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Baboulinet

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  1. How odd it is to see proper and detailed patch notes on this forum heh ! Good work by the way. That's the kind of modifications I was doing for myself, but this is more torough, love it.
  2. Indeed, the game is getting wrecked in steam reviews. It's quite sad but deserved. I guess that the management was so used to the game not even being playable that, from the moment it is (even when riddled by serious bugs), they release. I guess they're releasing to increase income in the short-term. Won't even work with the steam reviews disaster, and that will have an impact in the long term... At least give us some amount of mod support. We'll try to fix your game by ourselves, you'll increase your sales, win-win situation. I have absolutely no hope the management will be smart enough to realize this, but we still have to try to salvage things here.
  3. This is a feedback thread, and the main purpose is to report bugs and issue in a clear manner, in order to help the devs in the dev process. Hence, writing 5 answers one after the other is not helping, at all. And yes, spain never fought russia for example, but everyone fought the japanese. The point also, is the territories and colonies, which are both an incentive and a provider of means of developing a strong navy. So no there would be no sense of specific theatres in the campaign. For global powers like the UK, the allocation of forces needed to protect their vast possessions means that they MUST have a huge fleet, but that it will be fairly spread out. You can't condense all the RN next to the shore of your main enemy. Heck, if you are bored by lenght and management and want quick paced action, you can go for WoWS or just basically play in custom battles. And yes for your first question, I don't think you are alone with that opinion but the vast majority waited for the global campaign since years, as it's one of the main selling points of the game. Still, you are right in the sense that CPU handling is even more a major problem, diplomacy is a joke, and most of the new mechanics either don't work properly or need some tuning. The work on these was progressing rather well during the beta process, but as usual they deployed it live far earlier than common sense would advise.
  4. Yep the last patch utterly broke the turn endings.
  5. To be fair, I think there are no "real" testers. We kinda are those. Adding to that that devs who worked on a project (even the best ones) make notoriously bad testers, and those assigned to UAD don't even seem to have the time to test features because they shall ADD NEW FEATURES. A LOT OF NEW FEATURES. ALWAYS MORE. I guess we're good for another batch of 30ish fixes (Would be less if long standing issues were already solved btw). Some of those like AI nations vanishing too easily, tech being too slow, overpowered 2, 8 and 12in, penetrations problems and HE being OP are simple variables in one file that take 5mn to fix. (Well let's say one hour because you have to launch the game to test the changes and play a couple of neverending turns in order to adjust things)
  6. In that regard you're right. The weights related flaws makes little sense to me as well. Engine reliability ? Turret rotation rate ? Water pumps efficiency ? Total horsepower reached ? Delays in building time ? Those would make sense.
  7. I tend to respectfully disagree. The closest game to UAD (Rule the Waves) actually has flaws. They're just far more uncommon and lightweight. Right now having 70% of your ships having every possible flaw is utter nonsense tho. Flaws are a nice concept. It's just far too much in the current state of the game.
  8. Another batch : - I experienced a couple of crashs while exciting some battles. A lot of people reported the same issue in the discord. - Submarine building seem to be free. - As said above, we seem to have found the good old coward AI back. Maybe turn aggressivity a tad up ? - Turn times seem very long, especially 1920+ (I guess that's related to the amount of new stuff being calculated, but still some optimization would be appreciated later )
  9. Hello. First of all, good job for that massive update. I played a few hours and gonna list a few issues (old ones and new ones that I found) : CRITICAL : - As other have stated, We can't cross the pacific. I know the map is WIP, but it's quite a bummer. - Turret rotation still has issues - Scrapped ships come back ! 3 times in a row I scrapped an entire class of ships (and deleted the design) and they keep coming back, damaged. - Tactical battles Fuel makes no sense. It's however nice to have in campaign (cf PC Collector post) - Diplomacy is messier than ever. Some nations (or us, for example playing as japan and never leaving home waters) can't avoid ending into a war against 7-8-9 nations. Maybe reduce some tension building mechanics/events - The combination of abysmal Battle AI and Single-core engine still makes huge battles really painful. - Blockade mechanics are still borked. I can't really be more precise on that one as I don't even understand how it currently works. Sometimes a far bigger navy will get blockaded, sometimes nothing happens, sometime we have simultaneous blockades. You can get "blockade VPs" (250/turn ?) even when there's no blockade and you're a world away from your opponent. - Divisions are (even more) broken. I don't know if that's the good ol' dreaded collision avoidance system, the fuel, or something else, but a lot of ships will just crawl or stop. We can and must dissolve all of our divisions but the AI suffers from it. Minor : - The "war" interface, that is on the top left corner, makes no sense whatsoever regarding the multiple wars that are always going on. - Nations can suddenly dissolve in less than 10 years. - In ship designer, the tonnage of the ship will go red when you're approaching the tonnage limit. It seems to be only cosmetic as it doesn't forbid you to save the design. - You can delete designs that are still commissioned in your navy. - Shadow fire is still a thing. (Aiming for a ship, absolutely obliterating the ships next to the target). Please note that obviously shell dispersion will make some hits on nearby targets, but right now it can be abused. - For early starts (1890-1900) VP gain in battle looks severely nerfed. I don't mind that, but getting like 20VP per cruiser or 80 per BB might be a little low. - Strategic fuel prices are quite high. They can top up to 20% of your entire budget, that's quite high ? - Mine warfare. In a war as Japan against China it seems 80% of their ships get instantly damaged (2-10%) when leaving port. It makes little sense. It'd be better to have a few slightly damaged, a few heavily damaged and even a few sunk ? Good luck for the next batch of patching ! Do not hesitate to ask us to test specific things. We're here for that
  10. Battle AI improvements to follow the new changes. I really hope that someday real work will be done here. There is only so much you can achieve regarding shipbuilding/campaign balance (and this patch is going in this direction, which is nice), but there's no point if the AI is braindead in battle. Even when the AI is able to field similar ship to yours, instead of wrecking a 200 ship fleet for no loss, you'll lose 1 or 2 ships. It's even more prominent in big battles, as the random-type divisions and formations make no sense for a player, hence for a basic AI. All capitals should form a battleline (several divisions' lenght if more than 4 capitals). Rest of ships should be split between screening each div, and some scouting. Battleline won't be broken up except under exceptional circumstances, so the formation will hold. You'll try to break it, cross the T and so on. It works that way in RTW and while being not perfect, the AI puts up a really fair challenge when similar firepower is involved. It'll close the range when you lack screening, and get further back if overall damaged (And a single ship won't wreck your entiiire formation if it loses 3%hp). Collision avoidance is totally wrecking the AI. IMO it would be better to turn off friendly collisions completely than having the current system where half the enemy fleet will be stuck in the water and even a simple 4 ship division can't hold formation... That's the core of the balance problems right now. Look at what happens if you pick legendary difficulty. There's only a massive income buff for the AI. It'll basically field more ships, so you'll just kill more ships quickly, making you win the war earlier than in normal. Because the AI can't fight a proper battle. 1v2 or 1v3 can be more dangerous, because the AI can cope, than 10vs200, which it can't cope.
  11. This is a nice change, but it needs tweaking. Now I can put more armor on CAs than on BBs. In my campaign on pre-dreads (French BB V hull), going from 13 to 13.1 inches of belt armor gives me around 500t more
  12. I absolutely get your point, as it makes sense, however : - They should warn the regular people on release that it's unfinished. It'll avoid anger and disappointment from the regular playerbase. Even if it's an early access, and we have to accept unfinished content and bugs, you know how people are. It's kinda sad to see some negative reviews and they are all related with patch releases and unattended longlasting bugs. Those reviews can really help a game skyrocket in sales, and that's what we all want for this game and the devs. Furthermore, because you can't wait to release your patch until it's stable, it doesn't help the streamers who can't properly show the game to the public (notably because of save resets). That's another nice marketing asset thrown out of the window because of some impatience. It's not the ability to fix things or even the time needed to do it that I try to point out, as I don't know their means of production nor their manpower, and I'm not a full-time dev myself. However I'm one of those guys who get yelled at by the customer when you send them a messy product (even when they were just pushing hard for a quick release and thence unfinished one). It's the communication issues and the release date choices (and communication related to those releases) The major issues still there were reported by about everyone in the beta, so the argument about increasing the panel in order to find the origin is, albeit plausible, still strange. Maybe they have some directives by business/management that we don't know. I guess you have to show the public that the project is still be actively worked on. That's where efficient external communication intervenes, and Game Labs sadly can't or doesn't want to act on this (and that's not a new issue) To be fair, I don't know a lot of examples of ship captures post age of sail. I think that by "surrender" the game means "scuttling" which makes more sense for the time period ?
  13. I honestly don't see the point getting more people's feedback as most of the issues still present were reported since the first iteration of the patch by a lot of people We still have (but it only kicks in when we play 15+ years) the "End turn" memleak Some secondaries still won't shoot, even at correct angle and a good accuracy rate Diplomacy and AI economic/crew management, well, no need to be specific about that, just to play more than 5 years Blockades feel really random, etc, etc Still, it's improving overall ! Even very shadowy things like AI autodesign, Battle AI. We just have to remember how it was when the first campaign iteration was released to see the trendemous progress here.
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