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Old 12-11-22, 12:06 PM   #1
Mylo
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Fidd, I feel you are 100% correct. I can see that doing nothing but sinking tonnage from an instantly spotted convoy can quickly get 'old'. If a U-Boat sim is even going to think about the idea of realism, then just locating a convoy should be an accomplishment. Operating as a team with the other boats and a BdU to try and pin down a convoy would add a whole new element to the game.
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Old 12-17-22, 09:14 PM   #2
Fidd
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Quote:
Originally Posted by Mylo View Post
Fidd, I feel you are 100% correct. I can see that doing nothing but sinking tonnage from an instantly spotted convoy can quickly get 'old'. If a U-Boat sim is even going to think about the idea of realism, then just locating a convoy should be an accomplishment. Operating as a team with the other boats and a BdU to try and pin down a convoy would add a whole new element to the game.
Cheers. After an 18 month hiatus I played Wolfpack for the first time since this evening. I was amazed by the expanded interior of the U-boat and all the graphics improvements. In the intervening 18 months I have started to play Destroyer: U boat hunter, and whilst it too, is a well made game, it (ironically) suffers from exactly the same problem as Wolfpack, namely that the replayability is currently fairly poor.

So the next question is, what would a well unified game look like? How would PVP work?
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Old 12-24-22, 04:36 PM   #3
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[ quote ]The hunt for a convoy should be longer, and more involved, perhaps involving the decryption of Enigma signals and the interplay between BDU and the commander. During this period, tasks should be available, but also be some downtime for crew members off-watch to socialize. The current game is too repeatedly intense, with convoys found swiftly, and the battle following a fairly predictable path thereafter.[ end quote]

SH5 had an extensive enigma machine and a world map. the learning curve was very immense but it took some effort to decrypt BDU messages. I am sure what would help this Wolfpack become the premiere U boat sim would be all of the sub-simmers to constantly sell to our share of influence, The issue of people becoming more and more ignorant of history is also an issue for selling things. I am 60, and some people if you ask them, what was a U-boat is, might get a few weird answers, Iam think more users more motivated to make the devs anxious to install cool real virtual updates.
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Old 12-30-22, 05:50 PM   #4
BrendaEM
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I think doing monthly release is a good way to retain players. I realize that you have been working on interconnected things, but it seems that it has been several months since a beta release.

Graphically, the game is looking great, but to have the best impact, it would be beneficial to release the game when the general game engine tech is still modern.

I am not sure why the team is so small. Perhaps the expected game interest ended up being lower than hoped. Did they started running a business like a hobby, albeit a very dedicated one, with low expectations?

"Keep the Hooks Filled"
--Slogan stamped on Stanley Works employees' pencils.
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Old 12-31-22, 09:49 AM   #5
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I think the very best sims are written by small teams, as they have the dedication to do so - and often the historical knowledge. Frankly it's astonishing what they have achieved. I do however, feel very strongly that the PVP escorts should have been a higher priority than the extra compartments in the U boats was. That said, I understand the lure of using skills you've mastered to produce extra content, rather than having to find new skills to deal with wholly new problems. The problem is, this "easy" content production is not a recipe for the long term.
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Old 12-31-22, 12:25 PM   #6
BrendaEM
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Quote:
Originally Posted by Fidd View Post
...I think the very best sims are written by small teams, as they have the dedication to do so...
You certainly are entitled to your interesting opinion.

When I worked for a AAA gaming company, I often worked weekends. During a crunch-mode, I even slept at on a couch near my office because I didn't feel safe to drive home. We were working at least 16 hours a day, all of us.

The gaming industry is full of crunch-mode stories. Because someone's health was involved, there is one I will not repeat.

https://en.wikipedia.org/wiki/Crunch_(video_games)
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Old 01-01-23, 03:03 AM   #7
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I fear you misunderstand me, I was not meaning in terms of effort, or hours expended, but in terms of knowledge of the subject, and desire for historic fidelity.
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