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>>> Beta 1.09 Feedback (Released)<<<


Nick Thomadis

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Just some initial impressions from me about things to look at during the beta & beyond - all meant as helpful & constructive there must have been a ton of hard work behind this update!

These issues aren’t unique to 1.09:

Main guns have the dreaded ‘target lock’ problem where aiming gets stuck at 0% for ages. Happens in all tech levels, crew levels & gun layouts. A viewer noticed that secondaries don’t suffer this problem and wonders if the game executes their aiming before the mains somehow.

There’s still some oddness with penetration where you have an AP shell hit a lightly armoured ship and it gets blocked - does the game think the penetration is so large it becomes negative perhaps?

Issues that have resurfaced or are otherwise more noticeable:

Engine vibrations & the new smoke accuracy debuffs means that the AI in the early campaign realises it can’t hit anything so just runs away which is sensible but not fun 

Seeing who is allied with who & what wars are going on is very difficult (but thank you so much for showing fleet composition on the politics screen)

1.09 specific:

Divisions seem broken, others have mentioned this but at present you need to split them or ships will crawl along at 5 knots

Flaws are actually fun, they give your ships some personality! It would be nice if the fleet screen had an icon to show you which ships had them. It would also be nice if you could send a ship for snagging, some sort of automated refit/commissioning process to work out the kinks.

Anyway keep up the great work!

 

Edited by brothermunro
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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 :)
 

Edited by Baboulinet
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Instead of having an entire world theater as the only option make it where you have options for the pacific theater or European theater. We already have a working European theater so just create a pacific theater. This will cut down the map size considerably and may make it run more smoothly as it wont be as large as a full size map. I personally do not like the idea of a world map that is a lot of management and time dedication. Having a Pacific theater and European theater is more realistic when compared to WW1 and WW2 it also just makes more sense.

Edited by Kiknurazz91
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Great update!

I specially like new smoke mechanics and hidden flaws- very realistic.

Issues:

- map mechanics needs to be fixed 

- ships not returning to assigned port after battle needs urgent fix 

- maybe add ability to toggle off hidden flaws feature to please WoW and fantasy ship fanatics 

- AI tends to be overly cautious/cowardly in battles. Maybe it is time to implement admirals and captains to impact AI behaviour

 

 

 

 

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Got some campaign feedback here, and I'm kinda surprised nobody's requested this yet (as far as I know)
Please, For The Love Of God, add an "Advance to Contact" fleet behavior. It's pretty damn frustrating trying to chase down an enemy task force when all you have to go on is "Enemy Smoke Spotted North" and using the "retreat" behavior to try to tell the exact direction an enemy ship is in.

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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 :) ) 

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Overweight and underweight mechanic is completely incomprehensible.. 

How can a shipyard build a ship and accidentally forget to fit 15% of a BB? Or add 15% of weight? Like in 1890 my BB is "missing" 2.250 tons of whatever. That's like worth 10 of my torpedo boats 🤣

Map is shockingly poor executed. Have the devs never heard of OpenGIS? These hand drawn edges are very poor.

 

Edited by ZorinW
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I'm sure this is known but I just wanted to add this hull to the list. BC5 has negative range no matter what I do to it in a 1920 start.

Edit- I was able to barely get out of the negative by having really high speeds but my ford focus has more range than it still. 

image.thumb.png.f569a9de649d968b6d6d8233726cd447.pngimage.png

Edited by Mandric
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Not sure if it's already been mentioned but I feel like the blockade mechanic doesn't actually take into account where the fleets are placed, currently when playing as Japan I instantly got blockaded by Russia. They do indeed have a considerably larger fleet than me, but most of it is placed around Europe. In fact, I outnumber them in the Pacific.
image.png.91a6ceab6b5c58a3a9e030711fed4435.png


Edit: Another thing, one of my ships somehow is underweight by over a 1000t. I get that ship defects were a thing, and they can be a nice mechanic. But I have no idea how any shipyard would screw up that hard.
image.thumb.png.f17520e458ae59b9f8900b9d8450e089.png

Edited by Vagrant
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Task forces really need to be improved imo. I am still seeing battles generated using bits and pieces of ships from different ports. Why would BBs leave port without an escort? Why would admirals sail into an enemy contact without thinking about the disposition of their task group?

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My ships keep randomly stopping in div because their speed is limited, or their fuel is low. Please fix that so that ships do not do this in battle, but so that it affects them only in transit if the fuel happens to run low during a battle. That just ruined my beta experience as all my ships were stuck at 1 knot. 

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I think design flaws are a very bad idea. Here, the player is designing ships to their perfection, only to have that perfection corrupted by flaws. Perfection and flaws don't mix or can fit together in anyway possible. 

Naval Action has random designing features (and flaws), 2 to 5 slots, a special trait or not, this suits NA and for things like trading ships and as an MMO, but to carry such RNG into UADs seems more like a company gimmick. The fact is flaws are fixed (or made serviceable) after shakedown cruises before ships are commissioned into service.

Also, none of the other ultimate series has such flaws with any of their military units, all successful strategy games, why this one.

Remove flaws altogether. 

Edited by Skeksis
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9 minutes ago, Skeksis said:

I think design flaws are a very bad idea. Here, the player is designing ships to their perfection, only to have that perfection corrupted by flaws. Perfection and flaws don't mix or can fit together in anyway possible. 

Naval Action has random designing features (and flaws), 2 to 5 slots, a special trait, this suits NA and for things like trading ships and as an MMO, but to carry such RNG into UADs seems more like a company gimmick. The fact is flaws are fixed (or made serviceable) after shakedown cruises before ships are commissioned into service.

Also, none of the ultimate series has such flaws with any of their military units, all successful strategy games, why this one.

Remove flaws altogether. 

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.

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