Ready for refund
Moderator: Joel Billings
RE: Ready for refund
This is a great game, you have to invest some time in it but it is very rewarding.I don't have any problem running it
RE: Ready for refund
See my screenshots in this thread and see what you think.
They are perfectly crisp and clear on my screen.
Also I am definitely not the only one with this issue.
So far you are the only one who reported and still experiencing it.
Pavel Zagzin
WITE/WITW/WITE-2 Development
WITE/WITW/WITE-2 Development
RE: Ready for refund
The way my system works is that my Windows 10 is running in a VM as a guest of a Mac host. The default display scaling is set to 350% and I am using 3840x2160 for all my gaming needs.
This an all other games generally work fine out of the box, some games I have to change the dpi settings from application to system and then all is well.
The only reason I created a custom font file is because I am an old board war gamer from the 70's and I prefer the fonts of the old board war games from GDW and SPI. My font's are about as close of match as I can get right now to recreate that look and feel. For all the reports and charts, I used a font called Hack font, by trade I am a web developer and just like that font, so I used it for things like the wite wiki and other reports.
Some hack fonts usage:


This an all other games generally work fine out of the box, some games I have to change the dpi settings from application to system and then all is well.
The only reason I created a custom font file is because I am an old board war gamer from the 70's and I prefer the fonts of the old board war games from GDW and SPI. My font's are about as close of match as I can get right now to recreate that look and feel. For all the reports and charts, I used a font called Hack font, by trade I am a web developer and just like that font, so I used it for things like the wite wiki and other reports.
Some hack fonts usage:



Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
- Erik Rutins
- Posts: 39650
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
RE: Ready for refund
I think the original posters points have been addressed. The discussion of scaling and 4k systems should be put in to this thread:
https://www.matrixgames.com/forums/tm.asp?m=4991284
Pre-release, the System (Enhanced) setting there worked to resolve it for all our testers on 4k systems. Post-release, we realized that some customers were not satisfied with that solution and for their systems, we have embarked on a major engine upgrade to fully support in-application scaling. This is really a significant effort, but we're making good progress and a beta version should be available in the next month.
Numdydar, I'm not aware of anyone else reporting being unable to play due to scaling issues. Others have reported that System (Enhanced) per the exact settings in the thread linked above are less sharp than they'd like, which the in-app scaling will resolve, but otherwise it works fine. We've also tested the System (Enhanced) scaling on our 4k systems and the dev team's 4k systems and it works fine. We're also testing the new in-app scaling on those and it will be even better once complete, but if you can't play at all please work with us in that thread so that we can help you get to a playable state.
Regards,
- Erik
https://www.matrixgames.com/forums/tm.asp?m=4991284
Pre-release, the System (Enhanced) setting there worked to resolve it for all our testers on 4k systems. Post-release, we realized that some customers were not satisfied with that solution and for their systems, we have embarked on a major engine upgrade to fully support in-application scaling. This is really a significant effort, but we're making good progress and a beta version should be available in the next month.
Numdydar, I'm not aware of anyone else reporting being unable to play due to scaling issues. Others have reported that System (Enhanced) per the exact settings in the thread linked above are less sharp than they'd like, which the in-app scaling will resolve, but otherwise it works fine. We've also tested the System (Enhanced) scaling on our 4k systems and the dev team's 4k systems and it works fine. We're also testing the new in-app scaling on those and it will be even better once complete, but if you can't play at all please work with us in that thread so that we can help you get to a playable state.
Regards,
- Erik
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
RE: Ready for refund
Sigh....I remember the joy of playing Falcon 4.0 the first time with its wonderfully large manual. I get that same joy out of WiTE2. And yes, I'm old (55). Different strokes for different folks. I'm just glad there are still game makers around like these guys!
-
- Posts: 15974
- Joined: Tue Sep 11, 2001 8:00 am
- Location: Reading, England
RE: Ready for refund
Agreed. I got into WW2 strategy games in 1986 via my Father and thank god for companies, producers, designers etc that still make them. It’s a niche market, for sure, but it’s great to see a focussed company and people working hard to still produce and release them [:)]
WitE 2 Tester
WitE Tester
BTR/BoB Tester
WitE Tester
BTR/BoB Tester
RE: Ready for refund
ORIGINAL: DorianGray
Sorry guys, but WiTE2 is just a qualified mess.
Doing simple things like:
1. Scrolling the map;
2. Hiding all the aircraft clutter;
3. Font Adjustment;
4. SU assignment;
5. Air Recon missions;
6. Airbase assault missions;
7. ...
are either completely absent or simply a pain to do now.
Even the non-playable intro movies from WiTE were carried over and not fixed for WiTE2. Seriously?
This is even before delving into the technical aspects of the game....
Just let me have my $70+ back and you can have your game until it is really complete and ready for the masses... maybe a year or two. I have no interest in beta testing or an early access release and thought it was a finished product.
Best of luck to you guys.
Huh?! [&:]
RE: Ready for refund
I have 2 PC's and a laptop at home and the game works flawlessly on all three of them without any adaptations. It might not be optimized for every system but it sure ain't broke.ORIGINAL: Numdydar
So two PCs out of three the games was unplayable and the third had to be 'hacked' to work. I should not have to change DPI setting to get a game to work.
-
- Posts: 58
- Joined: Thu Oct 01, 2015 3:12 am
RE: Ready for refund
It is a awesome game, but it is true the UI is not the best out there. I think the main problem is that it is based on information showing instead of the workflows the player needs to work on. Information is very detailed, but a few times it is distributed in different places. The interaction is then added over the information layer or, sometimes, you just need to come back to units or other places to change things. This does not mean every task is a nightmare. The CR still helps a lot, but there are still room for improvement for a few things. A good example is SUs management. It is very difficult to have a good picture of the distribution across HQs units and very cumbersome to redistribute them.
It is not an easy thing, as the level of detail and complexity is huge, but a workflow paradigm based on player management tasks could improve it.
BTW, setting the scroll speed to 1 makes a real difference [;)]
It is not an easy thing, as the level of detail and complexity is huge, but a workflow paradigm based on player management tasks could improve it.
BTW, setting the scroll speed to 1 makes a real difference [;)]
RE: Ready for refund
ORIGINAL: speedyglides
It is a awesome game, but it is true the UI is not the best out there. I think the main problem is that it is based on information showing instead of the workflows the player needs to work on. Information is very detailed, but a few times it is distributed in different places. The interaction is then added over the information layer or, sometimes, you just need to come back to units or other places to change things. This does not mean every task is a nightmare. The CR still helps a lot, but there are still room for improvement for a few things. A good example is SUs management. It is very difficult to have a good picture of the distribution across HQs units and very cumbersome to redistribute them.
It is not an easy thing, as the level of detail and complexity is huge, but a workflow paradigm based on player management tasks could improve it.
BTW, setting the scroll speed to 1 makes a real difference [;)]
Its post like this that make we wish for a like button.
To strive, to seek, to find, and not to yield.
- neuromancer
- Posts: 630
- Joined: Wed May 29, 2002 9:03 pm
- Location: Canada
RE: Ready for refund
This game likes to have screens and popups with a ton of information on it, and most of it is of questionable value. I find for me at least this means I tend to ignore a lot of it, probably to my detriment.
There is a thing called 'Information Overload', and I think this is a very big problem in this game. As I'm sure many of you are aware, this was a problem with the original F4 Phantom. The cockpit was full of so many screens and dials and such that the pilots had a tough time making sense of most of it, especially when they needed it. So they would turn off the screens and ignore the other things, just focusing on a couple specific things they needed and could find easily. After that cockpits were redesigned to have MFDs, the information was still all available, but the pilot could switch the displays to show what he needed at the time, and not have a pile of stuff they didn't need at the moment which would only make it hard to find what they did need.
The UI design needs to be redone to allow for drilling down. The top level should be essential information ONLY. From there you can drill down to what you need. There are places where this is done already like the unit displays, but others are just cluttered with information that isn't useful. Yes, I know the old grognards want to see how many rounds of 7.62 mm ammunition are in each soldier's pockets, but the simple truth is that nobody knew most of this stuff (not even the soldier unless he emptied his pockets to count), and quite frankly most of it doesn't matter. We are supposed to be the top level guys, Halder and Zhukov, or even... gods forbid... Stalin and Hitler (ugh). They didn't care about that stuff, that was what they had staff for, to handle the minutiae.
But fine, have that stuff, but put it where only those people who are that obsessed with the details can be bothered to go find it, and let the rest of us focus on fighting the war.
Also... the turn summary? What the hell? This is a prime example of not telling me what I need to know. I need to know how many times the enemy attacked, and how many times I won or lost. I need to know which units are under-strength and which are out of supply (it does actually tell me this... sort of, the numbers it displays and then the units it highlights are sometimes different), I need to know new units are available (this is theoretically mentioned, but this is the prime case of an important bit of information being lost among the less meaningful information), I need to know frozen units have been activated, I need to know air units are depleted. How many tons of freight are in the system doesn't actually tell me anything I need to know, especially as there is very little I can do about it anyway.
Decisive Campaign Barbarossa had good reports, I could look at a few reports and see what I needed to know, they were divided up well, and I could focus on what I needed. The game didn't have as much detail as this one, but there was still quite a bit and you could drill down to see it when you needed it, it didn't just dump it all on you and tell you to figure it out yourself (I think aides have been fired for less).
And really, did Halder or Zhukov get reports every week telling them exactly how many men were on the entire front, and even in each unit? Somehow I doubt it. I'm not even sure they could have gotten that information even if they wanted it!
- - - - -
This actually reminds me a lot of where I work. We have top level people who demand all these reports about the pandemic (I work in healthcare), and then they don't actually understand the information they are given (but they like to freak out about changes in it). And most of the time they only read the summaries anyway because they have other things to do than wade through hundreds of pages of numbers about things they don't actually understand (and when they do try to read them they quickly display their lack of understanding, so now someone else has to spend a bunch of time explaining to them why their conclusions about what it meant was wrong). And to be fair, it isn't their job to understand them, that is what other people do, their job is to listen to those other people when they say there is a problem, and facilitate a solution - of course that isn't what they do, too many managers tend to be prime examples of Dunning-Kruger.
- - - - -
Aaaaanyway.
tl/dr: The information UIs could really use some redesign to be more useful.
There is a thing called 'Information Overload', and I think this is a very big problem in this game. As I'm sure many of you are aware, this was a problem with the original F4 Phantom. The cockpit was full of so many screens and dials and such that the pilots had a tough time making sense of most of it, especially when they needed it. So they would turn off the screens and ignore the other things, just focusing on a couple specific things they needed and could find easily. After that cockpits were redesigned to have MFDs, the information was still all available, but the pilot could switch the displays to show what he needed at the time, and not have a pile of stuff they didn't need at the moment which would only make it hard to find what they did need.
The UI design needs to be redone to allow for drilling down. The top level should be essential information ONLY. From there you can drill down to what you need. There are places where this is done already like the unit displays, but others are just cluttered with information that isn't useful. Yes, I know the old grognards want to see how many rounds of 7.62 mm ammunition are in each soldier's pockets, but the simple truth is that nobody knew most of this stuff (not even the soldier unless he emptied his pockets to count), and quite frankly most of it doesn't matter. We are supposed to be the top level guys, Halder and Zhukov, or even... gods forbid... Stalin and Hitler (ugh). They didn't care about that stuff, that was what they had staff for, to handle the minutiae.
But fine, have that stuff, but put it where only those people who are that obsessed with the details can be bothered to go find it, and let the rest of us focus on fighting the war.
Also... the turn summary? What the hell? This is a prime example of not telling me what I need to know. I need to know how many times the enemy attacked, and how many times I won or lost. I need to know which units are under-strength and which are out of supply (it does actually tell me this... sort of, the numbers it displays and then the units it highlights are sometimes different), I need to know new units are available (this is theoretically mentioned, but this is the prime case of an important bit of information being lost among the less meaningful information), I need to know frozen units have been activated, I need to know air units are depleted. How many tons of freight are in the system doesn't actually tell me anything I need to know, especially as there is very little I can do about it anyway.
Decisive Campaign Barbarossa had good reports, I could look at a few reports and see what I needed to know, they were divided up well, and I could focus on what I needed. The game didn't have as much detail as this one, but there was still quite a bit and you could drill down to see it when you needed it, it didn't just dump it all on you and tell you to figure it out yourself (I think aides have been fired for less).
And really, did Halder or Zhukov get reports every week telling them exactly how many men were on the entire front, and even in each unit? Somehow I doubt it. I'm not even sure they could have gotten that information even if they wanted it!
- - - - -
This actually reminds me a lot of where I work. We have top level people who demand all these reports about the pandemic (I work in healthcare), and then they don't actually understand the information they are given (but they like to freak out about changes in it). And most of the time they only read the summaries anyway because they have other things to do than wade through hundreds of pages of numbers about things they don't actually understand (and when they do try to read them they quickly display their lack of understanding, so now someone else has to spend a bunch of time explaining to them why their conclusions about what it meant was wrong). And to be fair, it isn't their job to understand them, that is what other people do, their job is to listen to those other people when they say there is a problem, and facilitate a solution - of course that isn't what they do, too many managers tend to be prime examples of Dunning-Kruger.
- - - - -
Aaaaanyway.
tl/dr: The information UIs could really use some redesign to be more useful.
- Erik Rutins
- Posts: 39650
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
RE: Ready for refund
It's worth noting that while some aspects are objective, there are many other aspects of information presentation and management that are subjective and dependent on a player's playstyle, focus and information management preferences. A lot of the improvements to the UI in WITE2 were based on allowing more options to sort, filter and customize the vast amounts of data.
Since this is turning into a more general thread, I'll just direct folks with suggestions to the Feature Suggestion sub-forum here:
https://www.matrixgames.com/forums/tt.asp?forumid=1822
Or with issues to the Tech Support sub-forum here:
https://www.matrixgames.com/forums/tt.asp?forumid=1815
Either way, your ideas or issues will be seen more quickly by the development team in those places.
Regards,
- Erik
Since this is turning into a more general thread, I'll just direct folks with suggestions to the Feature Suggestion sub-forum here:
https://www.matrixgames.com/forums/tt.asp?forumid=1822
Or with issues to the Tech Support sub-forum here:
https://www.matrixgames.com/forums/tt.asp?forumid=1815
Either way, your ideas or issues will be seen more quickly by the development team in those places.
Regards,
- Erik
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
RE: Ready for refund
ORIGINAL: neuromancer
This game likes to have screens and popups with a ton of information on it, and most of it is of questionable value. I find for me at least this means I tend to ignore a lot of it, probably to my detriment.
There is a thing called 'Information Overload', and I think this is a very big problem in this game. As I'm sure many of you are aware, this was a problem with the original F4 Phantom. The cockpit was full of so many screens and dials and such that the pilots had a tough time making sense of most of it, especially when they needed it. So they would turn off the screens and ignore the other things, just focusing on a couple specific things they needed and could find easily. After that cockpits were redesigned to have MFDs, the information was still all available, but the pilot could switch the displays to show what he needed at the time, and not have a pile of stuff they didn't need at the moment which would only make it hard to find what they did need.
The UI design needs to be redone to allow for drilling down. The top level should be essential information ONLY. From there you can drill down to what you need. There are places where this is done already like the unit displays, but others are just cluttered with information that isn't useful. Yes, I know the old grognards want to see how many rounds of 7.62 mm ammunition are in each soldier's pockets, but the simple truth is that nobody knew most of this stuff (not even the soldier unless he emptied his pockets to count), and quite frankly most of it doesn't matter. We are supposed to be the top level guys, Halder and Zhukov, or even... gods forbid... Stalin and Hitler (ugh). They didn't care about that stuff, that was what they had staff for, to handle the minutiae.
But fine, have that stuff, but put it where only those people who are that obsessed with the details can be bothered to go find it, and let the rest of us focus on fighting the war.
Also... the turn summary? What the hell? This is a prime example of not telling me what I need to know. I need to know how many times the enemy attacked, and how many times I won or lost. I need to know which units are under-strength and which are out of supply (it does actually tell me this... sort of, the numbers it displays and then the units it highlights are sometimes different), I need to know new units are available (this is theoretically mentioned, but this is the prime case of an important bit of information being lost among the less meaningful information), I need to know frozen units have been activated, I need to know air units are depleted. How many tons of freight are in the system doesn't actually tell me anything I need to know, especially as there is very little I can do about it anyway.
Decisive Campaign Barbarossa had good reports, I could look at a few reports and see what I needed to know, they were divided up well, and I could focus on what I needed. The game didn't have as much detail as this one, but there was still quite a bit and you could drill down to see it when you needed it, it didn't just dump it all on you and tell you to figure it out yourself (I think aides have been fired for less).
And really, did Halder or Zhukov get reports every week telling them exactly how many men were on the entire front, and even in each unit? Somehow I doubt it. I'm not even sure they could have gotten that information even if they wanted it!
- - - - -
This actually reminds me a lot of where I work. We have top level people who demand all these reports about the pandemic (I work in healthcare), and then they don't actually understand the information they are given (but they like to freak out about changes in it). And most of the time they only read the summaries anyway because they have other things to do than wade through hundreds of pages of numbers about things they don't actually understand (and when they do try to read them they quickly display their lack of understanding, so now someone else has to spend a bunch of time explaining to them why their conclusions about what it meant was wrong). And to be fair, it isn't their job to understand them, that is what other people do, their job is to listen to those other people when they say there is a problem, and facilitate a solution - of course that isn't what they do, too many managers tend to be prime examples of Dunning-Kruger.
- - - - -
Aaaaanyway.
tl/dr: The information UIs could really use some redesign to be more useful.
but the geniune problem is that is what you want, what you find essential and so on. Nothing you say is unreasonable but its not what I look for - and I too use a pretty cut down set of screens most of the time. Now no set top level screens is going to satisfy us both, never mind the 1000s of other players.
You mention DC:B as a good example, well I really enjoy Shadow Empires and I find the information structure there near impenetrable.