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Messages - SheikTheGeek

Quote from: WTaFa on November 19, 2013, 02:22:49 PM

Share your Like for the first comment in this article, please -

Thank you!

That article is so old...I get what your trying to do, but a much more recent article would do far more to help to Project Stealth.
General / Off-Topic / Re: Blacklist - Anyone getting it?
November 12, 2013, 11:29:04 PM
I'm still enjoying it, haven't played as much since GTA 5 came out, though.
Quote from: frvge on September 26, 2013, 08:18:04 PM
Just having more than 2 entry routes, that are hard to 100% protect with mines, should work. :)

This solves the issue.  Good map design eliminates the need for multiple spawns points.
I actually did buy it for SvM.  I like it.
Public Discussion / Re: Estimated date?
August 24, 2013, 09:12:46 PM
Classic mode still exists, imo.  If Blacklist does not do well, everyone will just play Classic Mode instead.  A lot less BS there.
It took me awhile to get used to everything, but I do like this game.  Instakills are gonna take a LONG time to get used too.  Your head needs to be on a swivel at all times.
Public Discussion / Re: Estimated date?
August 21, 2013, 04:32:07 AM
Just to add my 2 cents, I don't even buy games that don't have multiplayer.

Conviction while it had a good story and above average Co-Op a full 60 bucks for a game with no true multiplayer is no go for me.  You can't expect people to pay full price for half a disc of content (coughBRINKcough).  That's one of the issues Fighting Games has right now...besides DLC add-ons.
Got it at Midnight.  Love the game so far.  I only played SvM, wont even touch Single Player for the next few weeks.
Public Discussion / Re: Official Facebook page
August 12, 2013, 06:56:22 PM
Liked both!
Public Discussion / Re: Experiments and failures
August 07, 2013, 08:26:24 PM
Its not bad.  I agree with what has been said above.  Some coloring and more detail would help a lot.
Public Discussion / Re: PS news =]
June 15, 2013, 08:01:54 PM
Sounds good!
Public Discussion / Re: Feature discussion
May 17, 2013, 05:16:07 AM
Quote from: frvge on May 16, 2013, 11:37:00 PM
Hi all,

We're moving on diverting a bit more from the original visions and gadgets, while still keeping the same core gameplay. I'd like to present you with a feature we're thinking of implementing: Sound Vision for Mercs.

Basically, it will pick up sound waves. The strength of these waves fade over a certain distance.
This will give the environment more opportunities to affect gameplay scenarios.

Examples: a loud humming machine that can be triggered; rain in Asylum; another Merc shooting at another Spy.

It's currently unsure if waves can go through walls, and if they get weakened or not. The already known Sound Detector will still exist, but might be temporarily disabled when the Sound Wave vision is used.

We'd like your feedback on this :) Thanks!

I think its a cool idea, would this just be an audio effect or a visual effect as well?  I believe the Splinter Cell titles also have interactive objects in the environment that could be used just to make noise for a distraction or muffle the sound of someone sneaking by?  If its done correctly, it could be great.  But, I do see issues on maps where it is raining, wouldn't it just constantly be going off and be useless?  Or as you mentioned gunshots, wouldn't you be able to hear them anyway?  So how would this device really help in that situation?  I think there would need to be a strict list of stuff in the game that it would and would not pick up, or give it some extra parameters like maybe even a quick waypoint arrow to tell you the general area where the sound is coming from?
Quote from: Spark Mandriller on May 16, 2013, 05:19:10 AM

Also frvge is there a way for me to ban people with disgusting giant 10mb animated gif sigs from my threads? Because I mean if I was a visitor and I saw a disgusting giant 10mb animated gif sig I'd frown pretty hard. And you have a guideline against causing that. So.

Banning people from threads?  Not that its even possible for a user to do on this forum software, but thats a little excessive for a simple complaint.
Quote from: Aj on May 15, 2013, 05:53:09 AM
There's one thing that will greatly help the perception of Blacklist IMO: a multiplayer demo/beta with both modes available. (BL/Classic)

From what I remember, there was a MP beta for DA, but only story for Conviction.  Not sure what they will do for Blacklist.  I hope there's a demo at all.
Quote from: frvge on May 13, 2013, 08:46:40 AM
Awww, how sweet :)

*adding fuel to the fire*
I define killstreaks as killing multiple opponents within a pre-determined maximum amount of time from each other and having a reward that is not-standard to gameplay.

In PT/CT, the reward is standard to gameplay: Mercs are not there. No difference with the Merc being in another place of the map.
In B, the points are an extra-gameplay award, besides the fact that they are not there (when they are dead, of course).

So the real question should be:
What are the benefits of killing multiple Mercs in succession for normal gameplay, when there are infinite lives and Mercs can get to the hacking spot quickly from spawn, besides getting more points and a (slightly?) higher chance of finishing the objective by using the extra "safe" time?

You brought up something I didn't think about until just now.  But, the points could matter if there's a Quick Match/Ranked Match setting as well.  Thinking back o Double Agent, the amount of points you could get could be a BIG deal in Ranked, while in Quick Match, they would just be there for End of game score.