being introduced several all-new gear pieces, both weapons and items, which when combined fortify the player into virtually a "walking" bunker. Of course, the AI makes use of all this gear as well! And so being introduced is also an all new "mini-boss" adversary, the "Sentry" Soldier! Similar to RWR's EOD armoured troops, the Sentry is a tough, thickly armoured adversary (and occasionally an ally too), and in Pacific, alongside his heavy Sentry Armour, he always comes equipped with a hip-fired Heavy Machine Gun.




    Last but not least, we've fixed the popular "RUNNING WITH THE DEAD" mod which had some nasty crash issues due to some recent vanilla updates. Ultimately we didn't just fix those but also put some work into the mod overall. As a mod should be something coming from the community, we'd invite every motivated modder to join the team and continue the project as we unfortunately don't have much time left to sustain the continuation of this mod. New maps would be something great we'd like to see worked on for the mod. Feel free to join Discord to discuss it with us and other modders!

    The updated mod should be uploaded a couple of hours after the 1.64 vanilla release, thanks for your patience!



    We'll also set up 2 new servers in mainland China to host DOMINANCE (PvP) and most likely a RUNNING WITH THE DEAD mod server. Those will still be experimental servers.

    Happy Running,
    Osumia Games

    Changelog v1.64:

    • gamemodes: "Man vs. World 2-players coop" added
    • gamemodes: "Man vs. World" single player mode difficulty slightly decreased
    • invasion: changing player faction to Brownpants in official invasion
    • items: community box added. Similar to the gift boxes but with modding community provided goodies
    • resources: flare added to the supply squad
    • maps: small fixes here and there
    • AI: navigation network resolution for some locations increased
    • AI: sight range of the mortar reduced by 12%
    • AI: fixed squad command boost for faster reaction while fighting
    • AI: ability to disable vehicle avoidance behavior
    • AI: tweaked steering a tracked vehicle
    • AI: fixed a case of AI squad ending up on wrong seats in a vehicle i.e. leader not driving
    • gameplay: EOD soldiers now carry only stun grenades, which they are themselves immune against
    • weapons: MGL Flasher/Milkor reload animation speed up by 30%
    • weapons: Taser added - wounds the target at closer range. Only available in the community box
    • weapons: Tracer added - secondary consumable weapon shooting a sticky dart that calls a missile on the target. Only available in the community box
    • weapons: Flamethrower added - similar to the Pacific one with slightly more range. Only available in the community box
    • weapons: AA-12 Frag added - automatic shotgun with explosive ammunition. Only available in the community box
    • network: optional experimental mode to avoid out of sync and rubber banding due to unstable lag
    • vehicles: spawnpoint disabled text now only shows for own faction vehicles and enemy if the spawnpoint is for players
    • vehicles: tanks are about 12% faster but have smaller acceleration
    • vehicles: Mustela fast TOW mounted mini-tank added. Only available in the community box
    • items: fixed an issue with weapon and carry item transform chain loops
    • menu: changed how aspect ratio affects menu size


    Changelog v1.64 (PACIFIC DLC):


    • maps: new map available in Campaign and Quickmatch - Peleliu Airfield. Situated near end of Campaign, just before the final mission
    • invasion: changing player faction to USMC in official Pacific invasion
    • AI: new AI Soldier type added - "SENTRY" - he is a defense-focused soldier equipped with a hip-fired Heavy Machine Gun and very strong body armour
    • AI: all Veteran AI soldiers are slightly more accurate
    • items: Sentry Vest added - a highly protective vest available to all at the armoury
    • items: Veteran Vests: -0.1 Hit Success to -0.125 (wearing the vest now grants slightly more resistance)
    • weapons: Browning M1917 'Mobile' added - heavy Machine Gun carried by AI "Sentries" of the USMC forces. Slow firing, but powerful, and fed by a 250-round belt
    • weapons: Te-4 Light Machine Gun added - an aircraft MG dismounted and carried by AI "Sentries" of the IJA forces, with high rate of fire and a 69-round drum magazine
    • weapons: Ho-104 'Mobile' added - a very rare, dismounted aircraft MG - a .50 Cal HMG carried by AI "Sentries" of the IJA forces. Powerful, but very slow rate of fire
    • weapons: greatly lowered XP requirements on the Thompson 100-rnd Drum, M1919 Stinger, and Type 98 LMG
    • weapons: slightly raised velocity of Type 98 Light Machine Gun and M1919 "Stinger"
    • weapons: lowered damage of Sniper Rifles against armoured vests
    • weapons: raised damage and drop-off range on the Type 96 "Trench" variation
    • models: new Imperial Japanese uniform for very late war maps, used on Peleliu, Iwo Jima, and Downfall. Only affects the default uniform set
    • gameplay: fixed issue where Type 97 Anti-Tank Rifle was far more common on IJA Snipers then the regular Sniper Rifle
    • gameplay: fixed an issue with some Sniper Rifle damage ranges being shorter than regular Rifles
    • gameplay: raised the frequency of AI calling in reinforcements
    • gameplay: tweaked ordering of vests in IJA's armoury to properly follow the unlock progression from right to left
    • vehicles: adjusted volume of tank treads
    • animations: adjusted length of hip fire recoil animations

  16. #916


    Comptes-tu proposer un jour RWR sur GOG ?
    J'ai abandonné Steam depuis quelques années déjà (au profit de GOG), et Desura étant je crois décédé, je n'ai pas spécialement envie de réinstaller une lourde usine à DRM juste pour un chouette jeu.
    Je pense sincèrement qu'il y a un public pour RWR sur GOG. Ou peut être pour un RWR 2 ?

  17. #917
    Citation Envoyé par gros_bidule Voir le message

    Comptes-tu proposer un jour RWR sur GOG ?
    On y songe en effet déjà depuis un certain temps. Le seul problème est pour le multijoueur. Il nous faut un système d'authentification similaire à Steam (pas un DRM hein) pour éviter que n'importe quel pirate puisse se connecter à nos serveurs officiels. GoG Galaxy devrait être la solution pour cela.
    Bref, bien fait de me le rappeler
    À propos DRM, il y a beaucoup de jeux sur Steam qui n'ont pas de DRM, faut juste savoir lesquels. RWR en fait partie.

  18. #918
    GoG Galaxy n'étant pas sur Linux, les joueurs Linux ne pourront pas joindre le jeu.

    Les protections anti-pirate n'embêtent le plus souvent que les joueurs légitimes, les pirates étant toujours gagnant à ce petit jeu.
    * Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *

  19. #919
    Un effet pervers est l'utilisation de Steam pour authentifier les joueurs en ligne, une bêtise à mes yeux car on le voit ici, tu es obligé de passer par Steam pour jouer en ligne à ton jeu, même si ce dernier n'a aucun DRM. Pourquoi ne pas avoir développé sa propre infra ? Sans doute une raison de coût, mais ce petit bénéfice finit par se payer
    Et pas besoin de GOG Galaxy pour le multi, c'est juste une "facilité" à la Steam.

  20. #920
    Citation Envoyé par ( Tchey ) Voir le message
    GoG Galaxy n'étant pas sur Linux, les joueurs Linux ne pourront pas joindre le jeu.
    Les protections anti-pirate n'embêtent le plus souvent que les joueurs légitimes, les pirates étant toujours gagnant à ce petit jeu.
    Je vais être franc avec toi, même tu n'aimeras surement pas l'entendre en tant qu'utilisateur Linux, mais le port du jeu pour Linux n'en était pas vraiment la peine. N'étant pas des cracks de Linux et ayant un moteur maison (certes utilisant des bibliothèques graphiques OGRE qui tournent par défaut sur Linux) on a galéré et passé de nombreuses semaines pour faire tourner le jeu. Le temps consacré n'est pas à la hauteur des revenus engendrés par le port Linux qui ne représente que 0.6% (!) des ventes, un chiffre très en-deçà de ce que l'on imaginait mais heureusement, ce n'était pas le but principal. Ensuite, quand tu dois gérer les problèmes des utilisateurs avec leurs dizaines des distributions différentes dont je n'avais jamais entendu le nom de certaines, tu as juste envie de lâcher l'affaire et de te concentrer uniquement sur Win/Mac. Surtout quand une partie non-infime de ces gens à problèmes ont bidouillés leur Linux sans toujours savoir ce qu'ils ont fait, ce qui rend la tâche encore plus difficile.
    On parvient souvent à aider, mais c'est épuisant et on devait faire régulièrement des changements.
    Donc pour GoG et Galaxy ne tournant pas sur Linux, ca serait indiqué mais ca ne me dérange pas plus que cela d'éviter Linux pour le multi sur serveurs officiels.
    Ne le prends pas mal, je n'ai rien contre Linux



    Citation Envoyé par gros_bidule Voir le message
    Un effet pervers est l'utilisation de Steam pour authentifier les joueurs en ligne, une bêtise à mes yeux car on le voit ici, tu es obligé de passer par Steam pour jouer en ligne à ton jeu, même si ce dernier n'a aucun DRM. Pourquoi ne pas avoir développé sa propre infra ? Sans doute une raison de coût, mais ce petit bénéfice finit par se payer
    Et pas besoin de GOG Galaxy pour le multi, c'est juste une "facilité" à la Steam.
    On aurait voulu ne pas avoir recourt à ces techniques mais nous avons été submergés de pirates qui n'ont rien fait d'autre que de ruiner l'expérience des autres joueurs (Teamkills, griefing, etc.) et on n'avait pas les moyens et le temps de mettre qqchose d'autre en place car les joueurs légaux commençaient à se révolter.
    Avec GoG ca ne serait probablement pas différent si on ne fait aucune mesure d'authentification.
    Les joueurs peuvent joindre des serveurs de la communauté, ouvrir leur propre serveurs online/LAN, etc. mais quand il s'agit de nos présences officielles on ne va rien risquer.

  21. #921
    Salut tout le monde, ayant zappé la dernière MAJ sur CPC, je me suis dis que celle-ci, je ne vais pas la louper!
    Une fois de plus en anglais, priez de m'en excuser mais je ne vais pas traduire en chaque langue supportée par le jeu, surtout que y'a du texte!

    RWR a une remise de -70% sur Steam, le DLC RWR:Pacific 50%, les remises les plus grosses depuis leur sortie respective!

    ******* POST START ********

    Hey Runners,

    Update 1.70 aka the "usability update" is finally there!



    Usability Update

    The lack of a solid tutorial explaining high level game elements has been an issue among new players and we decided to do something about it now. The little puzzle playground we had previously has been removed as obsolete. In the new approach you'll get informed about things you encounter while playing the campaign (or online invasion) in the form of journal notes, which are usually triggered by mousing over objects or by simply gaining XP. While there are still a few things you'll have to figure out on your own, this should definitely help players get into the game better!
    A good chunk of the new text content has been translated in all supported languages, kudos again to the translating community! In no special orders thanks to BrodayTy, CandyMew, Lagia8, Tadler, Zahar Savelyev, RaioOriginal, Etsy and some proof-readers.

    In the picture below there's a preview of what the journal system looks like:



    In this update, we've made certain features more accessible for experienced players too. For example, deploying sandbags or heavy weapons on the roof only to see them fall over the edge from a slight misplacement of its position is finally coming to an end. Now, besides using improved collision models for the deployables, we also have a visual emplacement marker which turns red if the space in front of the player is not suitable for deployment. Alongside that, you can now order squadmates to man deployable weapons by giving them a move order over the gun! If (for some reason) you want to build 5 miniguns and 5 mortars side-by-side and want them all manned, no problem.

    In the picture below you can see it in action:



    We entirely re-balanced the campaign after making some changes to the commander AI logic in pursuit of an improved pace for the game. Once a base has been captured, the next attack doesn't begin immediately - rather the commander will regroup his forces to defend against a counterattack and also gather for a larger attack when it does occur. In addition, we seized the occasion to add a new "veteran" difficulty which has same settings as the "hard" difficulty but with FoV enabled, which makes for a much more challenging experience.

    We also added radio call markers (visible on the map and in the game world) to provide better information for the players about where an allied radio call has been placed as well as an AoE so that you know in which radius you should not enter during the call in case it is a mortar/artillery strike. The subtle visual marker will hopefully lower the amount of unwanted teamkills happening when fellow soldiers run through the bomb showers.

    Community Box #2

    The first community box submission work was a great success and the modders had a lot of fun making experimental stuff and a good part of it made its way into the game. They had enough new ideas for another community project so here we go! In 1.70 there is a new community box with new exciting (and CRAZY) content!
    Have you ever dreamed of running through the frontlines in a banana costume throwing banana peels at the enemy? Or having a riot shield but actually being able to shoot at the same time? From goofy to highly helpful in combat situations, with the help of the modding community, we have more than a dozen new items/objects/costumes/vehicles in the community box #2!



    Dominance - PvP

    The experimental "Dominance" (PvP) mode is coming out now too. The main idea was to remove most of the RNG by simulating a healthpoint system where there is no longer a kill probability system from bullet damage. Most weapons have a smaller bullet decay (apart from sniper rifles) and some rare weapons have also been included, such as the F2000, the XM-8, 44 Magnum and a few more.
    As this gamemode is mainly about PvP, we removed stealth vests and added a special vest which is basically similar to the Vest Type II in vanilla, just that the top vest layers reduce bullet impacts more than the lower layers.
    We also added the bandage item that allow you to heal yourself! You can also heal your special vest with it. Bandages can be found at the armory but are also dropped by some AI soldiers.
    Keep yourself mobile and loot the bandages lying around to always be ready to engage the next fight!


    Pacific Update

    Pacific in update 1.70 aims to improve upon some of the major balance concerns in the community, as well as make the campaign more accessible, and to implement a few new weapons and units within the game. Some of the major balance changes include reducing the power of the Banzai Charge call-in, giving the USMC forces a better chance on the early beach-assault maps, and a lot of performance changes to the game's small-arms weapons. Specifically, most of the Common weapons (the starting guns available within the Armoury) have had their lethality improved in some way or another; reducing the large gap between their performance and that of Rare weapons. Some other changes include reducing the spawn frequency of the Armoured Sentry Soldiers, adjusting the performance of various armoured vests, and making Guadalcanal a bit more challenging with large numbers of players in an Invasion server (reducing the number of Friendly AI soldiers more per each joined player. This will not affect Solo Players and has very minimal impact on small numbers of players.) Lastly, there is an assortment of new weapons being added, from the iconic M55 Reising sub-machine gun to the pre-war experimental Type Hei automatic rifle. The Imperial Japanese Navy (IJN) have also been added to the game in the form of their Special Naval Landing Forces - essentially Japanese Marines. The IJN replace the IJA on Tarawa and Downfall, serving as a "Boss" faction within the US campaign, but also playable in the Japanese campaign. They use a few different weapons from the IJA and can call-in a Heavy Amphibious Tank - the Type 4 Ka-Tsu - a behemoth of a personnel carrier equipped with two 13mm Machine Guns.



    Edelweiss News Update

    In case you missed our last dev blog, we announced the next DLC set on the Western Front! It will go through the battles that paratroopers participated in, most notably Normandy, Market Garden, and the Battle of the Bulge. We're excited to show more about this DLC further down the line, but for now, enjoy this:



    Don't forget to join our RWR community on Discord and leave us a review on Steam if you like the game, it always motivates us a lot!

    Your Osumia Games



    Check this sexy changelog for a complete list of changes in Vanilla and Pacific:

    Changelog v1.70:
    Code:
    • maps: new base added in Rattlesnake Crescent
    • maps: new base added in Keepsake Bay
    • maps: Power Junction rotated by 45° and Power plant base slightly reworked
    • maps: Airfield base in Vigil Island slightly reworked - new armory and radio jammer locations
    • maps: several fixes here and there
    • deathmatch: added map7 to the map rotator
    • deathmatch: script ported to AngelScript
    • minimodes: script ported to AngelScript
    • minimodes: FoV is now enabled on default
    • dominance: script ported to AngelScript
    • dominance: rework to get rid of the RNG by simulating a simple health system - experimental phase.
    • dominance: bandage added
    • dominance: some rare weapons added (had none so far)
    • man vs world: vehicles do not respawn to avoid spawn kills
    • server: fixed character_kill event crash
    • equipment: spawn flare XP requirement lowered from 3000 to 1500XP
    • equipment: Cover deploy XP requirement lowered from 500 to 250XP
    • equipment: EOD vest lethality vs bullets and movement speed equipped slightly decreased
    • weapons: stock machine pistols accuracy and effective range slightly increased
    • weapons: stock suppressed SMGs XP requirement in campaign/invasion lowered from 1500 to 1000XP
    • weapons: stock pistols XP requirement in campaign/invasion increased from 250 to 750XP
    • weapons: SPAS-12 - removed XP requirement in campaign/invasion which used to be 500XP
    • weapons: PKM XP requirement in campaign/invasion increased from 0 to 500XP
    • weapons: PAW-20 rate of fire increased by 27%
    • weapons: Benelli M4 with suppressor stats increased
    • weapons: Scorpio Evo-III bullet falloff time slightly increased
    • weapons: QCW-05 bullet falloff time slightly increased
    • weapons: Stoner 62 accuracy increased/recoil slightly decreased
    • vehicles: mobile armory acceleration and max speed slightly increased
    • vehicles: most vehicles have been re-scaled (made smaller)
    • vehicles: re-spawn times for most combat vehicles increased by 20 seconds - also including mounted stationary weapons
    • vehicles: special cargo reward delivery bonus increased from 400 to 1000RP
    • vehicles: become un-steerable below 5% health points. Need repair or explode after some time
    • vehicles: deployables configured to lose health on vehicle collisions+
    • items: community box #2 added. A dozen of new goodies includes!
    • calls: airdropped vehicles now have a visual parachute attached
    • calls: visual markers for friendly mortar/artillery strike and paratroopers added
    • calls: artillery (8x16) fixed - now launches 8 salvos instead of 10
    • AI: vanilla campaign commander now issues an attack break after capturing his target base, for better pacing
    • AI: squad leader player can give command to AI squad members to occupy static weapons such as deployable MG, mortar, etc.
    • AI: improved the way AI considers usefulness of a static weapon, also with ability to abandon it
    • AI: now considers occupying static weapons while fighting
    • AI: fixed some issues with combat vehicle driving
    • AI: made AI aware of min_health_to_steer with vehicles
    • campaign/invasion: complete re-balance
    • campaign: veteran difficulty added (same as hard but with FoV enabled)
    • campaign: amount of Elite soldiers raised by 60%, which also implies 60% more rare weapon drops
    • campaign: added some commander dialogue when spotting and/or destroying important targets
    • campaign: added base recon objective to further encourage players to travel and attack secondary bases
    • campaign: cargo truck location hints made less frequent
    • campaign: special crates have now randomized spawn locations and numbers. Can also spawn ultra rare weapons
    • campaign: changed item unlock expiration timer to 100h for campaign
    • campaign: extraction points now show at the screen edge when map is complete
    • quick match: amount of Elite soldiers raised by 60%, which also implies 60% more rare weapon drops
    • invasion: amount of Elite soldiers raised by 30%, which also implies 30% more rare weapon drops
    • invasion: changing player faction to Greenbelts in official invasion
    • gameplay: "King of the Hill" timer reworked. Now the timer isn't reset anymore when the hill changes ownership. It is paused and resumed on re-capture
    • animations: leaving_wounded animation added after getting healed while wounded
    • visuals: changed character shading method to happen in postprocessing for less noise and light direction awareness
    • visuals: changed tree foliage billboard rendering for less flicker
    • visuals: changed post processing for tighter outlines and resolution adaptation
    • visuals: added deployment area helper visual
    • menu: various changes
    • misc: added system to show help notes as notifications
    • misc: removed the vertical-coordinate ignoring when figuring out which items are within the picking-radius of the character - e.g. no more floor item picking when on a roof
    • misc: added a HUD helper to show which weapon slot is selected
    • misc: fixed text alignment in inventory view when inspecting items
    • misc: added suppressed weapon icon in item inspector in inventory view
    • misc: player location cross in map view made more visible
    • misc: map legend added
    • misc: pause key removed, accessing menu will pause game (except when playing online)
    • misc: added reload indicator when empty mag
    • misc: chat balloon happening on the right side of screen now extend to left if it would clip with the screen edge
    • misc: various changes in menu UI, no more overflowing text and controls
    • misc: adjusted UI to support 21:9 better
    • misc: improved UI text justification method
    • misc: fixed scrolling in mapview over a spawnpoint being mistaken for intent to respawn
    • misc: added survivability option in quickmatch and campaign for increasing the odds for player to survive; easy difficulty now utilizes it instead of boosting/nerfing capacities and accuracies that much
    • misc: configured deployables physics and collision models to not fall off from roof edges
    • misc: configured deployables to use high mass and blast_push_threshold to prevent being bulldozed by vehicles and moved by blasts
    • misc: added optional dedicated primary / secondary weapon change keys
    • misc: fixed wounded character stand-up issue in online
    • modding: added <destroy_on_drive_over_tags><tag name="heavy"/>... support in static object spec
    • modding: added call_event, with phase="queue"/"acknowledge"/"launch"/"end" and id field to distinguish calls from each other
    • modding: added roof_elevation keyword for buildings with elevated roofs
    • modding: added attack_change script event
    • modding: resource doesn't require to be in_stock anymore to be able to respawn_with
    Changelog v1.70 (PACIFIC DLC):
    Code:
    • maps: USMC campaign balance adjusted so the first few beach-assault maps are more forgiving to low-ranked players.
    • maps: Guadalcanal in USMC campaign now loses more friendly troops when more players are in the match. Reduction from 2 to 3 per player.
    • maps: Guadalcanal hidden in quickmatch menu
    • maps: Fixed issue with capturing LZ Sun on Downfall.
    • fix: bug where soldiers clumped up on the Attack Ship on Iwo Jima resolved
    • fix: animation issues regarding hipfire weapons resolved
    • fix: bug where IJA campaign could not reach Peleliu Airfield resolved
    • fix: bug where ladders on left side of Saipan attack ship were unclimbable resolved
    • fix: bug where damaged tank on Downfall was destroyed resolved
    • soldiers: the Sentry AI soldier spawns 25% less often.
    • soldiers: fixed an issue with dialogue used by POW soldiers.
    • soldiers: reduced the RP available to Banzai Officers, POW soldiers, and US Army Squad Leaders.
    • soldiers: Banzai Chargers can no longer spawn with medkits.
    • soldiers: reduced the spawn chance of Flamethrower Operators for the regular Imperial Japanese Army.
    • gameplay: weapons in Quickmatch now have XP requirements similar to the Campaign.
    • gameplay: the Banzai Charge call-in now deploys 1 less Light Machine Gunner soldier, who is now replaced with an additional Rifleman.
    • gameplay: Banzai Charge Squad now costs 350 RP, matching the cost of the US Army Rifles Squad.
    • gameplay: you can now unlock the M1903A3 with bayonet for re-purchase at the USMC armoury by selling 5 of them.
    • gameplay: You can now unlock the Type 38 with bayonet for re-purchase at the IJA armoury by selling 5 of them.
    • gameplay: You can no longer unlock enemy weapons (to reduce overcluttered Armouries).
    • gameplay: Adjusted some briefcase unlocks.
    • gameplay: The Rubber-boat call-in has been adjusted, spawning in a slightly randomized position, so that it can not be used to accurately crush enemy soldiers.
    • gameplay: enemy anti-tank grenades, bazookas, grenades, at grenades, and heavy MG deploys can no longer be unlocked at the armoury. (99% were statistically the same anyways.)
    • items: Banzai, Veteran, and Sentry vests have been modified to more consistently take damage from small-arms, rather than being heavily chance-based.
    • items: Banzai Vest and Veteran Vest improved to have 3 layers of armour instead of 2. The cost of Banzai vest has been raised from 10 to 15. This does not effect the AI-controlled Banzai soldiers.
    • items: The Sentry Vest has had its cost lowered.
    • items: All vests now have altered weights when carried in the backpack.
    • vehicles: Added NEW Type 4 Ka-Tsu - a heavy amphibious tank the Imperial Japanese Navy can deploy on Tarawa and Downfall.
    • weapons: Added NEW M1903A3 Bayonet variant.
    • weapons: Added NEW T22 Garand variant (20-round magazine).
    • weapons: Added NEW M1 Thompson - faster RoF but only 20-round magazine, compared to M1A1 Thompson.
    • weapons: Added NEW M1918A2 BAR Rapid Fire variant - faster RoF than regular.
    • weapons: Added NEW M1919A6 Mobile - hip fired variant carried by Sentries.
    • weapons: Added NEW Bayonet variants to the Type 100 SMG and the MP 34 "Type STE" SMG.
    • weapons: Added NEW Type 99 Sniper Rifle - with more powerful scope zoom than the Type 97 Sniper Rifle.
    • weapons: Added NEW Mk 3 Concussion Grenade - knocks down opponents. Carried by Flamethrower Operators.
    • weapons: Added NEW Type Hei Automatic Rifle - fully automatic rifle with 20-round magazine and good recoil control. Extremely deadly, but also quite rare.
    • weapons: Added NEW M55 Reising - very high rate of fire, but small 20-round magazine. Replaces M1A1 Thompson on early-war maps. Variation with folded stock in side-arm slot exists.
    • weapons: Added NEW Type I Carcano - used by the Imperial Japanese Navy, serving as their standard service rifle. Very similar to Type 38. A bayonet variant exists.
    • weapons: Added NEW Type BE Submachine Gun - used by Imperial Japanese Navy Veteran soldiers, it is a Bergmann MP 18 chambered in 7.63mm Mauser with a large 50-round stick magazine. A bayonet variant exists.
    • weapons: Added NEW Type 2 Model B Submachine Gun - named simply "Type 2 SMG". With moderate rate of fire and 30-round magazine.
    • weapons: Adjusted some discrepancies with grenades and AT weapons' performances between the IJA and USMC.
    • weapons: Adjusted performance of some explosive weapons, and enabled Type 98, Oerlikon, and Anti-Air Gun to damage Tanks.
    • weapons: Can no longer respawn with Type 99 LMG Scoped variation after dying. This will give it the rare 'blue' colour of a special weapon.
    • weapons: Satchel Charge renamed to Anti-Tank Satchel Charge in English, for a bit of extra clarity.
    • weapons: Mk II Grenade Fuse set from 3 seconds to 4 seconds (bug fix).
    • weapons: Type 100 moved to early war IJA arsenal, MP34 "Type STE" given to IJN.
    • weapons: SMG/Carbine "base" weapon (affects many SMGs/Carbines) - max spread reduced by 5%, running accuracy raised from 5% (affects first shot fired while moving.)
    • weapons: Sniper Rifle "base" weapon standing accuracy reduced by 6%. This was to give it a more distinct disadvantange when compared with non-scoped Bolt-Action Rifles.
    • weapons: Bolt-Action Rifles (non-scoped) crouching accuracy raised by 5%. This is mostly to make them more reliable during online play on Invasion servers, where net lag can hinders these weapons most.
    • weapons: M1A1 Thompson heavily rebalanced for more mid-range performance.
    • weapons: M1928 Thompson w/ 100-round drum renamed to M1921 Thompson w/ 100-round drum, to better reflect how it lacks a muzzle-brake.
    • weapons: The M1921 Thompson w/ 100-round drum has had its reload speed reduced, and its movement speed from -0.05 to -0.075.
    • weapons: Type 100 SMG - kill probability raised by 6%, kill decay start time raised by 12.5%. Result is a bit more power in short range, vastly more at longer ranges.
    • weapons: Type 100/44 SMG heavily rebalanced for less long-range performance, while still being superior to most SMGs in short / medium-short range.
    • weapons: C96 Carbine renamed to Type MO Carbine to reflect its Japanese nomenclature.
    • weapons: M1 Carbine and C96 "Type MO Carbine" kill decay start time raised by 40%, end time by 10%. Result is better medium and long range performance.
    • weapons: MP 34 renamed to Type STE to reflect its Japanese-contracted version. Rechambered in 7.63mm Mauser. Statistics adjusted - generally, higher velocity and lower recoil.
    • weapons: Type 2 Model A renamed to Type 1 SMG, reflecting a more accurate nomenclature for the weapon.
    • weapons: M2 Carbine and Bayonet variant - recoil reduced by 15%, kill decay start time raised by 40%, end time by 10%, walking accuracy reduced by 16%.
    • weapons: M1 Garand and Bayonet variant - recoil recovery improved by 45%, kill decay start time raised by 40%. Able to fire accurately at long range much faster, and hit harder too.
    • weapons: Scoped M1D Garand - recoil recovery improved by 45%, velocity reduced by 7% (so it matches other Snipers now).
    • weapons: Type 4 Rifle - recoil recovery improved by 17%. While still poor in accuracy compared to most rifles, it is easy to fire quick, deadly bursts with this weapon.
    • weapons: Type 44 Carbine - velocity raised by 2.5%. This improves both accuracy at long range, kill probability, and requires less leading of targets. It is a bigger boost than it sounds.
    • weapons: M1941 Johnson Rifle - velocity raised by 2.5%, recoil recovery improved by 7%. Much more efficient at long and medium ranges.
    • weapons: M1918A2 BAR crouching accuracy raised by 20%, standing accuracy raised by 19%, reload speed increased by 5%.
    • weapons: M1919A6 can now be respawned with, accuracy raised by 3%. The respawn change is significant, and the slight accuracy boost helps it keep up with the new M1 Garand.
    • weapons: M1941 Johnson LMG crouching accuracy raised by 22%, but rate of fire reduced by 19%. Overall it is more versatile and controllable, but doesn't have such insane DPS when prone.
    • weapons: ANM2 'Stinger' accuracy slightly raised. This improves its damage output at range to be a bit closer to the Type 98 LMG.
    • weapons: All 'mobile' hip fired machine guns have had their movement speed raised from -0.25 to -0.2.
    • weapons: Type 96 LMG, Bayonet, and Trench variants - kill probability raised by 8.5%.
    • weapons: Type 99 LMG and Bayonet variant - kill probability raised by 3%, kill decay start time raised by 40%.
    • weapons: Scoped Type 99 LMG - kill probability raised by 3%, kill decay start time raised by 30%.
    • weapons: Type 38 kill probability raised to match other bolt-action rifles, kill decay start time reduced by 20%. This overall improves its reliablity in short range.
    • weapons: Type 14 pistol recoil reduced by 3%.
    • weapons: M1919 HMG and Type 92 HMG kill probability reduced by 12.5%, kill decay start time improved by 17%.
    • weapons: Adjusted the commonness of a variety of weapons. SMGs are generally a more common than LMGs on AI soldiers now. Some rares are also a bit more common. HMG deploys are more rare.
    • weapons: Type 100 Grenade Discharger can now be respawned with.
    • invasion: changing player faction to IJA in official Pacific invasion
    • misc: new medikit model added.
    • misc: new demolitions charge model added.
    • misc: C96 "Type MO" model adjusted.
    • misc: M1919A6 model and HUD icon adjusted.
    • misc: MP 34 "Type STE" sound changed.
    • misc: Type 99 LMG Bayonet model slightly adjusted.
    • misc: new M1918 BAR sound, and model adjusted.
    • misc: new M1941 Johnson LMG sound.
    • misc: new models for overencumbered backpacks; both light encumbrance and heavy encumbrance.
    • misc: adjusted position of the Type 93 Flamethrower model so that it is better held by the soldier's hands.
    • misc: the Imperial Japanese Navy faction has been placed on Tarawa and Downfall.
    • misc: Binoculars XP requirement in Campaign lowered from 10k to 1k.
    • misc: new model for the US Willy's Jeep.

  22. #922
    Penser à mettre un sous-titre Avatar de keulz
    Ville
    ain et agressif
    Boum réinstallé.
    Par contre je me suis toujours demandé, économiquement parlant, ça vaut le coup d'offrir un tel suivi gratuit ? Ça joue sur les ventes à la sortie des patchs ?

  23. #923
    Citation Envoyé par keulz Voir le message
    Boum réinstallé.
    Par contre je me suis toujours demandé, économiquement parlant, ça vaut le coup d'offrir un tel suivi gratuit ? Ça joue sur les ventes à la sortie des patchs ?
    Non pas vraiment, ca aide probablement un peu mais se concentrer sur un nouveau jeu serait très certainement plus lucratif!
    On se le dit à chaque fois mais on continue à bosser dessus quand-même. Avoir des clients heureux, c'est sympa aussi et on peut encore en vivre alors ca va
    Début 2019 on va passer à autre chose par contre (en faisant le 2e DLC en parallèle).

  24. #924
    Citation Envoyé par JackMayol Voir le message
    On se le dit à chaque fois mais on continue à bosser dessus quand-même. Avoir des clients heureux, c'est sympa aussi et on peut encore en vivre alors ca va
    Début 2019 on va passer à autre chose par contre (en faisant le 2e DLC en parallèle).
    Ah bah avec une philo comme ça, vous pouvez compter qu'un paquet de joueurs de RWR rempileront illico dès la sortie de votre prochain jeu (moi le premier) ! Félicitations si vous arrivez encore à en vivre, par les temps qui courent c'est pas la norme sur Steam.
    Tool new album Fear Inoculum

  25. #925
    Je suis retombé sur un article du canard qui parlait de campagne en coop. Du coup c'est l'occasion de le prendre à un pote.

    Par contre je n'ai pas trouvé dans les menus. Je n'ai que le jeu de base, il faut le dlc ?

  26. #926
    Citation Envoyé par silence Voir le message
    Je suis retombé sur un article du canard qui parlait de campagne en coop. Du coup c'est l'occasion de le prendre à un pote.

    Par contre je n'ai pas trouvé dans les menus. Je n'ai que le jeu de base, il faut le dlc ?
    Si tu veux jouer au jeu de base, il ne te faut pas le DLC. Le DLC c'est uniquement si tu veux jouer à la campagne ou invasion en ligne Pacific WW2.
    Je n'ai pas trop compris ton problème "pas trouvé dans les menus" ?
    si tu parles de la campagne coop, il te suffit de démarrer une campagne normale, ensuite tu presses ESC pour voir le menu et tu presses "activer le jeu" (ou un truc du style, je ne peux pas regarder les termes exacts là). Ensuite ton jeu sera visible dans la list MP et il pourra joindre ta campagne.

  27. #927
    Citation Envoyé par JackMayol Voir le message
    Non pas vraiment, ca aide probablement un peu mais se concentrer sur un nouveau jeu serait très certainement plus lucratif!
    On se le dit à chaque fois mais on continue à bosser dessus quand-même. Avoir des clients heureux, c'est sympa aussi et on peut encore en vivre alors ca va
    Début 2019 on va passer à autre chose par contre (en faisant le 2e DLC en parallèle).

    Tu viens de gagner un client de plus...

  28. #928
    Je relance le jeu s'il y a des intéressés. Je cherchais un jeu pour faire de plus courtes sessions en ce moment, et celui-ci est très bien.

  29. #929
    Citation Envoyé par Silver Voir le message
    Je relance le jeu s'il y a des intéressés. Je cherchais un jeu pour faire de plus courtes sessions en ce moment, et celui-ci est très bien.
    Tiens, ca tombe bien, on vient de fêter nos 5 ans de release sur Steam!

  30. #930
    J'ai vu une mise à jour, mais je comptais y jouer cette semaine.

    Bon anniversaire !

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