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Things you don't like in WW2: RtV
Posted: Mon Dec 08, 2008 7:20 am
by doomtrader
Hi Guys.
1.30 patch has been already betapublished and nothing bad has spreaded out.
We are planning to give you few months of break and prepare another really big update. I can't talk what we are planning to improve but it will be at least as much as has been made until now.
So that's why I would like you to tell us what you don't like in World War 2: Road the Victory most.
I'm hoping for some fair criticism. Please refer to 1.30 version of the game, and tell us about all the annoyances, bugs and mistakes you have found in the game.
I know that the many issues was widely talked in the forum. You have transcribed already a lot of your thoughts and observations, but take a look at 1.30 and feedback us once agin.
And if there is something you like in World War 2: Road to Victory, you can write about it here:
tm.asp?m=1973235
RE: Things you don't like in WW2: RtV
Posted: Fri Dec 12, 2008 2:33 pm
by Toby42
So far the biggest thing that I don't care for is the Naval rules. It is really confusing conducting Naval Transport and invasions. When moving long distances, I have to hunt for my transports and jump through a bunch of hoops to pull it off! I don't want a "Detailed" Naval game, but I would like to see unit transfer/invasions cleaned up and simplified!!!
RE: Things you don't like in WW2: RtV
Posted: Fri Dec 12, 2008 6:33 pm
by gwgardner
1) ditto to Treale's comment
in addition, can't currently combine/split fleets at sea
2) lack of any air/naval interaction
3) no stacking
4) insufficient feedback on strategic bombing and convoy raiding/asw
5) map is plain, gives impression of a bare-bones game (even non-functioning roads and railroads would add flavor)
6) no railroad effect on supply, strategic movement, strategic bombing
7) purchase/production/repair of units is currently immediate, should require some planning, some attention to production time (ex: ordering production of an infantry division should take a couple of months, an air unit longer, etc.)
8) no weather effect (ex: can move any unit same distance PER TURN in mud as in clear)
Fix any or all of those to make a decent game a great game. Five years from now, will people have forgotten about RtV? Or will they be still playing it? Depends on addressing such issues as those above.
RE: Things you don't like in WW2: RtV
Posted: Fri Dec 12, 2008 6:46 pm
by Mickrocks201
[font="arial"]I really agree with the weather effects need to be implimented. Gotta make to tough to campaign in the winter. Aside from the "general winter" russian effect the only effect is turn length. [/font]
RE: Things you don't like in WW2: RtV
Posted: Fri Dec 12, 2008 7:41 pm
by Mickrocks201
[font="arial"]Also too many of the rules seem arbitrary, especially supplies. Why does a 12 strength armor corps unit defend at 1 when cutoff? I can see not allowing it to move until it is resupplied but to make it totally helpless in defending itself makes no sense. I would suggest a gradual diminishment of combat ability over time if it is cut off. I would think the movement penalty itself should keep players from taking too many deep risks. Plus it would help an AI sytem that loves to push armor and mech units well into harms way.
I'm done with this game for now. I'll check in in a few months to see if there is any improvement in the AI, but this current release is not satisfactory at all.
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RE: Things you don't like in WW2: RtV
Posted: Fri Dec 12, 2008 8:03 pm
by doomtrader
Gwgardner, some things from your list are going to be inclued in next update.
No stacking.
RE: Things you don't like in WW2: RtV
Posted: Sat Dec 13, 2008 12:05 am
by gwgardner
care to elaborate on what is planned?
RE: Things you don't like in WW2: RtV
Posted: Sat Dec 13, 2008 12:17 pm
by doomtrader
ORIGINAL: gwgardner
care to elaborate on what is planned?
I can't tell now.
Probably some more info will be in late January
RE: Things you don't like in WW2: RtV
Posted: Sat Dec 13, 2008 10:19 pm
by lancerunolfsson
ORIGINAL: Treale
So far the biggest thing that I don't care for is the Naval rules. It is really confusing conducting Naval Transport and invasions. When moving long distances, I have to hunt for my transports and jump through a bunch of hoops to pull it off! I don't want a "Detailed" Naval game, but I would like to see unit transfer/invasions cleaned up and simplified!!!
Yeah I'm on the same wavelength here. I think that the underlying naval model is actually probably pretty good. I'm thinking the main problem is GUI issues. As long as you have the for site to keep your transports in separate "Fleets" they don't get lost. But I'm never really confident that I actually know where (or even if?) my ships are going. often when moving fleets because the line indicating movement seems to come from a location ship is not. I gets real confusing. At a minimum when I move a transport from some place on the English southern coast to Le Harve the movement line should go from the actual start point to Le Harve rather than from the North Atlantic.
RE: Things you don't like in WW2: RtV
Posted: Sun Dec 14, 2008 9:52 pm
by lancerunolfsson
Did a marathon session last night wee hours of morning and here are my thoughts.
1] Place new Units dialogue: Current set up is too time consuming. Should be something like, press control key to select multiple units which will deploy sequentially as valid hexes are clicked. dialogue should stay open (maybe replacing lower right function buttons) so that you can see which unit you are on.
2]Unloading units at ports. same problem and fix as above.
3] during AI combat should be optional "jump to Hot spot" so that one is aware of where action is taking place. I kept forgeting that africa was part of the game.
4] should be "Go to Next Unit" button in friendly phase. the map is big enough and the units numerous enough that I want to click though unmoved units before ending turn.
5] Belgian units look way too much like British units. There may be other cases but this is the one I rember from the top of my head.
6] Supplies and convoys: I'm not really sure how this is supposed to work. But it seems like you are supposed to designate convoy routes wich will then execute when and if supplies are needed? better if the player can choose to fully automate this function. Ideal using current system would be to be able to select <Convoys> or better <Logistics> from a dialogue. That then displays all convoy routes and friendly cities wich show in collor running from green good (or high) supply, Amber under supplied for units that are supported by conoy route or city, to Red no supply.
7] Air, should at a minimum be ability to by unit decline to fly defensive missions. Weak air units are inevitable destoyed while flying defensive missions. Don't feel bad about Air though NO GAME has a good air modle.
8] Naval, should be some indication of level of naval superiority at a glance for a given area. Again this would be a good place to use a coolor code red for sea zones interdicted by hostile, amber for contested, green for Clear Naval superiority. Don't feel bad about naval I think that under the surface your Naval model is pretty good. Definately much better than Strategic Command or Operational Art of war. NOBODY has a Good Naval modle.
Finnaly, I'm getting that the game mostly "works" pretty good. That for me most of the "problems" are GUI issues. where one of two things is happening.
A: two many clicks to perform specifc functions
B: Information needed to make rational decisions is very hard to get at or is not presented clearly, this mostly going to supply and the naval situation