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Messages - Cronky

#1246
Public Discussion / Re: Welcome Ubisoft forum people
January 27, 2010, 06:29:20 PM
Quote from: Spekkio on January 20, 2010, 05:37:41 PM
Right, but it's still not popular in absolute terms, which is my point.

If you have a game that sells in the millions (the most data I can find is 2.5 million as of April, 2005), and your online data says that 500ish people are playing it at any given time at its peak popularity, then it's quite clear that the multiplayer isn't the major selling point for that game....

Not to beat a dead horse since everyone seemed to stop on this topic, but where exactly did you get that Online Peak data.

I understand the unit's sold, but you gave no source to the other bit.

If you're not just throwing a number out there from when the game was actually played, then yes, your argument is valid.

If you ARE just throwing a number out there, or are comparing present day peaks (which from my experience doesn't reach that high anyway from just a PC standpoint) then everything you said after that holds no weight among the rest of what everyone said.

Chaos Theory still holds a spot on the Top 10 spot on Xbox Live as of December of 2009. Does it say much about the game because there is so little people? Yes and No. No, because there is indeed a small player base as of now. Yes, because Double Agent isn't on any Top 10 list of activity.

Held among the Xbox 1's highest played titles, that actually still means something as of today. It shows that Multiplayer is a selling point to those that play it. A player base that is a for sure sell if you were to implement that mode into a new one (A new mode consisting of the old standard, Double Agent proved that they can screw it up).

Now they would have to spend considerably more time to make SvM compared to their SvS that they have now, but that's only because SvS in Conviction is just taking Co-op and turning friendly fire on/Slapping a score to your name when you kill your teammate. Covering up said Multiplayer substitute by saying SvM "Didn't fit Convictions Play-Style". Which is also not valid because of the fact that while Spy does take it's image from Single Player Mechanics; Merc's never did. Which didn't stop them from putting it in 3 of the games beforehand.

Whether they did it because they are just being Lazy, actually trying to get this game out because they want to see if the series is still alive before taking another chance (Again, chance being SvM, since Double Agent tanked it in a sense), or because they're actually convinced that SvM isn't popular is impossible to tell.

In the end it doesn't matter, but time will tell to see if we get a Official SvM mode back again. If not, who cares. Project Stealth already has more community awareness then Ubisoft, so it's going to be a fun, if not funner experience anyway.
#1247
Quote from: Westfall on January 27, 2010, 03:34:51 PM

That's what made CT map specific. There were just the  "neutralize 3 objectives," but then you had the option to do sector maps, which I was okay with because it added life to certain maps. I hope PS will have "wittier" objectives in mind.

As frvge said, it's up to the mapper.

I understand adding longevity to the life of maps, but as I as I said before. Just a personal preference. I don't truly remember everything about Story mode when it came to specific maps in CT, but I know that some at least had the multiple objective types mandatory when you play story mode. Some of those maps being ones I liked to play, and thus less fun to play on story mode because of such.

I guess now that I look back on it, and in light of frvge's response, the real thing I want brought back is Sabotage mode from PT. Buggy as hell (Planting the hacker outside of rooms), but also the funnest game of hide and seek with a little gadget I've ever had with SvM. Replaced in CT with Sabotage, bomb style.
#1248
Quote from: frvge on January 26, 2010, 09:53:32 PM
Technically, the mapper can do whatever he likes. So it's up to the mapper.

That's true, forgot you were going for a more mod friendly environment.

In that case, yes make a option for both. End point. :D
#1249
Public Discussion / Re: Merc Aiming Sensitivity
January 27, 2010, 04:05:45 AM
Quote from: AgentX_003 on January 27, 2010, 03:06:30 AM
Quote from: Cronky on January 26, 2010, 08:35:59 PM
Quote from: scope2005 on January 26, 2010, 12:03:50 AM
After years and years of playing SCCT on the PC, I eventually invested in SCCT on the xbox as it was quite cheap on the xbox live marketplace and I had a bit of spare cash...

I was pretty much the opposite of your story. Avid player of the Xbox version of SCCT, and just recently bought the PC version in hopes that there would be players still.

yes there is still players, its booming on the weekends about 70-80 people.


weekdays , it is like my time which is Eastern 1pm - 9pm its booming , but dies around 10 o clock and but its not a prob for me cause i just xfire cause i know alot of  peeps to get games happening.


But I look forward to killing you soon :D


Some kind of Omen right there, cause that was also your 666th post.

...I have baaaad feelings about going online now ;)
#1250
From my quick skim of the other posts I don't think it was mentioned.

But I personally would like Story mode and Deathmatch, BUT story mode as of Pandora Tomorrow. Since if memory serves me right, Chaos Theory's story mode consisted of each area usually being a different type of "Objective". Such as:

A.) Blow S up

B.) Hack this S

and

C.) Take this S back to your Spawn

I liked it better when you could specify what type of gameplay you actually wanted to play.

Neutralization, Sabotage, and Extraction. (Especially liked Sabotage, if only because it was fun finding buggy places where you could set your little panel hacker thing. Which I understand was redone in CT with fixed bombing spots, but that wasn't as fun)

Just something I'm a little picky about, but I know the option must be possible.
#1251
Public Discussion / Re: Merc Aiming Sensitivity
January 26, 2010, 08:35:59 PM
Quote from: scope2005 on January 26, 2010, 12:03:50 AM
After years and years of playing SCCT on the PC, I eventually invested in SCCT on the xbox as it was quite cheap on the xbox live marketplace and I had a bit of spare cash...

I was pretty much the opposite of your story. Avid player of the Xbox version of SCCT, and just recently bought the PC version in hopes that there would be players still.

I thought the Xbox version was pretty well balanced on the movement sensitivity. Granted years between playing Xbox and now the PC version, so my abilities at playing spy are lessened by a lot. Added in with Lag from people on the other side of the world. Playing as a Merc is just too easy on PC, and Spy is forced to be aggressive to win in any encounter to the death. Since turning around takes no time at all. Yes the Xbox had the 180 quick turn, but that was an option and still took time. Whereas turning on the PC version takes no time at all.

My point on this is that there is no way to bring the Xbox's controls to the PC without a riot, but that fact alone doesn't mean the PC's is balanced in any way.

The movement sensitivity in the Xbox version gave the Mercs more character, they are weighted down by heavy weapons and ammo. The spies are quick and nimble only holding light-weight items.

Without the limitations of movement, it's just generic FPS gameplay. No thought need be put into your movements, no pressure that turning around might be a bad idea, cause there is just as good of a chance that someone is in front of you.

Again, no real way to balance that for PC. No one will want limitations just because it would make the game "feel" right. They just want to shoot spies, and counter spies killing ability with "You're supposed to sneak and get objectives done, not kill the Mercs". Though deathmatch mode was added in CT for more than just "Target Practice" for Merc players.