Unknown Xbox Games

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Kenya Ahyet

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Aug 5, 2024, 2:52:44 PM8/5/24
to anosinmar
Ihave a very frustrating situation here with my Gamertag and an unknow EA account linked. To make it simple, while I was on my Xbox, I tried to link my EA account on FIFA21, and the prompted window asked for authorization to some email and phone number that is completely not mine at all. I reached out to EA Help twice, both advisors needed the access to this EA account so that they can unlink it from my Xbox Gamertag. So here is the dilemma, I have no idea who hacked my Xbox Gamertag and linked that EA account, so there is no way I can access that account (if I know the access, I can unlink it myself right?). I know under normal situation, you need the access to an EA account in order to unlink it, but what if something happened like this? I can provide any info to verify I am me, from both Xbox or EA side, but there is no way I can tell an unknown EA account, I have no info at all not even mentioning its access.

In this case it seems the Xbox account was linked to another EA Account quite some time ago. In order to make any changes to that EA Account - including unlinking any other profiles attached to it - we would need to verify some information about that particular account.




It looks like that's what the previous advisors were trying to work through with you, and we'd need to continue that process to unlink an account that's been attached to another EA Account. Without being able to verify enough information to confirm ownership of an account, nothing can be removed from it or otherwise changed.


I appreciate that your answer shows at least you heard what I said other than your colleagues who just repeated standard response like a machine. So if situation like this happens, what is EA's SOP? Can you bring this to your support team or supervisor to take a look? It is not some unimaginable or hard to understand situation.


The advisor didn't provide any other options. And I can prove myself from both Gamertag and EA account perspectives, but the thing is EA and Microsoft needs to talk to each other to validate it. This process clearly needs some revamp.


I have the same problem and did tgat but they were of no help to me at all it seems they want the information of tge unknown ea account which I don't have and cause I can't give them it they can't help me and now I don't know what to do


Hey there,


This thread is quite a few years old and is being locked here to avoid further necroposting.


For this type of situation you will need to speak with our support team and verify some information about the account before any changes can be made.


I just Complete a registration as a developer at Microsoft, enter Dev Mode (in registered console) in the remote access settings don't give me the IP number allowed to access Xbox remote access via browser and the address provided: https: // xboxone: 11443 / returns as: DNS_PROBE_FINISHED_NXDOMAIN.


When creating a new map you can't select unknown signals as it's greyed out. I've tried creative and survival with different online settings but none let me change it. Either something is broken or I'm missing another way to activate it.


I've been mainly playing creative since release but recently started survival. I have my base defences setup but just read that pirates aren't on planets in the full universe (only in space) so I did it for nothing. Are they being added eventually or is there some limitation that stops it? Kind of boring being so safe. I'd also like to see unknown signals added. They were in the beta so they should be in the full version too.


I have never got an unknown signal in any of my games. The last new world I set up, I went through advanced options to make sure they were turned on, but the option cannot be turned on. What am I doing wrong?


Game has been out for 9 months and we're still waiting for them to be added. Have yet to see any reason why we don't have them. Console version is now meant to be on par with pc yet this easily implemented feature is still awol.


You could always leave unknown signals settings in the world and remove the button from the unknown siginal and just keep the small amount of space credits and let people destroy them for early game scrap parts


the reason why its not selectable is because on PC you can obviously get more skins but on Xbox theirs a tiny amount and usually the drops would give u skins and textures for your guy but unfortunately Xbox dosent have allot of skins and textures hopefully in near future we get more :) plus pc when you get the skin you unlock it just like Xbox kinda with the golden skin :)


The thing with unknown signals is that they already worked as supply drops on Xbox. That usage was perfectly fine, imo, even without skins. The skins themselves can be added to the unknown signals, whenever current and new skins get implemented properly, as rare loot. With this idea, unknown signals could easily be added back into the Xbox version with the functionality they had before they were removed and players can once again have the choice to collect them or not


When the countdown reaches zero, the cargo drop self-destructs with an audible explosion -- but without leaving any damage. If you ever hear a random explosion but see no impact, it was possibly an Unknown Signal despawning.


Cargo drops keep spawning randomly during longer play sessions. However there is a limit that you can only loot three new skins per day. If you repeatedly get "You found nothing" from the lucky button, try again 24 real-life hours later. If you get duplicate Skins, recycle them on the Character Screen.


Strong unknown signals are a bit larger and appear only in multiplayer games, in space. They typically spawn far away from you, requiring space flight to reach them, because they spawn within 50 kilometres of any player. All players who have signals enabled on their HUD are alerted to these cargo drops with a yellow signal.


Firaxis attempted to reboot the franchise in 2003 but no product was marketed. Development of the game began in 2008 and lasted for four-and-a-half years. The game was initially envisioned as an exact remake of the 1994 game but the developers introduced improvements to gameplay mechanics and modernized the franchise. The development cycle was longer than those of other Firaxis games because it was retooled several times during production. Jake Solomon led development of the game, and studio head Sid Meier provided input and assisted the team. Aliens from the original game return in Enemy Unknown, though Firaxis redesigned many of them. While the game uses procedural generation for enemy placement, all maps in the game were handcrafted by Firaxis. Michael McCann composed the game's music.


XCOM: Enemy Unknown was announced in January 2012, and was released for Microsoft Windows, PlayStation 3 and Xbox 360 in October 2012. Handheld and mobile versions of the game, co-developed by 2K China, were later released. The game received generally positive reviews from critics, who praised the turn-based combat, presentation, emergent gameplay, difficulty and replayability but criticized its multiplayer component. It was a commercial success for the publisher and several gaming publications nominated it for year-end accolades, including Game of the Year. Firaxis released an expansion pack called XCOM: Enemy Within in November 2013 and a sequel called XCOM 2 in 2016. XCOM: Enemy Unknown was often credited for renewing interest in the turn-based-tactics genre in the 2010s.


XCOM: Enemy Unknown casts the player as the commander of an elite military organization who directs soldiers in turn-based combat missions against invading alien enemies. The player controls a squad of between one and six human soldiers or robotic units as they explore the game's levels.[1] Most missions in the campaign occur on maps randomly selected from a handcrafted set; enemies are then randomly placed on these maps.[2] Fog of war hides aliens and their actions from view until the player's soldiers are in range and have line of sight to them.[3] Most missions require players to eliminate all threats in a map, though players can choose to retreat and abandon the mission if the situation goes awry.[4][5] The game has four difficulty levels: easy, normal, classic and impossible.[6] There is also an "ironman mode", which limits the player to one save.[7]


On the player's turn, each squad member can perform a limited number of actions. After all soldiers have performed actions, the artificial intelligence-controlled enemy takes its turn. Soldiers can be instructed to move, attack or both, depending on their available action points. Other actions such as reloading, remaining in overwatch to shoot any moving enemy in the line of sight, healing, throwing grenades and using special abilities can also be performed. Attacking or dashing large distances across the map will immediately end a squad member's turn.[4] The game's user interface informs the player of the possibility of landing a successful shot and the amount of damage they will deal.[8] Squad members can take cover behind objects, reducing the chance of being hit. The amount of defense a squad member has is indicated by a shield icon. Full cover is indicated by a filled blue icon and half cover is indicated by a half-filled blue icon. A yellow-and-red shield shown to players warns they are being flanked or being completely exposed, respectively. Soldiers will sustain more injuries from attacks due to the lack of defense. Cover may be destroyed through missed shots or the use of explosives.[9]

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