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Messages - Cronky

#16
It seems like Early Access would be a fine option to take part in, but doesn't seem really viable as far as what we've seen thus far. Since most, if not all, of the Early Access games have a playable bit already in place. Playable doesn't exactly have to mean functional, but it is something those projects have above PS at this point.

I had hoped the development of this project would have been more open. So much is secret that most people, outside of developers, seem to have no clue whether there is any progress at all. This doesn't help with consistently missed, self imposed deadlines of updates.

I don't mean to knock the devs, as this seems par for the course on a hobby project. Nobody is making money, and in turn not everyone is going to have a specific amount of time to set aside. Life, school, work... it all gets in the way even without an added project. Early Access may solve a tiny issue of being able to funnel some money the dev's way, but I don't think that it would change much in terms of dev availability.
#17
I saw this article online and it struck me as interesting:

TimeSplitters Rewind Interview

I played a lot of TimeSplitters 2 when it came out, and I still find it one of the funnest (funniest?) games I've played in terms of overall content. Whether it was sneaking through the dam level (in a FPS, that seemed unique), throwing bricks through windows for challenges or playing as a monkey, I always seemed to be on the verge of laugh-tears. It seems like it would be a great game to help make.

I'm sad that the Campaigns are sitting out, but it's nice to hear that it's not totally off the table. Also with challenges... I'll probably be able to keep myself busy for a while.

(Why is December so far away?)
#18
Public Discussion / Re: Just checking up on things
March 08, 2013, 09:32:08 PM
Quote from: frvge on March 04, 2013, 04:03:10 AM
Back from holiday. Will get some sleep now. Interesting stuff happening behind the scenes. Will take a more time because our level designer for Asylum left during my holiday. Oh, that was a hint.

Holiday... Holidays are Fun. Fun... Funtctional... Functional Build of PS to be released to the public!

So we're getting Beta? ;)

http://www.youtube.com/watch?v=lflRbv3HA0E
#19
General / Off-Topic / Re: 103 Slide Marketing PPT on SCDA
February 28, 2013, 07:01:30 PM
It looks like it's marketing of SCDA/Essentials. It does give an interesting insight into their process, as far as marketing/budget. What seemed a little unclear to me at first was the fact that the powerpoint was being updated periodically in the months before release.

Also it was interesting seeing that they not only compared themselves with other similar genres (Hitman, Syphon Filter, Prince of Persia), but also high grossing games in other genres (FIFA, Brotherhood in Arms, etc..).
#20
General / Off-Topic / Re: Funny sheet thread
February 21, 2013, 01:36:34 AM
Both of them Hilarious I would bet! I forgot that the funny thread was a thing. So I'm on an adventure to find more things that make me laugh.

If any thread is going to be active on the forum, might as well be the one with funny pictures.
#21
General / Off-Topic / Re: Funny sheet thread
February 21, 2013, 01:13:40 AM
#22
It's a very presumptuous thought to assume that if something is released on PC (among other systems) that you will only buy it for PC, Agent. :P

They can also make a console game work with a Keyboard and Mouse. I recently tried out that Dust514 game on PS3 and that's exactly what they've done. You can play it with a controller, or you can plug in a Keyboard and Mouse and go to town (as far as I've read).

Unfair advantage in favor to those who use a keyboard and mouse on the console? Maybe. Everyone has that option though. So, if you're getting serious with the game you can go buy a cheapy keyboard/mouse, rather than having to invest in a whole PC.
#23
Public Discussion / Re: Just checking up on things
February 20, 2013, 01:36:39 AM
Frvge keeps saying cryptic things to me on Facebook/Xfire and then running away. Not showing any actual progress, but asking important sounding questions. :P

I feel like he's trolling me. Hard(style).
#24
General / Off-Topic / Re: Dreadstunlock is back!
February 20, 2013, 01:11:21 AM
Glad to hear of some good things! Got any sweet stush you can show off (like actual works)? Last time I saw you doing things here it was the Alien dealy somewhere in the Presentation forum.

It's quieted down a bit here, but not for lack of work being done on the Dev's side, from the sounds of it. Just nothing super interesting to talk about.

Again, glad to hear that you've been doing some fun stush though and good to see you back in the community. :P
#25
So many people jumped ship all at once! Looking back, even a few months, has a lot people who just deleted their account. WHERE DID WE GO WRONG?? DID I MODERATE TOO HARSHLY!? ;)

topic topic topic...

A part of me hopes that Ubisoft does well with Spies Vs Mercs this time around. Regardless though it doesn't mean PS will be pointless. Hopefully by the time it comes out we'll have something nice to see on this end.

One thing that PS seems to have the hopeful upper-hand on Ubisoft is their ability to support it for longer, or change/build things that a "Big" company wouldn't spend the money on.
#26
Public Discussion / Re: Old CT Maps?
December 03, 2012, 07:34:17 AM
The Devs have said that they want the Community to make maps, and will release a map maker (or some way to upload maps) when PS is off the ground.

It also seems like the Dev's themselves cannot create maps from other games, but the community is in a little more of a grey area.
#27
Quote from: Meister_Neo on November 26, 2012, 12:26:26 AM
Don't want to sound rude, but shouldn't this be in the General / Off-topic section?

Hahahahaha! I think I found this a lot funnier than it ought to of been. :P
#28
Public Discussion / Re: Many ideas in one post
November 24, 2012, 09:46:19 PM
It seems like the "One Button" issue has been talked about before. It seems most of the issues you have here are based on the (as I see it) fact that CT/DA were more console focused. The PC port being an after-thought without much love put into it.

With Project Stealth being PC focused, it seems like the binding/control issue is a no brainer. The reason for all the combined buttons in CT/DA isn't because Ubisoft thought they were making well thought out PC control scheme, but because the Console controllers had limitations. Without building whole new pieces for PC, they had to keep within those limitations the best they could. That means:

-No Dual Binding
-One button menu navigation (Use/Disarm/Open/Attack/etc.)
-Multi-step gadget actions (Camnet/Sticky Cams/etc.)

All of which seem to be your issues with it, and all of which are console port related problems (at least in my head). Some of which can carry over to PC nicely, if given enough attention, but most seemingly untouched in the process of bringing it to PC.

The weapons idea you had has been talked about a bit too. The glove in particular. As far as it's been said in other threads, it's not planned for Beta. There is a lot of balance questions that come up when creating a new weapon. Not that it's impossible to balance, but, at least from a players perspective (not developer) it seems hard to imagine potential problems without even having some base gameplay to reference.

It's like trying to come up with Weapon ideas for TF2 without ever playing the game. While we can assume PS will play very similarly to CT/DA, we don't know. Perhaps the Spy will be faster by default then they are in CT/DA, or Camo will last longer, or sticky Cams will take longer to actually view, or Merc's guns will do more damage.

Lots of itty bitty questions like that come to mind with each potential addition that's made up that makes it impossible to judge whether it's a good or bad idea. Unless it's something simple or non-gameplay altering, like customizable eye visor colors, then it's all just going to be "interesting" till we have something to compare it to.
#29
Seems like this would be an okay upgrade for the backpack. I'm not sure how cluttered the HUD is already with stuff, but it doesn't seem like an entirely bad idea that if you had the backpack equipped then there would be a small HUD element that shows, at all times, your partners inventory/percentages.

When the backpack is not equipped then you would not have this piece of the HUD.
#30
General / Off-Topic / Re: Dishonored
November 05, 2012, 08:22:56 AM
I really liked the game. It had a nice atmosphere and a well executed story, for the most part. I always like stealth games, and especially ones that give you multiple options on HOW to finish the level (added bonus for exploration opening up even more paths, non-lethal options and abilities that open up even MORE paths).

The blink ability was a lot less clunky than I thought it was going to be. It was nice that it kinda helped you onto things so you didn't have to mess around with a, "Jump at the right moment, else fall to your doom" scenario. Or having to be so precise with your jumps that it outweighed it's use.

Second most use ability was the Possession one. All the little extra paths opened up from broken vents/sewer gates was a nice touch. I thought that the "Human Possession" upgrade was going to be more useful then it ended up being though.

Most all the rest of the abilities clashed with my play-style though and got little to no use.

Having such freedom to explore though lead to a few scenarios that had me finding something before I was logically supposed to, or just giving away the answer in general. The Masquerade party looked plenty puzzling from the trailer. It sounds like it would be too... if you don't run into the "non-lethal" option at the beginning and it gives away exactly who you need to target. Add on top of it that you can "Convince" the target to go almost exactly where you need her to go... which coincidentally has no one around to witness if you did anything (such as knocking them out).

It was still fun, and I know there are other ways to go about that mission, but it dropped the ball for me there. It was also not the only level that had that had that reaction of, "Okay... so that's it?"

The ending left me wanting more. Not the ending level, but just the ending cinematic. I'm not sure how much variation you get out of it if you played it differently, and I haven't bothered to check youtube for that answer, but it seemed pretty generic in general.

The Outsider seemed like he was going to be a bigger part of the story, or at least have a bigger backing than I noticed. It boiled down to, "I chose you because you are interesting... Here are some random powers. Oh... and a Heart that talks about the areas you're in."

The heart is another bit that, either I was using wrong, or had little use outside of finding artifacts. It's talking mostly just adding to backgrounds of areas instead of a kind of "mind reader" like I was expecting it to be.

In the end though it was an awesome game to play. It's not perfect, but it's one of those games that I want a sequel for because it set up so many good things. ...Sequel like Bioshock Infinite versus Bioshock. Not like Bioshock/Bioshock 2.

(Yay, I upgraded this to a wall of text! I feel better now)