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I'm quite certain there's worse UIs out there but yeah, it deserves plenty of criticism. One of the things that seems to be missing, unless I'm just an oblivious idiot and missed it, is a way to quickly and easily locate buildings that are unprofitable/stuck in the hiring&firing loop. It's absurd that the loop exists to begin with, but if they won't fix it they can at least make it easy to spot before a lone building churns out tens of thousands of radicals.
As for #3, it sounds like the biggest issues you have there stem from the aforementioned poor UI and warfare as a whole, which is another thing that I suspect will have major updates in DLC. (obviously, that doesn't invalidate criticisms of the current system)
But you keep coming back and reply to literally every single thing I post, making the same complaints about people pointing out why this game sucks so bad, making the same nonsense excuses for why it sucks so bad.
And you know, that's fine.
And yes, your feedback here in this thread has improved a lot from a lot of the other comments you made. Good job there. But that's not what I'm commenting on.
What I'm commenting on, is how you seemed to have built false expectations and reality out of what Vic3 was going to be, despite there being ample information available to the public because the devs had been fairly transparent about it. You could have avoided a lot of the disappointment you have in this game if you were more honest to yourself and the information about the game before you bought it.
We could go into the discussion on how the pops aren't as deep as they were originally planned to be, but we've covered this already.
It's not up to you what my or anyone else's expectations for the game are except your own. Get over it. Reading and replying to literally every single post I make isn't going to stop me from sharing my opinion.
It is a shame too that the gap is left to be filled by modders. There are elements to how society / clout I see working, but it's just not all there yet and the lack of flavor makes most play throughs seem similar. Mods do definitely make it better.
From what I'm seeing, it's looking like they're outsourcing some development to modders, especially UX. Release something barebones, wait to see how modders improve it, then copy that. I get that modders will at times come up with better or interesting ideas the devs didn't have, and its not a terrible thing to implement good ideas officially, but this seems more like a planned, cost-cutting tactic, which doesn't sit right with me.
I'm not opposed to a more hands off system, something like a simplified battle planner would do wonders. I was expecting them to make unit production and management simpler, like an improved stack system from older games that turns into a slightly simplified HoI style battle planner with trench warfare being researched or something.
Having them straight up remove units, map tiles and player control entirely was something nobody expected or wanted. What we have for a system now is autoresolve with a lot of unnecessary tedium.
I guess there's always OpenVic2 in the future if Vic3 ends up like Imperator because Pdx doesn't do anything substantial to fix war and diplo.
Re: DLC for number 1, I REALLY hope they don't expect to charge for that. In a game that's supposed to be a global socio-economic simulation, charging people extra to not have the same flat vanilla experience in every campaign would be absurd. HOI I was more fine with the DLC charges because there still were some unique national focus trees at launch and each nation definitely was a different experience each time. Victoria 3 that would be kind of crazy to charge for it at this stage.