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Old 08-05-12, 12:58 PM   #16
DelphiUniverse
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Originally Posted by volodya61 View Post
They stopped supporting after patch 1.2.. released in May 2010..
At least we now understand how ubisoft operates with games. This makes it even more important to be QUICK about reporting bugs when and if they release a new uboat sim. We should also try to avvoid redundant reports. Do it quickly, while the game is still alive and somewhat organize the reports.
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Old 08-05-12, 01:25 PM   #17
TheDarkWraith
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Originally Posted by DelphiUniverse View Post
At least we now understand how ubisoft operates with games. This makes it even more important to be QUICK about reporting bugs when and if they release a new uboat sim. We should also try to avvoid redundant reports. Do it quickly, while the game is still alive and somewhat organize the reports.
That would've probably fell on deaf ears. They washed their hands of this game since day 1 Now it's up to us to fix the remaining problems
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Old 08-06-12, 04:13 AM   #18
bill clarke
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Thank god for people like you TDW.
Otherwise we'd all be up the proverbial sewer creek without a paddle
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Old 08-06-12, 08:32 AM   #19
Qitbuqa
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Originally Posted by volodya61 View Post
They stopped supporting after patch 1.2.. released in May 2010..
Great news indeed! Oh well, I guess that won't be the first time I threw me money out of the window. Also I played vanilla SH5 abit and mildly speaking was underwhelmed so far.
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Old 08-07-12, 12:56 PM   #20
Zanarkin
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Originally Posted by DelphiUniverse View Post
At least we now understand how ubisoft operates with games. This makes it even more important to be QUICK about reporting bugs when and if they release a new uboat sim. We should also try to avvoid redundant reports. Do it quickly, while the game is still alive and somewhat organize the reports.
Box sales numbers determine how many staff are kept on the project. Being a minimal in popularity game, they are going to move on after release pretty quick no matter if you post a detailed bug list on release day. They have a date already on the calender of when they shut down the project and move to the next and the only thing that can change that date is unexpected high box sales - not the number of remaining bugs.

What they did make in box sales paid for the year(s) of development up to release with just enough cheese left over to justify a green light for another game in the coming years. They don't want to spend that cheese on fine tuning a game that is already stagnant in sales and the only people it pleases are the ones who already bought it.

TLDR: There's no profit in it.
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Old 08-07-12, 02:13 PM   #21
Sailor Steve
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They don't want to spend that cheese on fine tuning a game that is already stagnant in sales and the only people it pleases are the ones who already bought it.
Unfortunately they create the proverbial viscious circle when they do that, at least when the reason sales are poor in the first place is that those who buy it are quick to tell everyone else how buggy the game is. They don't seem to understand that.
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Old 08-07-12, 02:23 PM   #22
Zanarkin
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Unfortunately they create the proverbial viscious circle when they do that, at least when the reason sales are poor in the first place is that those who buy it are quick to tell everyone else how buggy the game is. They don't seem to understand that.
Board meetings are all about the now and could care less about the long term investment in customer satisfaction. Until there is quality competition in the naval game market, they feel you will take whatever they give you. To them, the market is small because the customer base is small - not because they have jaded the customers (which they have). The sooner the staff packs up one game and moves to the next is the sooner another mediocre game can hit the shelves all the while staying clear of the popular segments of games. They can't compete with the mmos and the Skyrims out there so stay clear of it. They stay where it's safe.

Doing traditional box sales aren't even enticing to them anymore which is why this craptastic browser sub game is coming complete with all the pains that come with stretching the limits of Flash. Cheaper to make, no publishing costs, longer term revenue stream (they will make more per customer in the game's lifetime than one box sale), and the customer goes in expecting less because its a browser and 'free' until the dollar signs start popping up to be anything other than a craptastic Captain in the craptastic boat in a Flashtastic game.
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