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Old 01-26-06, 11:43 AM   #31
goldorak
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Quote:
Originally Posted by Three14
Dang, I still haven't received my activation email!

I was thinking of posting a link to Chapter 8...Principles of Underwater Sound as sort of a discriminator (if you think a game might make you want to read this, then...), but I can't post yet. Even then, it may not be a good idea scaring off the med-core fans!

Telling isn't really that clear. What else is like DW? Also, I don't think the demo does good job of promoting the game to not-vets of the series; I wonder if people will be able to imagine how playing the other platforms would be. The Kilo just ain't fun to start with.
There is no need to scare off potential customers with the theory of sound propagation in the water.
You're better off increasing their curiosity in this game, maybe by giving links to aar in cadc.
Its fun to read those and it stimulates their imagination in naval warfare.
The worst thing to do is take a doctoral approach in trying to convince them to play, they first have to be interested or have a certain curiosity then little by little they will learn the tactics, the in and outs of the game etc...
But for a first time approach to DW the way to go is to stimulate their imagination, curiosity and underline the FUN in the game.
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Old 01-26-06, 11:44 AM   #32
Fandango
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Quote:
Originally Posted by Winston
Yes indeed, a simulation. I do know that. Thanks for pointing that out the misclassification perpetrated in the hast of the post and shouting the word ‘SIM’ at me. I am indeed, a silly billy.
Winston, that was not a reproach to you!...I was thinking "loud" and asking myself if it was not better to clarify that in the Valve forum...
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Old 01-26-06, 12:14 PM   #33
Jamie
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Quote:
Originally Posted by goldorak
There is no need to scare off potential customers with the theory of sound propagation in the water.
You're better off increasing their curiosity in this game, maybe by giving links to aar in cadc.
Its fun to read those and it stimulates their imagination in naval warfare.
The worst thing to do is take a doctoral approach in trying to convince them to play, they first have to be interested or have a certain curiosity then little by little they will learn the tactics, the in and outs of the game etc...
But for a first time approach to DW the way to go is to stimulate their imagination, curiosity and underline the FUN in the game.
Agreed... Well put!
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Old 01-26-06, 12:42 PM   #34
Winston
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lol: I know, I was just joking when I responded, sort of like a cheeky form of response pocking fun at both you and me. Though reading it back now it does look a little ambiguous, I did use a cute little smiley at the end. (Off Topic, I suck at humour and apologise)

I also agree with you Goldorak that promoting the basic’s of the game is the right way to go about it. There is plenty of time to learn about SSP and all that after they’ve tried the game and gotten the basics under there belt. I still remember getting sub command. It was the first time I ever played such a complex simulation and given I had no experience or knowledge of the subject matter it was along time before I got the hang of it. I found problems when trying to learn to much at once so I broke it down in to one station on one platform at a time. In fact I’m still learning very much even now.
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Old 01-26-06, 12:46 PM   #35
Fandango
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The thing to remark is the fact that there is a community that's willing to help new players...probably that's been already said...

P.S. I've registered at Valve's forum...as soon as my registration will be confirned, I'll give my little contribution...
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Old 01-26-06, 12:53 PM   #36
Three14
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Still no activation.

I agree on not putting the tech stuff up, but I DID entertain the thought! Not because I think people need to "learn" the game first, but because it seems that being able to see yourself interested in these types of documents (from tactics to tech) is highly correlated with interest in these sort of technical games. If people buy the game and don't like it...worse yet, feel cheated...that's not helping anyone, either.

I sometimes wonder if I'd get in this type of game now if I hadn't played the original 688 and Seawolf.

So, I'm thinking of how to complete this sentence...

If you liked ..., you'll ... Dangerous Waters!
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Old 01-26-06, 12:54 PM   #37
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Noticed flying debris from exploding cargo ship? And how it sways after torpedo strikes it? Nicely done!
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Old 01-26-06, 12:56 PM   #38
goldorak
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Quote:
Originally Posted by DivingWind
Noticed flying debris from exploding cargo ship? And how it sways after torpedo strikes it? Nicely done!
Yes, very nice effects, even the underwater explosion of the akula was great. :|\
Hope those effects weren't done only for the trailer but that they are included in the patch 1.03
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Old 01-26-06, 01:42 PM   #39
DivingWind
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Quote:
Originally Posted by goldorak
Hope those effects weren't done only for the trailer but that they are included in the patch 1.03
Hope so too!
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Old 01-26-06, 11:14 PM   #40
XanderF
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Quote:
Originally Posted by Three14
I'm reading a thread now and it looks like the trailer (which is good for the DW graphics engine, but maybe a bit tame for the Half-Life 2 players dominating Steam) has caused some confusion about the gameplay style.
Indeed, I confess to wonder why all the trailers for this title - and the in-game intro video, too - focus on the game's graphics, which, to put it bluntly, are rather TEH SUCK compared to most modern titles.

They are serviceable, to be sure, but compare them to even SHIII? Ummmm....no.

But that's not the game's strength, so it doesn't *really* matter....EXCEPT....that is what the videos keep showing! It'd be better to see that trailer re-done with most of the shots being from inside the ship. The helo bouy drop was a good example - showing the controls hit to drop the bouy, cut to external view of bouy dropping. Good!

Oh, and with subtitles instead of the corny Russian accents ( :rotfl: )
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Old 01-26-06, 11:17 PM   #41
TLAM Strike
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Quote:
Originally Posted by XanderF
Oh, and with subtitles instead of the corny Russian accents ( :rotfl: )
Did you read Jamie's interview? Those are REAL Russian accents.
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Old 01-26-06, 11:25 PM   #42
XanderF
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Quote:
Originally Posted by TLAM Strike
Quote:
Originally Posted by XanderF
Oh, and with subtitles instead of the corny Russian accents ( :rotfl: )
Did you read Jamie's interview? Those are REAL Russian accents.
Huh? They speak in English with Russian accents on a real, live Kilo?

WOW, learn something new every day!!



:hmm:

:rotfl:
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Old 01-26-06, 11:52 PM   #43
TLAM Strike
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Quote:
Originally Posted by XanderF
Quote:
Originally Posted by TLAM Strike
Quote:
Originally Posted by XanderF
Oh, and with subtitles instead of the corny Russian accents ( :rotfl: )
Did you read Jamie's interview? Those are REAL Russian accents.
Huh? They speak in English with Russian accents on a real, live Kilo?
I never thought of a Kilo as being 'a live' before. But the roaches are an integral part of any diesel submarine so I guess a kilo could be considered a life form...
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Old 01-27-06, 12:14 AM   #44
OlegM
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Quote:
Originally Posted by Three14
Still no activation.

I agree on not putting the tech stuff up, but I DID entertain the thought! Not because I think people need to "learn" the game first, but because it seems that being able to see yourself interested in these types of documents (from tactics to tech) is highly correlated with interest in these sort of technical games.
Frankly I don't think it is at all. Upon seeing document entitled "Priciples of sound propagation" I'd run for the hills, and I crave for complex games.

Hell I haven't read "principles of sound propagation" as it is - I happily play DW withouit it (and plan to continue to do so).

O.
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Old 01-27-06, 07:19 AM   #45
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Quote:
Originally Posted by TLAM Strike
That merchant looks to WWII-ish. Its 2006 lets see some Ro-Ros or Container Ships or SEABEEs.
I'm always amazed at how old and beat up A LOT of ships in the world are. The Dhow they recently captured off the coast of Somalia looked like it was 100 years old.
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