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-   Silent Hunter 5 (https://www.subsim.com/radioroom/forumdisplay.php?f=244)
-   -   What have we learned? (https://www.subsim.com/radioroom/showthread.php?t=163247)

mookiemookie 03-04-10 09:57 PM

I bought it. So what? I was betting that they learned their lesson from SH4 - I was wrong. If you want to sit there and smugly say "I told you so, look at me, I'm so smart!" then that's your prerogative. It makes you kind of a...uh..."jerk", but yeah, you can do that.

Ships-R-Us 03-04-10 09:57 PM

Perhaps the company needs cash flow fast and this is the product.

Remember that all the little kids shopping at Walmart and other places that know nothing about realism will think this is a great game and the sales will be great.

The quality of SH5 does speak volumnes reference Ubisofts character.

Eightbit 03-04-10 10:02 PM

I just have to mention regarding your analogy. From what I have heard its actually better to build up and change what you got piece by piece. Rather then start a new. Main reason for that is what you got (that works) is already tried and tested. So when you add some new code or a new feature and something else breaks, it's a lot easier to track down.

And don't think you have to start from scratch to get new features, Just look at the COD and MOH series and take a look at the engines they were built off.

When you start fresh you introduce a whole lot more new bugs. Things that you used to have down pat suddenly don't work etc.

I think the honest answer to what has happened with sh4 bugs moving into sh5. Negligence

FIREWALL 03-04-10 10:06 PM

I don't feel at all bad about buying SH5.

I can always say I have a copy of Ubisofts biggest finanical blunder. :haha:

SeaSprite 03-04-10 10:15 PM

Unfortunately every piece of software comes with bugs, indeed last month Microsoft fixed one which had not been addressed for 17 years.

http://www.physorg.com/news184833289.html

Sometimes the questions are how did so many reach final? And finally how fast can they be fixed?

During time compression my sub suffered damage, but never hit anything, but I am too tired to figure it out right now.

Webster 03-04-10 10:26 PM

correct me if im wrong here (it happens a lot lol) but didnt UBI get sh2 from buying out some other company and they just improved on something that was already started?

if im right on that, then they really havent done anything new at any point but rather they just modded the game they bought to make it play better.

no matter how much they try to deny it sh4 was just sh3 with new content and i believe they took the same method here and just added new content to sh4 (or maybe even sh3) in order to call it sh5.

dan gets mad when people say its arcade like but lets be honest, when you look at the in game videos of this thing it is 10 steps backwards from the sim factor and you wait for this dot to line up with that dot to fire or you miss your target? :nope: say what? this is the improved hud they came up with.

just look at the auto targetting video here in case you dont have the game

http://www.subsim.com/radioroom/showthread.php?t=163076

i really really hoped for so much from this thing but i just cant see this game being saved unless the modders can rebuild the fps cartoonish hud totally from scratch. i think dan said it was possible to mod in the sh4 type hud and controls so if thats true then there is hope this thing can turn out nice after all.

Ships-R-Us 03-04-10 10:29 PM

Ubisoft needs cash flow and released SH5.

Aside from the "Realism" geeks, and the "hardcome subsimmers" represented at Subsim.com, which maybe represents 10% of Ubisofts sales.....

90% of Ubisofts sales are a new smash hit amongst all the moms, dads, and kids worldwide, as they all get "immersed" in their own "realistic" world of family activity together.

I'm going to run next door and play with that family rather than listen to the kids whine at Subsim.

Reminds me of the selfish bitc..... that threw back the engagement ring because it wasn't big enough.

Webster 03-04-10 10:34 PM

Quote:

Originally Posted by SeaSprite (Post 1294499)
During time compression my sub suffered damage, but never hit anything, but I am too tired to figure it out right now.

there is a hard coded issue that when the game sees the bottom you may see open space because the game draws a line from point to point and the vally you see isnt real and the game says your hiting the bottom, hence the damage you recieved.

so if you see the tops of rocks THAT is the bottom not the image you see below them.

mookiemookie 03-04-10 10:35 PM

Quote:

Originally Posted by Webster (Post 1294510)
i think dan said it was possible to mod in the sh4 type hud and controls so if thats true then there is hope this thing can turn out nice after all.

2 days after release and it's already being done!

http://www.subsim.com/radioroom/show...5&postcount=47

Webster 03-04-10 10:42 PM

Quote:

Originally Posted by mookiemookie (Post 1294520)
2 days after release and it's already being done!

http://www.subsim.com/radioroom/show...5&postcount=47

still needs more work i see but that takes care of the hud, now hopefully the sh3/sh4 auto targetting system can be plugged back in as well

Ducimus 03-04-10 10:43 PM

The UI is this games biggest issue. The current UI is making the game obtuse, hard to get into, kills immresion, lacks crucial information and operational functinality.

I believe the functionality IS there, it's just not accessible through the current UI. Fix the UI, and everything else will fall into place over time. The key to getting this game off the ground, is to develop a functional skeleton that can walk. You put meat on it's bones later. It all starts with the UI IMO, id call that priority number 1, above all else.

mookiemookie 03-04-10 11:01 PM

Quote:

Originally Posted by Ducimus (Post 1294538)
The UI is this games biggest issue. The current UI is making the game obtuse, hard to get into, kills immresion, lacks crucial information and operational functinality.

I believe the functionality IS there, it's just not accessible through the current UI. Fix the UI, and everything else will fall into place over time. The key to getting this game off the ground, is to develop a functional skeleton that can walk. You put meat on it's bones later. It all starts with the UI IMO, id call that priority number 1, above all else.

Agreed - I was just thinking that this game needs more variety of merchant ships. But then again - adding ships to the game is such a secondary thing behind functionality that I can wait on that. Let me be able to maneuver my ship and actually operate it....then let's worry about campaign layers and ships.

difool2 03-04-10 11:21 PM

Quote:

Originally Posted by Ships-R-Us (Post 1294471)
Perhaps the company needs cash flow fast and this is the product.

Remember that all the little kids shopping at Walmart and other places that know nothing about realism will think this is a great game and the sales will be great.

The quality of SH5 does speak volumnes reference Ubisofts character.

What will happen instead is that a budding subsimmer, who would have otherwise have been enthralled by a workable, immersive, realistic sim, will instead be forevermore turned off to subsims of any sort. The next generation has to come from somewhere. Kind of like those "Walmart Special" telescopes they sell over there, crappy refractors who won't even let them see the cloud bands of Jupiter-they'll never bother to get another telescope ever again, having been burned the first time.

JScones 03-05-10 12:47 AM

Quote:

Originally Posted by mookiemookie (Post 1294332)
Granted, I'm not in the software industry. I don't know how development cycles work. I don't know what mandates the project managers at Ubi give the dev team. But wouldn't it make sense to build a stable game to start with instead of trying to tack something on to a base that's flawed to begin with?

I'll sum up my thoughts on the Silent Hunter series (SH3/4/5) with one picture...
http://img706.imageshack.us/img706/751/shcards.jpg


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