That has been done several times. Just before work on the 1.4 patch started the last (afaik) "buglet" inventory was made. We just made an inventory of the stuff SubSim visitors found the most annoying.
And I know various people, including some well respected SubSimmers have been in contact with the dev-team, after playing/testing early versions of SHIII, on numerous occaisions. Several of their suggestions/ideas/comments made it to the final release of the game. They continued to provide their contructive comments and ideas while the patches where being developped.
Regarding the inventory mentioned in the first paragraph: The results where:
Place - Item - Points
1 Watch Officer does not automatically go back to the Bridge when resurfacing 28
2 Why only 8 km visibility ? 13
3 Flakguns have the same trechhold as the deckgun in bad weather although they are mounted higher 14
4 Battery recharge type XXI takes too long and they never get 100% full 17
5 Crew reports are usually too late (especially for aircraft), 95% of the time! Same with exit from Time Compression 10
6 Aircraft AI is way off and cannot bomb correctly 10
7 Some CTD issues and/or strange behavior with the Crew Management System 10
8 Pre-mission torpedo assignment bug where you can flip between options to get unlimited torpedo stocks. / Loading a Before Mission save game will not update the crew with medals, promotions, and qualifications, PLUS they are no longer available to assign. / Loading the After Mission save ALWAYS causes the next patrol grid to be the same as the previous one. 11
9 Blurry look of compass (con not read my course properly) and other gauges 9
10 Radar wheel shows contacts on wrong side of the boat 8
11 No wolfpacks 7
12 Petty Officers with no Machinist Qualification do not go to move to the Electric Engine Compartment when diving and do not move to the Diesel Engine Compartment when surfacing 8
13 Raising the periscope breaks Hyrophone contact with any ships in view. 9
14 Weather not variable enough / Not realistic for time of year and location 9
15 Horribly bugged IXD/2 (disappearing torpedoes, stuck in sub pen, destroyed sonar) 9
16 C2 cargo too strong 9
17 Want to man guns in bad weather 9
18 Lack of history in the campaign 8
19 Reloading external torpedoes should require a calm sea and a stationary Uboat. If interrupted I should lose the torpedo. 8
20 Watch crew does not spot clearly visible (also the case in fog) ships 5
21 Massive fps hit near (empty) ports 5
22 Guns and depth charges of destroyers too accurate 5
23 Repairs are too fast 5
24 U-boat deck/flak gun too powerfull 4
25 Crew fatigues to quickly / Officers recover to slowly. / Need (verbal) warning when crew is getting tred 3
26 Lack of radio messages of any kind. 3
27 Can not run decks awash with lookouts on the bridge 3
28 Enemy ships shooting at eachother 2
29 Shuffle option for Gramophone music 5
30 More random damage, also to vital systems 5
31 No depth info on map 2
32 We can run engines at Flank speed indefinately without any chance of mechanical breakdowns. 6
33 Only 1 type of barrel depth charges modelled 6
34 Watch crew does not automatically take rain coats on/off 6
35 Option to disable friend or foe colours on the nav-map. 6
36 No real crew on surface ships 5
37 Ship spotted messages without bearing 5
38 Torpedo reload type XXI 5
39 Weather still seems to be completely independant of time of year and geographical location 5
40 Reversing engines often throws the rudder off to one side. 5
41 No thermal layers? And/or way to measure them (water tap inside boat) 5
42 Why only 1 prop turning when recharging batteries ? 5
43 Crewmen other than the CE will remain in "panic mode" animation, even when they are no longer being attacked. 5
44 Radar Antenna Destroyed bug. 5
45 Sleeping flakgunners 4
46 Airconsumption type XXI 4
47 No creep motors type XXI 4
48 Torpedo mates bunks are in the torpedo rooms, so they should rest in there while not working 4
49 No German Navy 4
50 Ships accelarate too fast, like they have jet engines 4
51 Interval between pressing crash dive button and the sound sample should be virtually zero 4
52 Re-supply at sea (milch cows and or surface ships) 4
53 Lighthouse shine their light through solid objects 4
54 Why are merchants only zig zagging after they spotted me ? 4
55 There is no number three officer 3
56 Flashing interior lights in type IX boats 3
57 Merchant ship size should be randomized 3
58 Various meters, dials and repeaters still screwed up in Control Room and other Stations 3
59 The current "ruler" in the nav-map is way too imprecise 3
60 Hard to grab waypoints on plot tool 3
61 TDC Bearing Input Instrument imposible to be set at exact bearing. Inner dial can not be adjusted with precision. 3
62 Need to be able to set watch rotations for crew management 3
63 Warped sky texture directly above uboat 3
64 Can not command the sub with out a keyboard 3
65 Non raisable radar type XXI 2
66 Switch time between engines on dives (5sec. and counting)... Unlike when surfacing, hardly feel the switch. 2
67 Weapons Officer firing solutions are much too quick and always 100% accurate. Should be tied to his experience level. 2
68 All ports (enemy and friendly) have no ships in them 2
69 Severly reduced frame-rate when the periscope view goes blury (w/ an ATI Radeon X700 card). 2
70 TDC dials too small 2
71 Advanced radar sets in wrong place 1
72 Flakgunners not able to shoot at waterborne targets 1
73 2 conning tower hatches in Type II (both with no ladder) 1
74 Need key to open all tubes 1
75 Watch crew won't call when a friendly ship spotted 1
76 Water reflections of all boats except type VII still broken 1
77 Why aren't all views unstabalized at 100% realism setting ? 1
78 Strong winds and high seas are sinking small ships. 1
79 No "Invert Mouse" option. 1
Imho good beta testing by a bigger team could have tackled a lot of these problems. But of course we do not know how many of these ""roblems" where already known to the dev-team before the release, I hope most of them where not
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