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Everything posted by Arc_Shielder

  1. On the overdone genre "World War Two"

    Based on information that we have disclosed up until this point, still pertinent since there has been no mention of future content or how different is going to be to SQUAD. It was more of a winking eye/tongue in cheek comment than a bitter one (after all, the games don't even need to look alike in the end to be both good). If anything, nice envs and their overall concept is interesting. I have PM'ed with him in the past and I will follow their progress attentively.
  2. On the overdone genre "World War Two"

    We wish you the same! Although I'm surprised you know what we intend do when we haven't even released information about our planned gamemodes and features.
  3. Post Scriptum : The Bloody Seventh

    We have a solid group of experienced testers and devs. We don't rely heavily on this group's feedback (random participants & youtubers) and the numbers are too small and easy to contain in case of misbehavior. People are allowed to do streaming. So what are the negative consequences that might potentially cause our demise? I understand what your gripe is when you say "through other means", but it's ultimately redundant as far as getting the community involved somewhat. What makes the 20 soon to be participants/fans less worthy than pre-selected 20? We're not going to be picky in that regard and I think it favors everyone in the long term if we engage into strategies that spread our name and get this project to higher grounds. That comes with a scope and a line of action that I'm afraid no one that is outside of the project can fully understand of what is required (since we're dealing with specific goals). Maybe in the near future that will be more clear. Granted, we're not perfect but this is not the first rodeo for some of us as far as playtesting builds. That's what Brei meant. For those of you who were left out, I hope you enjoy the streamed and uploaded videos of the session. There will be more opportunities in the future to get involved though. Stay tuned!
  4. Post Scriptum : The Bloody Seventh

    We are always paying attention to any feedback given to overall impression and we appreciate it. As far as historical accuracy goes we have a dutch advisor in the team with refs from local museums/collectors, allied aerial pics, list of equipment used and so on. This is not to say that we won't pay attention to suggestions from fans if considered relevant (although in some cases it's a development choice or possibly not representative of the final version), but I feel it's important to underline his existence and how valuable he has been.
  5. Post Scriptum : The Bloody Seventh

    That's just how it was. Quoted from the list of several modifications. "Version designed for airborne operations: • Stowage of the spare wheel in front of the radiator grill to prevent shrapnel damage in the Reconnaissance version. This, in turn, unfortunately caused over heating."
  6. Post Scriptum : The Bloody Seventh

    I guess I can intervene if you guys are so eager for an insider's feedback about future campaigns. IF we ever came to that, then both views are valid to be honest. In one side we have the pleasure to provide a WW2 tactical shooter in a scale that has never been experienced before. In a sense, this game will always play differently than any other. That includes D-Day. On the other end...well, myself and a few team members are a bit saturated with the french setting. I think the iconic beach landings shouldn't be a sufficient reason to flesh out an entire campaign. There is a lot of role playing involved no matter the mechanics and that's fine. It is fun. However, visually it is a bit tiresome since it's been portrayed multiple times. If we ever went forward with the french campaign then would probably attempt a different angle than usual. Of course have in mind that this is something for much further down the road and a big IF. Not only the french campaign but any other. We might be setting up a precedent in terms of progress for a project like ours, but it still comes out at the expense of a lot of man hours. Suggestions like the Pacific or Manchuria are not reasonable at the moment.
  7. Post Scriptum : The Bloody Seventh

    Thanks! We appreciate the tips! We will always welcome constructive detailed feedback such as this.
  8. Post Scriptum : The Bloody Seventh

    That character model is just a first pass. Both the model and textures are being improved/added in. We are creating variants and sticking to historical references. It will be shown in due time, don't you guys worry. They're in very capable hands and I'm pretty sure you're going to enjoy the results.
  9. Post Scriptum : The Bloody Seventh

    Sure. Anyone have the freedom to do so.
  10. Post Scriptum : The Bloody Seventh

    I am glad that you're around. It is no coincidence why are we building some of these assets. We are working with a local historical advisor that have access to a plethora of references and a knowledge to match up. Also, welcome. The PR devs that joined this project started in PR:WW2 and later came to be promoted with official dev status. It's fair to say that in Periscope Games they only represent a fraction of the team atm. PR:WW2 might have been one of the early founders but this team encompasses far more than just PR. Thank you for the support! P.S.: PR:WW2 is not dead.
  11. Post Scriptum : The Bloody Seventh

    Apologise for the wonky structure but the forum doesn't allow centering or the size of video. The images initially were coded for the user to be redirected to our website page on assets/map screenshots. Thank you for the support!
  12. Update: Alpha 7 Major Changes Preview

    Looking good!
  13. Korean War Mod?

    I think one of the reasons why some theaters don't work too well or aren't exploited often by games is because of the lack of dynamic settings. Like Manchuria (WW2), Korean War, Colonial Warfare (of a specific region) and so on. I think only mods can start these foundations since the likelihood of being commercially viable on their own are slim in my opinion. With the help of the core devs (which has been demonstrated in a positive way) then it can probably grow into something more like Rising Storm was for RO2. That's of course the most optimistic scenario. Personally, if I were any of you, I would be prepared to the thought of having to spend years on getting this done. This is a project almost similar to SQUAD's scale and some things weren't even approached properly here that it will take quite a lot of your time. First of all, if you guys want to be a mod without being officially recognized as one then you're taking the interest out of modders that would like to see their work released. You also need to follow Antol's suggestion in how to set up a Design Plan. Your own forum. A basic list of devs required for the things you want to do (the very essential for a playable build). Your idea of keeping a low profile and hoping that things will materialize is not the best course of action. But even if things don't turn out like you expected, some of things can certainly be used by the core game at some point or another. Especially static meshes and vegetation. I wish you guys good luck and I honestly hope you can overcome the odds.
  14. Insurgents - First look at player models

    Nice detail. And they look...sober. Like Spec said, it's a good thing.