Jump to content

MysterD

Members
  • Posts

    302
  • Joined

  • Last visited

Reputation

3 Neutral

About MysterD

  • Rank
    (4) Theurgist
    (4) Theurgist

Profile Information

  • Location
    USA
  1. I'd love to see this game hit both GOG (DRM-FREE!) So, keep on voting on GOG for this: http://www.gog.com/en/wishlist/games/project_eternity
  2. If worst comes to worst, Obsidian could due a spiritual successor w/ an all new game-world, factions, characters, and whatnot. I don't know if using the title "Beta Protocol" would be a good idea, though - since Sega owns Alpha Protocol rights and using thwe word Beta might make it sound like a direct sequel. Then again, who'd want to buy something w/ the title "Beta" in a it?
  3. Uh... do you like RPGs at all or are you looking for shooters? I can't think of any RPG that delivered a decent shooting experience... unless you count Borderlands and that isn't really the type of RPG I like. Borderlands is more like a cross b/t Diablo 2 (ARPG mechanics) and a FPS. I loved Borderlands.
  4. While I do think Alpha Protocol does have its fair share of issues and problems, I still really dug the game. I surely got my $30 worth.
  5. I think the problem is the pistols are too weak; misses should not be calculated in a game w/ literal usage of actual aiming down the sights; and some skills are too powerful (i.e. Shadow Operative and Chain Shot). I think some re-balancing would go A LONG way w/ this game, more so than anything else. Sega said they don't wanna be involved in a sequel. Obsidian, AFAIK, still own the AP license. So, it looks like it is Obsidian's call, if there's a sequel or not, according to Mills.
  6. I don't think that is the problem. The problem is when you play a game and its controls feel like a shooter - i.e. you aim down the sights, move the reticle right on their head, so it's plain obviously your shot should hit them - for some reason, the game might just calculate your shot as a "miss," resulting in no damage for a head-shot. That's just silly. At least give me "some" damage here...
  7. I have Alpha Protocol PC - Retail Version (DVD) from USA. Patch 1.1 works also fine for me. Just thought I'd let y'all know, so you all can hopefully figure out why the heck it ain't working for some of y'all around the globe. Hopefully, Sega and Obsidian can straighten some things out here and let us know the deal w/ this matter and can give us some log notes and help out or something...
  8. I find it strange there was NOT even a ZIP file w/ a Readme.TXT file of some kind with both the patch notes and instructions on how to install the patch. All that was given was a EXE file to replace the old one...
  9. It'd be nice if someone from Sega or Obsidian could let us know what's up w/ the patch. Let us know what versions this patch works with AND give us some Patch Notes on fixes, changes, and additions to the game. I'm hoping it'd be quite soon...
  10. I'm a fan of both Bioware's games and Obsidian's game. We most definitely need BOTH companies around to make RPG's, if you ask me... Just...I wish Obsidian would polish the hell out of their games by its release-date...
  11. Oh, that'd be great. EDIT: Vampire: The Masquerade - Bloodlines was quite buggy and had technical performance issues (framerate). AP doesn't really suffer from bugginess. AP suffers from unbalanced weapons and skills more so than anything else. Some more play-testing and re-balancing would go a long way w/ AP in a patch...
  12. Even though Sega says no sequel, that really matters only if Sega owns the IP... So, here's my question - has Sega said they now own the IP? If so, then we're out of luck, until Sega contracts a sequel OR someone buy the IP from them...
  13. You can't just "rip-off" combat systems 1 for 1, if you don't have the talent you'll get an inferior rip-off. A better idea would be to not do real time combat if you're obviously not up for it. The simplest rule of all is to stick with what you're good at. There's nothing wrong w/ the combat itself in AP, as it does feel fine. The problem is that dice-rolls too often handle the "hit" and "miss" factor, when you're aiming completely over somebody and shooting them in a specific location - especially on the Pistols. Once aiming comes into play and you're on-target w/ your aiming, dice-rolls deciding if you actually "hit" and "miss" should be thrown out the window, pretty much.
×
×
  • Create New...