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DetCord

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DetCord last won the day on December 5 2020

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  1. I honestly don't know how this started, but the proj-lead and or dev's have utterly shot themselves in the foot here. UA:D is a pretty lambasted title via reviews, and for good reason. It's a mess in nearly every facet. The project lead should be fired and replaced with someone that knows what they're doing. Whomever is leading this abortion should be dumped as soon as possible and the studio should find a single lead to propel and direct this project to the next stage, someone with the resume to do so. It's obvious this has been an epically mismanaged project from it's inception as every patch and or content update results in a broken mess. The negative reviews are growing, but this one caught my eye as completely accurate.
  2. Modding the platform. The CA Bayern just prior to sinking her.
  3. I never said they were making games. They're an IG that seeks to monetize as much of any given platform as possible, typically to it's detriment and irregardless of the impact upon the end-product. They're not interested in games or making them. They're not interested in the process or the art form. Their sole concern is profit, period. They don't care. You're commenting on an investment group and process you are obviously completely and utterly ignorant of, yet continue to comment anyway, moronically so. Take a look at their acquisitions of indie studios and titles over the past five years, the developers of those titles, and what they demanded of them following said acquisition. There are slews of videos on YT and in the premiere pub for our industry (GIbiz) concerning this horror show that is Stillfront. As an example, Stillfront has bought up a lot of studios over the years up to and including BG. Initially, BG was producing a title to rival that of PzG/PzC with a strategic decision making process akin to the Total War series but with battles fought in the realm of the Close Combat titles. BG missed a single deadline by 4 hours and they fired most of the original staff/developers, shuttered the studio, acquired the code and engine, and injected it into a new mobile MMO title helmed by one of their flags. And this isn't the first time they've done such a thing... In fact, most the the studios under their umbrella exist in name only now. There is nothing wrong with making money. That's what we're here for. Produce and develop a product people will want to engage in/with, make it so it excels, make it so it engages, make it so we/I can deliver something truly enjoyable and entertaining that keeps that person coming back. The issue remains that Stillfront will sacrifice all of these above aforementioned elements for the sole sake of monetization. EDIT: Case in point.
  4. As someone that works in this industry (game dev) I can attest that it's often a mixed bag with regards to who or what (IG) has acquired your current employer. At the end of the day Stillfront will be calling the shots, adjusting operational structures, and developing new strategies as they see fit. The Stillfront business model is typical of these IG's though. And by that I mean its grotesque. From their (QuEC) website. Can't get over them spelling hobby wrong...
  5. That's pretty disheartening right there.
  6. It's in the f&#kin' dev diaries, guy. From the initial posts way, way back. The entire concept of the game was designing ships how you want, from stem to stern, towers to masts, beams to berms, all of it. The fact that you're completely ignorant of the initial concept of the games design makes your entire diatribe utterly moot. Though feel free to go back and do a tad, remote, and or minuscule amount of research on what the game was initially envisioned to be. EDIT - My previous point stands regardless of your uninformed post.
  7. 1. Apparently your reading comprehension is horrendous. 2. Because the original premise of the game was to design anything you want however you want. Given that this system was abandoned due to the AI's inability to use it properly, it only makes sense to provide hulls, towers, etc that aren't completely historical. Hell, that was the initial vision of the game to begin with. Typical pedantic response. Sure, you got right on that. And you disproved nothing in my initial post. Precious time isn't needed. These hulls are already there, many of which could be considered interchangeable. Agreed. However, I disagree that the campaign is not important. The primary issue revolves around being stuck with historical designs. The entire original concept of the game was design what you want, how you want, and in the manner in which you want it. That's gone, I get it. We can't do that anymore. Now we're relegated to the constricted designs, hulls, towers, in which these nations utilized at the time of their construction. That's the epitome of removal of choice. That's a linear line right down the tight-rope. Generics add to the player ability to design what they want, how they want, and in the manner they want.
  8. I know that the original premise of the game of design whatever you want however you want was abandoned due to AI issues, being that it (AI) couldn't design ships properly. I understand why you've opted for the current system in use. That said, this shift in focusing only on historical hulls, towers, secondary towers, funnels, etc etc, removes player choice in the design of their vessels and limits them to prescribed ship designs that were available at the time by nation by year. For a game that's eventually supposed to be a grand campaign sandbox of naval warfare, a game where the player helms every facet of a nations naval apparatus, it seems like you've gone from one extreme (design anything) to another extreme (use what we've given you). The current system removes any and all choice, opting to hide behind a series of mechanics that attempt to beguile the player into a sense of freedom of design, but that fallacy quickly falls away once you plot that first tower down. I'm not saying we shouldn't have historical hulls or towers or funnels. What I'm saying is that we need some sort of system of generics. Generic hulls, generic towers, generic funnels.
  9. My HMS Hermes design. Very practical, very below the keel 50K ton design. The aft weight offset has been compensated for via offsetting the stern armor sections. Shes a tad bit weak back there but still good to go. Her 15in main guns are a foreboding sight. 20' belt armor deflects a round. Amazing armor pen and deflection sim. BREAK Welcome to the KMS Waffen Waffles. A beast amongst beasts! A tiny, shorty, squeaky, 35K ton BC with guns far too large (17in) to have ever been installed. She tends to capsize when turning, or firing, or just moving in any direction... Pain Train!
  10. As much as I enjoy the game, you're only doing yourselves a disservice as a developer having trailers that are no longer representative of the product in its current and future form. Things like this need to go.
  11. I'd rather have them in their current form, that being abstracted, personally speaking.
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