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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | ||
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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I encourage everyone to play and mod as they like, but I insist on having my own opinions, and would prefer to not be insulted about them when they are different from someone elses. Playability is -subjective-. |
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#17 | |||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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As for whether giving a percentage readout on hull integrity adds or removes fun, how much fun can there possibly be in knowing exactly how many points out of 100 your hull has left? I mean I guess people could game it so that they tried to get as close to 100 as possible without sinking, but if that's the game what part of that is relevant to being in a WW2 submarine? I mean the game is either here to make it feel like we're in a WW2 sub or it's not. In my opinion the game looks and feels like a WW2 sub and clearly that's what the developers intended it to be. If people want to play some fantasy sub where every minute detail of the sub's status is spoonfed them I'm sure there are games like that out there. I just don't think games like SH4 should be aiming towards that. There is fun in suspense, but the % hull integrity removes all suspense from that aspect of the game. The removal of suspense does not increase the fun value. The only people who think it does are those who desire a more simplified and more controllable (and some would say more shallow) game experience - i.e. the arcade fan. Call it arrogant dismissiveness if you want, but if I went to the Doom forums arguing for fewer arcade features and more realism I think a certain amount of arrogant dismissiveness towards my point of view would be merited. Doom is not a simulation, and SH4 is not an arcade game.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. Last edited by Beery; 04-04-07 at 02:32 PM. |
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#18 | ||||
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
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Carry on and pardon my interruption, I meant well. |
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#19 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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As far as I'm concerned, SH3 and SH4 are simulations. In a simulation more realism (not to be confused with 'reality') is always better. I can never regard an arcade playstyle (or a 'semi-realistic' playstyle - which amounts to the same thing) as healthy for a simulation game because I do not agree that a move away from realism can improve playability. In my opinion realism and playability go hand-in-glove, as the popularity of the RUb mod (and other realism mods I've made) prove. I see a 'middle of the road' playstyle (a sort of simulation-lite) as extremely harmful. I have a condescending attitude towards middle-of-the-road FEATURES, not the players who favour them, but if someone's arguing for a less realistic feature, when such a feature makes a mockery of the word 'simulation' and when such a feature reduces the suspense value of the game, I'm going to argue with those people. If people see the fact that I make arguments for realism and against watering down realism as condescending, that's a profound mischaracterization.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. Last edited by Beery; 04-04-07 at 03:32 PM. |
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#20 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
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Here's what it boils down to for me. I believe a simulation should be as realistic as possible. It should be set to 'realistic' in its default configuration. If 'sim-lite' features exist they should be optional. There should never be a situation like there was in SH3 where a 'sim-lite' feature (like the 'enemy unit destroyed' notification) cannot be turned off except by modding it. If simulations were made with 'realism first' as the watchword the realism fans wouldn't need folks like me who are willing to spend six months working 12 hour days making these games more realistic.
In my view game developers should give us a sim first and foremost. Only then should options be added so it can be played by people who don't like ultra realism. The problem with simulation games is that all too often they start at sim-lite and make only a few concessions towards realism. We simulation fans may be a niche market, but if we weren't an important niche games like this wouldn't exist at all. Realism is important to folks like us, and game developers will lose us if they don't take our needs seriously. Then there will only be games like Doom made, and not even the middle-of-the-roaders want that. Diversity is important and realistic simulation games are an important aspect of that.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. Last edited by Beery; 04-04-07 at 03:10 PM. |
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#21 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
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And I am all for options, even with "realistic" defaults, sans the scorn for checking a few boxes differently than "we simulation fans" of course. |
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#22 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
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Downloads: 56
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It is not possible to criticize a playstyle without that criticism spilling over onto its adherents. Your contempt for "sim-lite", and by extension the people who enjoy it, is unfortunate and undiplomatic at times. THAT was my original complaint. I am sorry I let it spill over into more than that. I simply wanted a less divisive tone on the board. Gamers are people too (and a very important part of this community). I will not be responding further. Apologies all. |
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#23 | |
Sailor man
![]() Join Date: Feb 2007
Location: Guildford UK
Posts: 45
Downloads: 71
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#24 | ||
Stowaway
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Last edited by nvdrifter; 04-05-07 at 01:43 AM. |
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#25 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Asking for diversity, and the option of realistic play is "getting rediculous?" Seems to me that coding for different customer's wishes only broadens the appeal.
I thought beery put it well: Quote:
A toggle that modders can turn on or off is always the right choice ![]() tater |
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#26 | ||
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
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![]() and fine tuned for all type of players. This game is brand new and were a kinda "I want it fixed yesterday" crowd. So a little patience is needed to see what the devs come up with. United we stand. Divided we will surely fall. We all may get what we want. |
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#27 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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As a quick multiplay example, a few subs attack a major task force with a player running the TF. He thinks he has one cornered, and has a desdiv go over, and they hammer the living crap out of the spot where he should be. If the game awards a kill on the 2d rack of DCs that goes off, he can instantly send the 4 escorts elsewhere to harry the remaing couple subs. If he's not sure... he's not sure, and has to leave a few in that area in case the sub pops back up.
The ability to turn off that message would help the "realism" crowd offline, and allows multiplay (honestly, I'd almost call instant kill awards a showstopper for multiplay---I don't like it in Il-2, and I really like the fact WW2OL doesn't have it). tater |
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#28 |
Watch
![]() Join Date: May 2007
Posts: 20
Downloads: 4
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I completely agree. If someone can find a way to get rid of that Enemy Destroyed message, excellent. (Maybe Ubi shoud have a go in the next patch?
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