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Mindstrip

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  1. Great Scott! Captain. Bernard. H. Barnaby!! You dare risk unholy retribution by the mere mention of another boat game!? I see that you like to live dangerously! Dear gods! May they have mercy on your soul!
  2. Wait, wh—what!? By Jove! Can it be!? Is this truly it? Have I finally succumbed to the same idiosyncratic perception of reality that I've cautioned against for so long? Something must've snapped! For I question my sanity.(again) ====== Please note: The following may should be considered as gibberish or blathering, hence the value of your time spent reading is not guaranteed. If you choose to continue, then do so with the expectation that it will not be particularly worthwhile. Please also keep in mind that these are purely my own opinions and thoughts(or ramblings, if you will). ====== By comparing a different but similar games/products to one and another; you'll find various strengths and weaknesses which in turn may reveal certain aspects in need of improvement if said aspect is found to be relevant to your own goal/"vision"/end-product at hand. UA:D has features that War on the Sea doesn't(and vice versa). But does this prohibit and invalidate any and all comparisons made between the two games? For example: A comparison between the characteristics of the dual purpose 5"/38 in WotS with some 5" gun in UA:D may at first seem rather "far fetched" seeing as the latter game doesn't feature aircraft, yet doing so might still serve a purpose ᕕ( ᐛ )ᕗ. Provided, of course—that you focus on the former's effectiveness vs surface targets. I mean, just how do you improve something by solely comparing it to itself without any external frame of reference? Wouldn't doing so only lead you spiraling down some path of insanity? What? But how?! As far as i know, Killerfish Games is an indie game developer that is basically this 1 dude and his wife? Even if you include the outside/external developer(Monkeystack) that worked on the project; the number of employees is still similar to that of Game-Labs'. Rule The Waves has undeniably had a lot more time in the oven, yes. But how big is the team behind that game I wonder? 1, maybe 2 developers? (If anyone knows, feel free to correct me) What about Victory at Sea? A 4-man team.(iirc) Should you feel that UA:D is more akin to Kerbal Space Program; then it's worth remembering that KSP also employed a very small team.(kudos to the modders out there!) I honestly cannot think of a single, major "Triple-A" game studio that has recently released, or is currently developing a Naval RTS game. So, I struggle to see how this is even remotely reminiscent of that "ME: Andromeda vs The Witcher 3"-case. Oh, I don't know anymore. I wouldn't be surprised if I've just been grossly misinterpreting/misjudging things. Oh yeah, sure. They are completely and utterly different games/genres and therefore, without a doubt totally incomparable to UA:Dreadnoughts. How preposterous of me to imply that one might learn a thing or two by looking at how those other games handle stuff like UX/UI elements, physics, animations, damage and armor modelling, logistics, economy, etc. There's absolutely nothing to be gained by doing so... Zero, zilch, zip, nada, nyet. Monologue: (read: ravings) - "What do you mean 'they're all games where you control a number of surface vessels travelling in formation(debatable) on a large body of water that use high caliber, long-range ballistics(supposedly) to neutralize and sink your opponent. Viewed from a top-down / bird's-eye perspective' ? Acktually Mindstrip, I will have you know—that UA:Dreadnoughts is a Space-based, 2D FPS Platformer, Roguelike, Action-Adventure, Real Time Strategy Puzzle-MMORPG. Where on the desert Tomb-World of Arrakis, the Sith-Lord High Admiral Dumbledore of House Baratheon, has struck an insidious deal with the urRu Tech-Priests of Dune to construct a massive number of Ironclad Dreadnoughts in order to finally quench the lingering fires of rebellion. You play as Lord-Commander Frodo Potter(alongside his trusty Flag Officer, Seymour) aboard the Kamchatka, who has been tasked to defend the last bastion of his fellow Necrontyr against this monolithic threat and by any means necessary prevent the single remaining Dark C'tan Crystal shard from ever falling into enemy hands! All set in the expansive universe of J.R.R Tolkien's Narnia. " "Much wow!" - gamespy "Best 'Lovecraftian' visual novel since Doom II (1994)." - David Lynch "My life's work; forfeit!" - Sir Isaac Newton "Tea, Earl Grey, Hot." - Capt. Jean-Luc Picard, USS Enterprise "Too much water." - 9/10 IGN Yes, i'm being hyperbolic, but. (moar like "hyper-golic" amirite guys??) get it? as in toxic?... guys?... anyone? ...hello? :( I'm sorry. Usually I'm able to ignore(albeit with effort) the, at times, rather incessant, apologetic and irrational defensiveness that used to plague this place. Yet this had me absolutely flabbergasted, so much so, that I sincerely hope this is all just a HUGE misunderstanding on my part! P.S. Fortunately, I've refrained from posting many times in the past. Unfortunately however, this time it just plopped off my chest. Again, I apologize the harsh and snarky tone. I kinda just tried(but ultimately failed) to understand the reasoning behind this. Now, I await inevitable retribution by the Gods of Anxiety; for I am at their mercy...
  3. Oh, no need to be sorry Fishy. I'd say your post is quite diplomatic. Over the last 4-5 months or so, I've gone back and forth contemplating whether or not to post (an essay's worth of) my thoughts and experience having followed this project since October last year [2019]. I haven't due to: Getting easily fatigued. Most likely the post won't "resonate" with the majority of people on these forums. Why would anyone waste time reading about my opinions anyway? What's the point, really? It wouldn't change anything.[1] 1 Kinda like how "99%" of the excellent and detailed feedback, suggestions and write-ups seemingly haven't. Makes me wonder how an "open-source" naval game would pan out.
  4. (Abridged version) I feel like this is giving the game waaay too much credit than it deserves as I'm pretty sure the game doesn't take these factors into consideration. Now, I've not looked at the code nor am I really that qualified to say for certain. Though, I'd gladly be proven wrong.
  5. Since this issue seems to be mostly ignored or misunderstood I made a GIF trying to demonstrate this: Target Maneuver penalty % slaved to Rudder's position. [Link - imgur.com] (Original clip created: 26 August 2020. Version # / № might not be correct.) If the resolution is insufficient, give me a holler. This was first reported back in February 2020, ~ 8½ months ago: Another example: Wholeheartedly agree. I've been meaning to contribute such as with the GIF but previous attempts kept giving me this bitter taste in my mouth, thinking: "Meh, what's the point? It'll just get flooded by countless hull requests/showcases, shiny explosions, turrets popping like popcorn and balancing more akin to turning the dial on a broken radio; trying to tune into an FM-frequency whilst the radio is secretly set to AM but is actually controlling your microwave." Harsh and quite hyperbolic i know but... Hopefully with the reorganization things might change a little. ¯\_(ツ)_/¯ ❤️ 👋 This is most likely "water under the bridge" and irrelevant by now but: Based on the following post i had the impression that the first playable version of the campaign would only be released around January/February 2021. Though the post may seem rather ambivalent/confusing and perhaps give the impressions that: "First iteration will be out in 5-6 months counting from this day onward"(June 19) Or "First iteration will be out 5-6 months counted after the steam early access release, so 8 months from now?" Had to ask for some clarification(page 1, last post) since the majority seemed to have interpreted it as #1 being the case. Plus me feeling old and being in a constant state of self-doubt and confusion. "Beta version of the campaign, as mentioned above, will be available 5-6 months (or more) after Steam Early Access launch, as a beta branch. " ^ Yes, discontinued and closed thread but i figured i'd bring it up since there are mentions of Nov/Dec here and there.
  6. Disclaimer: These opinions, viewpoints, thoughts &c, &c... are solely my own. Remaining flexible and welcoming/open for change, albeit >potentially< with some difficulty. I'm sorry if i come across as a "party pooper" While it's good to see a few more replies to feedback and issues here and there. I remain reserved. There's a long, long way to go before redemption can be seen on the horizon, in my opinion. Personally, i don't care about balance, the campaign or more recently the announcement of further delays. I cared(note: past tense) more about the fundamental, core structures of the game. Issues that so many deem or misunderstand as being "ah it's minor, small number tweaking here and there, it's unimportant". It's not about the hypothetical MINOR issue of e.g: "lets make the 18" guns do 5% less damage or 5% less accurate. Problem solved.". It's about ever reaching the point where aforementioned example can even be considered a relevant solution to anything. The fact that i feel it isn't, is in and of itself a MAJOR issue. (sorry, i'm terrible at explaining) But i digress... this isn't my main gripe any longer. Since there's really no point in trying to talk to a brick wall, and therein lies the(my) problem. Communication and information being asymmetric or barely existent is my number 1 issue here. (What follows might not necessarily represent or be applicable to the definition of aforementioned phrase.) (Thank you to a certain user, for introducing this phrase to me, consequently making me google it in any case❤️!) Seeing the devs being so surprised when @Steeltrap mentioned the bulkhead issues "recently", put the final nail in the coffin for me. It was horribly disheartening to see. Since i joined(alpha 2). I've seen so many great posts/threads from select few but truly awesome users giving feedback, addressing issues and given eloquent, well thought out suggestions on possible solutions to said issues. These posts, without a doubt requiring lots of hard, time consuming work. Most, if not all seemingly ignored, not acknowledged or given no sign of appreciation. Issues that has been in the game since i joined. Issues that in my opinion aren't "minor". Just a "Thank you for the constructive feedback, we will definitely be looking into this!" would go long, long ways in my eyes. Instead what seems to get attention are the: "Plz AdD ThE [Blank]-Hull" posts. (Though this may well be confirmation bias on my part.) Frankly, i find it rather disrespectful. I've expressed my fear of this becoming the case back in february/march. Reading it back again a few days ago i was really surprised to see how applicable it still is today. Yes, i know it's a small team. Which is why I've been lenient and understanding, refraining from even forming this opinion. But there comes a point, ya know? Hopefully with the addition of more crew on the team, this will change. I hope it's not too late however. Since many of these prominent/golden individuals i speak of, might've "already" abandoned ship. Understandably so since i'm honestly amazed by the sheer amount of patience shown by them, at least in my eyes. (my eyes might be seeing things wrong of course.) _ I've got a few examples that can explain why i've come to form these opinions. But i'll spare you, and myself. (I'm very easily drained, awfully slow to write, find and decide on sentences that properly convey my thoughts on a level i deem satisfactory/passable.(4h+ writing this, lul). Always in doubt, including whether or not my own opinions are even justifiable or called for.) I guess i should try and apply @DougToss excellent 'stool' analogy to life in general.🤔<3.
  7. Hang on, i'd like some clarification please since this information is currently confusing to me. So as my sleep deprived brain understands it currently: The first playable/testable iteration of the campaign has basically been delayed to 8 months from now? As in around January - February 2021? Is the Beta the first accessible version for us even for us "early birds/pre-steam release backers"? Tldr: 1. ~August 10th Steam Early Access release. 2. 5 - 6 months after Steam Early Access release = Jan/Feb 2021 3. Therefore around 8 months from now? (20th of June 2020)
  8. Don't fret! I feel like most, if not all of those games mentioned should work splendidly on a 3dfx Voodoo 5 GPU or something😐 Sorry for going offtopic!
  9. Excuse me, but where did you get this information? I didn't realise devs say this. (1.) And this game is based on history (altrough campaing may differ from actual history while you play it) and balance just don't have place in game like that. (2.) 1. From their blogpost: [Link to Blogpost] - The Playing Modes 2. Which is what @Jatzi was implying. At least that's how i interpret it.
  10. Personally, these two points are the most important changes. Seeing this gives me a tiny bit of hope since ive quite given up/lost interest in the game. (planned to make a thread elaborating as to why.) The whole "bow/stern-tanking" aspect a la WoWs has been putting me off immensely and i hope these points are the first steps towards rectifying it. How armor and the damage model in UA: Dreadnoughts feels like to me currently:
  11. Yeah, can also confirm that when last i played (when alpha 4 first dropped) that A & Y turrets being triple/three-gunned, B & X turrets being twin/two-gunned, the latter(iirc) counts as being part of the secondaries even though they were of the same caliber. This also happens with single-gun turrets The main turrets will still be included with the standard secondary guns (2"-8") All in all i do like the aspect of having the ability to target different ships with different turrets. But i get the feeling that this isn't intentional and more of a bug.
  12. There's a super-duper discreet button that allows you to do this already. Located top left, underneath the [X] delete button on the tiny portrait of your design. Kinda looks like a white/gray silhouette of a person... Or a stamp... Going by memory (or a weird nightmare?). As such some errors in my description might exist.
  13. Aye, specifically when the game puts you back into the naval academy mission list (havent played any custom battles yet) i7 4790k 4ghz, 16Gb Ram, 2x SLI GTX 970
  14. I've been a lurker on these forums since start of alpha 2 and i gotta mention i appreciate and more often than not share your sentiments through time. Specially when it comes to the damage model etc. So i for one dont object to your "ramblings". In general i think that balancing, tweaking numbers back and forth upon a crude, and/or incomplete system feels like an exercise in futility (not fully futile ofc). Recently did the "create H-class" scenario. Made a quite modest battleship ~90k. Pretty much maxed out every tech, 30kts. Decided to skip any torpedo protection however. Later on in the battle at around 40% struct, i ended up taking around 20-25 torpedoes in one attack run. Only 1 compartment got halfway flooded and then promptly emptied. 😐
  15. #2. This happening gives me "ptsd" from Rule the waves 2 when trying to manually fire torpedoes. As in the "Friendly ships in line of fire". Though this comparison seems unrelated to one and another the point im trying to make is: Taking control from the player is frustrating without any means of overriding the AI. I would like to be able to say: "I appreciate the warning Mr. AI but in this case im willing to take the risk". A la pressing some form of master override button. Whilst i totally agree with arkhangelsk that the AI knows things the player dont such as switching targets after a "soft kill" or when a higher threat approaches the threshold which calls for a target change. A "Force Attack" or/and some form of note beforehand would be a welcoming compromise.
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