Jump to content
Game-Labs Forum

Jans

Members2
  • Posts

    14
  • Joined

  • Last visited

Posts posted by Jans

  1. On 11/5/2021 at 1:14 PM, killjoy1941 said:

    Those "roadmaps" are dev-hopeful statements in a pre-alpha environment. Kindly source your "Constant broken promises, delays, canceled deadlines as well as lack of communication." and prove it's malicious.

    I never once cited any such requirement for enjoyment, for anyone. You did, just now. Fill it yourself with documentation. I said we're all venture capitalists, which we are, and that we should govern our expectations, which we should. Go on, prove me wrong.

    Nick and his team don't owe you jack or shit. You think they do because you spent money. They're not your slaves. Labor = money, and go suck yourself if you think otherwise. I 1,000,000% guarantee you they've spent ten times the work on the things you don't see v. the work you see. If you think being a software dev guarantees you a fair wage, you're a shitbag beyond compare. That absolutely, 100% extends to app development. Especially to game dev, since most people seem to think game dev means millionaires funding talented people at millions. Hint: You're wrong.

     Again, point me to more than half a dozen player criticisms of the crew systems. No? They don't exist? And the devs actually asked the players to submit that? Oh, I wonder why we have the standoff that currently exists!

    Go on, be more of an idiot. Please. 🙄

    Yes! Precisely! Go tell everyone you know how much of an ignorant team base they are!

    It works both ways. If the player base treats the devs like trash, they'll stop talking.

    That's shit, the industry is shit, people are shit, and a few of us make dozens of dollars per commission. Go challenge that, I double, triple dare you.

    Well man I think you are quite wrong in your understanding of how this works, how customers can be treated and how you express yourself about those customers. We are not venture capitalists here because we have not bought shares of a company and will have no monetary benefit at all it the game is a success. We are customers that have bought a product with the information of a prolonged delivery time. The same happens when you by a new car, sometimes you wait months but the car arrives. 

    • Thanks 6
  2. 20 hours ago, ColonelHenry said:

    Please. Pleaseee give us the ability to edit the enemy ships in custom battles in this update. If we can save our designs, then the AI can simply use the designs we have saved. Why is it so hard?

    Fully agree with this request!!!

    • Like 2
  3. 7 hours ago, Donluca95 said:
    • Ship Design Saves: Finally, you can now save your favourite designs in Custom Battles! The system works similarly as for the Naval Academy. You will be able to save and reuse your designs depending on the technology year and the ship types used for the battle.

      I can't yet believe that i have waited two whole years for this

    Well, first I am extremenly happy to hear these news. I was totally convinced by now that this game was slowly fading away but I am deligted to see that it is not. 

    I believe the community will be more happy in general if we are updated more regularly on development but, and this is important, developments not related with new guns and hulls, but with the campaign. 

    It would have been really good as well to unlock the possibility of saving desings and make our battles at some time in the past. That would have kept us well entertained for while...

    Dear Devs, please keep going ahead and satisfy our hopes and wishes with this game. 

     

     

    • Like 2
  4. On 1/21/2021 at 1:59 PM, Nick Thomadis said:

    Hello admirals,

    Despite the difficulties of 2020, 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 2021.

    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 including Custom Battle saves 
    • Core patch 2 - Crew and officers
    • 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 2021. 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!

    The Game-Labs Team
     

    Well, it is July 2021 now and we have nothing ....

    Unless you plan to deliver each of the above patches every 45 days from now....

     

    • Like 1
    • Thanks 3
  5. When will the problem of ships maneouvering be addressed?. Currently it is impossible to have two ships follow each other for more than few minutes. Every battle develops very soon into an entangled mess. This is radically different of what naval warfare was in the period been considered in the game. Fleet formations, fleet maneouvering and station keeping where critical factors of naval tactics and even today, in the era of missiles, these aspects remain critically important. Anything of this is impossible to atain in the game (unless I am missing something critical). The buttoms provided for this simply do not work properly. 

    • Like 3
  6. I just tried scenario 10. I insist the AI is way overpowered. On one particular salvo one of the cruisers achived 7 hits!!. All of them made damage. Al three cruisers had 8" guns as main armament. I had 13" inches armour in turrets and belt. 8" on the extended belt. 3" on the deck. My broadside was 4x11" + 6x8", the idea being having a lot of guns shooting to compensate their superior numbers. Not using too high calibers allowed me higher rate of fire than it would be case if I had used 13" guns, tempting as they where.... I also had high speed. I maneouvered the ship frecuently to shake off their firing solutions, etc. In 22 minutes the battleship is sunk by cruisers and the three cruisers are intact. 

     

     

  7. In general my feeling is that the AI hits much harder and much luckier than I do. Not more frecuently though. I had a battle where four battleships with 16" guns where pounding the hell out of an equal size and armour enemy battleship. I was hitting it repeteadly but without effect. I tried both HE and AP, it did not matter. After 30 minutes or so all my battleships where seriously damaged and this single enemy had received just something below 20% of damage. 

  8. It had happened to me with two light cruisers grouped in a division. Quite frequently none of them shoot at all. I tried to order stop firing, then ordered resume firing and it worked. But I had to do it several times throughtout the battle. 

  9. In the scenario of one battleship againts four destroyers there is clearly an imbalance. I designed the battleship specifically as a destroyer killer. 4x11" main guns (to save weight for the smaller guns) + 14x7" + 14x4". Thefore my broadside was a total of 14 guns of 7" and 4" calibre. My battleship fired like a machine gun almost never hitting anything. At a combat distance of 2.5 km on average this is not reallistic. If both ships maintain a steady course as it was the case the battleship director system should find the mark not later than in the tenth salvo in the worst of cases (I am assuming the battle is taking place with 1905 to 1910 technology, this is not clear in the scenario). This was the first problem. 

    I was using HE ammunition. With this, even an 11" near miss shell creates an explosion that affects the superstructure, possibly the hull and certainly the exposed crew of a destroyer. Eventually there where hits, and many wrong things happened in my opinion. Those destroyers seem to be small units of 500 to 700 metric tonnes (again assuming 1905 to 1910 technology). However I needed more than ten impacts to really cripple one of such units. Remember some of those impacts correspond to 7" (175mm) HE rounds. The hull is penetrated, upper structures damaged, conducts of the chimneys broken (affecting efficiency of engines), fire started on several places, engines, boilers and pumps damaged, bulkheads bent of broken, pipes, electric and hydraulic circuits cut off, and a point is reached where fire cannot be contained (particullarly on those times where firefighting systems where primitive), flooding cannot be stopped and the destroyer either sinks, burns or at least stop being funcionall and retires from the battle (if it can do so). However there where destroyers with 75% damage on superstructure and 70% damage on the hull (flooding) that remained fully operative, running at full speed (totally impossible with such level of damage) and firing back.

    And on the other side of the battle, the battleship was receiving an average of 1 to 5 impacts per second of 4" and smaller shells that cripled the battleship to a 50%. The battleship ended with severe flooding caused by 4" shells penetrating somehow an 11" of armoured belt, fire everywhere, the main towers, also with 11" frontal armour, broken down sometimes. Of course the fire director system of the destroyers, that should be far far more simply than that aboard a battleship and should have been seriously affected by the severe motion of the ships (rolling and heaving) was extremenly precise. My feeling is that 40 to 50% of their shots where actual hits. 

    The power of the destroyers was awesome. I have described the scenario where I won. On the first two tries the destroyers almost sunk me by gunfire alone. 

     

     

  10. On 12/10/2019 at 6:43 PM, Essah said:

    The calibers currently represented in the game are denoted in full inches according to US/British imperial measurements, navies employing metric measurements used small variations of these calibers denoted in full inches, and even US/American ships sometimes had guns with the calibers of for example the british  BL 13.5 inch Mk V gun.

    Germany employed 150mm instead of 152mm (and even 152mm is not exactly 6 inches) as well as 380mm instead of 381mm/15in)
    France employed 139mm etc etc.

    It would be cool to see some of these national variations in the game, even if the real difference is very small, it still adds flavor to the game and helps distinguish the different nations perhaps.

    for example maybe German ships get 150mm while Russian ships get 152mm, in place of the 6in gun option.

    Possibly it is not the moment now while the game is trying to reach its playable level, but certainly, if the game aims to be relatively historicaly accurate, the above idea must have a serious consideration. In some other post someone commented on having different guns quality for a given calibre that will obviously improve over time. This second aspect combined with the comment above by Essah will certainly improve the technical aspect of the game and I am pretty sure the expected player of a game like this will appreciate this kind of implementations. 

     

     

     

    • Like 3
  11. As the title says. I spent 50 USD one hour ago and still cannot play the game. 

    I have searched spam email too. I am searching for answers through the forum but all answer remit to the "private forum". How can I access the "private forum"?

    Security is one thing but this gets to complex. This should not be so difficult and it seems a lot of people has the same problem. 

    Can I please have a solution??

×
×
  • Create New...