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


Nick Thomadis

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I can say that the turret bug is fixed, but now my campaign (completely new after clearing saves) gets stuck at "Building Ships" pretty much every other turn, forcing me to kill the game and reloading, at which point it will load at the new turn correctly.
I haven't experienced the repair bug yet, but i haven't reached a war yet so there you go :D

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23 minutes ago, ZorinW said:

Devs, do you not run a few turns on a test campaign before releasing a fix? 🤷‍♂️

How do you acrually establish that you fixed something? I mean yes, ships are not caught in an indefinitve repair cycle now, but they flat out disappear.

Your methods baffle me.

Why are you playing the Beta if you only want to complain?

Your methods baffle me.

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10 minutes ago, o Barão said:

Why are you playing the Beta if you only want to complain?

Your methods baffle me.

I am playing it to see it improve over time via the implementation of feedback given by the beta testers, something that is not really happening if things go one step forward and two steps back, so I do feel that it is opportune to complain in hope to see the process improve.

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And then there is this - the turrets of ships with a roll behave strangely. This is not too noticeable on small turrets and with a small roll angles, but here is an battleship with a lot of floods (almost sunk). The turret is not disabled and can rotate.

Maybe this guy is getting ready to be eaten by "Kamchatka"...

231313.jpg

Edited by Lima
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52 minutes ago, o Barão said:

Why are you playing the Beta if you only want to complain?

Your methods baffle me.

We play the Beta because we want to test the new features as they roll out, but at the same time we also expect the devs to have basic stuff down, like not having entire fleets suddenly disappear into the maw of Charybdis after a battle.

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5 hours ago, Nick Thomadis said:

Please check the latest update for all those fixes. Any remaining issue with scrapping is under review to fix if needed.
You can follow the advices here for what you asked: 

 

I'm highly doubting this is a corrupted save issue. Me and a friend are both having this issue as well, specifically with the USA. The ships reappear after two to three turns and sink your economy. I've sent the save file over on Discord in case you can't replicate.

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2 hours ago, ZorinW said:

Devs, do you not run a few turns on a test campaign before releasing a fix? 🤷‍♂️

How do you acrually establish that you fixed something? I mean yes, ships are not caught in an indefinitve repair cycle now, but they flat out disappear.

Your methods baffle me.

In fact, they are running a test, in which we choose to participate. 

Devs have been able to deploy bugfixes very quickly in part due to feedback from the community. But if anyone doesn't enjoy finding bugs in an incomplete game it would be a good idea to wait for the stable release.

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1 minute ago, mikekervin said:

In fact, they are running a test, in which we choose to participate. 

Devs have been able to deploy bugfixes very quickly in part due to feedback from the community. But if anyone doesn't enjoy finding bugs in an incomplete game it would be a good idea to wait for the stable release.

Did you actually read what I wrote?

I don't mind finding bugs, I mind the complete lack of testing basic functionality before an update and breaking stuff that worked. Adding features means exactly that you add something to a working system not breaking what worked, mixing in something new and then putting it back together in the hope that it might work.

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3 minutes ago, ZorinW said:

Did you actually read what I wrote?

I don't mind finding bugs, I mind the complete lack of testing basic functionality before an update and breaking stuff that worked. Adding features means exactly that you add something to a working system not breaking what worked, mixing in something new and then putting it back together in the hope that it might work.

In coding, a Dev fix one bug and with that fix more bugs will appear, is not the Devs fault.

This is a game in early access testing a beta version of an update, is normal to have game breaking bugs, that is why the player base volunteer to be beta testers, to help the Devs to fix the bugs before the live version, there is no need to be rude to them.

A bug fix may result more bugs, is hard to control that.

(any Games Developers correct, if I'm wrong)

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So, I keep gaining relationship with the Spanish as the U.S. despite having a lot of ships in the Caribbean on Sea Control and sitting warships right off their ports.

I would appreciate it if you could set "I want to be friends with these people" and "I want to be enemies with these people" as goals for the diplomats so that it would make more sense who my friends and enemies are.

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Fuel range needs to be fixed. It's 4541 klicks from Dutch Harbor to Vladivostok, yet a ship with a 10k klick range, and full fuel, is on low fuel from that trip, instead of half fuel

Edited by Urst
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After downloading the update game started to crash after 8th turn for every nation. Reinstal fixed that. 

Problem i encountered, is that i am playing as a China, and i am in war with Austria and France.

Since France never sends ships to Asia i am stuck, because my ships can not operate near Europe because of the fuel.

I am allied with Germany, but i can not use their ports to refuel. It would be nice to either be able to refuel in friendly/neutral ports, or to be able to send tanker/coaler for example to the middle of Atlantic, so my ships can refuel there. 

It would also be nice if you can see the amount of fuel/repair state/ammunition when you are selecting which ships you want to send to waypoint so when you have damaged/refueling ahips mixed with battle ready ships you do not have to remember them by name.

Also it would be nice if you can set ships to some kind of port defence or port minelaying duty so they would not appear in the menu where you send ships to waypoint.

I tend to build cheap mine carying DDs that are not fit for normal battles, so they just stay in ports, and because of that i have to sort my DDs every time fleet goes to port. This could be also fixed by adding new class of ships (it seems to be wasteful to use DD hull for mine laying, when it would normaly be some type of wooden huled frigate, or specialized minelaying boat), or by being able to change class of my ships. 

Also for some reason France decided to park 7 BB 14 CA 22CL and 26TB having 197k tons in Point a Pitre.

That is a caribean port with capacity of 17k.

I was thinking that it was teleported there after battle or something, but it is sitting there now for 8 months now while French territorial waters are full of enemy ships. Maybe it is slowly repairing or something?

Thats maybe why they have 0 ships in Asia and Africa.....

 

So far i am really enjoying the new update. Keep up the good work 🙂 

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10 hours ago, Makko said:

How does fuel work and refueling? 

 

As the US I tried to help Japan against Russia but I can't seem to refuel in Japan or my own bases in Alaska so I have to go all the way back to San Francisco, after fighting battles where I move at 6 knots because of low fuel? 

 

Kinda confused if this is intended or if I'm doing it wrong or what  

Features not being explained properly is yet another problem of the currently experienced feature bloat. We don't even know if they are bugged or how much they are bugged like that. And it's heaping up. I also bet that if there will be some tutorial eventually, it will be in the form of dense text boxes which never explain anything to anyone.

 

Also ships indeed do disappear after battles, and it's not corrupted save fault, i started new campaign to confirm it. And waited 5 years for the first battle to occur with slow turns often freezing on mission generation and ship building, seriously can't we just frigging attack anyone?

 

This is getting beyond ridiculous at this point. Not only already fixed bugs are back from version to version, but new ones are being introduced at incredible ratio, old features are not being balanced properly and ne ones are introduced like crazy. Devs just stop for a while and fix this!

 

At least make things like fuel, flaws, subs etc OPTIONAL!

Edited by Vanhal
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I have a load problem after completing battles (Japan vs Russia, 1904). The game hangs after "....battle..." appears in lower right corner and I must kill it and start over. It seems to affect all battles so i cannot do battles myself now in the campaign.

Otherwise, I haven't noticed large bugs yet in the last upodate.

I will also add that, since this is my first post, this is the naval game I have been waiting for for years and I think it is an incredible effort by the developers. Being able to design your own ships with this level of freedom and use them in battles is just incredible. Please don't let negativity get you down, this is a complex game and it will take time to get it fully right! It already beats any other naval game I've played and I've tried a few!

 

Edited by Silas Kruge
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Just a revisit to an old post of mine

TL:DR – Not much has been resolved since 1.07 (or even 1.06). bugs never seem to be resolved but just hide until the next update. New features, which will be nice when tweaked, are inconsistent (e.g. subs, no air) and don’t add a lot to an already buggy game. UI needs urgent work. More feedback to players needed from Games Labs to inform, acknowledge and guide player feedback.

KEY

No longer relevant

Fixed

Comment or new content

 

This is by no means an exhaustive list

1.07 Hotfix

I can but dream!

- STILL getting the AI building far too many small ships. Less of an issue now but still relevant.

- STILL getting a free pass for transports once all of their escorts have been sunk. Either let us chase them down or assume they were sunk.

- STILL no way to force a war or some sort of mechanism on the politics screen to push for war or appeasement with nations.

- STILL no scroll bar on info boxes. I assume such boxes are an object, add a scroll bar to the object!

- STILL no link from ships in the Fleet screen to the Refit function! Not just View. We should be able to instigate the Refit and also design a refit.

- STILL can’t build directly from a Refit design, again little more than a link.

- STILL effectively only one war/alliance option. If more than one war then the campaign breaks or at least becomes unreliable. Similarly, if non-standard alliances form then the system breaks.

World Screen

- All wars listed, not just one Victory Point listing shown. This will help clear up some of the other problems.

- A marker on the port flags to show if they are occupied, possibly a coloured strip along the bottom of the flag representing the percentage of port capacity used, i.e. if 50% a green strip stretching half way along the bottom of the flag, if > 100% a red strip stretching the full width of the flag. Information at a glance helps the game become more enjoyable.

- Screen currently auto-centres on GB/Germany, it should auto-centre on the PLAYERS nation. Now it auto-centres off the coast of North Africa, NOT an improvement.

- Some info boxes almost disappear off screen with the acknowledgement box barely accessible, scroll bars are needed for these. Still a problem, allowing players to resize text would help.

- When peace treaties fail, give some explanation why.

Politics Screen

- I don’t see how this will be expanded should new nations be added. Is this the envisioned final layout, if not please change to reflect the intended layout.

- Possibly include a relationship grid for all nations, that is a grid with nation listed along the top and side where the intersection of the relevant rows and columns show the state of the relation ship, possibly using colour. Say red = at war, grey = neutral, green = good and blue = allied, dark hues indicating getting stronger, light hues indicating easing off. Rollover to show national details. Depending on the size of each box also include a number from -100 to +100 as you do now or indicating the change since last turn.

- PLAYERS nation should always be listed first.

- Allow players to sue for peace.

- Allow players to exert some pressure on relationships such as setting a bias to war or peace. This may not be decisive, other factors may still dominate, but it will give players some agency over their countries stance.

Finances Screen

- Fine as is except are you going to add an espionage/intel slider?

- Ditto crew training and recruitment as independent sliders?

Research Screen

- Many many suggestions have been made, can you tell us what direction this is going in? This will help us give better feedback.

- ALWAYS list the current tech under research as the first tech in the drop-down.

- Give the drop-downs a scroll bar.

- May need a full re-think and although I think it is workable for now others clearly do not.

Ship Design

- Always let the user delete any design, sure, have a trash function to allow them to recover it if needed but the used doesn’t need to see them all the time as they just become clutter.

- Allow players to build the Refit designs.

Dockyard

- Pitch, Roll and Engine Efficiency in the centre of the screen should have a mouse over to show relevant details.

- In the Overview box each armament listed should have the same info box you provide in the “Ship Details – Weapons” section, you can then remove that section for a cleaner interface. Currently this is a redundant duplication of information.

- Balancing ships needs to be looked at. Sure not every design can be perfectly balanced but it is frustrating when moving a component the minimum distance only to have an offset change from, say, -0.5 to +0.5. Some are much worse and sometimes happens when the previous offset adjustment was 0.1 or even 0.

- When placing components with mirroring turned on, the complimentary component needs to be correctly placed with the correct rotation unless something, e.g. an orphaned undeleted secondary, is in the way.

- Weights should only be checked to the resolution shown on screen. NO rejection of designs with Weight 1200/1200 because the unseen weight is 0.1 over. I think +1 ton is not going to break the game play.

Fleet Screen

- Add Crew checkbox reverts to off when re-entering the game. This should always reflect the players selection.

- Allow ship management from the Fleet screen, Refit, repair, and Refit during repair (see below)

- Allow players to refit a ship under repair. I suggest the time required should be the longest time of the two plus half the shortest time of the two. So if a repair has 6 months to run and the refit requires 8 months, then the refit/repair will take 11 months. If a repair requires 10 months (to go) and the refit 2 months then it will take 11 months. Similarly players should be able to refit a ship under construction with the same calculation for extra time.

Battle Screen

- Obviously there is a limit to the number of objects the computer can handle at one time. Placing limits on the numbers in a battle should help the AI be a better opponent as well as giving players a better experience. Desperately need to make better use of computer resources. I’m running an Intel i9 10 core nominal 3.7 GHz, typical 4.5 GHz, why is it only using one core?

- I find the projectiles/hit system to be acceptable for now, as I can play a battle and damage enemy ships OK. However others clearly do not, so either more explanation or a fix is required.

- The formations options need urgent attention. Ships colliding with each other or sailing off either into the never-never or to their doom because they have charged several km out of formation and into a group of enemy, often torpedo armed ships.

- Ships need to avoid wrecks as well as other ships.

In general

- All drop-down or info boxes should have a scroll bar

- the info the player is most likely to want should always be at the top of any list, even if the rest of the list is sorted by some other criteria.

 

I’d like to see the first few updates focusing on rounding out what is already there. Possibly add Russia and Spain IF this can be quickly done, hopefully the AI nations have a generic template which is customised with a list of variables.

A roadmap of future development/intentions would help make feedback more relevant. The roadmap should be in a form that helps players to give relevant and useful feedback, not just vague statements.

 

NEW

Aside from the oft-mentioned desperately needed tweaks on all of the new, and most of the old features, we need:-

With the implementation of fuel use each ship now needs an easily seen fuel gauge, I don’t need to open the boot of my car to find out how much fuel is left, there is a convenient gauge on the dashboard.

Also as a result of fuel consumption, we now need the ability to detach units from a task force to engage in combat. Forcing fuel loss by forcing the full fleet chase down a single, weak, TB is just another exploit, “cheating” if you will.

Also as a result of fuel consumption and as already mentioned by others, we now need fleet oilers. We also need the ability establish ocean going resupply RV,s for subs.

Tool-tips need to be able to be made opaque or turned off. Currently they splash over the part of the screen you are trying to look at.

An oldie, STOP MERGING TASK FORCES! Unless the player has made it clear they want the TF to merge by clicking a common destination or have selected one TF as the destination for another TF.

Either refine your selection methods or merge close together ports into one, Chinese Port Arthur/Dalian, Magong/Tainan, US Colon/Balboa are a couple of examples. Other ports are hard to access because the name of the local sea prevents selection. Being able to select ports from a list may help.

I don’t see why you have implemented subs but not air-power in a similar manner? At the very least land based air-power, but CVs and scout planes shouldn’t be that difficult. You agonise over some bits of historical accuracy while completely ignoring others. Subs without air-power is every bit as fanciful, if not more so, than no subs.

Spotting still has more in common with a fantasy roleplay than a historical game.

We need to organise the Fleet Screen by taskforce.

We need to be able to layout our ships prior to an engagement like the earlier Total War games (and others) as many players have already mentioned. You are simply never going to be able to allocate ships to divisions and then position those divisions in a reasonable way. You current methods simply penalise players for having the large fleets which you insist they must have. This is even worse with fuel consumption added to the mix. A pre-deployment phase would seem to be the easier option you have.

 

It will never get easier to fix problems. As the code grows bugs will become more complicated and harder to fix. I will be most pleasantly surprised if most of the existing bugs don’t remain as permanent features but I’m pretty sure they will. This is by no means an exhaustive list but most of these issues have been raised by many players with little or no feedback, which is causing many to become frustrated with the process.

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8 hours ago, 21hugoPT said:

In coding, a Dev fix one bug and with that fix more bugs will appear, is not the Devs fault.

This is a game in early access testing a beta version of an update, is normal to have game breaking bugs, that is why the player base volunteer to be beta testers, to help the Devs to fix the bugs before the live version, there is no need to be rude to them.

A bug fix may result more bugs, is hard to control that.

(any Games Developers correct, if I'm wrong)

There is in fact a lot the Dev's can do to avoid this. What ZorinW is saying is that even cursory testing should pick up the type of bugs we are seeing. Yes, as the code becomes more complex it is harder to implement fixes but that just highlights the need to optimize the code and fix bugs now rather than later. At this stage I fear many of these bugs are now baked in.

Edited by kjg000
spelling - optimise, not optimist
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2 hours ago, Vanhal said:

Features not being explained properly is yet another problem of the currently experienced feature bloat. We don't even know if they are bugged or how much they are bugged like that. And it's heaping up. I also bet that if there will be some tutorial eventually, it will be in the form of dense text boxes which never explain anything to anyone.

This. For example, how exactly should mines work?

Okay, these circles around the base are mines, right? I have to take damage if I get into these circles. Okay.

But my fleet takes mine damage without even getting close to the enemy base. I do not know if it should be like this or is it a bug.

Okay, I'll add more minesweepers to the task force. Now there are 3 BB, 5 CA, 2CL, 12 DD minesweepers and 20 TB minesweepers in the task force. Standing at a great distance from enemy ports, the task force still receives damage from mines. The entire task force takes damage, even all TB minesweepers.

I just don't understand what to do with mines. For example, in hoi4, you can find out how many mines are in the region and minesweepers do not receive damage when minesweeping. Well, maybe to know exactly how many mines in the region is not correct, but at least tell me that there are about 100 or about 1000 mines. Also, let the minesweepers take damage from mines, but not constantly.

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From observations. The first fight. 4 of my DD vs BB. There is apparently fog at sea, visibility is poor. My ships find the enemy first, he runs away. Taking advantage of the move, I begin to bypass him from both sides and notice that he, having not yet discovered the DD, begins to maneuver, avoiding the meeting. That is, his behavior is most likely exposed to the "Retreat" and, most likely, was exposed from the very beginning of the fight, which is wrong, illogical. It would be right for the enemy to make a decision only after detecting the enemy.
Fight two. My BC and DD against BB. Again intense pursuit, firing from bow and stern guns. The destroyer overtakes the BB beyond its visibility and launches a torpedo attack from the bow corners. BB transfers fire from all barrels to it, maneuvers, dodging torpedoes. The destroyer, of course, turned around and leaves at full steam. BB continues to strain him with the main caliber, while my PC approaches him from the other side and blows the board at point-blank range. Is it logical? And it happens all the time. In my opinion, it is necessary to adjust the priorities of shooting the main caliber.
And in general, it has become more interesting on the big world map, we are waiting for further edits and improvements.

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Let's talk about the mechanics, which in general I like, but in the current state...

Flaws. First, the spread of overweight and underweight is too large. I understand that historically overweight is a big problem for ships and something like these Borodino class battleships all had an overweight. But not like 10% overweight (I don't remember exactly, "Borodino" had like 4% or 5%). 

Yes, I know that Japanese heavy cruisers existed. But this is an exception, on average, a series of ships are not made with such a large overweight. I just don’t understand how a destroyer of 1,100t turned out from a destroyer of 1000t. And not just one ship, but most of the series. I also don't understand how they made this 920t destroyer out of 1000t.

Okay, let's say we have such values. Flaws can be overcomed with refits. But it turns out that I have to artificially invent changes for the newly built ships in order to send them for refit. I want to have a button "Send that piece of metal back" in the stage of commissioning to send the ship back to the shipyard and delete out all flaws.

Edited by Lima
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Pathfinding was bad, but somehow it got even worse - the ships now seem to crash into each other on purpose.

AI runs even if he has more ships and they are more powerful. The player chases him and then...the player is running out of fuel. It's a funny mix of frustration and discouragement. Especially considering that all the player's ships have a maximum fuel capacity.

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