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Αναφορά προβλήματος μετάφρασης
Right back at you buddy.
From the ppl that play this game about half of them seems to play it for some weird dark fantasy that is no base in the actual gameplay of this GAME atm.
And most of them will scream realism for the most unhinged pointless ♥♥♥♥, like shooting at lifeboats.
You order minions around because there is nothing manually for you to do at their stations. Cooking , radio , engines , salvaging , etc.
Atm there are 8 total stations with direct gameplay impact
Targeting (periscope , UZO, binos) , TDC , deck gun , aa gun, torpedo tubes reload, Hydro.
What you personally are arguing is ..devs introducing a new minigame for a station there is no interface for yet.. which may or may not be in the roadmap.
I feel they should revamp what we have, like the introduction of stabilization which was an interesting touch and a direct modification for the 3 targeting stations.
I feel there is maybe too much canoe over a waterfall feel to it ..but beggers can't be choosers, and we do have the ability to remove some of it.
Tis what tis in the end. Fingers crossed.
I really hope they will revamp what we have before introducing new minigames.
No, not toxic at all, just objective. Think about it: The Enigma was a fascinating machine, true, and even more fascinating was the work to crack it, that's all nice, but from a SUB PLAYER perspective, it's just a nuisance and complication to use that device in the game, and for what? Just to crypt or make a message in clear text, that was the work of radio men using the machine. It's additional work to do and not enjoyable at all.
A lot could be done in this game but makes it nonsense to play with. Like this one:
There is a guy using a brush to pick-up the water...The devs could make it to play this guy in first person and get you points for the quantity of water you pick-up in a certain time. Does it make sense and is it enjoyable? NO. Should they waste time with such ideas? Yes but they should dismiss them very quickly...please.
if someone tells you he wants to have a lamborghini one day you dont discuss the ressources that person has and how to afford it, you just kindly ask what color he wants
At the end of the day, and if the devs ever read the player feedbacks, they must decide what's nonsense to add and what's not, so it's better to make an effort and present good ideas that could hit their attention. The Enigma idea is not one of them unless you show a good and playable mechanic that would please most of the players.
Enigma is obviously a historical fact, and i've heard worse ideas out there.
I've also understand your unflinching position about it .. even if i find it odd that you think would bring the changes that you need.
Currently there is no mandatory place for it in the gameloop.
I've mentioned a mod since this seems like a niche where a capable modder could sink their teeth into and make a great product, that way you don't have to wait for the introduction of a complete new minigame.
Which there are many more issues to be addressed beforehand.
Active lobby in the modding forum might yield better and faster results.
Thanks, Bobby, I've just added a couple of things more.
Its coming and coming and coming to me :)
Each of the sailors has a "special" trait that only gets uncovered in high stress situations.
That's your incentive to get them there.
It's detailed in the tutorial where a sailor freaks out .. and your have to punch him to calm him down, and then his trait is uncovered.
So yes.. you can't see their traits when you recruit them..but the point of this minigame is to get into trouble and high stress so you ..uncover it by gameplay.
Well they do pick out food from the store when they run out and there is food in store.. i think.
Also the coffee is an "officer" food with the specific energy uptick ..so it put in the "officer" storage, together with all the other officer gear like the scuba suit and the rifle and helmet, and the breathers.
Having them be separate keeps the confusion lower than having the ability to be mixed.
Food and ammo there , officer gear other side.
I think that you can use the coffee if you carry it?
I'm confused i though you could.
That is a balancing adaptation i think .. since you as the player are allowed to research ahead of time T5 sound seekers in 1940
And that decimates convoys form 4km away np.
And they would have absolutely no way to find you otherwise unless you are within 1km away blasting music at max volume on speakers so they can pick you up on passive detection.
Also the sonar is relatively underpowered .. you can get picked up but you can also avoid it.. and even when they pick you up ..they still get blinded by the explosions in the water so you can just lay on the seabed and then sonar can't pick you up no more.. even in 20m of water.
It does have that canoe on a bumpy rocky waterfally river feel to it.
This is reflective in the no stabilization feature.
I think it's by design.
They actually do decline .. it's just not visible unless you crash dive which is more ..obvious they do tilt forward when pushed down by the planes.
I think this is by design.
Your sub also have a passive ability that gets multiplied by the amount of ppl on watch and the perks available?
And you can see your passive detection range with the green circle on the map
You can visually see stuff your crew can't pick up.. also sometimes they can see stuff you can't see..
I've yet to be able to visually spot a tiny dingy fishing boat unless it's within 3km of me..by the crew can pick it up clearly.
I'm not sure if its "visually" detecting you or passively.
They do passively detect sounds.. so if you aren't on blue lighting and stopped and no silent running and no manual planes , and gyrocompass on , and without the leader perk that lowers sounds
Then they might detect you.
I had a save some other time i've mentioned this in the channel pointing to edingburg port
with a convoy exiting the port as i was moving in ,
And the enemy was like 3km away moving E i was moving W on forward 1.
And the balance was strange at that specific point since they would sound their alarm if i put my planes on electric.
But couldn't spot me otherwise.
With all the rest of the stealth perks.
Pericope depth , No active attacke or observation periscope manned by either officers or soldiers. And with an engiineer on depth station.
Point is they do have a passive sonar and i think it just a check against your own sound footprint and if your is larger than they can pick up.. then there is a small increasing % chance that they can pick you up.
You can see that without the realism settings when there is a bar appear on top of them as they start spotting you before the alarm goes off.
I think its literally the same mechanic.
If you are scraping on the seafloor might get some form of scratching.
I wait till the sub starts lifting up before i put it in gear.
There is a slight delay in between different buoyancy stages.. i think its because you would replace a volume of water with oxigen in the tanks to lift it up.
If you get a hole in your sub at high pressure the water will obviously get in faster.
The only thing you can hope to do is release the water from the tanks so you can float on the top of the sea.. then you can pump the water our and fix it ..hopefully.
Doesn't work always.
We ..do.
On the map , if you move your mouse around it tell you up on the right top , there is a depth indicator for that location.
For example 20-50
I'm fairly sure it consumes fuel food and you can't use it unless you have the relevant resources in abundance.
If you are low the thing doesn't appear.
When using the dingy sub you never get it, once you switch to the VII it starts becoming a thing.
There is kind of an action cam situation where, after you shoot a torp.. you click on the officer on the periscope .. and there is a list of "objects" on the left top..
Including enemy ships, airplanes liefeboats .. and your own torpedoes.
You can click on them and then use the cam feature.
So you can visually track your torpedoes.
Also there is the "free cam" if you press N
Obviously my answers doesn't hit all the things, but hopefully puts a different light on some of the topic points.
I understand your point but still, those perks are uninteresting as well as the skills you get when your officers level up. What I mean is the choices you have are usually obvious. You are not caught in between the choices of equal standing. Say in the FTL game, you have the feeling that all the upgrade choices are required immediately., and you want them all at the same time.
It is not about they get the food from the storage. It is about the dish variation. The more food variety you have on the galley the better for the morale. When you dont check them out and the food is out, they take a random one from the storage of course but it kills the variety. What I am saying is just have a selector there to serve the kind of variety you want without the fuss of selecting food and transferring on the galley one by one.
Dont worry no one is going to get confused with such a low variety of items. What Players ask for is the freedom to do / store whatever they want at the place they want.
No you cant.
Well sorry but that's another bad design. Research should not be at the hands of the player in the first place. I was always against it and it kills the realism, it kills the game balance and all. That is best if he technology is available whenever its time comes as in the SH3. This would fix a lot of inconsistencies as well as game balance.
That is neither unrealistic nor under powered. First generation sonars were not so capable and their angular limitations hampered their effectiveness significantly. And yes depth charge explosions blinded both hydrophones and sonars briefly which allowed uboat captains to make their runs.
I am sorry if that's by design, it is a bad design per say.
Nope. I don't refer them a "decline" if its not visible. A typical dive would reach up to 15 degrees and a crash dive can reach almost 30 degrees. That is quite visible to me.
You havent played silent hunter series I presume?
Yep. but that is not what I am saying. I see the ships in distance but not my crew. If I can see it, so should the crew.
Yep. Thats what I am saying. Why the variety? if something can be seen, they should see it
Thats what I am saying. Be it visual or passively, it is pretty powerful to detect a submerged uboat from 1km. Dont you think? In the end their sensors were not that advanced at that time.
Besides, gyrocompass, electric dive planes, these devices are not that noise emitting factors in RL. Another unrealistic deign choices. There are only 2 major sounds that can be detected 1) Electric motor noise 2) propellers / cavitation
Yep. but my boat was not drifted over the sea floor. Yet damages were raining down like crazy. Anyway there is definitely something wrong in this setup.
ok. But we are talking about death in seconds here. We can increase it to minutes at least.
What I mean by map tools, is not only the depth carts but also Knots / km charts so that we can do the math to determine the speed necessary to intercept contacts.
Yet again I am not talking about the resources to reach back to base. I am also pointing out the dangers and risks on the way back. In one of my games I was to spot AA batteries on the shore of Edinborough port and I sink two tankers at the port after spotting the batteries. Turned to rush out of the port, the Mission end thingy appeared on the top right away. I was not even half way out of the gulf and my sonar operator detected incoming contacts from the outer perimeter of the gulf. You know where it is going right? hit the mission end button and beam us up scotty!
Yet again that's not I am talking about. What I am talking about is a PIP cam , automatically appearing when there is something the payer needs to witness. I, of course know how to switch to object cams and Free cam (N) but as I said, they are player directed cameras.
Having said that, do we have the hotkey option to cycle contacts? or do we need to select them one by one on the map? Another thing to consider.
Firstly i'm not a dev, so take this advice for what is worth.
You seem to want a different game all together and that .. isn't going to happen.
If you are looking for realistic changes..i'd keep them within the current game loop.
Also some of the changes you want are just obvious misunderstandings of the game mechanics.
Anywho, since you seem to wanna dig your heels in .. gl with your quest.
No, to your statement, if I wanted a different game, I wouldn't even bother to write my opinion here in the first place.
You are quick to take offence, but why? In the end, we are all here to share our opinions, desires for a better game and feedback. I personally think that this feedback is invaluable to the devs. And if they are smart, they would take into account what players want.
There are 2 kinds of games:
1- Okay games,
2- Legendary games.
I'd just love to see the UBOAT move from number 1 to number 2 because it has great potential.
Never forget the words from the old God of Games:
"Games are never finished, games are abandoned."
If your game is in the number 1 area, it will eventually be abandoned.
I'm not a native speaker so my discourse could have some unintended skips.. but i can assure you i have no reason as you said to take offence.
You said your thing i said mine, we good.
I was pointing out being somewhat defiant in the way that you ask for change isn't helping.
Plus some of the things asked are misunderstandings of the mechanics present ingame atm that we have full access to use.
Game development is hard , and the game is already out , fully coded.
So whatever changes you want to ask should take that into account.
Nobody going to rewrite the game in the specific way that you think it should be done.
BUT they might be opened to suggestions to improve on the gameplay loop that we have atm.
Like the change to the stabilization. Good or bad, it was a change that directly modified the game for the 3 targeting stations.
Things like I WANT MY CREW TO SEE TO THE HORIZONT isn't going to work since we already have a mechanic that does that for ingame.. using the base passive sensor that gets increased by the perks and the watch officer plus each sailor assigned to him.
This is literally how the passive plus multiplier works ingame. clear as day.
This also makes sense from your player pov since it's clear the obvious detection range by the green circle.
That gets also modified by other factors like weather + sea tempests.
The fact that you as player can be present on the station and manually increase the performance of the passive capabilities of the crew is a huge bonus for gameplay.
This is very clear mechanic, easy to understand and use.
The fact that you don't wanna interact with it in the way that is clear and easy is why i think it will amount to nothing.
I strongly suggest that we let the Devs decide this.
That is all I ask for.
it is quite difficult for me to understand your resistance to change. Being open to change, is the only way to move forward. And let the Devs synthesize the ideas and decide which one is applicable and which one is not.