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View Poll Results: What did kill DW ?
Bad programming, too many bugs 31 31.63%
Simulator too complicated 20 20.41%
Insufficent number of sub simmers 47 47.96%
price too high 0 0%
Voters: 98. You may not vote on this poll

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Old 07-15-09, 04:14 AM   #1
Dr.Sid
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I have no problem with DW playtime. I mean in singleplayer. There is time compression .. and there is save. You can stop at any time and continue later. The amount of attention may vary, but most of the time I wanted higher time compression, and I was waiting for something to happen.

Multiplayer is altogether different. No time compression, no saving. So you wait much more. On the other hand, the tension is much higher and you hardly get bored, even if nothing happenes for two hours.

I like quick missions. They are usually solved fast. But the mission generator could be a bit better. You should be able to choose from weather conditions, select oponent more exactly, not just a class, add allies, and so on. Sure you can do all that in full editor, but it's much more work.
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Old 07-15-09, 06:28 AM   #2
Nexus7
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Quote:
Originally Posted by Dr.Sid View Post
Multiplayer is altogether different. No time compression, no saving. So you wait much more. On the other hand, the tension is much higher and you hardly get bored, even if nothing happenes for two hours.
In SC i never got bored by multiplay games (played about 300 multiplay battles)... in the VN i was, there was a time limit of 2h witch was almost always sufficent to resolve the battle.
Some maps were knifefights, meaning you can detect your enemy at the very start of the mission... Those usually got resolved in 10-20 min

When DW came out and was introduced in the VN and most SC players switched to it, all this changed dramatically. In a sub vs sub context, the 2h limit was hit quite often without a solution for the battle. Some reasons for this are:
- countermeasures do WONDERS (they are even able to detonate the fish). I always hated that to death
- subs are more silent, not only the Kilo
- multiplayer maps get old fast, because of the lwami mod changing often.

So, less action than in SC (it was not rare to have no contact for 2h).
What really pissed me off, was to *waste* 2h working hard to find a contact without to be able to find any...
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Old 07-15-09, 06:44 AM   #3
goldorak
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Quote:
Originally Posted by Nexus7 View Post
In SC i never got bored by multiplay games (played about 300 multiplay battles)... in the VN i was, there was a time limit of 2h witch was almost always sufficent to resolve the battle.
Some maps were knifefights, meaning you can detect your enemy at the very start of the mission... Those usually got resolved in 10-20 min

When DW came out and was introduced in the VN and most SC players switched to it, all this changed dramatically. In a sub vs sub context, the 2h limit was hit quite often without a solution for the battle. Some reasons for this are:
- countermeasures do WONDERS (they are even able to detonate the fish). I always hated that to death
- subs are more silent, not only the Kilo
- multiplayer maps get old fast, because of the lwami mod changing often.

So, less action than in SC (it was not rare to have no contact for 2h).
What really pissed me off, was to *waste* 2h working hard to find a contact without to be able to find any...
Well beyond some technical issues which have been addressed such as the countermeasures now not making the torpedo explode EVER, DW in my humble opinion required a radical new way to play in multiplayer.
The biggest difference over Sub Command, 688i H/K etc... was the addition of multistation which really is a + over any other naval simulation software out there. Thing is, if you're looking for quick fights in 10-20 minutes you'll get absolutely no fun.
People wanting to play DW as a kind of FPS are using the wrong attitude, is it a wonder then that they bash and trash this game ?
We on betasom have developed a tightly knit group of players, new ones are joining every month and we teach them how to use the different units, tactics and all. Then they are in effect able to particiapte in our games. Not fps kind, they are complex and engaging missions, puting multiplayer multistation at its best. Cooperative missions that last between 2-3 hours.
They are so complex that we only design one per week, and we play with 10-15 players in general.
We have been playing these kind of missions since the days of lwami when AT3 was not even on the horizon. And such missions were as fun then as they are now. And we have transitioned from lwami, to AT, to the french mod and in future to RA. You learn to adapt and go forward.
Crying because version 2 of mod alpha changed some small bits to version 1 of mod alpha is ridiculous.
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Old 07-15-09, 09:02 AM   #4
Nexus7
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Quote:
Originally Posted by goldorak View Post
Well beyond some technical issues which have been addressed such as the countermeasures now not making the torpedo explode EVER, DW in my humble opinion required a radical new way to play in multiplayer.
The biggest difference over Sub Command, 688i H/K etc... was the addition of multistation which really is a + over any other naval simulation software out there. Thing is, if you're looking for quick fights in 10-20 minutes you'll get absolutely no fun.
People wanting to play DW as a kind of FPS are using the wrong attitude, is it a wonder then that they bash and trash this game ?
We on betasom have developed a tightly knit group of players, new ones are joining every month and we teach them how to use the different units, tactics and all. Then they are in effect able to particiapte in our games. Not fps kind, they are complex and engaging missions, puting multiplayer multistation at its best. Cooperative missions that last between 2-3 hours.
They are so complex that we only design one per week, and we play with 10-15 players in general.
We have been playing these kind of missions since the days of lwami when AT3 was not even on the horizon. And such missions were as fun then as they are now. And we have transitioned from lwami, to AT, to the french mod and in future to RA. You learn to adapt and go forward.
Crying because version 2 of mod alpha changed some small bits to version 1 of mod alpha is ridiculous.

...

congratulations for adapting and going forward. You are one of the very few

I will not comment further.
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Old 07-15-09, 09:13 AM   #5
goldorak
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Quote:
Originally Posted by Nexus7 View Post
...

congratulations for adapting and going forward. You are one of the very few

I will not comment further.
Hey I'm not the one that has stopped playing DW for futile reasons.
Its a pity you cannot or will not adapt, in the end its your loss.
Me after 4 years I'm still enjoying this game, and the future is bright.
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Old 07-15-09, 12:17 PM   #6
Nexus7
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Quote:
Originally Posted by goldorak View Post
Hey I'm not the one that has stopped playing DW for futile reasons.
Its a pity you cannot or will not adapt, in the end its your loss.
Me after 4 years I'm still enjoying this game, and the future is bright.
Sei una testa di minchia (you are a dickhead)

Io ho una vita al di fuori di DW (I got a life beside DW)

Le stronzate che spari portano a un futuro di merda (the bull**** you express leads to crap)

goditi il simulatore amputato ma non rompermi le palle (enjoy the crippled simulator and don't get personal)
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Old 07-15-09, 12:39 PM   #7
goldorak
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Congratulations Nexus7, you've just had the privilege of being the first a-s-s-h-o-l-e to make it onto my ignore list.
Good riddance to you.
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Old 07-15-09, 10:21 PM   #8
Castout
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Quote:
Originally Posted by Dr.Sid View Post
I have no problem with DW playtime. I mean in singleplayer. There is time compression .. and there is save. You can stop at any time and continue later. The amount of attention may vary, but most of the time I wanted higher time compression, and I was waiting for something to happen.

....

I like quick missions. They are usually solved fast. But the mission generator could be a bit better. You should be able to choose from weather conditions, select oponent more exactly, not just a class, add allies, and so on. Sure you can do all that in full editor, but it's much more work.
I meant that 2 hours more or less with or without time compression when the action is relatively high and played most of the station by ourselves.

I agree that the quick mission could have been made better
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