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GoldenRivet
05-01-19, 12:57 AM
my specs

Windows 10 home edition 64
Intel Core i7-6700K CPU
16 Gb RAM
Hard drive 1.5 Tb total
Dual Radeon RX480

now the meat...


I think many sub simmers are accustomed to being captain and using a point and click to give orders sort of interface.

U-boat is not that kind of subsim, and i think it has been fairly open about what it is from the beginning. so there shouldnt be many surprises for those of you who have been keeping up with the news.

What u-boat isnt:

it is NOT silent hunter on steroids, if you think you are going to just press D for dive, C for crash dive, and 1 for ahead slow etc and the crew is going to respond in kind... this isnt your grandpappy's subsim.

what u-boat is:

lets say SIMS 4 has a late night rendezvous with silent hunter 5 and they have a baby... well... u-boat is the product of that union. and for that reason, traditional sub simmers are going to go through a bit of a teething process and encounter some growing pains while they adjust to a new way of playing an old genre.

to say that u-boat is tedious, is a bit of an overstatement - because played right... it really isnt tedious. the tutorial is tedious as hell, but it tries to cover a lot of bases in a short time, actual game play is not that way, but can be in certain situations

During my first sandbox mission, i was tasked with transporting the boat from la Rochelle to kiel for a base change... which seemed a little backwards, because in may of 1941, it seems the transfer would have gone the other way. but i digress...

on the first outing, what one has to realize is that you dont play u-boat as any one character. You are certainly in command of the boat, but in a weird new play style that is going to take some adjusting to.

on the whole, the new play-style, really isnt that different from what you're used to... and here's what i mean:

lets compare to everyone's old favorite, Silent Hunter III et al

diesel engine compartment in silent hunter III, you wanted it to run more efficiently, what did you have to do? Put more sailors and an officer with a specific skill set in the compartment by dragging from their bunks and dropping them in the compartment via a 2D interface representing all the compartments of the boat.

how do you do it in Uboat?

the exact same way.:hmmm:

only difference is, instead of dragging and dropping them in a 2D interface illustrated on a "sheet of paper" on screen... you are moving laterally from one live action 3d view of a compartment to another, finding the officer you need, clicking on him and telling him where to go. meanwhile all of the other activity aboard the boat continues all around you. need more sailors in the compartment with the officer? well, you dont have to drag and drop them, just click the little + or - arrows assigning or removing helpers from a specific officer and you're done... they respond to that que automatically.

same concept... but animated.:o

a lot of u-boat is tied up in crew management. this is true, but in a good way.

when you are in port, you can visit the recruiting officer to review your crew roster of potential crewmen to join your boat. we used to have a fair amount of "make believe" involved when we played GWX with SH3Commander if Herbert Szhulz was a bit of a hot head, prone to fighting with others at the first agitation... we kinda had to pretend that. If Werner Stiener was a poor farm boy who joined the kriegsmarine to bring honor to his family, you made that up and sort of used your imagination and ran with it. fun as it was... it was ultimately a solitary, lonely experience. even with mods that gave us full interiors and a crew that sort of just stood there like wax sculptures, it all lacked depth.

well, U-boat does that imagineering for us. because it will tell you each person's personality traits in the roster when you click on them... so if you want a boat full of ambitious, dutiful, dedicated sailors... pick them, but they are more expensive, and sometimes, you will end up with a hot headed guy who picks a fight on patrol and has to be ordered to clean toilets as punishment.

yes really - their personality traits all come out in game, during patrol. so the shy orphan who joined the kriegsmarine because he had nowhere else to go... well, he might freeze up in combat and you will have deal with that as an officer in real life would. think of the captain in das boot going for his pistol when Johann loses it during a bad depth charging... yes, that exact scenario can play out, and you might have to shoot little Johann dead if his antics cannot be subdued and it threatens giving away the boat's position.

As for tactics and combat, im still learning my way around the UI my first real encounter was a single merchant carrying trucks under escort, i never saw the destroyer really, but i closed to within about 1000 meters of the merchant at periscope depth.

The attack periscope view offered a very satisfying and - in my opinion - ultra realistic view of the seascape. It took me some time to figure out how i was going to go about the attack but i sank the merchant and came under attack by the escort.

I was forced down to about 220 meters, creaking, groaning no damage from depth charges, the retaliation didnt last long.

in first person view, under the blue lights, crew walking around, going about their various duties it provided hands down the most realistic, real time depth charge attack i have ever endured in a subsim.

having crewmen turn off various machinery to cut noise for example, the tension was palpable. then... we developed a leak in the bow torpedo room hatch and were taking quite a bit of water. guys werent just standing around... one of the crew went to the storage compartment, grabbed some gear, came trotting along and began phsyically trying to repair the leaking hatch. The rest of the crew wasnt standing there blankly either... they had grown up crap to do despite being shin deep in water LOL they were doing their various duties, quite autonomously.

i had one of my officers and two of his assistants bailing water, bucket by bucket then carrying it from the forward torpedo room, to the command room, then dumping each bucket into the bilge, we turned on the bilge pump and the leak was eventually stopped though the water took agonizingly long to get rid of. it eventually flooded over into the bow crew compartment quite realistically.

with all of this going on, it was hard to feel "alone" aboard the boat. everyone had a job to do, they were doing it without being micromanaged, and the goal was to get the boat repaired and floated. We always heard about people having "das boot" repair moments on the sea floor while playing SH3 or SH5 etc... well i used to think so to... but no. THIS is where those das boot moments are.

what the guys who made U-boat have managed to do is create a subsim that brings the u-boat environment to life, and if you're throwing your hands up and surrendering on release day... you're going to be missing out on something that in my honest and educated opinion, has the opportunity to be grown into, developed into and modded into probably one of the absolute best U-boat games ever made

be patient.

i have games that rubbed me the wrong way when they came out.

God knows cold waters gave me fits at first, but i stuck with it. and out of my entire steam inventory... it has the most play hours of any title i have. :yeah:

I honestly cannot think of a subsim released in the history of our genre that was more deserving of a chance than this one.

Hjalfnar
05-01-19, 02:36 AM
Where is the rep button? Exactly how I feel about UBOAT after more than 200hrs as a kickstarter backer. :Kaleun_Thumbs_Up:

John Pancoast
05-01-19, 07:15 AM
Thanks for the post !

fullmetaledges
05-01-19, 09:15 AM
Just started playing last night and I think that it is awesome. I got depth charged and was on the bottom with a flooded engine room and I had to figure out what to do and a strategy to get repairs and the flooding under control. On a different encounter was able to tell me sonarman to calculate a firing solution using his hydrophone. I feel that the silent hunter series did some things well, but in this game I feel more like I am commanding a submarine and it is way more immersive. Some things are not intuitive and I've learned tips by reading the loading screen like for instance in rough seas at periscope depth have the engineer man the dive planes to reduce the risk of broaching the surface accidentally. A few bugs here and there, but overall I think this game is great.

KaleunBier
05-01-19, 10:46 AM
Great review of the game. This is exactly how I feel as well. The playerbase seems dedicated too and are passing along needed help (crash reports and such) to the devs so this will only get better.

CybrSlydr
05-01-19, 11:21 AM
OP is why I bought the game today before going to work.

I cannot wait to get home and give it a go!

:Kaleun_Salute:

I'm also really excited to see what this community can come up with IRT mods.

Does Uboat offer the different Uboats we saw in the SH series - the IIA, VII, VIIC, IXC, etc? Or are we just in the VIIC for now and will see other boats later if sales are good enough?

KaleunBier
05-01-19, 11:58 AM
The VIIC is the only boat right now. There is talk of more though!

John Pancoast
05-01-19, 12:10 PM
Hopefully the game can have the same getting depth charged tension/AI escort tension/adversarial feeling that AOD has.
SH3, including the various megamods does not have that for me. The AI escorts in all are creampuffs vs. the AOD same.

JU_88
05-01-19, 05:06 PM
Great post GR!
I have alot of faith in this game also. But I almost don't want to play it too much just yet, because honestly I want to enjoy the hell out of it at its peak.
when its finished or even further developed, I think it will be something very special.

DonH58
05-01-19, 07:33 PM
I have been on the fence You convinced me I will get it now!

brett25
05-01-19, 09:09 PM
Great summary and review. Im beginning to like the game after a few hours playing. Was attacked by an escort and sort of panicked because I didnt know who and what to click on lol but im sure that will all iron out soon. I also like the immersion and feeling like im not alone on the sub

We do need alot more phonograph tunes. There are like 3 tracks at the moment. And the ships are kind of lackluster and generic, but thats exactly the sort of think that will get modded. Sh3 got MFM by iambecomelife which im really missing. All in all its only uphill from here:Kaleun_Salute:

Lannes
05-01-19, 09:49 PM
Where does the time go. Just checked, and I joined Subsim back in 2005!


Anyway- excellent first thoughts and I am downloading UBOAT now.


Very happy that it looks like we have a great game to look forward to.

CybrSlydr
05-01-19, 09:59 PM
Played through the tutorial. I like it! Wish it wasn't a category 5 hurricane when I got to attack. Lol

Also wish it would let me uncheck the dsrk night box...

Sent from my SM-N960U using Tapatalk

Aktungbby
05-01-19, 11:22 PM
I have been on the fence You convinced me I will get it now!DonH58!:Kaleun_Salute: U been 'on the fence' for an eight-year silent run! Must B Mayday!:Kaleun_Thumbs_Up:

clayton
05-02-19, 12:45 AM
Played through the tutorial. I like it! Wish it wasn't a category 5 hurricane when I got to attack. Lol

Also wish it would let me uncheck the dsrk night box...

Sent from my SM-N960U using Tapatalk

I was thinking about checking that box. Is it too dark at night? I'm not sure if unchecked is dark enough.

DonH58
05-02-19, 01:06 AM
At Aktungbby
It was a very long fence:) :Kaleun_Cheers:

MCHALO12
05-02-19, 02:35 AM
@ GoldenRivet: thank you for this great summary! I totally agree with your positive conclusion. Of course not everything is finished and some game mechanics are unusual compared to silent hunter, but this is definitely outweighed by the positive aspects.

Great potential for the future!

Best regards.

Gesendet von meinem ANE-LX1 mit Tapatalk

Sailor Steve
05-02-19, 02:37 AM
I'm with some of the others. John, you've convinced me to get a copy. I was already inclined, as I've stated elsewhere. When I'll have time to play is another story.

Where does the time go. Just checked, and I joined Subsim back in 2005!
Newbie! :O:

Seriously, though? Happy Anniversary.

CybrSlydr
05-02-19, 06:17 AM
I was thinking about checking that box. Is it too dark at night? I'm not sure if unchecked is dark enough.It's a problem I have with all games. I use my TV with my computer and it's a Panasonic plasma that is super dark (rivaled the Kuros back in the day). So I'm always having to jack up the gamma when I play stuff.

Sent from my SM-N960U using Tapatalk

Deepseadiver
05-02-19, 09:22 AM
Great post and review:Kaleun_Salute:

I am loving it so far and it will only get better when the modders get at it..roll on Summer.

brian4s
05-02-19, 10:10 AM
my specs

Windows 10 home edition 64
Intel Core i7-6700K CPU
16 Gb RAM
Hard drive 1.5 Tb total
Dual Radeon RX480

now the meat...



Love your J-3!

Flown the front seat many times with my father. 300+ hours.

I'm trying to get thru the tutorial but experiencing bugs, overall I really like it. I'm coming from SH4.

Sub187
05-02-19, 11:15 AM
Just finished the tutorial on my third attempt (the first 2 times were bugged...) and i'm still on the fence about refunding it. Yes, somewhere in there is a fun game, but bug reporting without a clear ticketing system is very frustrating, so there is no way for me to help debugging the game. And I don't expect the game to be in actual beta stage until at least the end of the year. However, I did get the game at -20% off, although I expect the game to be even more heavily discounted during black friday, and having it in my library, while i'm not even going to be playing it for at least the next half year is a bit silly.


I also recommend to include an option to edit mouse sensitivity and key bindings, but a clear bug reporting and ticketing system is priority no. 1 IMHO.



If you should buy it or not is really depending of how much frustration you can handle. I sincerely believe that the concept of the game is good, but that Unity is inherently unsuited for a game like this and that there still is A LOT of work to be done before you can play 10 minutes without the game bugging out.


@the devs: What I'm really impressed by is the depth of the details on the Typ VII. I thought I knew everything there was out there on the VII, but this game showed me differently. What were the sources that you guys used?

fullmetaledges
05-02-19, 11:36 AM
Just finished the tutorial on my third attempt (the first 2 times were bugged...) and i'm still on the fence about refunding it. Yes, somewhere in there is a fun game, but bug reporting without a clear ticketing system is very frustrating, so there is no way for me to help debugging the game. And I don't expect the game to be in actual beta stage until at least the end of the year. However, I did get the game at -20% off, although I expect the game to be even more heavily discounted during black friday, and having it in my library, while i'm not even going to be playing it for at least the next half year is a bit silly.


I also recommend to include an option to edit mouse sensitivity and key bindings, but a clear bug reporting and ticketing system is priority no. 1 IMHO.



If you should buy it or not is really depending of how much frustration you can handle. I sincerely believe that the concept of the game is good, but that Unity is inherently unsuited for a game like this and that there still is A LOT of work to be done before you can play 10 minutes without the game bugging out.


@the devs: What I'm really impressed by is the depth of the details on the Typ VII. I thought I knew everything there was out there on the VII, but this game showed me differently. What were the sources that you guys used?

What kind of bugs were you seeing? The only problem I had with the tutorial was that things had to be completed in a certain manner and if you deviated, it threw things off. For instance the instruction for setting the speed, if you had the telegraph open and the game expected it to be closed the instructions would not display correctly.

brian4s
05-02-19, 12:56 PM
What kind of bugs were you seeing? The only problem I had with the tutorial was that things had to be completed in a certain manner and if you deviated, it threw things off. For instance the instruction for setting the speed, if you had the telegraph open and the game expected it to be closed the instructions would not display correctly.

This is what happened to me. Said to put it in 2nd gear and the game would not continue on.

Mav360
05-02-19, 02:50 PM
Been a while, but Picked up Uboat after reading comments here while lurking one day. Must say that am impressed so far. Completed the tutorial with no issues and really looking forward to playing some more.

Really impressed with the atmosphere and mechanics, yes it’s a little different than SH but in this case I think the difference is a good thing.

Lawndart
05-02-19, 04:08 PM
Just to manage expectations, this is a VERY big HOT mess... But it's got loads of potential. You'll realize once you learn its quoks that you probably have never been able to complete 1.5 missions without a game breaking bug and a faulty save file...

So just be prepared, this isn't an EA, it's WAY sooner than an EA should be but I'm rooting for the developer on this one. Takes some serious guts to execute on such an unique gameplay style is a niche genera. But the 2 steps forward, 3 steps back has been each patch since release.

fullmetaledges
05-02-19, 05:33 PM
Just to manage expectations, this is a VERY big HOT mess... But it's got loads of potential. You'll realize once you learn its quoks that you probably have never been able to complete 1.5 missions without a game breaking bug and a faulty save file...

So just be prepared, this isn't an EA, it's WAY sooner than an EA should be but I'm rooting for the developer on this one. Takes some serious guts to execute on such an unique gameplay style is a niche genera. But the 2 steps forward, 3 steps back has been each patch since release.

What are you seeing? I've done 4 missions today and with the exception that the small helper crew portraits are missing, didn't see anything odd.

Sub187
05-02-19, 06:13 PM
What kind of bugs were you seeing? The only problem I had with the tutorial was that things had to be completed in a certain manner and if you deviated, it threw things off. For instance the instruction for setting the speed, if you had the telegraph open and the game expected it to be closed the instructions would not display correctly.
From the top of my head:


At the point where you must open/close the boyuency valves with the leader, the tutorial won’t update.

After you’ve sunk the carrier and are escaping the escort, the game goes into slow motion with a pop-up screen. Even if you perform all necessary actions with your crew members, the tutorial won’t update.

Also, at the start of the tutorial, when you learn how to set course, if you go fast forward too early the game will freeze up.

Often, actions won’t get accepted in 3rd person view, making switching to first person control necessary.

I’ve also had an issue where, if you go to map view at the wrong time, you cannot change back to the submarine view.

There also is an issue that if you focus on the carrier during the torpedoing, the view get frozen (it says you’re looking back to the U-boot, but you aren’t)

I also had an encounter where you cannot transfer inventory (like water and the requested food) from point A to B, although after trying multiple times it registers.

Also, but not a bug: in the anti-air tutorial, the manual aiming wasn’t sensitive enough and felt like I was aiming in notches, although I think a mouse sensitivity option would solve that. Same with walking around, and the lack of mouse sensitivity there.

I’ve also encountered in Map View, that the eraser refuses to clear the compass markings.

fullmetaledges
05-02-19, 06:25 PM
From the top of my head:


At the point where you must open/close the boyuency valves with the leader, the tutorial won’t update.

After you’ve sunk the carrier and are escaping the escort, the game goes into slow motion with a pop-up screen. Even if you perform all necessary actions with your crew members, the tutorial won’t update.

Also, at the start of the tutorial, when you learn how to set course, if you go fast forward too early the game will freeze up.

Often, actions won’t get accepted in 3rd person view, making switching to first person control necessary.

I’ve also had an issue where, if you go to map view at the wrong time, you cannot change back to the submarine view.

There also is an issue that if you focus on the carrier during the torpedoing, the view get frozen (it says you’re looking back to the U-boot, but you aren’t)

I also had an encounter where you cannot transfer inventory (like water and the requested food) from point A to B, although after trying multiple times it registers.

Also, but not a bug: in the anti-air tutorial, the manual aiming wasn’t sensitive enough and felt like I was aiming in notches, although I think a mouse sensitivity option would solve that. Same with walking around, and the lack of mouse sensitivity there.

I’ve also encountered in Map View, that the eraser refuses to clear the compass markings.



With a list like that I can understand your frustration. Try playing sandbox. I’ve found the tutorial is really sensitive to the correct sequence of actions. The sandbox is stable by comparison.

Ernstww
05-02-19, 07:31 PM
An excellent overview of the game as it stands.

I have been playing and following the game since Kickstarter Beta and you will all be happy to know I donated more funds than the EA release price LOL.

One thing I learned during this time, and the importance of this can't be underestimated, is that the developer team is very dedicated. It's a small team with a vision of greatness. That was clear from the Kickstarter page and why I backed it.

The devs are fanatics and will sort out whatever bugs are reported on Steam. They have fixed many I reported. They even seem to have implemented one or two of my suggestions!

I gather some of the game style was influenced by 'This War of Mine' (a great game, IMHO)

GoldenRivet
05-02-19, 09:24 PM
Certainly a long way to go. That is to be realized.

Encountered a small convoy today, it was late evening not quite dark, but the escorts spotted me and made a B-line for my position. I took it down to 60 meters and took a bit of a beating.

down to 100 meters, appears that maneuvering the boat and pointing the bow directly at the chasing escort (or stern) does reduce the active sonar precision of the attacking destroyer.

1. the destroyers were repeatedly firing star shells, that needs to be addressed

2. no pinging was ever once heard

had a great time playing cat and mouse with the three destroyers but the lack of pinging took away from the tension, seems i had a few random, out of nowhere CTDs today. not sure why since i havnt had any previously.

so in summation the game has a long way to go, but it has just gobs of potential laying around all over the place.

CybrSlydr
05-03-19, 07:06 AM
Went out on the Medium difficulty patrol today. Ran into a 5-ship Corvette/Destroyer group running interference for a tiny convoy of 2-4 ships.

I think some massaging of the "Discipline" mechanic needs some work as it seems to run low/out in a very short amount of time.

So I evaded the ships and went on to sink three ships in the convoy. I then got orders to go sink a ship with a "critical to the war effort" item in it, to destroy at all costs.

So I plotted an intercept course and engaged them at Periscope depth. I had 4 torps left - forgot to warm up two of them. One missed, one hit. Third was a dud. 4th hit but didn't sink the ship. So, I surfaced to try out the deck gun gameplay.

Yeah, that didn't go well at all. lol 6kt seas, so relatively calm, but at the distance we were trying, it was nigh impossible for them to hit it.

However, it didn't take long for the escorts to bracket me and then start putting the hurt on.

Took a few hits, started to take on water, so I closed off the bow torp room, losing a sailor in the process. Shells kept coming and eventually we took on more water than we could get rid of and sunk.

Enjoyable experience!

fullmetaledges
05-03-19, 07:51 AM
Went out on the Medium difficulty patrol today. Ran into a 5-ship Corvette/Destroyer group running interference for a tiny convoy of 2-4 ships.

I think some massaging of the "Discipline" mechanic needs some work as it seems to run low/out in a very short amount of time.

So I evaded the ships and went on to sink three ships in the convoy. I then got orders to go sink a ship with a "critical to the war effort" item in it, to destroy at all costs.

So I plotted an intercept course and engaged them at Periscope depth. I had 4 torps left - forgot to warm up two of them. One missed, one hit. Third was a dud. 4th hit but didn't sink the ship. So, I surfaced to try out the deck gun gameplay.

Yeah, that didn't go well at all. lol 6kt seas, so relatively calm, but at the distance we were trying, it was nigh impossible for them to hit it.

However, it didn't take long for the escorts to bracket me and then start putting the hurt on.

Took a few hits, started to take on water, so I closed off the bow torp room, losing a sailor in the process. Shells kept coming and eventually we took on more water than we could get rid of and sunk.

Enjoyable experience!

I'm trying to figure out the correct way to organize my damage control. Currently I believe the option is to either seal off the compartment and sink because of it, or don't seal it off and let the whole sub

fill with water and sink. Last night I tried to plug a hole rather than fix it to see if that would buy me some time, but I forgot that I sealed the compartment and my engineer wouldn't enter to fix the leak

until I realized this too late. As I posted in the other thread about game play changes, I still think that right answer is to allow the player to order all bulkhead doors closed, but keep crew in that

compartment. If they need to change compartments then they would open the doors, pass through and then seal the doors behind them. Currently I can order to close the doors, but the second that any

crew member goes through that area the doors get opened and left open. This way we could repair damage (plug holes) in a compartment, but not flood the rest of the boat in the process.

GoldenRivet
05-03-19, 10:29 AM
Dont forget, you can add things to an officer's queue while paused :Kaleun_Salute:

really helps prioritize things

Salvadoreno
05-03-19, 12:49 PM
Certainly a long way to go. That is to be realized.

Encountered a small convoy today, it was late evening not quite dark, but the escorts spotted me and made a B-line for my position. I took it down to 60 meters and took a bit of a beating.

down to 100 meters, appears that maneuvering the boat and pointing the bow directly at the chasing escort (or stern) does reduce the active sonar precision of the attacking destroyer.

1. the destroyers were repeatedly firing star shells, that needs to be addressed

2. no pinging was ever once heard

had a great time playing cat and mouse with the three destroyers but the lack of pinging took away from the tension, seems i had a few random, out of nowhere CTDs today. not sure why since i havnt had any previously.

so in summation the game has a long way to go, but it has just gobs of potential laying around all over the place.

Yes agree, we can all be positive about the game and its potential but lets be real about how early this game is in production.

There is not a lot of content (of course), so be prepared for that.
There are numerous and pretty regular bugs (CTD, clunky views, destroyer behavior, frozen crewmen, etc...)
I don't particularly like crew dying/injured from depth charge attacks, the only time we should lose crew is during air attacks on the conning tower on the surface or if the hull is completely breached. Not sure whats causing "bleeding out crew" during a depth charge attack unless they are unlucky enough to catch a blown bolt through the chest... (but that's just me, it adds management to crew I guess).

On the positive side, it is going to be an amazing game! Especially come summer when the mod tools are available! With the talented folks here, in 1-2 years this game will be completely unrecognizable.