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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#47 | ||
Torpedoman
![]() Join Date: Dec 2008
Location: CC, Texas
Posts: 114
Downloads: 20
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Which is not going to be *us*; hardcore gamers who prefer realistic gameplay rather than being given a barrel full of fish to shoot with a shotgun. Quote:
I mean, why not just add it in via a difficulty toggles or something? Or at the very least, add in your own module support, such as that indi game, Mount and Blades did, and what Bethesda does with their games, since Morrowind. Not to mention this DRM thing that was added, which pretty much goes against everything a modder believes in. Ehem, Need each other? Sorry, but it feels like something else to me. Last edited by Threesixtyci; 03-05-10 at 05:51 PM. |
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#48 | |
Born to Run Silent
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I think Dan made it pretty clear to most of us that the Devs accept the blame for missing milestones and not having the game ready at the projected release date. What do you expect, a handwritten apology for every anonymous schmoo who calls them out in a public forum? This is why developers very rarely interact with a community forum, they can never satisfy all the demands and questions and whining. Whatever caused it: overambitious game design, bad time management, sneaking off to the taco truck too often, attending a meeting in Copenhagen to demo the game before a group of players, mistakes, oversights, etc. who knows? I'm going to say I doubt it was lack of ability, they have nothing to prove. SH3 and SH4 are fantastic subsims. You have a choice, buy the game or not. Make it and move on, we're running a forum here for submarine sim enthusiasts.
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SUBSIM - 26 Years on the Web |
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#49 | |||
Stowaway
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@CCIP I have to say I agree with you as a rule. But after the failings of SH2, the initial state of SH3 at release, the disaster of SH4 reflected by it's sales figures...well you have to ask yourself if the right people are doing the right jobs. I can accept a certain level of buggyness, hell everything I release has bugs, but after SH2, SH3, SH4 and now SH5, you start to ask big questions. Quote:
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![]() I really fail to see why you are so adamantly defensive here. I can only conclude it is because you met the devs and bonded, well thats understandable, even honourable. But surely questions must be raised if we (oh, sorry)..one is to aspire for the return of quality rather than simply bending over and bathing the head in sand ? |
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#50 |
Sea Lord
![]() Join Date: Jun 2005
Location: Lux, betw. G, B and F
Posts: 1,898
Downloads: 66
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but gruber, does "one" open a "BLAME" thread to make things better and bring forth the best in someone?
BLAME is very destructive... and not motivating at all.
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In conclusion: SH3 is the shizzle, yo. -Frau Kaleun Another negative about using your deck gun is that you are definately DETECTED, which has long term effects on your relationship with aircraft. -snestorm |
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#51 |
A-ganger
![]() Join Date: Mar 2004
Posts: 71
Downloads: 41
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Neal, don't you think you're being just a little hard on those who are expressing dissappointment with this game? (Granted...some are labouring the point for sure...but hey..that's ok, isn't it??) This "get over it and move on!" dictum; perhaps just a little severe?
![]() I for one have bought every SH game that has come out, but not this one...I accept that the publishers have made a business decision to target the mass audience...I get it and have "moved on"....doesn't mean I'm happy about that...or that I am not going to express my dissapointment a little in the process. That's the fantastic thing about your forum; it is the place where I can do that..and have intelligent posts on the subject. The best place in the world to discuss sub-sims! ![]() I'm curious though, Neal...there really DOES seem to be a genuine disconnect between expectations of the hard-core community and what Ubisoft have produced this time...probably more than when SH3/4 came out (questionable?) You interviewed the deveopers in the lead up to this game's release...was there any sign that they had seen or even registered the mounting concern that manifested itself on your very forum when you interviewed them? Or was it more about sticking to a line in order to build profile for the upcoming release? Did you feel yourself able to talk about these issues? I'd be curious from an interest point of view; I was a journalist here in Australia and I know what it's like to have a canned interview...and feel constrained in my questioning line...but I've never done an interview with a games studio. Grateful your point of view... Thanks. ![]() Nimmo55 out! |
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#52 |
Born to Run Silent
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Yes, I have been very open about that "bonding with the devs". I tend to bond quite easily to people I find intelligent, inspiring, thoughtful, honest, and hard-working. I think I have bonded with a lot of people in these forums, players and devs. The mission statement here is to enhance the submarine simulation experience for all players and create a community where the game developers and players can share the fun of playing good games, study naval history, and interact globally in person and online.
Sure, I understand what you mean about "bending over", that's a very crude slight against people who accept a game like SH5 or SH2 as someone who is weak, and easily manipulated. You want these people, of which I am one, to accept your label. Whatever. But how often are you going to keep repeating that insult? We do not have our head in the sand. I am fully aware that SH2 was a finished but fundamentally flawed game. *Shrug* I still got some enjoyment out of it. SH3 was a fantastic game, nothing to say there. SH4 was unfinished and buggy, but after 4 patches, was a good game. SH5 is unfinished, of questionable design, and buggy. I know that, but I do like the game in some ways. And I will be clear about areas where the game fails, where it is dismal, as well as what things it does right and where it shines. If the scales tip in favor of the flaws, so be it. Sorry if my lack of hysteria over that disturbs you. cheers ![]() Neal
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SUBSIM - 26 Years on the Web |
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#53 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
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I think Dan answered this well before:
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IMHO we should leave the blamestorming for the Ubisoft Boardroom - I think there'll be some finger pointing in there over the next few months! |
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#54 | ||
Born to Run Silent
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I hope I am not being hard over anyone expressing disappointment in the game, I'm certainly one of those people! ![]() ![]() And yes, you have the right to pass on this title, Ubisoft did not achieve the level of quality necessary for me to disagree with you there. Strategically, we probably disagree about the whole "support the only game company that makes a decent subsim by purchasing them, great, good, and bad, US subs, German subs". I've had debates about this for a long time, whether buying no matter what empowers the game company to crank out whatever crappy game they want to screw the customers out of their (here it comes...) hard earned money. I cannot say that line of thinking is empirically wrong.... but I do feel confident that sales = more subs games, and SH2 (bad game, sold well) led to SH3 (great game, sold well) lends strength to that argument. But, I could be wrong. ![]() With SH5, as with the occasional PC game, the development just did not keep pace with the schedule. It was harder than they thought, to add the full sub and interactive crew. Mookie would say resources were better spent just making an SH3 2.0 and a lot would agree with him. That has to be the basis for a subsim before any enhancements like full boat access. Then again, to be fair, after SH3, a lot of people were asking for full boat access.... ![]() Quote:
As you know, many "interviews" are done via email. You send the questions, the game studio sends back answers. One reason it took so long for me to get an interview is I insisted on a phone interview--I wanted it to be spontaneous, not scripted in advance by email. You may have noticed I asked several times about the DRM but they were not able to divulge that info. I think we all knew that meant Uplay/OSP DRM (I did my homework). As far as the design decisions, I wasn't clear that it was going in the direction it ended up until the phone interview, and they said Type VII only. Unlike previous Silent Hunter games, Ubisoft elected not to let me play test the game in the early beta. Well, it's their game. ![]() I hope that answered your questions, very sorry it's so long. ![]() best regards, ![]() Neal
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SUBSIM - 26 Years on the Web |
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#55 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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In short: Partially.
The developers have a lot of understandable obstacles to making a good game: suits making poor high level decisions, market pressure, time constraints, coding complexities, hardcore zealots, design branches, etc. I can't blame the game level developers for everything. On the other hand there are noticeable failings that cannot be traced back to any excusable source. The New Casual Direction I understand that a word from above saying "the next Silent Hunter will appeal to a mass audience" is something the developers have to obey. However many of SH5's failings have no source in this directive. The casual audience wants generally much reward for very little effort, in a nut shell. Things like the deck watch not having binoculars can hardly be caused by this. The casual audience is not upset by historical accuracy directly. There is rarely any discernible value in things being wrong or broken Design Decisions This is level where most of my dev-blame is directed. At an early point in the design process the entirety of the gameplay experience is traced out on paper. In a very general sense the user experience is anticipated, engineered so that the final product will correspond to the marketing goal. So many parts of SH5 make my mind scream WHAT WERE YOU THINKING? You wanted to appeal to a mass audience and yet you tied necessary gameplay functions to morale? Don't you realize that the casual audience hates being "artificially" limited by practical constraints? "Sorry sir, we can't shoot back. I'm feeling blue today." Don't you realize that hardcore audience is going to hate this because it makes no sense from a simulation point of view and the casual audience is going to hate this because it keeps them from their quick sugar fix? Who exactly were you pleasing with that? I have plenty of similar examples where the paper outline planning process should have thrown big red flags but yet these core design problems leaked through. Community Interaction and Fear Ideally the developers should be able to have an open, constructive dialog with the community to best gauge their wants and interest. Unfortunately there have been problems with such things as a "suggestion thread" and thus it is avoided. Why? Because the developing company is fearful of the PR landmine that is customer interaction. Developer: "Looking for ideas guys." Person A: "Hey why not model the crew without hats, very rarely worn in a real submarine." Developer: "Hey, that's a good idea. It isn't massive amounts of work, appeals to casual and hardcore audiences equally, and doesn't redirect the design direction." Person B: "i wan all ships in war model. u shud play as any airplane and sume birds." Person C: "Please model 27 types of radar and ASW equipment in excruciating detail while researching every sailors ever afloat." Developer: "Those ideas are stupid and impractical respectively. No way-Jose." *** FECES STORM LEVEL FIVE BREAKS OUT *** Publisher: "Developer, your idea of interacting with the community has failed miserably. You're fired and we're never doing that again." As a community/media entity we rarely make reasoned, responsible contributions. The developer is either afraid or forbidden (because PR is afraid) to talk to us for fear that we will be offended or the developer will be distracted from the practically-narrow design guidelines. In this way we are to blame as a community. Imagine yourself as a developer responding to one of those 127 page suggestion threads... without upsetting anyone, making a 20 year development cycle, or ending up with a weird "design by committee" game without a clear design focus. Technical Problems I fully sympathize with technical problems being of a high importance. Subsim only sees really the design flaws that are second priority to the technical stuff like "will the exe run." I understand these can be a headache and take lots of time to sort out. At no point do I blame the devs for encountering these problems or struggling to fix them. The "you fools have no clue what real software development is like" people like to espouse this point in their usual crass, ham-fisted verbiage. My sympathy is compartmentalized since no matter what the state of software design process is, when you make 20 gauges in the 3D submarine and only 7 work correctly... that's just incompetence. |
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#56 | |
The Old Man
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#57 |
Stowaway
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#58 |
Hellas
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ok...i played the game and here is my review :
'' does anybody knows if ''Jane's simulations'' or ''Sonalysts'' are still active companies ??? '' you see , hope ....dies last.....
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#59 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,757
Downloads: 171
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The fact remains that the developers of the game are 100% to blame for the game in it's current state, unfinished and yes the buggiest version so far, they made it!
![]() At the very beginning we were told "All new code" and that Ubisoft was moving towards quality games, they failed!! ![]() ![]() There is no excuse for releasing a game in this appalling condition! they may patch it and modders may fix some, but certainly not all the problems will be fixed and should not have been released this way in the first place. SH4 still has a lot of hard coded errors that only the devs could fix, and that isn't going to happen, I would like to know "who beta tested this", or why were they ignored!! ![]()
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Sub captains go down with their ship! |
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#60 | |
Sailor man
![]() Join Date: Jun 2006
Location: Italy
Posts: 44
Downloads: 11
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I don't know if you meant this, but God only knows the TONS and TONS of release sales they lost thanks to their ingenious DRM, broken in 12 hours. Twelve. The current state of the game? Yes, Ubisoft as a whole can be blamed for that, *but* it's something that can be repaired. On the other hand no one is going to refund for the lost potential moneys\market share(\sequel?). |
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