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Tousansons

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Everything posted by Tousansons

  1. Not much to say about the first pass on the campaign. It's short and an okayish introduction on what we can expect. UI is decent, if a bit bland. Overall performance in game seems better. Got the campaign to hang during a turn loading two times. A quick return to menu (still available) solved the problem. Also I had one battle where I couldn't give turn order with the mouse to a ship, his range circle looked all messed up too. I could manually use the rudder and the ship fired with no issues. I fought against a german CA with veteran crew that looked like some boss battle. Crew still feel quite sturdy and they can fix stuff with incredible speed. Pathfinding is godawful and I don't think it ever really improved. Ships find new way to get stuck in avoidance pattern for no reason. Mogami, that's always a plus. I'll try some more later.
  2. You believe or you are sure? You realize you are telling at a very opportune moment that "you" played a version of the campaign "we" did not. And you use that special knowledge to pile on an already dubious patch preview? Unless you have serious evidence about this, I suggest you stop. It's rather easy to dig your forum history and see that during these times you never said you played something resembling a leaked campaign.
  3. Is there some evidence backing a playable build? Other than some old screenshots showing an incomplete tech tree and a start menu? I sometime live under a rock. But i m sure i wouldn t have missed something like that.
  4. The heavy usage of gimmicks(tm). It should have been realized sooner with the way hulls and components are displayed and their stats allocation (it was probably already, just not more wildly criticized. I confess I did not pay attention). It's a logical (if unrealistic) way to differentiate nations from one another more than just the look. If that's the case, we are indeed one step closer to the WoW's strategy game some of you feared we where getting. We're just missing some Island to hide behind. Bleh.
  5. It's pretty much what all advertising is about. Be it good or bad. Cars don't suddendly makes you attractive to the other gender while riding in beautiful landscapes. Perfume don't teleport you in rich palaces with everyone dancing in awe around you. Instant food served to "friends" doesn't make you some kind of renowned chef. Battlefield is not anywhere close to history books. League of Legend is clearly not some kind of friendly competitive free to play game. Yet we buy them. Sure, there's different "level" of bullshit and I'm not here to discuss the obvious flaws in UA:D more than troubled developement (yet). But in the end what you make of an advertisement is mostly due to education. And before you take it personnaly: There's people paid way more than this entire forum userbase that works relatively hard to make sure that the ad in question will reach out to you, whatever "I'm immune to that shit" and "It doesn't work on me" you can pull off. So yes, with a bit of powder, lens flare and okayish photoshop skills you can sell 13 hot young blondes, give old ladies and get away with it with some mild criticism.
  6. I'm under the impression that Myoko/Takao are much more represented due to their turret setup, the busty waifus of the mobile/browser games and their overall efficiency as you mentionned. Battles and ship designs are in dire need of quality of life, UI update, AI improvement and of course some more "realism". Is it really a good idea to focus X months on a campaign which is just a way to combine both in a more narrative environnement? I doubt it.
  7. I really like when all the smoke ship of the humanlike admiral activate their smoke at the same time. It really show that human coordination is incredible. I will not even comment on the torpedo divination part, Sonic was too fast for me.
  8. That's the neat part, everything will then be ready for the 2023 development plans.
  9. The whole paragraph should be in bold with bigger size.
  10. To be fair, it is a copy paste (with slight adjustments) from a real post of nick. They can communicate, sometimes. Joke aside... What happened? Why don t we have the same treatment as age of sail? Where is the so called dev team right now? I m not too upset, I think. I had my share of fun, some interaction in the forum, etc. But really, what happened ?
  11. Hello admirals, Despite the difficulties of 2021, which have affected everyone’s life as well as the game’s development, we continued to provide several updates and significantly improved the game. We deeply hope that Ultimate Admiral: Dreadnoughts has already become a game that you enjoy and thank you for your ongoing and precious feedback that we so much appreciate. We want to assure you that we acknowledge all your concerns and suggestions and today we would like to inform you about what are our definite plans for the next patches that are going to be delivered within 2022. We will continue to monitor your feedback and hotfix anything necessary that you report. The next major updates are organized as follows: Core patch 1 - Core of campaign Core patch 3 - R&D and Tech Progression Core patch 4 - New nations and map expansion The first short campaign version of the game will be playable for two nations (British Empire, German Empire) and will expand with content in every next core patch. Patches 1-3 will be made based on a campaign map covering the North Sea and will feature the conflict between Great Britain and Germany. New ships, new game features will be offered as the game shapes up around this first playable campaign. The Steam Early Access version of the game will become available upon the finalization and polish of Core Patch 3. In Core Patch 4 and onwards we shall progressively add new playable nations and expand the map until we fully cover the campaign with everything needed. We cannot promise a specific date of arrival for those next major updates but we confirm as above their flow of delivery within 2022. Furthermore, we confirm the allocation of another dedicated programmer who will focus solely on needed improvements for the ship design system. Thank you all for reading. We will get back to you with specific information about the next big update of Ultimate Admiral: Dreadnoughts! Tousansons (I'm sorry)
  12. That's not how ship design works. But let's continue mixing reality and video games while ignoring technology, money and politics altogether.
  13. Yes, but not really in their current state. Later naval academy teaches the bad habit of designing very specific ships for very specific encounters. Unless your navy have some unlimited funds and some pretty advanced GPS by the year 1900, I don't think you can reliably choose what ship fight what. Hence the need for designs that work well against a general idea of the enemy. It's not bad if you want some limited action, removed from a grander scheme. Some designs can get pretty wild/stupids. But I don't see these missions as good teaching materials. This was not advertised as such, was it? It's a strategy game, with realistic elements (like damage models/balistics, etc) We can argue about what feel realistic (there's enough pages of researched historical values posted here already) and I completly agree with the need to remove AI designed ships or as stated above with the strange nature of naval academy. But Since the beginning I was never under the impression UA:D will be some kind of tactical simulation requiring wargame tried tactics or intricate naval college knowledge to succeed. I'm sorry.
  14. No. The more you progress, the less you design different ships and the more you end up with one "super" with "super" guns, "super" armor, "super" radar, torpedoes, torpedo protection and so on. Powercreep is the bane of any diversity. it promote the need to reach one "super" goal that beat all the others. It eliminate any opposition that is not "super". And how do you beat "super"? With "hyper", added some time later. That one will also be beaten with "omegasuper" and so on. Now. Will the campaign allow to dominate the playfield with "super" or will it balance it is another question that we can't answer yet. To conclude: I don't know how my comment about carriers have been twisted to such extent but I won't budge. Past 1930+ in UA:D make no sense. It's a fantasy world of bigger ships (which isn't bad in itself) that somehow retain dual purpose guns, AA nest and modern superstructures designed to maximize AA concentration (really immersive by the way). It's a mistake. Be it due to the absence of carriers or the fact that "bigger numbers" doesn't mean "more content". And as much as I love some WW2 designs, I have more fun watching 2 pre-dreadnought firing at 8 km than waiting for my Yamato shells to plunge towards some Iowa knockoff.
  15. I don't know if it's WG fault. But like RTW 2 compared to RTW 1, World of Warships have shown that CV gameplay is an entirely different beast than the standard sweaty BB's brawl. When they're in the equation, ships turn into targets or glorified AA's plate-form while planes range and first strike is the defining factor. UA:D is not anywhere ready to show that kind of gameplay, in my opinion. On the other hand you are right, there's a "fear" of CV's. The impression that their implementation will change Ultimate Admiral: Dreadnought into Ultimate: Dive Bombers. That a game about the Dreadnoughts era will end up in a course for the first operational CV task force. If you bought the game because you want to build a better Bismarck, you probably don't want to end up building Graf Zeppelin. As a final thought I'll repeat myself by saying that UA:D made the mistake of expanding it's time period well after the 1930.
  16. Bad for your mood, addictive and with dubious individuals banking on that to gain money. Pretty much like alcohol and cigarettes. But it doesn't work on me. I can stop any day, any time. Like when patch hit. No pressure devs.
  17. Herr.. No? Have you played Rule the waves? Battles are real time with pause. Ship designer is pretty in depth. While abstracted, mechanics are realistics. Is it "old school" and "played entirely through text" because the visuals and UI are basics? I suggest you inform yourself a bit more about Rule the waves 1 and 2 and you'll see why there is so much comparisons (good or bad) between these two games and Ultimate admiral: Dreadnoughts.
  18. If we take all games released with the same engine, it s way more than UA:D. And that s counting the 5 dollars discount for RTW 1 owners when they bought the second game. But that wasn t my point. If RTW need 8 years to spawn carriers and soon missiles, we can assume UA:D will have a long dev process too. Does it excuse the absence of communication and overconfidence? No, but it s an issue with game lab, not with the fact that RTW is a superior game.
  19. While your criticism is valid. Let's not forget that RTW game system is around 8 years in constant development.
  20. Please. Let it be noticeable this time. I want to believe. Other than that, the long awaited saves and crew. What a time.
  21. There's more chance that they cancel it than turn it into some micro-transaction hell. The base of the game is not even good as a f2p model. Assets on the other hand..
  22. Better to cite nothing and hope being taken seriously, like true internet trolls. Wikipedia is fine. For exemple the article linked by Tatkom as an extensive bibliography at the end.
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