The return of tristanjohn

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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Phantom Account
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RE: The return of tristanjohn

Post by Phantom Account »

ORIGINAL: Mogami

Where this need is felt required the poster should at least provide a link to examples of their work where they demonstrate how every program they produce works flawlessly and has no detractors.

Here's my perfect code:

#include <iostream>

int main()
{
std::cout << "Hello, world!\n";
}

Beyond that, it gets a little shaky. [:D]
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RE: The return of tristanjohn

Post by mogami »

ORIGINAL: Phantom Account
ORIGINAL: Mogami

Where this need is felt required the poster should at least provide a link to examples of their work where they demonstrate how every program they produce works flawlessly and has no detractors.

Here's my perfect code:

#include <iostream>

int main()
{
std::cout << "Hello, world!\n";
}

Beyond that, it gets a little shaky. [:D]

Hi, why Hello World? Why not Hello everyone in the world by name. Or at the very least "Hello (insert name of person runining program) "
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RE: The return of tristanjohn

Post by mogami »

ORIGINAL: Tristanjohn

ORIGINAL: Mogami

Hi, No one objects to anyone posting about the game. It becomes SPAM when you post the same things over and over.

Excuse me, but don't you post the same things over and over?

Tell me. How much progress would have been made with regard to the goofy ASW routines if people had not beat that dead horse to death? If I recall, the original stance of Matrix was that it was "working as designed." Hell, isn't that your own response every time someone complains about a design feature? Don't you constantly revert to the same old "You're just a bad player so who'd listen to you?" argument?
There is no reason to post about the subject again except in response to questions.

It's human nature to want a response to a question. It's human nature to expect a response from a company you've bought something from when that product doesnt work right. Also, when the company initially stonewalls a complaint (for instance, problems with ASW were routinely denied by company representatives) it is also human nature (for some people at least) not to necessarily accept this response as the final word on the subject. Some people want and expect more than that. That's just the way it is out here, and has been since I was small.
The game is not currently in design change mode (exceptions might be made for items with drastic game impact)
The game is still in bug fix mode.

The bug-fix part is moving along slowly enough from what I can see. I'm glad Matrix hasn't completely abandoned the project, though.

As for changes to the game design itself which would have "drastic game impact," that list is, unhappily, a long one.
In both bug and design posts the posters need not dwell on how screwed up the designers or testers were while game was pre-release all that does is make people suspect the poster has another agenda.

Another agenda? Another agenda other than what? Please tell me what "our" agenda is supposed to be? To applaud Matrix at every turn no matter how unsatisfied we might be with the game we bought? Are we to sit here quietly on the boards engaging in nothing more than harmless prattle? Except, of course, unless one wishes to praise Matrix for releasing the best wargame ever . . . which doesn't happen to function well in many respects, at least according to some people . . . but we're not supposed to mention that little detail, are we?
Where this need is felt required the poster should at least provide a link to examples of their work where they demonstrate how every program they produce works flawlessly and has no detractors.

It's never been a question of the game not working "flawlessly." Matrix has been afforded loads of slack with respect to bugs per se, and the company is duly treated to warm rounds of thank-yous whenever it does fix something.

The reason one reads about other kinds of "complaints" is that the game was designed fundamentally wrong in many respects, according to some people, and for this reason the results in play tend to come out "odd" according to their lights, a situation which does not make for completely happy campers in all quarters. Irksome, is it not?

Oh, well, it seems that life just isn't always fair.




Hi, If I recall correctly the code for ASW was not changed but made to actually run as designed. There were bugs in ASW routine that produced the "goofy" results. It was changed when save files were provided not as a result of SPAM attacks on the forum.
I am forced into repeating myself because the SPAM keeps coming.
You do not have to ever post again on your favorite subjects. Your point has been read by those required to read it. You can move on to new subjects. (They will be read as well by those who need to read them)
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RE: The return of tristanjohn

Post by dtravel »

ORIGINAL: Mogami

Hi, If I recall correctly the code for ASW was not changed but made to actually run as designed. There were bugs in ASW routine that produced the "goofy" results. It was changed when save files were provided not as a result of SPAM attacks on the forum.

For a long time save games were not looked at because it was "working as designed". The fact that it was finally looked at and changed would indicate that for more than a year the standard response by Matrix/2by3 representatives of "working as designed" was WRONG.
This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.

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RE: The return of tristanjohn

Post by Skyros »

Hello World is the international first program a programmer learns no matter what language he/she is learning.
ORIGINAL: Mogami

ORIGINAL: Phantom Account
ORIGINAL: Mogami

Where this need is felt required the poster should at least provide a link to examples of their work where they demonstrate how every program they produce works flawlessly and has no detractors.

Here's my perfect code:

#include <iostream>

int main()
{
std::cout << "Hello, world!\n";
}

Beyond that, it gets a little shaky. [:D]

Hi, why Hello World? Why not Hello everyone in the world by name. Or at the very least "Hello (insert name of person runining program) "
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RE: The return of tristanjohn

Post by Bodhi »

ORIGINAL: Mogami

ORIGINAL: Phantom Account
ORIGINAL: Mogami

Where this need is felt required the poster should at least provide a link to examples of their work where they demonstrate how every program they produce works flawlessly and has no detractors.

Here's my perfect code:

#include <iostream>

int main()
{
std::cout << "Hello, world!\n";
}

Beyond that, it gets a little shaky. [:D]

Hi, why Hello World? Why not Hello everyone in the world by name. Or at the very least "Hello (insert name of person runining program) "

Mog have you learnt nothing from your time in this forum? Altering the code in response to user suggestions, such as yours above, will inevitably lead to bugs being introduced whereby the World refuses to spin after it's completed 359 degrees and everyone in the world will be replaced by Japanese WOs. Best leave it as "Hello World" , eh?
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RE: The return of tristanjohn

Post by Phantom Account »

ORIGINAL: Mogami

ORIGINAL: Phantom Account
ORIGINAL: Mogami

Where this need is felt required the poster should at least provide a link to examples of their work where they demonstrate how every program they produce works flawlessly and has no detractors.

Here's my perfect code:

#include <iostream>

int main()
{
std::cout << "Hello, world!\n";
}

Beyond that, it gets a little shaky. [:D]

Hi, why Hello World? Why not Hello everyone in the world by name. Or at the very least "Hello (insert name of person runining program) "

My point, which I don't think I made clear, is that writing code more advanced than "Hello World" (my only perfect code) isn't always easy and we should give the Devs a break. In other words, I agree with you Mogami.
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RE: The return of tristanjohn

Post by moses »

ORIGINAL: Ron Saueracker
Many don't seem to realize that there does exist a middle ground between "goo gooing" and trashing the game at every opportunity. Anyone who does not trash the game is immediately labeled a fanboy of some sort and has his every post trashed along with the game.

But don't forget that those who criticise it are labelled as trashers also. Works both ways.
The fiction that those who consistanly trash this game are somehow "carrying the torch for wargaming excellence" makes me ill.

Oh my. How quickly we forget. You are doing just that here.[8|] Guess you are not part of that middle ground.

Here is a classic posting technique. Quote me several times followed by comments that don't even make sence.---- How am I trashing the game in my post??


Original: Detravel:

For a long time save games were not looked at because it was "working as designed". The fact that it was finally looked at and changed would indicate that for more than a year the standard response by Matrix/2by3 representatives of "working as designed" was WRONG.


A more reasonable idea, but here is the problem. Why in critisising some aspect of the game why is it necessary to trash the game and everyone assosiated with it in multiple posts all over the board? (Not accusing you of this)

I'll criticise Brett Farve all I want. Nothing wrong with this. But I know he's a great quarterback and and certainly light years from anything I could do. Plus every time I hear the words Green Bay I don't go on a rant about BF. Just once in a while when he makes a bad play.

Plus occasional critcism might be better recieved if occasionally some of the good points(of which there are many) are acknowledged.

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RE: The return of tristanjohn

Post by Tristanjohn »

ORIGINAL: Mogami
ORIGINAL: Tristanjohn

ORIGINAL: Mogami

Hi, No one objects to anyone posting about the game. It becomes SPAM when you post the same things over and over.

Excuse me, but don't you post the same things over and over?

Tell me. How much progress would have been made with regard to the goofy ASW routines if people had not beat that dead horse to death? If I recall, the original stance of Matrix was that it was "working as designed." Hell, isn't that your own response every time someone complains about a design feature? Don't you constantly revert to the same old "You're just a bad player so who'd listen to you?" argument?
There is no reason to post about the subject again except in response to questions.

It's human nature to want a response to a question. It's human nature to expect a response from a company you've bought something from when that product doesnt work right. Also, when the company initially stonewalls a complaint (for instance, problems with ASW were routinely denied by company representatives) it is also human nature (for some people at least) not to necessarily accept this response as the final word on the subject. Some people want and expect more than that. That's just the way it is out here, and has been since I was small.
The game is not currently in design change mode (exceptions might be made for items with drastic game impact)
The game is still in bug fix mode.

The bug-fix part is moving along slowly enough from what I can see. I'm glad Matrix hasn't completely abandoned the project, though.

As for changes to the game design itself which would have "drastic game impact," that list is, unhappily, a long one.
In both bug and design posts the posters need not dwell on how screwed up the designers or testers were while game was pre-release all that does is make people suspect the poster has another agenda.

Another agenda? Another agenda other than what? Please tell me what "our" agenda is supposed to be? To applaud Matrix at every turn no matter how unsatisfied we might be with the game we bought? Are we to sit here quietly on the boards engaging in nothing more than harmless prattle? Except, of course, unless one wishes to praise Matrix for releasing the best wargame ever . . . which doesn't happen to function well in many respects, at least according to some people . . . but we're not supposed to mention that little detail, are we?
Where this need is felt required the poster should at least provide a link to examples of their work where they demonstrate how every program they produce works flawlessly and has no detractors.

It's never been a question of the game not working "flawlessly." Matrix has been afforded loads of slack with respect to bugs per se, and the company is duly treated to warm rounds of thank-yous whenever it does fix something.

The reason one reads about other kinds of "complaints" is that the game was designed fundamentally wrong in many respects, according to some people, and for this reason the results in play tend to come out "odd" according to their lights, a situation which does not make for completely happy campers in all quarters. Irksome, is it not?

Oh, well, it seems that life just isn't always fair.

Hi, If I recall correctly the code for ASW was not changed but made to actually run as designed. There were bugs in ASW routine that produced the "goofy" results. It was changed when save files were provided not as a result of SPAM attacks on the forum.

The point is it was like pulling rhinoceros teeth to affect that change. Initially the company did stonewall it, did say that was how it was supposed to work, etc. And if I'm not mistaken, Ron said this problem was known before publication at that. Either way, I'd like to believe that something so blatantly wrong would have been noticed by someone during beta, and at least mentioned in passing.
I am forced into repeating myself because the SPAM keeps coming. You do not have to ever post again on your favorite subjects. Your point has been read by those required to read it. You can move on to new subjects. (They will be read as well by those who need to read them)

What's good for the goose is good for the gander, as they say. And so, we repeat ourselves because we are continually met with the same old company denial.
    "What do you mean the air model's too bloody? It works as designed." "What do you mean there's too much supply? We carefully calculated that." "What do you mean naval combat is fried? Works for me!"



Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant
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RE: The return of tristanjohn

Post by Ron Saueracker »

ORIGINAL: Ron Saueracker
Many don't seem to realize that there does exist a middle ground between "goo gooing" and trashing the game at every opportunity. Anyone who does not trash the game is immediately labeled a fanboy of some sort and has his every post trashed along with the game.

Moses

But don't forget that those who criticise it are labelled as trashers also. Works both ways.
The fiction that those who consistanly trash this game are somehow "carrying the torch for wargaming excellence" makes me ill.
Moses

Oh my. How quickly we forget. You are doing just that here.[8|] Guess you are not part of that middle ground.

RS

Here is a classic posting technique. Quote me several times followed by comments that don't even make sence.---- How am I trashing the game in my post??

Moses





I gave my post a second look when I wrote it. I meant to convey that you have labeled me a trasher of the game by my simply being an ardent critic for its completion/improvement. You are not the only one by far. It'slike a bad western flic around here with all the wagon circling.
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RE: The return of tristanjohn

Post by moses »

ORIGINAL: Ron Saueracker

I gave my post a second look when I wrote it. I meant to convey that you have labeled me a trasher of the game by my simply being an ardent critic for its completion/improvement. You are not the only one by far

Apology accepted.

My point is that nowadays on this board many inject the thought that the game is a joke on every thread that appears. A newby asks a simple question which is answered quickly by several people. Followed by a torrent of the same few saying how this is another example why the game is a waste.

Other posters post long posts in which they practically shout their perceived brilliance, logic and superiority with posts that while using a lot of big words do little more than say that everyone else is stupid and/or completely clueless. Then they post about the proper use of logic. [>:][>:]

I don't think anything positive has changed due to these posters.

Changes result when a critical mass of rational posters debate things with some degree of mutual respect and convince a couple key people that its worth their time to make a change in order to 1.) improve the game that I'm sure they love. and 2.) to help keep their current and FUTURE customers happy. Those who simply trash the game at every turn lose on both counts.

At least thats my opinion.
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RE: The return of tristanjohn

Post by mogami »

Hi,
1. I still don't agree there is too mch supply. I run out all the time as Japan. Period from Jan 42 to May 42 I am always low. I posted SRA status in several PBEm games. It is 1943 and I have repaired SRA to 10 percent of possible total. I have been stalled, lost battles and have low production directly as a result. I have not built production so that did not consume my supply (always wait till June 42 to begin playing with expansion because I don't know what my supply status will be before I capture SRA. Posts stating it as a matter of fact that there is too much supply in SRA ignore the fact that what Japan will actually have for use is unknown. So it is a fact that Japan does not have too much supply unless the SRA is captured intact or near intact and this only occurs in games where the Allied player removes the engineer units to use the avaition support else where.

It is the "Sir Robin" that results in extra supply for Japan and this case it is not the extra supply that results in Japanese rapid expansion and abilty to maintain the offensive but the fact that Japan is able to conduct the SRA operation without the need for Air cover or Surface escort and using smaller LCU while the rest goes out and attacks places otherwise safe from attack. The Japanese will still experiance a shortage but it won't matter as much because they are able to use much less for the historic needs and gather forces for unhistoric adventures.


2. Every post that noted a bug in ASW and provided a save was looked at to see if bug could be reproduced and thus fixed. In the end a file was sent that was the correct version and reproduced the bug. It was posted the error existed quite a while before it could be fixed. Not every case of a submarine being spotted and sunk was a result of the bug.


Every time a bug is reported the testers attempt to recreate it and when it can reproduced it is fixed.

3. WITP is bloody because the players are bloody. We accept loss rates that would make actual commanders cry at night. I've played people who simply bulldoze me dispite the loss of every transport involved LCU being wiped out from being moved too far forward without air or naval cover, submarines parking right in Tokyo Bay for however long it takes to finally sink them, people who overstack airfields right in range of my LBA without realizing the airfield is only a size 1 and can't operate offensive missions.

Since I am involved in games with players who are very casualty mindfull (Kereguelen)
I can refute the notion the game is inhertly bloody. He has been able to maintain a successfull defense without suffering high loss rates in ships men or aircraft.

I really feel their should be more a point loss for "Bloody" play
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RE: The return of tristanjohn

Post by Rob322 »

ORIGINAL: moses
ORIGINAL: Ron Saueracker

I gave my post a second look when I wrote it. I meant to convey that you have labeled me a trasher of the game by my simply being an ardent critic for its completion/improvement. You are not the only one by far

Apology accepted.

My point is that nowadays on this board many inject the thought that the game is a joke on every thread that appears. A newby asks a simple question which is answered quickly by several people. Followed by a torrent of the same few saying how this is another example why the game is a waste.

Other posters post long posts in which they practically shout their perceived brilliance, logic and superiority with posts that while using a lot of big words do little more than say that everyone else is stupid and/or completely clueless. Then they post about the proper use of logic. [>:][>:]

I don't think anything positive has changed due to these posters.

Changes result when a critical mass of rational posters debate things with some degree of mutual respect and convince a couple key people that its worth their time to make a change in order to 1.) improve the game that I'm sure they love. and 2.) to help keep their current and FUTURE customers happy. Those who simply trash the game at every turn lose on both counts.

At least thats my opinion.


Oh another one of THESE threads. So now we have fanboys of the game, critics of the game (whether they're "trashers" or "impassioned critics"), fanboys of the critics, and critics of the critics (OR are they trashers of the trashers, or critics of the trashers, or trashers of the critics?). Been there, done that, nothing new to report and unlikely to change much of anything now for a game that's been in circulation a year and a half and whose designers have all moved on to other projects. Still, it does provide a modicum of entertainment watching two groups of people each "carry the torch" for whatever cause they're involved in.
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RE: The return of tristanjohn

Post by Mr.Frag »


Stealing your popcorn!
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RE: The return of tristanjohn

Post by TheBug67 »



I'll criticise Brett Farve all I want. Nothing wrong with this. But I know he's a great quarterback and and certainly light years from anything I could do. Plus every time I hear the words Green Bay I don't go on a rant about BF. Just once in a while when he makes a bad play.

Plus occasional critcism might be better recieved if occasionally some of the good points(of which there are many) are acknowledged.


So do you believe that the fans criticism of any bad plays makes him a better quarterback?? I think not, need a better analogy.
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RE: The return of tristanjohn

Post by moses »

Still, it does provide a modicum of entertainment watching two groups of people each "carry the torch" for whatever cause they're involved in.

It really is amazing how forums bring out the fight in people. (myself included)

My 2 week vacation ends tonight and my PBEM partner has returned so I'll try and shut up for a while.[:)]
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RE: The return of tristanjohn

Post by moses »

So do you believe that the fans criticism of any bad plays makes him a better quarterback?? I think not, need a better analogy

Doh!!!? Must resist posting.
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RE: The return of tristanjohn

Post by dtravel »

Forgive me for snipping so much, Mogami. At this point I am not argueing historical accuracy or game balance, just code problems. I don't think the first two can even be addressed until the third is dealt with.
ORIGINAL: Mogami

Every time a bug is reported the testers attempt to recreate it and when it can reproduced it is fixed.

Which might have been fine, except for one thing. More than a year ago I posted to this forum evidence that a reproducable save was not possible. A player, either in PBEM or solo, can not say with any certainty that any given turn can be repeated. We are still being told "send a repeatable save" when it has long since been shown that it isn't physically possible. (The Animation Bug or The Synchronization Bug or any of the dozen names we have for it here. And no, there were no PT boat involved combats or 100' air attacks that others think is the bug trigger.) Until and unless something that basic can be made to work properly, I see no reason to waste my time and effort being an unpaid QA tester for Matrix/2by3.

War in The Pacific may be a salvageable game, but after this long Matrix, 2by3 and Grigsby have absolutely no credibility any more. At least not with me. (And I suspect many others, most of whom don't post here anymore.)

(And, no, I don't know why I bother posting here anymore myself.)
This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.

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RE: The return of tristanjohn

Post by mogami »

Hi, The random seed for a game is generated on turn 1. (its part of the save file) I have ran many turns from other players on my machine and reproduced exactly the results from that game. It is in fact a save that reproduces a bug that is used to fix them. every bug repaired has been fixed using a save that reproduces.

Now understand quite often bugs are caused by factors other then the program alone. It appears that computer programs can malfunction due to other factors. (running multiple games on the same machine without restarting the program, having other programs running in background, players with different versions) Different operating systems may have some effect. I am no programmer so I can't say why programs (not just WITP) crash lockup or go astray. But we do get saves where the exact bug reproduces and can then be fixed. (They watch the program run using the save file and their program tells them when it does not do what it was meant to do showing them exactly where they need to look to change code to prevent error from reocurring.

I don't think we fully understand why some bugs occur and why the attempts and fixing them fail. But I agree before all the bugs are fixed it is somewhat difficult to decide where the basic design needs fixing.
even during testing I was always wary about changes to fix bugs or change design before
the impact of changes was tested. The game produces many varied results and changing the code in response to just a few to me is like Easter Egg hunting. There is no pattern to the changes and without considering every factor that went into producing them your never sure what your going to find.

There are quite a few computer games I no longer play. I don't stalk the forums for the producers I've move on. There might be people who have given up and left. I know there are some who have been here for the entire development time and since release who are playing and have been playing without ever posting. (I know because I am playing them PBEM and they never (rarely) post on these forums but everyday I get turns in my mail.
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RE: The return of tristanjohn

Post by Tristanjohn »

ORIGINAL: Mogami

Hi,
1. I still don't agree there is too mch supply. I run out all the time as Japan. Period from Jan 42 to May 42 I am always low. I posted SRA status in several PBEm games. It is 1943 and I have repaired SRA to 10 percent of possible total. I have been stalled, lost battles and have low production directly as a result. I have not built production so that did not consume my supply (always wait till June 42 to begin playing with expansion because I don't know what my supply status will be before I capture SRA. Posts stating it as a matter of fact that there is too much supply in SRA ignore the fact that what Japan will actually have for use is unknown. So it is a fact that Japan does not have too much supply unless the SRA is captured intact or near intact and this only occurs in games where the Allied player removes the engineer units to use the avaition support else where.

It is the "Sir Robin" that results in extra supply for Japan and this case it is not the extra supply that results in Japanese rapid expansion and abilty to maintain the offensive but the fact that Japan is able to conduct the SRA operation without the need for Air cover or Surface escort and using smaller LCU while the rest goes out and attacks places otherwise safe from attack. The Japanese will still experiance a shortage but it won't matter as much because they are able to use much less for the historic needs and gather forces for unhistoric adventures.

It's quite possible for the Allies to evacuate all sorts of valuable assets from the SRA and still leave enough LCU and engineer units to force Japan to invade in force and have a good chance of destroying the production facilities in the region. As far as that goes, what does the presence of aviation support units have to do with the destruction of oil wells and whatnot? Not much, I'd say.

Anyway, it isn't just that Japan gets too much of everything with regard to supply, but the entire logistics model is out of whack. And this causes unrealistic play on both sides of the board. It simply doesn't work, and no amount of denial will change that. Bad logistics generally lead to play that's entirely too fast and far-reaching, with ahistorical employment of assets all across the board, resulting in games that proceed too fast and are too bloody.
2. Every post that noted a bug in ASW and provided a save was looked at to see if bug could be reproduced and thus fixed. In the end a file was sent that was the correct version and reproduced the bug. It was posted the error existed quite a while before it could be fixed. Not every case of a submarine being spotted and sunk was a result of the bug.

No, but enough evidence had been provided to demonstrate the case clearly. What? Matrix won't bother to play its own game in order to find these bugs/anomalies from play and remove/correct them? I see. Just like it wouldn't develop the game properly to begin with.
    "Supply? Is there a problem with supply? All's well here!" "What do you mean there's too much Japanese shipping, and that it doesn't work with the logistics model?" "Ports? What do you mean they're too easy to use? They're not too easy for me to use." "What do mean naval bombardments are misused? You just don't know how to defend your ports properly!" "Too many B-17s? Our studies indicate otherwise." "The Tony's come too early and are too effective? We studied that closely, and our experts say. . . ." "Japan's already conquered China [i]and[/i] India by the middle of 1942? Hey, you never heard of what-ifs?" "Somebody's stacked twelve divisions on Tarawa? Ease up, fella, it's only a game after all."
Every time a bug is reported the testers attempt to recreate it and when it can reproduced it is fixed.

Maybe, maybe not. In any event the company has apparently "moved on" to other projects, and the people who bought this game are left to pretty much hold the bag.
3. WITP is bloody because the players are bloody. We accept loss rates that would make actual commanders cry at night.

That's only part of it.

There is too much supply for Japan, probably too much for the Allies early on (after 1943 America can be considered a supply nexus of unlimited wealth, but before then there ought to be a limit--even America had to ramp up).

The conception of "port sizes" is woeful. Apparently little effort went into this aspect of play. I dare say Gary never bothered to give it another thought at all after UV, and plenty of complaints were registered about this there and then, by me if nobody else, so it's not as if there wasn't enough time left to make it better.

A simple change might be to expand the scale of ports to something on the order of 1-100, which shouldn't be all that difficult to code, but nooooooo, let's just leave it as is and have it utterly impossible to make sense of the greater logistics scheme by at least toning some stuff down with the editor.

So, do players abuse the system? Of course they abuse the system. But that doesn't mean it's their fault. A proper model wouldn't allow the kinds of play abuses we see in the first place.

What's so hard about that to understand?

What is conceptually "good" about a game system that requires lists of house rules in order to play the game with anything that approaches historicity?
I've played people who simply bulldoze me dispite the loss of every transport involved LCU being wiped out from being moved too far forward without air or naval cover, submarines parking right in Tokyo Bay for however long it takes to finally sink them, people who overstack airfields right in range of my LBA without realizing the airfield is only a size 1 and can't operate offensive missions.

However true, these are 1) extreme examples from play and 2) ignore the essential problems of the system.
Since I am involved in games with players who are very casualty mindfull (Kereguelen)
I can refute the notion the game is inhertly bloody. He has been able to maintain a successful defense without suffering high loss rates in ships men or aircraft.

I really feel their should be more a point loss for "Bloody" play

Well, that would be your solution, wouldn't it? A "point" penalty. You just love those "points," don't you? But then of course you would. You're only here to play games.

Me, I'd rather see a more intelligent simulation with models that didn't suppose it necessary to provide players with such false support mechanisms as Victory Points, models that didn't allow players, just for instance, to install a gazillion CD assets on some atoll, and have these be all operational in the very next phase.

Somehow, that doesn't impress me a whole lot. To blame players for "abusing" this sort of modeling is to mistake the problem outright. Or, in your case, to turn a conveniently blind eye to it.
Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant
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