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I went back from SH4 to SH3 and there are many differences already.
When I start on port, people, musicians and the music. I had forgot that. The sub itself. I have many subs and I really feel that each sub is different from a type II to a type IX. The manual targetting that never worked ever once in SH4 I am able to actually hit ships in SH3... I now realize what has been lost between SH3 and SH4 and that selling my SH3 to buy SH4 is the biggest mistake I ever did with the SH series. There are so many differences I should do a list to cover them. I am quite fed up of new game versions that "remove" stuff that was already there, coded and working. What's the point ? All they had to do was improve the graphics engine, fix the current sub models and make them better, add the missing allied technologies for 1943 to 1945. Each version adding more to the existing. Like Flight Simulator did. |
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:nope: |
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What a bunch of nonsense, I am sorry but... SH4 has people cheering in port as you leave and enter it. Manual targeting in SH4 was briliant IMO, as Fleet subs where unique by that matter and there were many different ways one could use the TDC. With big thanks to all Subsim SH4 tutorial videos that helped me learn them. The only thing I can understand it that subs were much alike. But I did not get that feeling, especially when you switched to late war boats, like Balao class. But, you can't really compare US subs to German ones. In the beginning of the war they were inferior, to say the least. But in second half they were more than a match. If you don't count the XXI, of course. And what about S-Type?? |
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You enjoy the journey, good for you, but it's still a wasteland in terms of actual gameplay. Click a dozen waypoints, click ahead 2/3, crank up TC, wait. I don't enjoy it one bit because I don't see what's there to enjoy. For that reason I play SH3 in windowed mode so I can do something else to break the boredom. And hey, no need to get your panties in a twist. Blurting? Classless? Reeks? Pandering? Take a deep breath, it's gonna be ok :) |
What makes you think SHV will address any of these isues??
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In an ideal world it would be possible to please all the people all of the time and the best way to achieve that would be to incorporate every facet of every mod allied with the ability to enable or disable each separate feature of said mod at will (presuming there were no conflicts). We all know that is not possible and it is highly likely that it is now too late for any last minute changes/additions to SHV prior to release. Soooooo IMHO the priorities now are twofold......How moddable is the game going to be and will there be future patches to incorporate ideas/suggestions from the community as well as fixing any faults that are discovered. Simply my 2cents. |
Errr....i don't think SH3 sucks
for me, still the "pick" of the bunch.....:up: |
Mostly I just hope it does :D
Well, we know that the campaign part is entirely new and if it works as advertised it should be great, and a big immersion booster. Now you're part of the SH world, even if your little actions don't do much, at least you know that they could. For the torpedoes, as Warhawk says, in SH4 there are already more potential malfunction causes, all SH5 needs is to make it near impossible to hit something in very bad weather. For the u-boat handling and "gameplay wasteland", well, nothing. There's mentions of trim-dive on the website and some obscure comments on the navigator's page, so here's hoping for something new/different. |
Well, there's not much in the first post that I can actually disagree with. It's pretty much spot on, IMHO.
However, I subscribe to a "horses for courses" view. If I want instant gratification, I'll just load up MW2 on the ol' Xbox. If I want the feeling of frustration, the challenge and then the elation when I finally find something and sink it, I'll load up SH3/GWX3. Despite all the failings that Mikhayl has presented, there's obviously something amongst all the "boring" that has kept me coming back to it for over five years, with many more sure to come. :hmmm: |
Thank you modders, is all i can say!!!! :up:
And obviously Ubisoft, for bringing out the game........... |
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But I think there can definitely be a middle ground between "action all around" and "gameplay wasteland". What has kept me playing for 2 years now is the feeling of the hunt and the escape but even that is wearing thin because of its predictability. I just wish there was more to the game than that. Quote:
Actually it's that boredom that got me into modding. Somewhere between Spain and Freetown I had nothing to do in game so I thought, ok, I want a sboot and short trips to the Brit coast :) But it's the same thing, just on a smaller scale and the hunt is nowhere near as exciting, so meh. |
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Now, i'm not picking a fight here, but really, that's what a mod is, in it's simplest form, file or files that alter a game...... That is why i thanked the modders, because the "stock" SH3 would have been just that, stock........ |
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If you take my points in the OP, even if you don't agree with them, it's a fact that 5 years of mods didn't change anything on these matters. |
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The real navigation mod brought quite some new gameplay. It wasn't perfect, mostly because of the flat SH-world I think. But I was pretty astonished how well you still could work with sunrise/set times and the night sky. And I spent quite some time 'real navigation' instead of just zipping through the ocean. It even brought up one of the things you brought up: if you wouldn't use the game's GPS-keep-on-course-functionality by just setting the course yourself on the compass, your boat would even get adrift in rough weathers which could make the whole process of estimating your position even more interesting. And intercepting reported convoys all of the sudden become quite a challenging and uncertain issue. If that's not what you would additional gameplay elements beyond the release version, then I don't know what will be ;) |
Hmm, I think the realnav mod is proof that a real new element of gameplay isn't doable by just mods (unless the game structure is that open, but SH3 wasn't) and is mostly in the hands of the devs.
Real nav aimed to bring new gameplay, but it failed because the game had no provision for that, at least not enough. The sun and stars were here so you could find your position with a decent accuracy even with the cylindrical world. But in terms of game it was more or less equally boring as the stock system. First there's a big flaw of the "blinking pixel" that gives away the position of your sub on the map, removing all incentive to even bother. And then, even at low TC rates you had to keep clicking on the compass every 10 seconds to maintain course because the "drift" was so poorely modeled that your boat would just run in circle if you didn't pay attention. Those things make the GPS system look acceptable :woot: |
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I like wondering if I'm going to get buzzed by aircraft. I like the wondering what I'm gong to encounter in the next grid, I like calculating an intercept on a convoy that's 150km away and seeing if I get them - I did this just last night and had to recalculate my intercept thre times because the convoy kept changing course. It was a fun chase that I enjoyed, and when I finally caught up with them I felt like I earned that tonnage. These are all aspects of "the journey" which are fun, and they make up more than 10 - 20% of the gameplay. Quote:
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Very good post Mikhayl, hit the hammer right on the nail.
Hopefully SH5, once DRM/OSP/KACK has been removed, will allow modders to correct these shortcomings. If its as modable as they say then I have every faith the modders will make a silk purse out of a sow's ear. :salute: |
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What game action did you actually perform before the convoy was reported? Yesterday I spent 20 minutes traveling from Pearl to Tokyo with absolutely nothing to do except re-cranking up TC after a radio message. Sure I wondered what I'd find on my patrol zone, but this isn't a gameplay element. And that's what the "journey" is about, intercepting a convoy is the action, because once it starts, even with GPS waypoint you actually get to do something. But all the time between port and contact (either visual or on map), you don't have anything to do except "wondering". "Wondering" isn't a game action, it's just not relevant to my points. With a better navigation system and more detailed simulation of the boat you would still have to wonder, actually you'd wonder even more. Aircraft attacks in SH3 are just as boring as radio messages, precisely because of stuff I find lacking in the OP. For me it always goes that way: -surfaced, TC 1024. -aircraft spotted, TC 1. -crash dive, wait 30 seconds. -ahead slow, level at 80m, TC to 1024 for a couple game hours. -surface, ahead standard, TC 1024. Boring. With a good navigation system you would have things to do, like estimate your position at the time of diving and recalculate your route to take into account the different speed underwater. The same kind of things that are FUN to do with manual targetting, because the player is involved. In SH3 it's just "ok, nuisance over, now where are the ships, when do I get to actually do something". Quote:
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But I still think that it was a whole new element in gameplay nonetheless. It gave me something to do during the cruise, not constantly but in relatively short frequency at least. It also changed some of the already existing elements as well. Intercepting a radio reported contact was more interesting and finding your way back into your own harbour could be a bit of a challenge as well. I give you that this can be destroyed by the blinking pixel thing and the constant course corrections. But while I never had the first problem the latter one was quite annoying but very infrequent - i.e. only in very stormy conditions. |
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