I'm one of the original developers of Post Scriptum. Quite a few of the original developers left due to issues with how the CEO of Periscope Games was managing and treating the developers. We all just silently quit, we debated about going public with what was happening with the company but ultimately ended up just wanting to move on from PG and PS. In regards to how the company was run, the CEO mismanaged a lot of aspects of the company. PS could have had a lot more content and been far better quality than what it ended up as. Many of the original devs wanted to spend at least a year to just bugfix and improve on the base game and overhaul many aspects of it as we weren't satisfied with the quality of the product. We also were never offered a raise that could further our roles in the company and there was no structure at all in terms of leadership or departments. We asked for issues & project tracking software for many years but the CEO didn't want to spend money on one despite us asking for it. After working for many years with the company, many of us were never given raises even though many of us asked for them. Any mention of things like that would just be ignored. Many of the original devs also had to end up doing multiple roles at a time due to the CEO not wanting to spend any money looking for new hires. We asked countless times for this but any mention of it fell on deaf ears. A few examples of this are level designers and level artists having to do marketing material in Photoshop, create marketing videos and write up community posts and news on the Steam page because the CEO didn't want to spend money hiring a marketing manager or a community manager. Eventually, we did manage to hire a community manager but only after many years of asking. It was a bit too late by then and a lot of the damage was already done to PS. These are only a few of the stories and issues we had, I won't go into detail but there were other things that were our main reasons for leaving, these are a few of the minor ones. All of us who left had high hopes for what we wanted to achieve with PS, we had a roadmap to set out what we wanted to do for at least one year, this included bug fixing, quality of life improvements etc. However, again it fell on deaf ears and ended up with all of the original devs leaving. We really hope that PS will be revived in some way and it seems with OWI taking the reigns this might become true. Hopefully, a lot of the focus will not be on new content but improving on the base game and making PS a much better product. I just want to say good luck to the Mercury Arts team, all of the original devs were modders too. I'm sure you'll do what we were unable to do.
Answer from NoProperty5461 on reddit.comHell Let Loose player here - what does Post Scriptum do differently/better?
Hell Let Loose player here - what does Post Scriptum do differently/better?
It will be harder as you dont see who kills you when you start playing. After you get some hours of expertise you realise that theres more communciation/tactics involved and is way more rewarding.
More on reddit.comIs Post Scriptum worth it?
Is Post Scriptum worth it?
New Player review
New Player review
I don't think you like this game friend.
You hate the stamina, map, players, and gameplay.
For real though, I'm sorry you had a bad experience. I spent like 4 hours yesterday taking 2 new people around and teaching them how to play. I play on NA servers and rarely see new players being harassed or anything, usually the opposite.
The map takes a bit to get used to, but funny enough I had the same opinion of HLLs map system. It was absolutely unintelligible to me what anything was or where I even was on the map. PS shows you what class everyone is and what squad they are in. The vehicle markers do kinda suck imo especially because you can't see the direction they are facing.
Everything beyond 50m being fuzzy is a graphical setting. Play around with the settings and do some googling. I had that for a while too but now I can see so well and get headshots from far away.
Edit: oh also for gameplay, PS is more about tactics and teamwork. It's what makes the game fun, and winnable. HLL is more arcady, in PS I can go a full match with hardly any kills and have an absolute blast!
More on reddit.comPost Scriptum - What actually happened?
Post Scriptum - What actually happened?
I'm one of the original developers of Post Scriptum. Quite a few of the original developers left due to issues with how the CEO of Periscope Games was managing and treating the developers. We all just silently quit, we debated about going public with what was happening with the company but ultimately ended up just wanting to move on from PG and PS.
In regards to how the company was run, the CEO mismanaged a lot of aspects of the company. PS could have had a lot more content and been far better quality than what it ended up as. Many of the original devs wanted to spend at least a year to just bugfix and improve on the base game and overhaul many aspects of it as we weren't satisfied with the quality of the product. We also were never offered a raise that could further our roles in the company and there was no structure at all in terms of leadership or departments. We asked for issues & project tracking software for many years but the CEO didn't want to spend money on one despite us asking for it. After working for many years with the company, many of us were never given raises even though many of us asked for them. Any mention of things like that would just be ignored.
Many of the original devs also had to end up doing multiple roles at a time due to the CEO not wanting to spend any money looking for new hires. We asked countless times for this but any mention of it fell on deaf ears. A few examples of this are level designers and level artists having to do marketing material in Photoshop, create marketing videos and write up community posts and news on the Steam page because the CEO didn't want to spend money hiring a marketing manager or a community manager. Eventually, we did manage to hire a community manager but only after many years of asking. It was a bit too late by then and a lot of the damage was already done to PS. These are only a few of the stories and issues we had, I won't go into detail but there were other things that were our main reasons for leaving, these are a few of the minor ones.
All of us who left had high hopes for what we wanted to achieve with PS, we had a roadmap to set out what we wanted to do for at least one year, this included bug fixing, quality of life improvements etc. However, again it fell on deaf ears and ended up with all of the original devs leaving. We really hope that PS will be revived in some way and it seems with OWI taking the reigns this might become true. Hopefully, a lot of the focus will not be on new content but improving on the base game and making PS a much better product. I just want to say good luck to the Mercury Arts team, all of the original devs were modders too. I'm sure you'll do what we were unable to do.
More on reddit.comI'm one of the original developers of Post Scriptum. Quite a few of the original developers left due to issues with how the CEO of Periscope Games was managing and treating the developers. We all just silently quit, we debated about going public with what was happening with the company but ultimately ended up just wanting to move on from PG and PS. In regards to how the company was run, the CEO mismanaged a lot of aspects of the company. PS could have had a lot more content and been far better quality than what it ended up as. Many of the original devs wanted to spend at least a year to just bugfix and improve on the base game and overhaul many aspects of it as we weren't satisfied with the quality of the product. We also were never offered a raise that could further our roles in the company and there was no structure at all in terms of leadership or departments. We asked for issues & project tracking software for many years but the CEO didn't want to spend money on one despite us asking for it. After working for many years with the company, many of us were never given raises even though many of us asked for them. Any mention of things like that would just be ignored. Many of the original devs also had to end up doing multiple roles at a time due to the CEO not wanting to spend any money looking for new hires. We asked countless times for this but any mention of it fell on deaf ears. A few examples of this are level designers and level artists having to do marketing material in Photoshop, create marketing videos and write up community posts and news on the Steam page because the CEO didn't want to spend money hiring a marketing manager or a community manager. Eventually, we did manage to hire a community manager but only after many years of asking. It was a bit too late by then and a lot of the damage was already done to PS. These are only a few of the stories and issues we had, I won't go into detail but there were other things that were our main reasons for leaving, these are a few of the minor ones. All of us who left had high hopes for what we wanted to achieve with PS, we had a roadmap to set out what we wanted to do for at least one year, this included bug fixing, quality of life improvements etc. However, again it fell on deaf ears and ended up with all of the original devs leaving. We really hope that PS will be revived in some way and it seems with OWI taking the reigns this might become true. Hopefully, a lot of the focus will not be on new content but improving on the base game and making PS a much better product. I just want to say good luck to the Mercury Arts team, all of the original devs were modders too. I'm sure you'll do what we were unable to do.
Answer from NoProperty5461 on reddit.com