Holy13Gaming (@Holy13Gaming) header
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Shooter. Looter. Open World. RPG. || Hunger Partner || Business: [email protected] Impressum: https://teapawt.net/t.co/StvHPyOKh8

Joined August 2017
Photo by Holy13Gaming (@Holy13Gaming)Photo by Holy13Gaming (@Holy13Gaming)Photo by Holy13Gaming (@Holy13Gaming)Photo by Holy13Gaming (@Holy13Gaming)Photo by Holy13Gaming (@Holy13Gaming)Photo by Holy13Gaming (@Holy13Gaming)Photo by Holy13Gaming (@Holy13Gaming)Photo by Holy13Gaming (@Holy13Gaming)Photo by Holy13Gaming (@Holy13Gaming)
#WARDOGS kann gerade am Anfang ganz schön knifflig sein! Mein Einsteiger-Guide hilft euch den perfekten Start hinzulegen und gleich zu Beginn ordentlich Knete einzusacken 👌 💪 youtu.be/GbpzG4NyMmM Viel Spaß damit 🙌
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Bald geht’s los mit GTA 6! Deshalb gibts hier die wichtigsten neuen Infos rund um den Hit des Jahres 🙌 🤙 youtu.be/Bd0fMUeQqeI Viel Spaß damit 👌
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LMAO.
Replying to @AlmightyWesker
Forgot to use photo mode, rookie mistake choom
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Die Menge an stumpfen Engagement-farming-Posts auf Twitter zu GTA6 ist next Level... Interessante, neue Hai-Spezies, btw.
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Endlich ist die tatsächliche Downloadgröße von GTA6 anscheinend bekannt geworden. Satte 210GB müsst ihr auf eurer PS5 (Pro) dafür freischaufeln. Nur noch gute 3 Wochen! Ich freu mich :)
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Early Access von HUNGER ist immer noch auf dem Tisch für 2026 💪
Replying to @SkiiMaskTimmy
Still planned for this year! We will share more info about EA soon.
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Dass Cyberpunk 2077, 6 Jahre nach seinem eigentlichen Release, sowohl mit dem Base Game als auch der Erweiterung, in den Top 5 der Steam Sales Charts ist, ist schon der absolute Hammer 🥳
#SteamTopSellers for week of 20 Oct — 27 October 2026 (No F2P): #1 - Call of Duty®: Modern Warfare® 4 #2 - Phantom Blade Zero #3 - Cyberpunk 2077 #4 - FINAL FANTASY RESONANCE #5 - Cyberpunk 2077: Phantom Liberty steamdb.info/topsellers/2026…
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Du bist neu in #Cyberpunk2077 oder nach Jahren zurück? Mein neues Video hilft dir dabei, diese gängigen Anfängerfehler nicht zu machen 💪 👉 youtu.be/OlVB8wz8oPI Viel Spaß damit, Choom 💛
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24 Stunden HUNGER Server Slam! Jetzt ist die beste Zeit das Spiel auszuprobieren, wenn ihr das noch machen wolltet 🙌 Sehr zu empfehlen, wenn First Person RPG-Shooter euer Ding sind!
⚔️ Living, join us TODAY for the HUNGER Server Slam and help us put server stability to the test! Less than 24 hours remain in the Closed Beta. Fill the Chateau and head out on another Expedition while you can!
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Holy13Gaming retweeted
We’re going to tackle bayonet variants alongside hybrid weapons (gun blades) during Early Access.
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Mit dem Edgerunners 2 Update hat #Cyberpunk2077 2.5 wieder viele neue Items spendiert bekommen! Ich zeige euch, wo ihr alle neuen Outfits und ikonischen Waffen und Rüstungen bekommt 🔥 👉 youtu.be/m7myCTVljbo Viel Spaß damit 🫰
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Also, ich mag ja eine gute Portion Selbstironie. Aber Epic Games & der kleine Timmy haben den Knall nicht gehört. Es wird Zeit den Müll zu boykottieren und unseren Geldbeuteln das Reden zu überlassen.
Vibe your way to 50K. The 2026 Epic AI MegaJam begins Nov 12: epic.gm/epic-ai-megajam-2026
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EA: „Ist da ein Live Service dabei, mit dem wir den Spielern jedes Jahr 1000e von $$$ aus dem Arsch ziehen können à la Ultimate Team? - Nein? - Dann schließt das Studio.“
A BioWare dev on reddit leaked a Mass Effect 5 trailer... it's called MASS EFFECT UNIVERSE and it's fucking gorgeous. I'm crying. This is everything I wanted. They were a lot farther than we thought. FUCK EA
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Holy13Gaming retweeted
What's that on the horizon, blocking the road? Are they the new Twitch Drops? 👀 Until November 5, watch any channel playing THE FINALS on Twitch with Drops enabled and receive some free Bebe-themed rewards!
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Update 2.5 für #Cyberpunk2077 ist vollgestopft mit neuen Features. Seht im neuen Video genau, was CDPR da gekocht und rausgehauen hat 🔥 👉 youtu.be/VUOm-JQqwoI Viel Spaß damit 💛
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Holy13Gaming retweeted
Edgerunners 2 Update (2.5) is available now on PC, Mac, PlayStation 5, Xbox Series X|S, and coming soon to Nintendo Switch 2.
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Holy13Gaming retweeted
We are beyond proud to announce that @ValorMortis has officially reached a break-even point in just 7 DAYS! This incredible milestone wouldn't be possible without YOU. Thank you for answering the Emperor's call and believing in our vision!
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Heftig :( Aber leider hat es sich schon seit Jahren angebahnt. Mit Mass Effect 4 und spätestens Anthem ist klar geworden, dass die „Bioware-Magic“ nicht mehr da ist.
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Hunger ist zu Beginn seeeeehr langsam. Aber es ist dafür auch echt verrückt, wie krass der Unterschied zum Mid-Game ist, wenn man seine Abilities und Movement-Perks freigeschaltet hat. Ich persönlich mag das, verstehe aber auch die Leute, die sich da nicht durchquälen wollen.
Thought it might be interesting to explain some of the thinking behind movement speed in Hunger, as I’ve seen quite a bit of discussion about it. Firstly, it’s undeniable that movement speed when you start playing Hunger is fairly slow. However, it’s not a fixed value, and there’s a meaningful difference between a new character and a developed one. Interestingly, we started development at the faster end of the spectrum, using games like Warzone and Apex as reference points. However, through testing, we found that faster movement created problems for several of our core systems. We wanted a detailed world with objects tucked behind chairs, on shelves, scattered across floors and hidden in rafters. At high movement speeds, interacting with small objects became frustrating. Even a small input could send you past whatever you were trying to pick up. It’s partly why faster games often use piñata-style looting, where objects explode out of large containers and then float in the air at chest height and can effectively be hoovered up as you move past them. There’s nothing wrong with that approach, but we wanted players to interact more precisely with the environment. Another major consideration was melee combat. One thing we discovered through testing is that making melee combat work beyond a single strike is largely about readability. At very high movement speeds, characters spend relatively little time within striking distance. Reading attacks, tracking movement and responding to an opponent becomes much harder. Combat starts to resemble two fast vehicles colliding rather than an exchange of blows. It’s why faster games often favour quick, single-hit melee attacks with some degree of targeting assistance. We wanted combat where blocking, positioning, timing and landing deliberate strikes mattered. That requires players to be able to read what their opponent is doing between attacks. We’re still improving melee readability, but movement speed is fundamental to making that kind of combat work. Once we’d established movement speeds that worked for melee, we tested them with ranged combat. Combined with our TTK, we found they produced a more deliberate style of gunplay that we liked. The other consideration was the Hunger themselves. AI movement speeds are tuned around the player. If players move dramatically faster than the Hunger, encounters become trivial because players can engage, disengage or bypass them almost at will. We don’t want the Hunger to be the primary threat in every encounter, but they need to apply meaningful pressure in different places. During this process, I went back and revisited Skyrim, Oblivion and Morrowind, particularly looking at their movement speeds. What interested me wasn’t the crazy speed increases you could eventually achieve in some of those games, but the general pace and the idea of mobility being part of character progression. We ultimately realised that Hunger needed to be closer to the movement philosophy of an open-world RPG like Skyrim than a competitive battle royale like Apex or Warzone. Your character should gradually become faster and more agile, but not to the point where movement undermines environmental interaction or combat (a major issue re “lunge tech”). In Hunger, movement speed increases through abilities, masteries, food and other systems we’re developing. There’s an upper speed cap, but the difference between a starting character and the maximum achievable speed is greater than I think many people realise. Ultimately, movement speed is a product of how we’ve balanced environmental interaction, melee, ranged combat, AI and RPG progression. Hopefully that explains some of the thinking behind where we’ve landed.
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Heute um 19:15 Uhr geht‘s 🔴 LIVE reine in die neue Call of Duty DMZ! Ich bin sehr gespannt, wie gut (oder schlecht) es wird! Schaut vorbei auf twitch.tv/Holy13Gaming 🙌
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