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What's Not to Like?

Posted: Fri May 13, 2011 12:57 am
by junk2drive
A few things.

Graphics, we kept the graphics down to a level to allow people with lesser computers to play the game. Trust me the model makers started out with high poly models and trimmed them down to our specs. Maybe some high poly models will be released for those with Cray like setups.

NO AA. I could make the excuse that it isn't realistic and AA never hit any planes anyway. Truth is that Koios didn't put it in and we didn't take the time to add it.

NO Destructible Anything or Craters. Same as above. There is some debate as to whether bridges and buildings can be destroyed by artillery or engineers in the time frame of our battles but I get that some people just like to blow stuff up for fun.

Stay tuned, you never know what we will do next. You didn't expect PCO either.

RE: What's Not to Like?

Posted: Fri May 13, 2011 3:42 am
by RockinHarry
I think the level of detail for all the game objects (evaluating just from the Demo so far) is just right and balanced. [8D] Have all graphic options set at max, although with 1024 x 768 SR on my vintage 17" CRT. (Athlon II 250, 2 GBs RAM and NVidia GT240, WinXP)

With maps no larger than 2 x 2km, it doesn´t make much sense to have AA (and maybe AC at all), since ground forces are so close together, that neither side would dare to call in CAS. Maybe an opening bombardement before units actually start to move, would be ok at circumstances. Even more so, the same goes for true AA (unless in ground attack role), which is usually placed well behind the forward frontline, to protect bridges, supply dumps, HQs and the like.

That would be my critics for the 1944 Demo scenario, where the Sturmoviks came down upon my Stugs, while engaging russian armor at 3-400m. [X(] The russians were rather better known (and feared) for their behind frontline "activities". But I know, having AC in the Demo scen is just for showing CAS "in action". [:D]

After seeing massive buildings reduced to knothing by few medium calibre HE shells in the CMBN Demo, I´m not really sad that things like that do not happen in PCO. I´d like to see (live) damaged stuff and craters in future PC though.[:)]

RE: What's Not to Like?

Posted: Fri May 13, 2011 3:51 am
by Prince of Eckmühl
ORIGINAL: junk2drive

A few things.
All along, the big deals were the absent art for the vehicles and good editors. Both of those items appear to have been addressed. The game always played well, regardless of whether or not the church-going segment of the population were unwilling to read the rules and get a handle on its mechanics. No one is blinder than he who will not see.[:)]

RE: What's Not to Like?

Posted: Fri May 13, 2011 10:30 am
by Mad Russian
While AAA and CAS are in the game together isn't so much of a big deal as the AAA being applied in a ground role. Those 20mm Flak and 20mm Flakvierling were deadly against ground targets as well.

Try the scenario Their Toughest Battle to see the full effects of CAS in PCO.

Good Hunting.

MR

RE: What's Not to Like?

Posted: Fri May 13, 2011 7:46 pm
by Pillar
So far I have found the combat model to be very, very bad.  :(   If you guys would like some input and advice on that, and seriously intend to change the game (not just being curious or feeling defensive pls) then I will explain, just drop me an email or whatever.

RE: What's Not to Like?

Posted: Fri May 13, 2011 7:47 pm
by Mad Russian
Very, very bad how?

We've already seriously changed the game; so, I think we've already proved both our intentions, and willingness, to make changes to the game. But that we listen to those with ideas other than our own as well.

Being defensive with blinders on isn't the same as explaining why things were made to work like they do. Of course there is a reason for why things work the way they do in the game. NOTHING was changed on a whim without discussions first.

So if you want to discuss how you think we can improve the game let us know. Here is okay or if you want any of us can be reached with either PM or email.

Thanks for your willingness to discuss what you think may make he game better.

Good Hunting.

MR

RE: What's Not to Like?

Posted: Fri May 13, 2011 8:35 pm
by Pillar
Awesome, I'll drop you a line when I get some time

RE: What's Not to Like?

Posted: Fri May 13, 2011 8:37 pm
by Mad Russian
That'll work.

Good Hunting.

MR

RE: What's Not to Like?

Posted: Sat May 14, 2011 3:40 am
by Lützow
Still dabbling with the demo and didn't buy PCO yet. But one thing I noticed is, that as trade-off for the non-destructible environment vehicles lack of a decent collision engine. Watching tanks driving with no delay through trees simply doesn't feel right. Also a subsequently delivering of higher infantry polygon models would be appreciated, as not everybody is playing on a P4 anymore. BF raised the system requirements with CM:SF already in return for better graphics. That was like 4 years ago and it obviously got accepted.


RE: What's Not to Like?

Posted: Sat May 14, 2011 3:58 am
by Mad Russian
Each company decides what they will accept for machine specs. Matrix decides that for us. We just go by the standards they set.

Driving through trees can have some interesting side effects. Like some of the smaller ones getting knocked down.

The collision avoidance code was tweaked at least 3 different times. While it's not perfect it's a lot better than it was.

Good Hunting.

MR



RE: What's Not to Like?

Posted: Sat May 14, 2011 4:12 am
by rickier65
ORIGINAL: Lützow

....Watching tanks driving with no delay through trees simply doesn't feel right. ...

You should be seeing delays when vehicles move through woods, and it should very by the density of the woods (light, med, or heavy woods). And as MR said, depending on the vehicle and the particular tree, some will get knocked over (you won't see that in the Tutorial scenario, but you will in the Novy scenario).

thanks
rick

RE: What's Not to Like?

Posted: Sat May 14, 2011 10:46 am
by Erik Rutins
ORIGINAL: Lützow
Watching tanks driving with no delay through trees simply doesn't feel right.

We've got a video you should see... but woods do slow tanks down. Light woods don't slow them down much and I'm guessing that's what you were seeing.
Also a subsequently delivering of higher infantry polygon models would be appreciated, as not everybody is playing on a P4 anymore. BF raised the system requirements with CM:SF already in return for better graphics. That was like 4 years ago and it obviously got accepted.

Our market research indicates that for the next release, an increase in system requirements should work. With that said, while we will be making visual improvements with each release as we all love what those add to immersion and fun, our main focus remains on gameplay improvements.

Regards,

- Erik



RE: What's Not to Like?

Posted: Sat May 14, 2011 11:18 am
by Lützow
ORIGINAL: Erik Rutins

We've got a video you should see... but woods do slow tanks down. Light woods don't slow them down much and I'm guessing that's what you were seeing.

Well, that was what I noticed in the tutorial. Not really a show stopper for me, but I wanted to mention it anyway.

RE: What's Not to Like?

Posted: Sat May 14, 2011 11:25 am
by vonRocko
I'm absolutely loving this game, it has been a long time since I got "into" a game! I was worried about the download time, but mine took only 15 minutes. Great job Matrix and everyone on the Panzer Command team! Thank you!

RE: What's Not to Like?

Posted: Sat May 14, 2011 11:26 am
by junk2drive
We try to find a balance between gameplay and realism. We could have AFVs slow to a crawl in woods but that might frustrate impatient people like me. [;)]

RE: What's Not to Like?

Posted: Sat May 14, 2011 1:10 pm
by Mad Russian
ORIGINAL: Lützow

ORIGINAL: Erik Rutins

We've got a video you should see... but woods do slow tanks down. Light woods don't slow them down much and I'm guessing that's what you were seeing.

Well, that was what I noticed in the tutorial. Not really a show stopper for me, but I wanted to mention it anyway.

Physics apply to vehicle movement in the game. Not only through trees but also on hill slopes, etc.

This is not just a game where you give an order and the unit moves off at full speed no matter what the terrain. We worked hard at getting the physics of the game as close to right as we got the gun data/armour plating data right.

Good Hunting.

MR

RE: What's Not to Like?

Posted: Sun May 15, 2011 2:27 pm
by Firebri
Are there any examples of high poly graphics, anywhere on the forum ?

RE: What's Not to Like?

Posted: Sun May 15, 2011 2:31 pm
by Mad Russian
All the screen shots we took were of the high  poly models.

Good Hunting.

MR

RE: What's Not to Like?

Posted: Sun May 15, 2011 2:39 pm
by Firebri
Will it be a mod or a patch that will allow higher graphics ?

RE: What's Not to Like?

Posted: Sun May 15, 2011 2:44 pm
by junk2drive
The engine can handle it up to a point. For the release we kept it low. Modders can do whatever they want as long as the test it and it doesn't crash the game.