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ESCHATON - An Immersive Spy Thriller.

  • sinarty
  • February 6, 2006 at 10:51 PM
  • Section_Ei8ht
    • February 8, 2006 at 5:02 AM
    • #21
    Quote

    Nothing is impossible, hell, maybe we would even move to another engine if it fits our requirements? like the X-Ray engine, or the Unreale engine.. who knows.

    Duke Nukem Forever

  • Minos
    • February 8, 2006 at 7:20 AM
    • #22
    Quote

    10. How violent is Eschaton going to be?Excessive violence.

    Disturbing gore.

    Abusive language.

    weee

    Sounds a bit too ambicious tbh. I have noticed that 99% of role playing mods fail or never get done. But you seem to have a solid concept and seem to be a hardworking guy either. I can't give any further help at the moment but I wish you good luck man.

  • sinarty
    • February 8, 2006 at 1:49 PM
    • #23

    edited

  • ReNo
    • February 8, 2006 at 3:42 PM
    • #24

    You should almost certainly drop the RPG part from the brief description then - people have expectations of somewhat customisable stats when those three letters are uttered together, and if they download something claiming some RPG elements and those elements aren't changing stats, they may well be disappointed

  • sinarty
    • February 8, 2006 at 9:09 PM
    • #25

    noted.

  • sinarty
    • February 12, 2006 at 2:53 PM
    • #26

    edited

  • sinarty
    • February 13, 2006 at 4:09 PM
    • #27

    edited

  • sinarty
    • February 13, 2006 at 7:20 PM
    • #28

    edited

  • RD
    • February 13, 2006 at 9:27 PM
    • #29

    nice models

  • Lee3dee
    • February 13, 2006 at 10:01 PM
    • #30

    RD, I didn't know you pose for drawings.

  • CyanideCotdPnuts
    • February 13, 2006 at 10:16 PM
    • #31

    I don't think alot of half-finished drawings and an AK render will get you a whole team. Although the idea sounds alright, you have to get a considerable amount of stuff done. A suggestion would be to get some media ready in the departments that you already have people in, then come back. People are skeptical when you come asking for a whole team.

  • sinarty
    • February 13, 2006 at 10:20 PM
    • #32

    edited

  • Steppenwolf
    • February 14, 2006 at 12:47 AM
    • #33

    Seriously you will have much trouble finding a team for such a ambitious (imo overambitious) project because these kind of mods usualy fail. Nobody wants to waste his time and workpower on a project that can realisticaly seen not be finished within the next 5 years by a hobby team.

    Reduce your featurelist to a realistic amount, work on more stuff to show and i promise you that you will have better cards to find a decent team.

    And your x-number of genres and team positions doesn't give a serious impression to the public tbh. In the first moment i thought this is a joke or a fake.

  • sinarty
    • February 14, 2006 at 12:41 PM
    • #34

    edited

  • skdr
    • February 14, 2006 at 12:47 PM
    • #35

    Working full time? God bless those guys.

  • sinarty
    • February 14, 2006 at 4:34 PM
    • #36

    edited

  • Zacker
    • February 14, 2006 at 5:05 PM
    • #37

    I would like to recommend that you find some more realistic goals for a mod. It is very hard to recruit talented modders, especially if the mod has a high chance of not getting done.

  • sinarty
    • February 14, 2006 at 8:55 PM
    • #38

    edited

  • Flight40
    • February 14, 2006 at 9:58 PM
    • #39
    Quote from sinarty

    And what exactly makes you think that this mod doesn't have a chance?

    The fact that you're making a mod based on every single genre? It hasn't worked in the past, and it won't work now.

  • Izuno
    • February 14, 2006 at 10:28 PM
    • #40
    Quote from sinarty

    There is nothing unrealistic about them.And what exactly makes you think that this mod doesn't have a chance?

    Don't take it personally, it's just a few things...

    1) People here have significant background in mods and get a 6th sense about how mod leaders oversell everything...not that you are doing that, but you seem to have an answer for everything that sounds like "MY MOD WILL BE ALL THINGS TO ALL PEOPLE AND ALL WILL LOVE IT AND MY TEAM IS AWESOME AND EVERYONE WILL WANT TO JOIN AND I KNOW WHAT I'M DOING ON EVERY ASPECT OF THE PROJECT AND THERE WILL BE NO PROBLEMS" etc

    Are you saying exactly that? Of course not. But it sure sounds like you are implying that which has a lot of people feel + :roll:

    2) I dunno, maybe it's me, but that kinda wigs me out to think I might work for a mod leader who's avatar is Stalin. Message? Maybe it means nothing, probably means nothing...but still gives me the willies when you take #1 above into consideration.

    3) This picks back up on #1 above... You seem to think that you don't have to focus. Well you do. Now it is possible that you can be the first mod team in the history of mods to have no focus and pull all this off and be the next GameGod. Go for it. Why not? All we're saying is that NO ONE has EVER been successful doing that. Prove us wrong dood. Prove us wrong.

    4) Maybe you really do have a focus and it has flavors of many different game types and stories etc., except you haven't figured how to say it in a tight phrase that captures the essence of your mod. If that's all it is, then I suggest you figure that out. Will help you sell your mod better...but then again I'm guessing you already know that.

    In fact, I'm guessing you already know everything I've written here and none of my points are relevent. Hey, good times. Best of luck.

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