Drenzul
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Drenzul last won the day on November 23 2024
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>>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.5 Optx4)
Drenzul replied to Nick Thomadis's topic in General Discussions
No but they could make it look better by calculating the hit trajectory then deviating the others around that instead. -
>>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.5 Optx4)
Drenzul replied to Nick Thomadis's topic in General Discussions
So having just tried a campaign again. Battles: Improved, enemy can be a threat sometimes. Gun target selection needs improving. Torps 100% need long range visible highlighting Buttons for advanced maneuvers would be appreciated, including 'weave' for smaller ships to make them harder to hit instead of sailing in a straight line. Shell flight is still far too blatantly based off the calculated % to hit instead of actually ballistics in many circumstances. You often see the 'hit' shell flying on a distinctly different trajectory to the miss shells. Ship designer: Balance (fore/aft) is simply broken currently. In some cases I can move an object backwards and it increase the FORE offset. High objects have way too much effect on balance, particularly on hulls that have raised sections. Stat values for many modules are still nonsensical. They should make sense and not become useless for ships when they are a % instead of a flat weight, so ships that are already larger are disincentived from using them. Oxy torps are a prime example as they add hull weight %, so a TD with 8 oxy torps might add 2 tons, but a BB with the same torps might add 500 tons for the exact same thing. Amount of ammo per gun is daft, some guns run out far too quickly, others have loads depending on the gun setup. Really needs an ammo slider per gun type so you can customise it so your rapid-firing guns can have enough ammo to be useful. Campaign: Diplomacy is basically non-existent. Fleet tension mechanics make no sense. This whole system needs ripping out and reworking. Its too flawed at the moment but the whole game is too reliant upon it. TR system is nearly as bad. Basically impossible to defend them. I've had ships in literally every port (just a couple of DDs in each) as well as dominating all the oceans where I have ports, still losing more TRs than I can produce each turn by a lot. Worse if you have a few ports away from home when TRs keep going there to get murdered for no reason. Financing is complete nonsense at the moment. At one point in the campaign I had a 3.5 B/month income... of which over 3B was going straight out on "TR losses" leaving me less than 500m/month for everything else. Combat encounter system could be improved. Seems very random if a fleet engages a enemy fleet or not regardless of map positions quite often. Need a way to tell a fleet to go after an enemy fleet. Or telling your fleet to just engage any enemy fleet in a much larger radius. On the flip side, need a 'avoid' role for a battered/out of ammo fleet, telling them to avoid engagements if possible. How much resupply fleets get, even which sitting right next to a friendly large port seems very random. -
>>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.5 Optx4)
Drenzul replied to Nick Thomadis's topic in General Discussions
Problem with that is you'll rarely have the exact same combination of techs + bonuses, so the designs wouldn't likely either not be valid due to missing techs or non-optimal due to available techs. -
>>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.5 Optx4)
Drenzul replied to Nick Thomadis's topic in General Discussions
Tried playing again. Gave up due to ship designer in possibly the worst state I've seen it. Just tried to make a destroyer. Just had space to slap a 3" gun (3 tons total) on a 900 ton ship at the front. Balance changed from 10% aft to 25% fore..... for 1 3 inch gun.... Ship designer really really needs some work putting into it to actually fix it rather than adding new features. -
Last update 1.6.04 messed up my campaign
Drenzul replied to Shakeyvick's topic in General Discussions
Nick has said the balance changes were deliberate. Apparently the game designers think the ship designers of the time were absolute morons who didn't know how to balance a ship or the benefits of it. I mean not like they hadn't been making balanced ships since the 1600s. -
>>>v1.6 Feedback<<< (Latest version: 1.6.0.6 Optx6)
Drenzul replied to Nick Thomadis's topic in General Discussions
As many studios have found in the past, launching a paid DLC when the base game is in a bad state, is a recipe for disaster. Also actually having read the reviews rather than assuming from the date they were posted, I'd agree there are a few of those negatives about the paid multiplayer, but allot of them were talking about the base game. If the base-game had been in a good state, there would have been far less complaints about the multiplayer. Also the argument about paying for servers is nonsense. You need 1 simple matchmaking server, I very much doubt the battles are remotely hosted. The costs for a single matchmaking server are basically nothing, you can run it on your webserver the load is that low. -
>>>v1.6 Feedback<<< (Latest version: 1.6.0.6 Optx6)
Drenzul replied to Nick Thomadis's topic in General Discussions
Honestly, if the game designers think they are on the right course, they should look at this: Now when I first backed, I'm fairly sure it was at Mostly Positive. Basically almost every feature added since 1.5 has been well.... bad. Its not even the features themselves were bad, just they were implemented in a half-arsed and rushed manner to get them out. All you really needed to do was fix the dodgy bits in 1.5 and some QoL improvements + a balance pass over the ship builder and most people would be happy. You could of then released additional features as part of an expansion. Instead of fixing the base game, you expanded on the broken base game with broken features. Is it really a surprise this is a mess now? Ignoring what your players are telling you is not a sound development strategy. -
>>>v1.5 Feedback<<<(Latest version: v1.5.1.6)
Drenzul replied to Nick Thomadis's topic in General Discussions
Just tried playing a campaign as UK. Really disappointed. Got to 1938 and basically given up. Battles are vastly more buggy than it was at release, to the point of barely been playable. Campaign mode has improved slightly but still most of the major bugs haven't been touched. Economy is still borked. GDP is decreasing despite me having taken loads of territory no matter what I do. Diplomacy seems borked, just getting massive relationship penalties every turn seemingly no matter what I do. Game is literally worse than it was at release and it wasn't ready for release then. I've basically given up on this game I'm afraid at this point. -
>>>v1.5 Feedback<<<(Latest version: v1.5.1.6)
Drenzul replied to Nick Thomadis's topic in General Discussions
Again, wasn't an insult to the devs, more to whoever decided to move the experienced devs to the other games instead of letting them finish this one. Suggesting they haven't been able to work out how to implement really basic and simple features like these in that time period however is extremely insulting. They have implemented far more complex features over the same period. I've seen this more than a few times over the last 20 years in software development where the experienced devs are moved to a different project and there are certain areas the less experienced devs just don't want to touch. Also at no point did I suggest they work harder. I suggested they prioritise the features that the community has been asking for since well, the basic feature they rely upon came out. -
>>>v1.5 Feedback<<<(Latest version: v1.5.1.6)
Drenzul replied to Nick Thomadis's topic in General Discussions
Wasn't meant to be rude, was a observation as a software engineer. We've had an increase in the number of bugs and various features which should be easy to fix not been touched despite lots of people here complaining about it for a long time. -
>>>v1.5 Feedback<<<(Latest version: v1.5.1.6)
Drenzul replied to Nick Thomadis's topic in General Discussions
And just cos I moaned about it. Loaded into a battle. One squadron won't response to manuver commands except direct rudder.... I fixed that by changing the leader of the group, then all but one of my squadron then suddenly has the same thing.... Seriously feels like all the good devs have been assigned to other games. -
Fire control makes turret armor heavier makes little sense
Drenzul replied to TK3600's topic in General Discussions
Lots of bits like this in the ship designer. Players have been requesting a dev go through and update these with no response at all since 2022..... -
>>>v1.5 Feedback<<<(Latest version: v1.5.1.6)
Drenzul replied to Nick Thomadis's topic in General Discussions
I am extremely disappointed. Game seems to be building more bugs rather than fixing anything. Major issues still cropping up and not addressed that have been there since beta. Lets go through the quick list of bugs that haven't been addressed for multiple years. 1> Torpedo highlighting non-existent. 2> Ships completely ignoring directions (seems to have gotten worse!) 3> Nonsensical values in ship builder (oxy torps affects hull weight???) 4> No way to stop fleet ships leaving port and getting involved in fights. 5> No way to build direct to refit standards. Also seems to have got worse since I can't even build the older hulls at all for some reason!!!!! -
>>>v1.5 Feedback<<<(Latest version: v1.5.1.6)
Drenzul replied to Nick Thomadis's topic in General Discussions
@Nick Thomadis Any chance you could raise these issues? 1+2 have been around a while and are REALLY annoying and shouldn't be major to resolve. -
>>>v1.5 Feedback<<<(Latest version: v1.5.1.6)
Drenzul replied to Nick Thomadis's topic in General Discussions
So have the following issues being fixed yet? 1> Build direct to refit spec not possible 2> Build becoming "overweight" so can't be built anymore 3> Drunk following ships in formation Really hope they go through the ship designer at some point and make the stats there make sense but given up hope of that after waiting so long