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Solaris 10 x86 recommended patch cluster games. Oracle solaris 10 support" Keyword Found Websites Listing browse around this web-site. I downloaded for Solaris 10 Sparc: 126545-05 and p19689287 and unzipped the files which in turn gave me 126546-05 and IDR151577-01.

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Prior to doing so, you should add something similar to the following to /etc/profile to make life easier for cluster administrators. Before seeding the cluster node manually, make sure that node is able to send and receive cluster heartbeats to each other successfully. I toyed with this in Solaris 7 (when Sun first released a stripped down version of the source code to great unwashed under a general NDA), but it probably is.

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Godfall - Review from a CPG fan of Duelyst, as well as other ARPG titles

Hey Everyone I'm GrincherZ (rebranded recently as ToNoahEnd on TTV).
Some of you might remember me from CPG's first game, a card game called Duelyst. I streamed Duelyst for a couple years and made Twitch Partner early on because of it; CPG even gave me the great honor of becoming a card in their game: Grincher
That all said I have played all the Soulsborne games even completing SL 1 runs on DS 1-3, Nioh (which I think this game closest resembles), and I have over 2000 hours on PoE and Diablo 3 along with many other ARPGs.
I played on PC without a controller and as of this review have completed up to level 50 in dream stones and attempted the tower climb 7 times highest floor 8 (fairly fresh 50.. will do more later)I will break my review down by 6 categories Story, Graphics, Sound, UI, Gameplay, Post-game.
Story - About as short lived as 2 draw was in Duelyst (2/5)
  • We've all been there before. One of our siblings decides they will become the new Matriarch / Patriarch now that the parents are old and decrepit; and you must have a battle to the death in order to decide who will reign over the new family dynasty... Or just me? Godfall's premise at its core is simple enough and familiar so players don't have to jump through too many hoops to understand what they're trying to do especially in a new IP. However that is about the only thing they did right with their story decisions.
  • While the story may be a familiar one it lacks any kind of depth that would make it memorable. The conversations with NPCs are short and flat. No commentary to revisit NPCs for, no backstory to ponder about, it is a very dry experience with little life to any of the characters which is sad given there are only 2 of them to talk to. Even the final showdown with your power crazed brother was nothing but a few lines of dialogue; and the final cutscene was the funniest moment in the whole story but not from any effort from CPG - more like their lack of.
  • As a Duelyst fan I enjoyed seeing lots of small references to their origin game. The monolith was ripped straight out of Duelyst's lore. The Abyssian Host was a faction in their CCG. The Vargul seem to be their Magmar faction but only in spirit. Bosses like Decimus - Phalanxar - Excelsious - Thraex all named after cards and for the most part resemble them in some way. I streamed my playthrough and had many Duelyst fans come and ask questions and given that Duelyst is no longer playable we all enjoyed some nostalgia in their new IP.
  • Overall however they seemed to miss the mark on making their epic campaign of killing a god (who may not actually have been becoming a god? Weird plot twist btw which wasn't resolved anyways so... why bother?) into more of a minor feud and will leave many people wondering. And not about what happened to Sanctum.
Graphics - As beautiful a game in 3D as Duelyst was in Pixel art (5/5)
  • I loved the aesthetics in this world. Everything popped! From the heavy armor of the Valorplates to the different enemies in the world. Bosses in particular were extremely good looking. Everything seemed to be on brand with their chosen, albeit somewhat gaudy aesthetic it all 'worked'. It also was very impressive to have everything run in 60 fps with minimal frame issues. Sometimes after first starting the game up it would have a few jitters here and there but never were textures missing or anything typical of a launch game. I streamed it at 60fps 1280x720p with 1080p native display with an AMD Ryzen 9 3950X 16-Core Processor, 3500 Mhz, 16 Core(s), 32 Logical Processor(s) and an NVIDIA GeForce RTX 2080 Ti. No dropped frames.
  • The environments were crafted with extreme care, great detail was put into every area from the backdrops in the Earth realm with ornate stylized architecture to the ruins of some lost civilization or the setting of a great war. Everything was amazing. It is just a shame we were not given a map to Explore them more thoroughly, as I am sure I have not been everywhere in these realms as I got lost easily. More on that later but at least I enjoyed my views while traversing the labyrinths of the Monolith.
  • Combat animations are extremely fluid and visceral. There's a bit too much visual viscera in terms of sparks but after a while you sort of get used to it. I found all of the enemies animations fun to watch and Takedown animations are amazingly brutal and I had my jaw drop a number of times. Very well done.
Sound - About as serviceable as the Story is memorable (3/5)
  • I sat here for a moment trying to recall the main theme music... I can't. I also can't think of any of the boss soundtracks... that's likely because there aren't any. I can't say their music was bad it was definitely serviceable but for a game about grinding bosses... you can easily have a kickass soundtrack for them. I look at Hades as the best example of this, that soundtrack SLAPS in each boss encounter.. hell in every encounter. While this $70 USD game I can't even hum a bar from? Disappointing.
  • Combat sound effects feel good. From the heft of the heavy weapons to the slicing whirring noises of the Dual blades. I could have done with some variation of weapon hits against certain textures, particularly for the Longsword's Northern Technique. That light "ping ping ping" doesn't make sense against both fleshy creatures and heavy armor alike... However it all works for what it does. I think the Soulshatter noise I could use a reduction on, sometimes it would distort wildly if there were a lot of things going on and seemed to crackle.
  • The one thing I could do without is that damned treasure chest hum. It both works for and against the game and I found it annoying hearing it constantly because it is ever present. If they had just done a mini-map and emphasized using the spirit vision more it wouldn't be in the game. But everything you interact with in the game hums! Corpses, Motherlodes, Chests, even Beacons! #STOPTHEHUMMING
User Interface - QA on a 3 year lunch break? (1/5)
  • I found a UI bug within 3 minutes of launching the game. If your 2nd weapon, Charm, Right Ring, or Banner slot are empty and you mouse over it; the tooltip goes behind the attributes.... I had to have the Dev (a friend who watched my stream; bless him hes the best) in my chat tell me it was for charms.
  • Salvaging is a nightmare on PC with KBM. It takes 2 clicks for every item, and that includes the travel time to click on the item. On top of that sometimes the salvage button doesn't register a click. On top of that no bulk salvaging, sorting is limited as hell and also- augments and gear seems to be locked?! I can't unlock certain items in my inventory from 30+ levels ago and salvage it so it just sits there annoyingly making my screen cluttered. Very Frustrating.
  • No loadout saving for skill trees makes respeccing a chore.
  • You cannot see how many total resistances you have. Making the skill tree point of +5% resist cap completely meaningless because we do not know the cap.
  • You cannot tell how much blessings do. The codex only reveals their effect, not the rate. Blessing of luck for example increases crit chance... by how much? It does not say, nor does your stat sheet reflect a change while it is active. Impossible to know if it is even working.
  • If ailments work on bosses, I can't tell. I had a dual blade build that healed me on chilling an enemy, I never got healed on a red hp bar boss. If bosses are immune to ailments, we need to know because that is 1/2 of the Valorplates completely useless on bosses and a whole subset of items even less useful. Only purpose would be for Tower clearing trash mobs, and then my point of no loadout swapping hurts even further. We need clarity.
  • Certain Augments don't seem to work (Rampage crit dmg per might point doesn't update and sits at 0%)
  • No idea when I enter rampage, how long shattering blow lasts, how long my marks are up, how long my Lifestone effect will be going. Only polarity, banners, blessings, and Archon Fury have UI representation.
  • The codex entries are all out of order for some reason? And no they are not chronologically listed.
  • There are numerous more issues that I won't bother listing but suffice to say the only redeeming point that didn't give this category a zero, was the aesthetic. It was clean. If they can fix all these issues it would vastly improve the quality of this game but having already poured 40+ hours into it and seeing most of the content, I can't see myself returning just because of these fixes.
Gameplay - Addictive and Satisfying.. To a point (3/5)
  • The combat in Godfall is satisfying and feels good when its working well. Aggressively darting around or super armor tanking trades with a hammer is fun. The downside is there is no action queue. I find myself failing to execute Weapon Techniques extremely frequently because it gets locked in LMB or RMB spamming instead of swapping to queuing a weapon technique. Same for sprint attacks. I eventually got used to this annoyance and adjusted but it still happens with great regularity. Clean this up and the game would benefit greatly.
  • Mini bosses and up are all fairly unique each with their own move sets and challenges. In isolation all bosses are pretty fun (aside from Solaris). The pacing however for many fights feels very off. Many bosses seem balanced around parry windows you can punish on after parrying a white attack. This would be cool if the windows were predictable in any way, instead the AI seems to randomly do whatever it wants with the one Exception of Zamora who will teleport to you at range post phase 1 ad nauseum making her extremely easy to exploit. It makes optimal play either annoying to do or slow as you wait to parry a white attack. Meanwhile all trash mob fights are mostly just spam fests, use all your abilities in a whirlwind. It is counter intuitive especially when most bosses are just spamming massive projectiles at you and jumping away so you sprint after them only to get severely punished. If they had more set patterns it would be much more satisfying.
  • Balance is not very good right now. Hard mode is lame. I found myself turning it down to normal after a few attempts of the level 30 Solaris mostly because I wanted to play and have fun. No patterns on bosses means hard mode is just a grueling stat check instead of a big skill check. I beat all 3 dark souls on SL 1. It was a grind but Eventually it could have been a hitless run with Red tearstone ring sitting on 1 hp. That is how you know your game is well designed because you can master the combat to that extent. I can't avoid damage in Godfall for beans. Every fight has massive ground AoEs and you get whiff punished by everything. Not to mention knockdowns... oh my lord the knockdown chaining is ridiculous.
  • Those complaints out of the way, the core is quite good. Lots of diverse playstyle choices to choose from in the skill screen make for change of paces if you get some items with things you can build around. It is just a shame the content itself isn't as consistently fun.
Post-Game - Well I'm still playing 20 hours later after beating it.. (3/5)
  • Multiplayer not on launch is a big reason why Post-game isn't well received right now. Being able to matchmake is key for games like these because not everyone likes the core loop of kill monster for loot so you can kill bigger monster for bigger loot. Meaning I have few in my friend circle who want to play. They say this is coming though so hopefully that saves the game but without it this game won't go very far.
  • Dreamstones have potential but bosses need to be actually damageable by ailments if they are to work as is. If a boss is resistant to my weapons and crits I need a way of fighting them otherwise its just a reroll if they are too strong. Particularly if you take a magnify mod that makes them 100% resistant.
  • Dreamstones need to have no cost to use. There is no way this endgame is sustainable with current loot distribution, to up an item its like 100k+ and you barely get enough electrum to cover the cost of entry. You are constantly at zero electrum there's no given way to hunt it either, you cant choose an electrum buff instead of another boss drop or something. It is very frustrating to balance resources when everything costs money.
  • All of the realms are useless. That's it. Hunts not scaling is the worst design decision ever. They should have their own little incentives. The explore mode is not worth doing at all because it is just trash mobs that drop nothing worthwhile. This is hugely depressing.
  • Tower seems fun as it promotes using builds different than those that are made purely for single target dps. It gives the shield moves and takedowns use and is generally fun to just fight swarms of enemies. The icons make no sense however and it takes a lot of trial and error to understand what room is doing what, it should also tell you the key cost of chests inside before you open a door so I can know if I will be wasting my door or not. Overall seems like a good way to make zerg fights fun still and fruitful, they just need to up the value proposition and give better clarity.
  • Overall the endgame will scratch an itch of boss hunting and loot farming but it needs a bit more depth and nuance and multiplayer needs to be a thing.
Verdict: 3/5 (2.8)
  • Godfall is a niche game that likely will find a nice home in people's collections much like Diablo 3 did after a couple years getting their seasons right. I can see myself playing a season mode in Godfall if time goes on and attention is given to it's obvious flaws. The game has good positives, but its negatives prevent it from feeling as good as it could. Patches this month could make this game MUCH more approachable.
  • My recommendation is Buy if you don't mind paying full price and you enjoy ARPG looters, just be patient with hard mode and play on normal if you find it too annoying to deal with.
  • As a fan of Duelyst I enjoyed the small touches and nods in the Lore that make their first game a not forgotten memory. I think they have a lot of potential for fleshing out these connections.

My final wish is for them to add PS4 Controller support on PC. There isn't any currently.

If you guys enjoyed this review you can find me on Twitch at ttv/ToNoahEnd Thanks for reading.Edits: Spelling / grammar
submitted by GrincherZ to PlayGodfall

Any recommendations for book similar to Solaris or Roadside Picnic?

submitted by Faust_0 to audible

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