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About Senaris

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  1. The First Competition for DJ , check it out



  2. Welcome To Darkkinghit , have fun
  3. Designer: Brendan Green Publishers: Buggy Corporation, Crafton, Lightspeed & Quantum, more Developers: Buggy Corporation, Crafton PUBG is a bloodsport played beneath a pantheon of fickle gods. First, you fall out of heaven. When you hit the ground, you're immediately praying that the Loot Lords put an SMG or double-barrelled shotgun in your hands. Survive this genesis and exodus, and you'll redirect your prayers to the Goddess of Circles, whose force field decides who lives and dies. Later you'll look up to The Crate God (Kratos), hoping for a long-barrelled gift from the sky. Other minor deities govern vehicle fuel levels, 8X scope propagation, and high-tier armor. It's a competitive game governed by semi-randomized systems that can feel capricious, but PUBG works in part because it throws conventional balance out the window. You've thrown yourself into a maelstrom of unfairness, an ever-shrinking RNG colosseum. You're trying to be the last man standing among 100 competitors, and if you're incredibly good, you'll win 20 percent of the time. The normal way to die is suddenly, from an unknown direction. As a shooter, it is the opposite of the kind of mathematical, chessboard balance seen in CS:GO or Rainbow Six Siege, where a comparatively finite number of variables narrows decision-making. The only time this happens in PUBG is when you reach the final circle or two, where the play area becomes small enough to fit in your brain. And yet, something wonderful happens as a result of PUBG's scale and randomness: you accept that you probably won't win. Failure is the expectation. Death is basically inevitable, so hey: might as well make meaning out of the death you're given. Technical issues, uneven art, and pesky cheaters erode that fun, but with the pressure to win somewhat lifted, PUBG becomes a playground for giving and receiving peril. Despite PUBG's booming skirt economy, loot boxes are probably the last thing on your mind. Most people I play with measure success by how much trouble they get into—whether your match generates a good Twitch clip, whether you were able to get revenge on the group that KO'd your friend, or whether you took the opportunity, in a kill-on-sight game, to backflip your motorcycle off a hill at the least appropriate moment. The mindset PUBG cultivates in its players—let's call it 'casually competitive'—may be its biggest achievement. That doesn't undercut its status as a skillful shooter, with many merit badges to earn: cartography, looting, boating, tactical driving, parachuting, cross country, sieging, spotting, first aid, airdrop retrieval, boxing. The breadth of verbs and micro-skills makes PUBG a richer experience over time because it always feels like there's another trick to learn about driving, vaulting, grenading, whatever. I also like that distributing duties among a three- or four-person squad is itself a skill: hand the scoped Kar-98 to your best shot, and the keys to the Dacia to your daredevil. Shooting has surprising depth. Despite its spacious maps, winning a team duel at short range takes about the same mixture of snap reflexes, aggression, stealth, and peeking ability you'd need on de_dust2. Damage is modeled differently across the body, limbs, and head. Guns have touchy, individualized recoil and bullet travel time. Check Twitch on a weekday and you'll see CS:GO ex-pro Shroud at the top of the channel list, prefiring around cover and pulling off sick spray transfers. Luckily for those of us without divine aim, it isn't everything. What's more gratifying about PUBG's gunfights to me is the ad-libbing and creativity it takes to manage the complex situations it puts you in. Say someone's ambushed you from a second-story window—they've tagged your friend, who's now incapacitated behind a tree and bleeding out. Your body armor is shot up and about to break. Do you pop a smoke grenade and run to revive them, or fight from where you're standing? Maybe your third teammate could put some suppression into the windows of the building while you rush in, but wait, you can't be sure how many friends this attacker might have. And look, there's a vehicle parked at the bottom of the building—should you pop its tires to prevent a getaway, or keep it intact for your squad. Decisiveness is a skill, and PUBG is a platform for dumb schemes and accidental bravery. The best areas of PUBG's two maps promote this stuff, like the school on Erangel, or Pecado and Hacienda Del Patrón on Miramar: sprawling compounds with hiding spots, escape holes, ambush perches, and other traps waiting to be sprung. Unfortunately, it's indoors that some of the combat dynamics fall apart. Melee is clumsy and unreliable, relegated to desperation or taunting. Almost all surfaces are impenetrable, and some fences can't be shot through. Footstep audio doesn't have enough fidelity to make hearing a reliable sense in all situations, making it hard to be certain whether someone's above or below you. Another gripe is that the level of visual polish varies a lot between the weapons. When you feed ammo to an empty AKM, your left arm reaches across your body to smack the charging handle, a nice detail. But some ironsights, like that of the M416, are blocky and low-res. The shotguns are unpleasant, unreliable, and hard to read. Worst, PUBG's scale means that my framerate still occasionally dips by 20 fps at an inopportune moment, although hardware performance has improved tremendously since its early months. Our PUBG performance analysis has more details on hardware requirements if you're interested. These problems melt away at long range, where I think PUBG is at its best. My favorite phase in a match is about 10 minutes before the endgame, when anyone still alive is geared to the gills but the circle is big enough that engagements are happening through 4X and 8X scopes. Each shot across a long canyon or field is a parabolic prayer—the target might've shifted three feet by the time your shot travels 300 meters and burrows into the dust, kicking out a particle effect. Hitting someone on the run at this distance convinces you you're the son of Neo and Robin Hood, gifted with precognition. It feels damn, damn good. PUBG's simplest system is also its most important. Every couple minutes, a new, smaller safezone is randomly declared, telescoping within the area of the previous one. If you're blessed, successive safezones will seem to mirror your position. Anyone caught outside takes damage over time, and has to migrate under pressure. This asphyxiating grip PUBG exerts on its map is the force that puts its mechanics in motion. It works wonderfully, forcing players out of their comfort zones, encouraging mistakes and bad decisions, limiting how much looting and shooting you can do, and making the value of your real estate uncertain. Without this sense of urgency, PUBG would be dull. It's also artificial to the point of dissonance. No attempt is made to explain the origin of the scary blue electric field, the setting, or why you're fighting to the death. Absent of voice acting or even rudimentary narrative handholds (the vaguely post-apocalyptic setting doesn't offer many clues either), PUBG can feel hollow of personality, especially with each custom character issuing the same thousand-yard stare regardless of their situation. There is some upside to this story vacuum: you fill the void with your tales of heroism and idiocy. PUBG's guarantee of intensity is one of its best features, but it's also pleasantly lazy. When 100 players are consolidated into teams of four, paranoia shrinks and the mood relaxes considerably as you wander from compound to compound absorbing gear. If an early-game bloodbath thins the server population, you might spend 15 minutes of a match wandering with your friends, exchanging loot, seeing and hearing no one, shooting the shit about work or what else you've been playing. There's surprising space for socializing, and it makes PUBG a rare multiplayer game with good pacing. The airdrop is an initial burst of excitement before lower-key migration and looting sets in, punctuated by ambushes that lead up to a crescendo finale. I find it best in duos or trios, where the ratio between shit-shooting and shooting shit feels roughly equal. As a foursome, combat can feel overcomplicated, and the endgame more asymmetrical, where the final dozen players might be a squad of four facing off against eight orphaned survivors. In all modes of play, PUBG allows you to set your own risk level, beginning with the opening jump. You learn the hotspots quickly: the military base, Georgopol, and School are magnets for confident, deadly players. Hitting an unmarked farm will give you lots of security, but boredom and bad loot too. It's elegant design: choosing your spawn point is a way of choosing what kind of match you want to have. Months into PUBG's lifespan, it broke records for concurrent players on Steam, and it's already one of the best-selling PC games of all time. Success threatened to be its biggest obstacle—few games commit to exiting Steam's pre-release program in just nine months, and I can't think of any others that have become worldwide phenomenons, run multiple major esports events, launched on console, and introduced microtransaction systems on their way to doing it. For the most part PUBG has navigated its unprecedented growth well, but there are a few serious stretch marks. Hacking is the biggest present concern, but depending on who you ask, PUBG is either experiencing a pandemic of cheaters or nothing unusual for a popular multiplayer game. A natural downside of PUBG's 100-player capacity, though, is that it gives hackers more room to hide than your average FPS. On December 28, the anti-cheat service employed by PUBG, BattlEye, noted that 1.5 million accounts had been banned. Anecdotally, I've struggled to spot clear examples of hacking. In 31 recent first-person squad and solo games, in 14 of which I survived into the final 10 players, I didn't encounter any bad apples. I have witnessed a few clear incidents on livestreams where players manage unnatural headshot accuracy, or seem able to track location through terrain and walls. There's a reporting tool and killcam system for managing these jerks, but flagging someone after losing an unfair gunfight isn't exactly revenge, especially when there isn't confirmation that your report led to action. PUBG Corp. recently announced its intention to ban 100,000 players in an upcoming wave. I'm unsure whether that's comforting or concerning. The specter of hacking isn't the only problem—PUBG still has an assortment of bugs, although a few of these masquerade as features. Both maps have strange collision issues with vehicles. You might clip an invisible piece of terrain and go cartwheeling down a hill, grimacing as your vehicle barely lands on its feet. But driving over the same hill or bump in your next match, the collision gods might direct their arbitrary wrath at you, spontaneously trampolining your UAZ into the air and detonating it, killing your whole squad. System Requirements _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _ _ (Minimum) OS: 64-bit Windows 7, Windows 8.1, Windows 10. Processor: Intel Core i5-4430 / AMD FX-6300. Memory: 8 GB RAM. Graphics: NVIDIA GeForce GTX 960 2GB / AMD Radeon R7 370 2GB. DirectX: Version 11. Network: A broadband Internet connection. Storage: 30 GB of free space.
  4. Artist : 6ix9ine Real Name: Daniel Hernandez Birth Date /Place : May 8, 1996 / New York City ,U.S Age: 24 Social status ( Single / Married ) : Married Artist Picture : Musical Genres : Rap Awards : The American Record Industry Association (RIAA) has awarded seven songs from its platinum songs and two gold Top 3 Songs (Names) : GOOBA , YAYA , STOOPID Other Informations : Daniel Hernandez, known professionally as Tekashi 6ix9ine or just 6ix9ine, is an American rapper, songwriter, and convicted felon.
  5. I just completed this quiz. My Score 30/100 My Time 72 seconds  
  6. Music Title : DaBaby - ROCKSTAR (Live From The BET Awards/2020) ft. Roddy Ricch Signer : DaBaby ft.Roddy Ricch Release Date : 2020/07/02 Official Youtube Link : Informations About The Signer : onathan Lyndale Kirk, better known as DaBaby, is an American rapper, singer, and songwriter from Charlotte, North Carolina. After releasing several mixtapes between 2014 and 2018, DaBaby rose to mainstream prominence in 2019 and has gone on to become one of the most popular contemporary rappers Your Opinion About The Track ( Music Video ) : Good
  7. Model: Nick of Admin : Reason : Date and Time : Screenshot : IP:
  8. Hello All Upgrades & Downgrades and staff modificattions will be posted in this topic !
  9. he line snaked ominously around the forecourt. I knew B&Q mid-lockdown would be bad, but I hadn’t quite appreciated how bad. “They should call it Q&Q,” my son remarked. There were at least 50 people in a socially distanced trolley conga, braving airborne particles and suspicious glances to lay their hands on shelf brackets, parasols, titanium-tipped screws. What was my excuse? Just as a driver complains about being “in traffic” when they are in fact, traffic, so the queuer laments the phenomenon they create. I was painting my kitchen, I had run out of paint, a retail park just off the M5 was the only place where I could lay my hands on the right brand and shade, the government had said it was OK and we were wearing masks. But I also wanted to subject the queue to the sort of study that the anthropologist Kate Fox pioneered while researching her 2004 classic, Watching the English, which spends a lot of time discussing the commonly held notion that we are a nation of queuers. “An Englishman, even if he is alone, forms an orderly queue of one,” noted the Hungarian émigré George Mikes in his bestselling 1946 book, How to be an Alien. In his 1944 essay The English People, George Orwell remarked on “the orderly behaviour of English crowds, the lack of pushing and quarrelling, the willingness to form queues.”
  10. Almost as soon as the coronavirus led to racing engines around the world being turned off, so the simulators were fired up and motorsport went virtual. Much like Zoom video calls, Joe Wicks, home baking and online shopping, esports has enjoyed a lockdown-sized window of opportunity in which to showcase itself. The result has been a surge in interest, fuelled by real-world drivers, manufacturers and championships out to fill the void until real racing can resume. It started with established esports organisers. As the Formula 1 circus headed home after the last-minute cancellation of the Australian Grand Prix, Veloce Esports and Torque Esports set up ‘all-star’ events, both featuring real-world drivers, including F1 stars Lando Norris and Max Verstappen, and leading sim racers. F1, Formula E, Indycar, Nascar and others quickly launched virtual championships, and sport-starved TV broadcasters jumped at the chance to fill their schedules, giving the already rapidly growing activity a huge profile. “The last few months have been really cool,” says Jack Nicholls, who commentates on F1 for BBC Radio 5 Live and Formula E on TV but started his career covering esports and has commentated on several current series. “Esports is big, but it has still only been for gamers, and ‘real-world people’ turned their nose up at it to a certain degree. The drivers who have got into it now is exciting. We’re watching Fernando Alonso and Jenson Button racing in esports, and there was a huge grid for the 24 Hours of Le Mans Virtual.” For championships and manufacturers, esports helped them maintain a media presence during lockdown. Nicholls estimates an esports race might achieve 10% of the exposure of a real contest – but at significantly less than 10% of the cost. Formula E established the Race at Home Challenge, using it to raise money for Unicef. Hannah Brown, the championship’s strategy boss, says: “We weren’t sure what reach we would achieve when we started, but the take-up from broadcasters was great. It also attracted different viewers, so it has been really useful.”
  11. Officials in Spain's north-western region of Galicia have re-imposed restrictions on an area of 70,000 people following a Covid-19 outbreak. Only those travelling for work will be allowed to leave or enter the coastal district of A Marina from midnight on Sunday to Friday. The move comes a day after the north-eastern region of Catalonia imposed a similar local lockdown. Nationally, Spain's outbreak has been essentially brought under control. The country has recorded more than a quarter of a million cases and at least 28,385 deaths. But daily fatalities have been in the single figures for most of the past three weeks. Regional health officials announced on Sunday that travel in and out of A Marina would be severely restricted for five days - although people would remain free to move around the area. Gatherings will be limited to 10 people. Face masks will be mandatory outdoors. Officials linked local outbreaks to bars in the area. Capacity in bars and restaurants will be limited to 50%. There are now 258 cases of Covid-19 in Galicia, including 117 in Lugo province where A Marina is located, authorities say. On Saturday the autonomous government of Catalonia re-imposed controls on an area of 210,000 residents after a sharp rise in infections there. Catalan President Quim Torra said no-one would be allowed to enter or leave Segrià, a district west of Barcelona that includes the city of Lleida. Non-residents were told to leave and residents were advised not to travel between towns within Segrià. Catalonia is one of the Spanish regions worst affected by coronavirus. As of Friday, the region of 7.5 million people had recorded 72,860 confirmed Covid-19 cases and 12,586 deaths, accoding to an official news agency. The lockdown is being enforced using police checkpoints Sara Canals, a journalist in the region, told the BBC: "Some might consider [this] maybe too drastic, but there's a willingness here to find a right balance between reopening the economy but also to ensure safety."
  12. Micah Richards joins Alan Shearer and Gabby Logan on Match of the Day for live coverage of Southampton versus Manchester City at 19:00 BST on Sunday on BBC One and the BBC Sport website. David Silva rented my house off me for a while. As you'd expect, he took good care of it - the same way he always looks after the ball, I guess. He's a good friend of mine and it's been a pleasure to watch him at Manchester City for the past few seasons, just like it was a joy to play alongside him in his early years at the club. If he's in the team against Southampton on Sunday night, you are in for a treat. David's a special player, so enjoy watching him while you can. I know he's loved by City fans and appreciated far beyond Etihad Stadium, but I'm still not sure he quite gets all the wider accolades he deserves for what he's brought to English football since he arrived in 2010. Yes, there are other players who have had bigger moments or scored more important goals than David has during his decade in Manchester, but it is silly to try to define him in that way because doing the spectacular has never been his job. If you want someone to shout a lot and smash the ball into the net every so often from 40 yards, then fine, look elsewhere for a midfielder. If you want someone to run the game for you, get the team playing and set the tempo every single week, then David's your man. People who have watched him regularly, or played with him, will understand why. He's always been the player who makes something happen for you out of nothing - the guy who makes the pass before the assist, the one who opens everything up. Playing the killer forward pass is the hardest thing to do in football, no matter who you play for, and he wants to do it every time he gets on the ball. Wherever he is on the pitch, he's never afraid to try.