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Perhaps this will make you understand our problem: I want to change course from 0 to 90. In Fast Attack (or DW) I give appropriate orders and fast forward until the task is complete. In Cold Waters (vanilla) I put rudder at 30, fast forward until I reach 85 and press X to level it. Nothing was gained gameplay wise, but something was lost. For that moment of turning instead of feeling like a captain I felt like a child with RC boat. Quote:
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was that it didn't force you do impersonate any crew member. Quote:
Stating for the n-th time in this post - the lack of giving orders is bad not because it makes the game difficult - it's because every time you have to manually steer the boat it reminds you that you're playing a game, effectively braking immersion. |
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Cold Waters still has far more than a passing attention to detail and realism, even if stuff like stations isn't as extensively modelled as they are in other subsims. It's far, far from being the Ace Combat of subsims. So it's not DW2, but it never intended to be, nor it's required to be. |
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It will only be finished once the devs decide to put a bow on it and deem it so. It really has no bearing on the game's quality unless, come the decision to call it finished, it falls short of expectations. But that's a very subjective perception and expectations will vary from person to person. I personally believe CW will only get better with time. |
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What is wrong with you? Is my English that bad, that insufficient? Do I fail so badly to bring my points across that I have to explain them to you like I would to a child, and still have to repeat myself multiple times? Because I start to wonder what else I can do here. Because I am a well meaning soul though, I will try just one more time, because you seem to be special: I dislike being forced, without an alternative, to manual controls, because this game said to put you in the position and role of the captain - not a helmsman, diving officer and planesman. To be able to drive manually, is super cool! The more, the merrier! To be forced to do it, instead of doing it realistically by giving orders to your crew, is not. Now, is this opinion of mine acceptable for you? Stop being ridiculous. Quote:
Stop making assumptions. Quote:
I didn't even have time to cycle through the already detected contacts until the first ping went off. TMA? What for in this underwater-shooter? :har: Also, to further point out your annoying, nonsensical and inflammatory behavior of consistently assuming things about people instead of simply addressing what they actually said can be very well seen in this very example. You even quoted the very post where I said: Quote:
Stop making assumptions. Quote:
See above to learn why I send a fish down the bearing immediately. Oh and: Stop making assumptions. Quote:
The enemy gave me his bearing instantly and committed suicide because all I had to do was to send a Mk48 down-bearing and hit time compression so I can get on with the campaign already. Uhhh, boy did Ivan "force me big time to play his game", sitting on the bottom of the Norwegian Sea, his lungs filled with salt water, his eyes open, staring into the darkness... Meanwhile I received medals and was declared a "war hero" days later. Again: Stop making assumptions. You're still doing the same mistake: You are not addressing any of my arguments and points, you ignore them and pull wild assumptions out of your behind because otherwise your "arguments" go *poof!*. Stop that. Now, a pinging sub in this game is everything but "threatening". They ping so often, I started to ignore it. I argued that this makes it EASIER for the player, as all you need to do is to send a torpedo down the active-intercept bearing. Quote:
I do not need you to tell me what I can say and what not, nor will I further tolerate your incredibly inflammatory and slandering behavior, now even implying that I am a liar.It is pointless to continue this, as you still do not address what I said, but simply form your own little version of what people say and then go by that. I have to admit though, this is somewhat mind-blowing. :hmmm: |
Why do you discuss the points here? This topic would be much more useful if it was just a list of things we like or don`t.
:Kaleun_Applaud: |
[delurking, have not bought the sim yet]
I'll just point out that neutral and friendly traffic (incl. air assets) simply would add to the immersion if nothing else, give you a sense that, no, you are not the only allied asset in the entire theatre (if not world), and that, if necessary, your friends could and would cooperate with you in defeating the enemy. Note that typically at least one sub is attached to every US carrier group. So imagine a campaign where you fight alongside them while they launch strikes, you occ. get orders from the admiral in question as he radios in threats to you. I don't know about you, but that kind of thing can get my blood flowing in a hurry. I guess I dislike set piece scenarios. <shrug> |
There is already a mod for allied shipping. Try that out. I'm just going to wait till the Dev implement them officially but no reason for you to wait.
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OK, my last.
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Further, helm control was clearly an area they deliberately kept simple for the players (and possibly the AI - if the AI spun out of control in course as well as depth during evasive manuevers this game will indeed BE unfinished!) In depth control, in DW, you can do this. You are at 600 feet and want to be at 60 feet faster than the ordinary command will bring you to it (you don't need to; you are just impatient). You can actually blow your MBT, then vent and tell your helm to set a depth of 60 feet, and he will clean up after you, thus you get away with doing such things. The ability to do that reminds one instantly that he is playing a game. In CW, you don't get such cleanup assistance, so before you rashly order a 30-degree rise, maximum positive ballast ascent, you have to consider the reality that someone would have to clean up after you - because you get to do it. So you learn to not do it lightly and make more +5 or +10 movements, resembling a real submariner's choice - that's the gain. Once we actually get automated steering (which seems a certainty now), if it is as good as the ones in my experience, then we'll be able to do that all over again. The autocrew will fix the abuses you made. Does that really increase that "feeling like a captain" thing. |
I'm the minority, but I really LIKE the manual helm controls.
I find them quite rewarding and pray you do not remove them. Thanks for an awesome game! |
Like
1. The eye candy is pretty good (the damage models could be better and the explosions could look better as well.) 2. I like the 'news articles'. They add a very global sense to the game. Dislikes 1. I don't like the lack of a clickable navigation gui/hud. 2. Only being able to navigate in combat by keyboard based rudder/plane/ballast/engine controls rather than being able to 'set depth'. 3. The lack of a crew voice acknowledging commands 4. The lack of any sort of notification that your taking damage. I can't tell you how many times I've turned on time compression to get closer to a vessel before I fire, stopped time compression to fire only to discover that my hull is now at 57%. I Should be notified when I take damage. It should not be able to go unnoticed. 5. The lack of clearly defined targets or patrol zones when in the tactical map. I leave port and have to pause the game to try to figure out where my patrol area is and many times I end up engaging the wrong target. I'm sorry I'm not an expert in European World Geography. Please draw me a little red/blue circle or some sort of icon telling me where on the tactical map I need to go. 6. The default tactical map controls are reversed from what are listed in the manual. Left mouse is fast, right mouse is patrol. 7. That there is only 1 level of time compression and I don't know how fast that one is. 8. The inability to save during combat. Please, some of these combat missions take a few hours. I have real life concerns, job, etc. and can't afford to spend an unknown amount of time finishing a battle. I need to be able to manually save in the midst of combat and come back to it later. 9. The tactical map and combat feel very disjointed. In the Silent Hunter series it always feels like I am in the boat. even when I'm cruising on the navigation map (tactical map) I still feel like I am on the boat. Largely because I can go to other views at will. With this, it feels like I am 'scenario hunting' from the tactical map and only on the boat in combat. |
For the sake of discussion, can we not simply take it as read that Cold Waters is not Dangerous Waters, and vice-versa?
I'm getting tired of seeing, "But it's NOT THE SAME!" being argued as if the two games were ever supposed to be such blood brothers in the first place. They. Are. Not. The. Same. Deal. With. It. Quote:
Aw, snap, sounds a bit "Sim-Like" to me... Quote:
Lol, wut? The Sim-vs-Arcade argument is not about features, or style of game controls, it's about the FIDELITY OF SIMULATION. Cold Waters, for all of it's simplistic presentation, has some very deep and capable simulation running underneath the surface. That makes it a sim, whether you like it or not. Is a tank simulator suddenly not a simulator because it requires you to manually drive your tank, and aim and fire your guns instead of ordering your crew to accomplish those tasks for you? Does it simulate everything? No. Does it simulate ENOUGH things? Yes. So far as the arguments about control schemes go, let me say this: In a flight simulator, no matter how good your autopilot is, you still need to manually take off and land. No matter what you do, you cannot avoid manually flying your aircraft. So tell me, why does Cold Waters have to be any different? The developers have stated their intention to add some kind of autopilot functionality into the game, so as far as I'm concerned, any complaints about the control scheme are moot the moment that is released. Now, to get back on topic: Likes: 1) THE MUSIC. 2) Eye Candy. 3) Icebergs. 4) Shooting myself with my own torpedo. 5) Being able to do things sneakily, or fast and loud, as I choose. 6) Sinking the Moskva. 7) Outrunning my own Mk37 Torpedo in the Skipjack just for fun. 8) I don't know about everyone else, but simple audio cues and scrolling notifications are enough for me to maintain situational awareness. I never did like the constant litany of "New Contact Acquired" that you get in other games. It's a convoy. I'm aware there are a dozen contacts. You don't need to carefully inform me about every single one of them. Dislikes: 1) The Mk37 Torpedo. 2) Shooting myself with my own torpedo. 3) The lack of an autopilot. 4) Failing a mission while tied up at the dock. 5) Killing enemy ships doesn't seem to reduce their overall campaign strength. (I.E. If I sink a few dozen ships, the frequency of enemy surface ships appearance should lower a bit, right?) 6) I would like the text notifications to be persistent, and not to disappear until replaced by new ones. Should be a simple fix to the, "I need my crew to yell at me or I'm blind and deaf!" problem. Other than that, I'm enjoying the heck out of this game, and from what I've seen of patches and future plans, I'll be playing this for years. |
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No one. Your whole point is moot. :yeah: Quote:
It is up to you to accept that people hold different opinions. We can throw around words and definitions all day, but that won't change that some people feel that CW is a little too... thin... to be called a simulation. Don't agree? Fine with me, I just wish this favor would be returned for once in this thread full of people acting like they are personally attacked by other people's opinions of this title. It's extremely silly, to say the least. Quote:
Show me something of that "deep and capable simulation running underneath the surface", besides the rather sophisticated sonar-simulation which is ironically very over-modeled for what the game offers, as you noticed yourself. Convergence zones... because picking up contacts in 30, 60 or more nmi really matters in CW. Quote:
Cold Waters is sophisticated enough for you so you feel okay calling it a Sim? Alrighty! But what about my point of view, or the one of Thomsen, dergrunty, and the others here and on the Steam boards? Quote:
Here's the difference. In a flight simulator, you steer the plane... BECAUSE YOU ARE THE PILOT! In Cold Waters, you are the Captain, the developers said, and no skipper steers his own sub for heavens sake. That is just so weird. I mean, this is the number one excuse from all the "The stations aren't modeled because you are the Captain, dummy!" people, however, in the most ridiculous example (helm and planes control) this somehow is fine? I beg to imagine the scene inside a 688 sub for a moment, where the Captain (you), pushes Helms- and Planesman off their seats to take both controls, simultaneously, shouting commands about firing counter-measures and torpedoes, while the diving officer behind you exchanges concerned looks with the Chief of the Boat. It is too stupid! Quote:
But let's not act as if this is the sole point people raise in the argument why CW may not deserve the title "simulator" in their opinion, it is just one of the most obvious ones - or so some people thought. There's more, though. Quote:
Every contact is assigned its own designation (Sierra, Victor, Master, ...) and depending on threat, priority and relevance will be assigned a tracker and individually tracked. And closing, this is just what I expect from a simulator: Simulate the real deal as good as possible, without gamey workarounds, simplifying things too much or leaving important features out completely. (Active-intercept contacts anyone!?) That's all. Enjoy Cold Waters, it sure can only get better. |
Likes:
- sound and music, - 3D models, - Hunt for Red October vibe, - dynamic campaign, - good balance between being a sim and a fun game, dislikes: - bugs, - no proper message log, - no crew voices (i know it's coming), - no friendly or neutral ships. Overall loving the game, hope it will expand. |
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The problem with you hardcore simmer guys is that the type of sim you want really can only be made by a AAA team operating on a AAA budget and that's just not going to happen. Noone is going to want to invest in a hugely expensive project with zero chance of reaching break-even. So the uber-ambitious dream-sim loses out even before it makes the elevator pitch. |
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