Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Sorry, long-term fan who's had enough

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat: Last Stand Arnhem >> Sorry, long-term fan who's had enough Page: [1] 2 3 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
Sorry, long-term fan who's had enough - 7/10/2010 10:55:47 AM   
squatter

 

Posts: 1033
Joined: 6/24/2006
Status: offline
I have bought every single Close Combat game since CC2, including all the recent remakes.

I realised that the AI was broken and unplayable by CC4 and havent tried to play against the AI since. I buy these games exclusively for multiplayer. Clearly, I understand that it is the best/only tactical real-time simulator out there.

This edition is no different: the AI is practically non-existent. In fact, on the strategic level it is completely Kaput.(see earlier threads)

On defence, the AI places rifle teams in the middle of roads when there are buildings on either side. Its units get up and run around rather than defending. On attack, it moves blindly towards any given victory location, hardly stopping to engage the defender. I think its about time you stopped claiming this game has a viable AI. It does not. Anyone who doubts this - try playing a few battles with 'always see enemy' selected, and watch what the AI does.

All the other problems that have bedevilled this game are present - vehicle pathing, unit deployent zones on top of each other, only 15 teams per side max, etc. Essentially, you, the developers are tweaking the data for each release, but are unbable to change the hard code beneath. You are releasing mods - very good mods, I'll give you - as full price games.

I understand the need to support developers in niche markets, but it's getting ridiculous to rely on the same old customers like me to shell out full price to download massively flawed tweakings of 12-year old software.
I just paid nearly £40 to download this, like I paid to download The Longest Day, Wacht Am Rein, and Cross of Iron before it. Each is utterly unplayable as a single player game, only valid as a multiplayer game with significant house rules and scenario modification.

My point is, I am feeling a little exploited right now, like my loyalty has been tested to the end. You shouldnt be offering discounts on previous games to people who havent bought a CC game before as you are, but discounts on the new editions for those that have invested 100s of dollars already on the previous releases, each one as flawed as the last!!

And my secondary point, trying to salvage as much multiplayer value as possible, can we have more information on how purchase points are assigned to battlegroups in battlemaker? And how, exactly, does stacking affect how many teams can be selected from each battle group? Is it better to have a larger unit as the frontline supported by a smaller one? Or vice versa? The manual says that having stacked battlegroups 'MAY' mean you get extra team slots. What are the parameters affecting 'MAY' in this case?

Third point: why continue with the absurd divisional level strategic map, and squad level tactical map, as if the fate of divisions is decided by a skirmish between two platoons?

Surely the sensible way to take the game is to simulate something like a battalion vs battalion battle on the strategic map, with companies or platoons as units of maneuvre. Then the tactical battles are actually fought between the units represented on the strategic map, rather than absurd, minute abstractions of themselves.

Post #: 1
RE: Sorry, long-term fan who's had enough - 7/10/2010 11:27:10 AM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
Isn't it funny how some people really struggle against the AI... good counterpoint post you have made.



(in reply to squatter)
Post #: 2
RE: Sorry, long-term fan who's had enough - 7/10/2010 12:00:34 PM   
koontz

 

Posts: 274
Joined: 8/27/2009
Status: offline

quote:

ORIGINAL: squatter

I have bought every single Close Combat game since CC2, including all the recent remakes.

I realised that the AI was broken and unplayable by CC4 and havent tried to play against the AI since. I buy these games exclusively for multiplayer. Clearly, I understand that it is the best/only tactical real-time simulator out there.

This edition is no different: the AI is practically non-existent. In fact, on the strategic level it is completely Kaput.(see earlier threads)

On defence, the AI places rifle teams in the middle of roads when there are buildings on either side. Its units get up and run around rather than defending. On attack, it moves blindly towards any given victory location, hardly stopping to engage the defender. I think its about time you stopped claiming this game has a viable AI. It does not. Anyone who doubts this - try playing a few battles with 'always see enemy' selected, and watch what the AI does.

All the other problems that have bedevilled this game are present - vehicle pathing, unit deployent zones on top of each other, only 15 teams per side max, etc. Essentially, you, the developers are tweaking the data for each release, but are unbable to change the hard code beneath. You are releasing mods - very good mods, I'll give you - as full price games.

I understand the need to support developers in niche markets, but it's getting ridiculous to rely on the same old customers like me to shell out full price to download massively flawed tweakings of 12-year old software.
I just paid nearly £40 to download this, like I paid to download The Longest Day, Wacht Am Rein, and Cross of Iron before it. Each is utterly unplayable as a single player game, only valid as a multiplayer game with significant house rules and scenario modification.

My point is, I am feeling a little exploited right now, like my loyalty has been tested to the end. You shouldnt be offering discounts on previous games to people who havent bought a CC game before as you are, but discounts on the new editions for those that have invested 100s of dollars already on the previous releases, each one as flawed as the last!!

And my secondary point, trying to salvage as much multiplayer value as possible, can we have more information on how purchase points are assigned to battlegroups in battlemaker? And how, exactly, does stacking affect how many teams can be selected from each battle group? Is it better to have a larger unit as the frontline supported by a smaller one? Or vice versa? The manual says that having stacked battlegroups 'MAY' mean you get extra team slots. What are the parameters affecting 'MAY' in this case?

Third point: why continue with the absurd divisional level strategic map, and squad level tactical map, as if the fate of divisions is decided by a skirmish between two platoons?

Surely the sensible way to take the game is to simulate something like a battalion vs battalion battle on the strategic map, with companies or platoons as units of maneuvre. Then the tactical battles are actually fought between the units represented on the strategic map, rather than absurd, minute abstractions of themselves.




I hear you!

Wanna do an GC ?



_____________________________

Amateurs study tactics, professionals study logistics.

"All warfare is based on deception. There is no place where espionage is not used. Offer the enemy bait to lure him."

(in reply to squatter)
Post #: 3
RE: Sorry, long-term fan who's had enough - 7/10/2010 1:51:00 PM   
vonRocko

 

Posts: 1447
Joined: 11/4/2008
Status: offline

quote:

ORIGINAL: squatter

I have bought every single Close Combat game since CC2, including all the recent remakes.

I realised that the AI was broken and unplayable by CC4 and havent tried to play against the AI since. I buy these games exclusively for multiplayer. Clearly, I understand that it is the best/only tactical real-time simulator out there.

This edition is no different: the AI is practically non-existent. In fact, on the strategic level it is completely Kaput.(see earlier threads)

On defence, the AI places rifle teams in the middle of roads when there are buildings on either side. Its units get up and run around rather than defending. On attack, it moves blindly towards any given victory location, hardly stopping to engage the defender. I think its about time you stopped claiming this game has a viable AI. It does not. Anyone who doubts this - try playing a few battles with 'always see enemy' selected, and watch what the AI does.

All the other problems that have bedevilled this game are present - vehicle pathing, unit deployent zones on top of each other, only 15 teams per side max, etc. Essentially, you, the developers are tweaking the data for each release, but are unbable to change the hard code beneath. You are releasing mods - very good mods, I'll give you - as full price games.

I understand the need to support developers in niche markets, but it's getting ridiculous to rely on the same old customers like me to shell out full price to download massively flawed tweakings of 12-year old software.
I just paid nearly £40 to download this, like I paid to download The Longest Day, Wacht Am Rein, and Cross of Iron before it. Each is utterly unplayable as a single player game, only valid as a multiplayer game with significant house rules and scenario modification.

My point is, I am feeling a little exploited right now, like my loyalty has been tested to the end. You shouldnt be offering discounts on previous games to people who havent bought a CC game before as you are, but discounts on the new editions for those that have invested 100s of dollars already on the previous releases, each one as flawed as the last!!

And my secondary point, trying to salvage as much multiplayer value as possible, can we have more information on how purchase points are assigned to battlegroups in battlemaker? And how, exactly, does stacking affect how many teams can be selected from each battle group? Is it better to have a larger unit as the frontline supported by a smaller one? Or vice versa? The manual says that having stacked battlegroups 'MAY' mean you get extra team slots. What are the parameters affecting 'MAY' in this case?

Third point: why continue with the absurd divisional level strategic map, and squad level tactical map, as if the fate of divisions is decided by a skirmish between two platoons?

Surely the sensible way to take the game is to simulate something like a battalion vs battalion battle on the strategic map, with companies or platoons as units of maneuvre. Then the tactical battles are actually fought between the units represented on the strategic map, rather than absurd, minute abstractions of themselves.



Good post! Very true.

(in reply to squatter)
Post #: 4
RE: Sorry, long-term fan who's had enough - 7/10/2010 2:14:03 PM   
philjat

 

Posts: 12
Joined: 8/5/2005
From: Orléans FRANCE
Status: offline

quote:

ORIGINAL: squatter

I have bought every single Close Combat game since CC2, including all the recent remakes.

I realised that the AI was broken and unplayable by CC4 and havent tried to play against the AI since. I buy these games exclusively for multiplayer. Clearly, I understand that it is the best/only tactical real-time simulator out there.

This edition is no different: the AI is practically non-existent. In fact, on the strategic level it is completely Kaput.(see earlier threads)

On defence, the AI places rifle teams in the middle of roads when there are buildings on either side. Its units get up and run around rather than defending. On attack, it moves blindly towards any given victory location, hardly stopping to engage the defender. I think its about time you stopped claiming this game has a viable AI. It does not. Anyone who doubts this - try playing a few battles with 'always see enemy' selected, and watch what the AI does.

All the other problems that have bedevilled this game are present - vehicle pathing, unit deployent zones on top of each other, only 15 teams per side max, etc. Essentially, you, the developers are tweaking the data for each release, but are unbable to change the hard code beneath. You are releasing mods - very good mods, I'll give you - as full price games.

I understand the need to support developers in niche markets, but it's getting ridiculous to rely on the same old customers like me to shell out full price to download massively flawed tweakings of 12-year old software.
I just paid nearly £40 to download this, like I paid to download The Longest Day, Wacht Am Rein, and Cross of Iron before it. Each is utterly unplayable as a single player game, only valid as a multiplayer game with significant house rules and scenario modification.

My point is, I am feeling a little exploited right now, like my loyalty has been tested to the end. You shouldnt be offering discounts on previous games to people who havent bought a CC game before as you are, but discounts on the new editions for those that have invested 100s of dollars already on the previous releases, each one as flawed as the last!!

And my secondary point, trying to salvage as much multiplayer value as possible, can we have more information on how purchase points are assigned to battlegroups in battlemaker? And how, exactly, does stacking affect how many teams can be selected from each battle group? Is it better to have a larger unit as the frontline supported by a smaller one? Or vice versa? The manual says that having stacked battlegroups 'MAY' mean you get extra team slots. What are the parameters affecting 'MAY' in this case?

Third point: why continue with the absurd divisional level strategic map, and squad level tactical map, as if the fate of divisions is decided by a skirmish between two platoons?

Surely the sensible way to take the game is to simulate something like a battalion vs battalion battle on the strategic map, with companies or platoons as units of maneuvre. Then the tactical battles are actually fought between the units represented on the strategic map, rather than absurd, minute abstractions of themselves.




+1

(in reply to squatter)
Post #: 5
RE: Sorry, long-term fan who's had enough - 7/10/2010 2:16:57 PM   
Redmarkus5


Posts: 4456
Joined: 12/1/2007
From: 0.00
Status: offline
As another owner of every previous CC release who also stopped playing a while back, I just re-installed CCWaR and patched it up to see how the AI was doing. It's truly terrible. Once I take the first VP, US 'defenders' just keep charging (or crawling) at my Panzers and MG infantry (I tried 4 battles) until the last unit dies and I win by default.

This must be a question of the devs not being able to change the code. The game would hugely improved even if the defensive AI was programmed just to stay in its trenches on Ambush mode. Take a look at CM Shock Force which is reasonably challenging against an AI that does very little except hide behind cover, as well as being a much more graphically appealing game. I just wish CMSF was a representation of WW2 and not merely a massacre of the poor Syrian army by the world's most powerful military forces.

My other issue is that I have a 21 inch wide screen and the WaR game looks pretty lousy even though I selected the highest resolution.

No way will I be spending money on a remake the Arnhem battle unless a new AI is added.

quote:

ORIGINAL: squatter

I have bought every single Close Combat game since CC2, including all the recent remakes.

I realised that the AI was broken and unplayable by CC4 and havent tried to play against the AI since. I buy these games exclusively for multiplayer. Clearly, I understand that it is the best/only tactical real-time simulator out there.

This edition is no different: the AI is practically non-existent. In fact, on the strategic level it is completely Kaput.(see earlier threads)

On defence, the AI places rifle teams in the middle of roads when there are buildings on either side. Its units get up and run around rather than defending. On attack, it moves blindly towards any given victory location, hardly stopping to engage the defender. I think its about time you stopped claiming this game has a viable AI. It does not. Anyone who doubts this - try playing a few battles with 'always see enemy' selected, and watch what the AI does.

All the other problems that have bedevilled this game are present - vehicle pathing, unit deployent zones on top of each other, only 15 teams per side max, etc. Essentially, you, the developers are tweaking the data for each release, but are unbable to change the hard code beneath. You are releasing mods - very good mods, I'll give you - as full price games.

I understand the need to support developers in niche markets, but it's getting ridiculous to rely on the same old customers like me to shell out full price to download massively flawed tweakings of 12-year old software.
I just paid nearly £40 to download this, like I paid to download The Longest Day, Wacht Am Rein, and Cross of Iron before it. Each is utterly unplayable as a single player game, only valid as a multiplayer game with significant house rules and scenario modification.

My point is, I am feeling a little exploited right now, like my loyalty has been tested to the end. You shouldnt be offering discounts on previous games to people who havent bought a CC game before as you are, but discounts on the new editions for those that have invested 100s of dollars already on the previous releases, each one as flawed as the last!!

And my secondary point, trying to salvage as much multiplayer value as possible, can we have more information on how purchase points are assigned to battlegroups in battlemaker? And how, exactly, does stacking affect how many teams can be selected from each battle group? Is it better to have a larger unit as the frontline supported by a smaller one? Or vice versa? The manual says that having stacked battlegroups 'MAY' mean you get extra team slots. What are the parameters affecting 'MAY' in this case?

Third point: why continue with the absurd divisional level strategic map, and squad level tactical map, as if the fate of divisions is decided by a skirmish between two platoons?

Surely the sensible way to take the game is to simulate something like a battalion vs battalion battle on the strategic map, with companies or platoons as units of maneuvre. Then the tactical battles are actually fought between the units represented on the strategic map, rather than absurd, minute abstractions of themselves.



(in reply to squatter)
Post #: 6
RE: Sorry, long-term fan who's had enough - 7/10/2010 3:08:18 PM   
Dundradal


Posts: 753
Joined: 6/9/2007
Status: offline
Now there are a few valid complaints in here, however I'm not going to fully support your statements.

"The AI is broken." I think the problem is you are expecting an AI similar in caliber to a human. With all the variables present in this game, it would be extremely difficult to produce an AI that I'm guessing would meet your standards.

Look at the AI in Command & Conquer...are you going to tell me it's the greatest? Or Age of Empires? Don't act like it's just CC that has an AI issue. AI is hard to code.

Now of all the issues you've mentioned, have you ever written this bugs down and posted them here so the devs can take a look at them?

Because I know that works. I just spent quite a bit of time talking to people to get the COI MMCC3 servers back to stability and now they have been running great for a while now.

While I agree there is definite need of some source code changes in the engine, you also have to remember that Matrix is not EA. They don't have millions upon millions of dollars and they don't have thousands of programmers and testers to review every product.

Matrix and the devs rely, to a certain degree, on their customers to help find mistakes so they can fix them. You act like they don't care and only want to make money. While certainly everyone wants to make money, I have a feeling (and have seen it in communicating with them) that they have a real passion for these games and enjoy them themselves. Why would they want to release a piece of crap?

And for your last points...you are complaining about something CC never tried to be. CC is a fun way to play small engagements that have an affect on a larger map. It sounds like you want a full war simulator, CC never pretends to be that. Sure it might be more realistic to have battalion vs battalion, but CC has always been about the smaller things. I for one, love the model they have going, granted I'm more of a COI guy, I still enjoy the level that the strategic map provides.

So Thank You Matrix for continuing to release these games. Yes, I do agree with squatter on some points, but I don't see it as callous disregard by Matrix. I would hope that buy now they've got a good understanding of the new CC engine source code so I'd hope they'd be able to track and fix bugs better.

So while I understand and to a different degree share you sentiments, I'd rather support the hand that feeds me in the hopes of causing positive change.


(in reply to Redmarkus5)
Post #: 7
RE: Sorry, long-term fan who's had enough - 7/10/2010 3:19:01 PM   
Reboot


Posts: 759
Joined: 12/18/2007
Status: offline

quote:

ORIGINAL: Dundradal

Now there are a few valid complaints in here, however I'm not going to fully support your statements.

"The AI is broken." I think the problem is you are expecting an AI similar in caliber to a human. With all the variables present in this game, it would be extremely difficult to produce an AI that I'm guessing would meet your standards.

Look at the AI in Command & Conquer...are you going to tell me it's the greatest? Or Age of Empires? Don't act like it's just CC that has an AI issue. AI is hard to code.

Now of all the issues you've mentioned, have you ever written this bugs down and posted them here so the devs can take a look at them?

Because I know that works. I just spent quite a bit of time talking to people to get the COI MMCC3 servers back to stability and now they have been running great for a while now.

While I agree there is definite need of some source code changes in the engine, you also have to remember that Matrix is not EA. They don't have millions upon millions of dollars and they don't have thousands of programmers and testers to review every product.

Matrix and the devs rely, to a certain degree, on their customers to help find mistakes so they can fix them. You act like they don't care and only want to make money. While certainly everyone wants to make money, I have a feeling (and have seen it in communicating with them) that they have a real passion for these games and enjoy them themselves. Why would they want to release a piece of crap?

And for your last points...you are complaining about something CC never tried to be. CC is a fun way to play small engagements that have an affect on a larger map. It sounds like you want a full war simulator, CC never pretends to be that. Sure it might be more realistic to have battalion vs battalion, but CC has always been about the smaller things. I for one, love the model they have going, granted I'm more of a COI guy, I still enjoy the level that the strategic map provides.

So Thank You Matrix for continuing to release these games. Yes, I do agree with squatter on some points, but I don't see it as callous disregard by Matrix. I would hope that buy now they've got a good understanding of the new CC engine source code so I'd hope they'd be able to track and fix bugs better.

So while I understand and to a different degree share you sentiments, I'd rather support the hand that feeds me in the hopes of causing positive change.




superb post

(in reply to Dundradal)
Post #: 8
RE: Sorry, long-term fan who's had enough - 7/10/2010 3:21:42 PM   
Adam Parker


Posts: 1848
Joined: 4/2/2002
From: Melbourne Australia
Status: offline
One of the best game reviews I've read.

Many times I've visited the Matrix shop and came so close to buying WaR, TLD and this but held off for fear of the very reasons clearly outlined above.

Thanks Squatter.

(in reply to Reboot)
Post #: 9
RE: Sorry, long-term fan who's had enough - 7/10/2010 4:06:51 PM   
Dundradal


Posts: 753
Joined: 6/9/2007
Status: offline

quote:

ORIGINAL: Adam Parker

One of the best game reviews I've read.


It's not a game review though. It's someone who's angry about a perceived slight to them from Matrix. He complains about something (AI) that has always been an issue. Will the AI ever be as good as a human? Of course not. It will always have faults.

This unfortunately is the state of "game reviews" on the internet today. It's "what can I bitch about next?" Nothing is ever good enough, they could have done it better, blah blah blah, if that was the case they'd be in front of a computer programming not complain about people who are working hard to entertain you for hours on end.

So please, don't call someone's "rant" a game review. They are not one in the same.

(in reply to Adam Parker)
Post #: 10
RE: Sorry, long-term fan who's had enough - 7/10/2010 4:15:45 PM   
LitFuel


Posts: 272
Joined: 10/21/2006
From: Syracuse, NY
Status: offline
Oh please ...love how guys sit back in the cheap seats and let one guy basically bash the game and then pile on like it's some great revelation or something..lol. Most of what he said is how CC has always been so you make like it's some big shocker. A couple valid points but mostly it's just a bashing session from a hater who also posts the same crap in a AAR above. Just a hater who acts like someone put a gun to his head and said buy the CC games or else. He could read just like the rest of us and read everyones comments from each game but then acts like "oh my God I'm being robbed here, I can't beleive you forced me to buy this game system again". LOL...

CC is CC and is one of the longest lasting game systems ever and for many has brought and is bringing fun game play and seemingly enough challenge to enjoy it or it never would have made it this far. No AI is perfect and if it is it cheats... there is no AI that doesn't cheat so deal with it. Go ahead and have valid points but don't sit there and cry like a baby that you have been taken or something...thats just lame.

(in reply to Adam Parker)
Post #: 11
RE: Sorry, long-term fan who's had enough - 7/10/2010 4:18:52 PM   
squatter

 

Posts: 1033
Joined: 6/24/2006
Status: offline

"I think the problem is you are expecting an AI similar in caliber to a human. With all the variables present in this game, it would be extremely difficult to produce an AI that I'm guessing would meet your standards."

Seriously, that is not what I expect - I know as well as you do there is no game anywhere with anything like a human caliber AI. But the AI is so catastrophically screwed in Close Combat that you would literally have a better experience if there was no AI whatsoever. If in single player the enemy units were deployed in houses, trenches, hedges and other defensive terrain, and literally didnt move, this game would not only be harder to beat, it would be more realistic than the current lunatic behavior of the 'AI'.

"Matrix and the devs rely, to a certain degree, on their customers to help find mistakes so they can fix them. You act like they don't care and only want to make money. While certainly everyone wants to make money, I have a feeling (and have seen it in communicating with them) that they have a real passion for these games and enjoy them themselves. Why would they want to release a piece of crap?"

Please don't lecture me on sending in bug reports. We are not talking about bugs. We are talking about the fundamental AI coding. The dead AI in this game is not for want of me or others moaning in forums for the last 10 years. The AI was screwed in CC1, it is still screwed here, some 10 games later. This is because no-one has re-written the AI code. If I'm wrong about that, please inform me.

"And for your last points...you are complaining about something CC never tried to be. CC is a fun way to play small engagements that have an affect on a larger map. It sounds like you want a full war simulator, CC never pretends to be that. Sure it might be more realistic to have battalion vs battalion, but CC has always been about the smaller things. I for one, love the model they have going, granted I'm more of a COI guy, I still enjoy the level that the strategic map provides."

I must not be making myself clear enough. What I am arguing for is a strategic level as there exists now, only one where you are moving platoon/company units around rather that divisions/regiments so that when you zoom in for a battle on the tactical map, the forces engaged are exactly those committed on the strategic map, rather than having 3 tanks, a mortar and 30 men in effect representing an entire armoured division.

If this game was sold at $20, clearly labeled as a game that functions properly in multiplayer only, I wouldnt be posting here.



(in reply to Adam Parker)
Post #: 12
RE: Sorry, long-term fan who's had enough - 7/10/2010 4:43:18 PM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
The AI definitely could do better in deployment, attacking and or defending. No doubt, I'm sure a long list of examples can be given...

So while I agree there could be improvements, I do not agree/support your statements though for the following reasons;

- there must be random factor so that the same thing doesn't happen every time and sometimes the random factor probably results in some stupid stuff. Example of random;
http://www.matrixgames.com/forums/tm.asp?m=2518097

- there are posts by people who are getting there butt kicked by the AI, so is it so bad??? Maybe the problem is it doesn't scale well as difficulty seems to impact the number of squads and support available instead of the AI quality.
http://www.matrixgames.com/forums/tm.asp?m=2517055&mpage=1&key=crap%2Cplayer�

- the marines use CC (Close Combat Marines) for training so it must do somethings right at times:
http://www.dodgamecommunity.com/modules.php?op=modload&name=News&file=article&sid=30


< Message edited by Tejszd -- 7/10/2010 5:38:05 PM >

(in reply to squatter)
Post #: 13
RE: Sorry, long-term fan who's had enough - 7/10/2010 4:45:16 PM   
Bamilus


Posts: 973
Joined: 4/30/2010
From: The Old Northwest
Status: offline
If it took you 11 years you to realize CC has bad AI then I feel very sorry for you

_____________________________

Paradox Interactive Forum Refugee

(in reply to Tejszd)
Post #: 14
RE: Sorry, long-term fan who's had enough - 7/10/2010 5:35:11 PM   
Dundradal


Posts: 753
Joined: 6/9/2007
Status: offline

quote:

ORIGINAL: squatter

Please don't lecture me on sending in bug reports. We are not talking about bugs. We are talking about the fundamental AI coding. The dead AI in this game is not for want of me or others moaning in forums for the last 10 years. The AI was screwed in CC1, it is still screwed here, some 10 games later. This is because no-one has re-written the AI code. If I'm wrong about that, please inform me.


I guess a lecture is in order because what you are describing is what the rest of us would call a "bug" that needs to be looked at further. A "fundamental AI coding" issue is still a bug. What's funny is I said I agreed with you that the AI is poor, however I disagree with the notion that Matrix is just trying to get rich off of the back of little old you.

quote:

"And for your last points...you are complaining about something CC never tried to be. CC is a fun way to play small engagements that have an affect on a larger map. It sounds like you want a full war simulator, CC never pretends to be that. Sure it might be more realistic to have battalion vs battalion, but CC has always been about the smaller things. I for one, love the model they have going, granted I'm more of a COI guy, I still enjoy the level that the strategic map provides."

I must not be making myself clear enough. What I am arguing for is a strategic level as there exists now, only one where you are moving platoon/company units around rather that divisions/regiments so that when you zoom in for a battle on the tactical map, the forces engaged are exactly those committed on the strategic map, rather than having 3 tanks, a mortar and 30 men in effect representing an entire armoured division.

If this game was sold at $20, clearly labeled as a game that functions properly in multiplayer only, I wouldnt be posting here.


Certainly an interesting idea.

As for your second point, these games do function properly in single player mode. I've played countless hours of the originals and remakes. Is it perfect? No. Is it completely broken, no.

$20? Do you realize the number of manhours required to produce a game? Then do you understand how many copies it takes to turn a profit on a niche market like this?

I'll state it again, Matrix is not EA. They don't have millions of capital to just throw at everything. I like to think they do the best they can. As I said, I lodged a complaint about the MMCC3 servers and after some discussions I got them to do something about them...and you know what? They fixed them! I wasn't an asshole about it. I just pointed out I had recently purchased the game with the purpose of playing MMCC3 and was not pleased the servers were always down. They worked on the problem and now they are fine.

As a final note, don't take someone discussing something with you as a lecture. Above I did lecture you because of the smartassness of your reply.

Wanna try to get something positive done? Then cut the "wooooest me!" attitude and see what you can do. Matrix isn't some evil empire out to rob YOU of your money. I like to think they are doing their best and sometimes might come up short. But that's why they have a loyal customer base (like myself) that is willing to help support them and their products.

I think we can at least agree though that Matrix (or the dev for CC) needs to hire another programmer to look at some of the more egregious errors in CC (AI, pathfinding, etc) as they clearly are source code level bugs that should be looked at closely. But I'm not going to **** on them for their efforts.

Thanks Matrix for continuing to release games in this series. While they may have some flaws, at least you are releasing games we want to play.

(in reply to squatter)
Post #: 15
RE: Sorry, long-term fan who's had enough - 7/10/2010 6:53:30 PM   
squatter

 

Posts: 1033
Joined: 6/24/2006
Status: offline
To reiterate my main points:

1. The AI is intrinsically screwed in the Close Combat series - it needs a full re-write.
2. The game is only worth playing in multiplayer.
3. Last Stand at Arnhem, like Cross of Iron, like Wach Am Rhine, are modded versions of an old game, not a new game. I welcome these new versions, and I have bought all of them. But a price of nearly $60 to download this is far too much. It should be half the price.

I hear nothing to persuade me otherwise. In fact, even those giving me flak seem to basically agree with me (save the price).

Let's keep the discussion to these points, less of the 'hater' and 'rant' crap please.

(in reply to Dundradal)
Post #: 16
RE: Sorry, long-term fan who's had enough - 7/10/2010 9:33:03 PM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline

quote:

ORIGINAL: squatter

To reiterate my main points:

1. The AI is intrinsically screwed in the Close Combat series - it needs a full re-write.
2. The game is only worth playing in multiplayer.
3. Last Stand at Arnhem, like Cross of Iron, like Wach Am Rhine, are modded versions of an old game, not a new game. I welcome these new versions, and I have bought all of them. But a price of nearly $60 to download this is far too much. It should be half the price.

I hear nothing to persuade me otherwise. In fact, even those giving me flak seem to basically agree with me (save the price).

Let's keep the discussion to these points, less of the 'hater' and 'rant' crap please.


1. Disagree. I definitely think the AI needs to be improved but I don't think it is completely kaput.
2. Disagree. I still enjoy playing solo even though I usually always win. However, again I welcome any and all improvements to the AI. But I won't go as far to say that the game is worthless as a solo player game. Most games on the market that have good AI are either HEAVILY scripted (can't be done with CC) or else the AI MASSIVELY cheats (I can't stand a cheating AI).
3. Disagree. I wish I could get all the CC series in the 9.99 bargain bin but realistically I know Matrix's market is a relatively small niche and it probably isn't cheap to produce these games and market them AND make a healthy profit from them. So they are going to be a bit more expensive than something mass produced from EA for instance.

_____________________________


(in reply to squatter)
Post #: 17
RE: Sorry, long-term fan who's had enough - 7/10/2010 10:40:32 PM   
Knavery


Posts: 286
Joined: 3/11/2005
Status: offline
Where's Judge when you need him? I get my ass handed to me in single player games and I've heard him say the same thing. I don't play much MP, so if the game AI is completely broken, it'd be a complete waste of money for me. But I really don't think it is, because I've played the CC games going back a good ten years, and still recieve a thrashing by the AI. And I'm not aware of having been lobotomized at any point during that time. So either I'm really frickin' stupid and the AI is in fact broken, or there are folks out there that are exaggerating a wee bit.

_____________________________

Windows 7 Home Premium (x64)
3.4 gigahertz AMD Phenom 965 Quad Core
NVIDIA GeForce GTX 460 1024Meg
4GB RAM

(in reply to GaryChildress)
Post #: 18
RE: Sorry, long-term fan who's had enough - 7/10/2010 10:46:49 PM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
maybe a support group needs forming

1. judgeDredd
2. Knavery
3. ????

(in reply to Knavery)
Post #: 19
RE: Sorry, long-term fan who's had enough - 7/10/2010 10:49:13 PM   
JudgeDredd


Posts: 8573
Joined: 11/14/2003
From: Scotland
Status: offline
Right here and totally agree.

I wouldn't necessarily say you or I are completely crap...nor would I say that people exaggerate about how easy they find the game. I'm sure some people do. But I am most definitely not one of them.

I have not played the series (any of the ones I own) to any degree where I understand how to comprehensively beat the AI. If I win, I'm elated because it seems to seldom happen.

I find these games incredibly tough. Perhaps if I played them as long as others then I would be in the same boat and see how easy they are. Perhaps it's not game time which makes the difference - perhaps it's just being able to quickly analyse and store what you see.

Whichever it is, I'm not there yet. I find the AI very difficult to beat.

I have some issues with the game. At least on LoS/LoF issue and some pathing problems - but overall I'm happy with the game and find it a challenge. So much so that I just bought Wacht aAm Rhein also and I have declared (I'm putting it right out here in black and white) that I will be buying nothing more this year. I have a large collection of great games and I intend to get some gaming time from them.

_____________________________

Alba gu' brath

(in reply to Knavery)
Post #: 20
RE: Sorry, long-term fan who's had enough - 7/11/2010 12:03:58 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
quote:

ORIGINAL: squatter
I must not be making myself clear enough. What I am arguing for is a strategic level as there exists now, only one where you are moving platoon/company units around rather that divisions/regiments so that when you zoom in for a battle on the tactical map, the forces engaged are exactly those committed on the strategic map, rather than having 3 tanks, a mortar and 30 men in effect representing an entire armoured division.



I have brought this up on a couple occasions myself. I would love to see a 1/1 ratio on the strategic map too. I think it would make for a VERY interesting and neat game. However, I don't mind the abstraction that currently exists in the games. I still think they are a lot of fun.

I love the strategic layer that the games have. I would love to see an easily modded game where you can choose to play as an armored division, infantry division or mechanized division. You choose your division and then you have to work with the TO&E of the division which you choose to play. At the start of the strategic game you would be able to look over all the tactical maps and then deploy your division in your starting sector or whatever according to how you think they would best be deployed. I think it would be an exciting twist to the CC series. I hope Matrix is taking note of this.

All in all, however, I still love the games as we are seeing them now. As a gamer I'm always looking for improvement in what's already out there or something different but I also love the CC series regardless. 10 years from now I'll probably be playing CC 20 or whatever is out by then and loving it too. I have to say "Matrix, I would love to see this in a game" and not "Matrix, your game sucks because I don't see this."

< Message edited by Gary Childress -- 7/11/2010 12:04:22 AM >


_____________________________


(in reply to squatter)
Post #: 21
RE: Sorry, long-term fan who's had enough - 7/11/2010 12:35:55 AM   
Rosseau

 

Posts: 2757
Joined: 9/13/2009
Status: offline
If Squatter's post gets us a better AI or some other improvements next time around, we'll all be patting him on the back.

I have all of them, including Arnhem, and am cool with them as I am a poor player vs the bad AI, and also like to mod around with the files.

But even I will not buy the next one in the series unless we see some serious upgrades.

(in reply to GaryChildress)
Post #: 22
RE: Sorry, long-term fan who's had enough - 7/11/2010 12:45:26 AM   
Reboot


Posts: 759
Joined: 12/18/2007
Status: offline
quote:

ORIGINAL: squatter

To reiterate my main points:

1. The AI is intrinsically screwed in the Close Combat series - it needs a full re-write.
2. The game is only worth playing in multiplayer.
3. Last Stand at Arnhem, like Cross of Iron, like Wach Am Rhine, are modded versions of an old game, not a new game. I welcome these new versions, and I have bought all of them. But a price of nearly $60 to download this is far too much. It should be half the price.

I hear nothing to persuade me otherwise. In fact, even those giving me flak seem to basically agree with me (save the price).

Let's keep the discussion to these points, less of the 'hater' and 'rant' crap please.


1 - then do it
2 - although I would always choose to play H2H given that choice that can't always be arranged and so I have spent thousands of hours playing CC against the AI - and since about six months after CC2 was released with the settings as elite to recruit - and if that isn't enough of a challenge elite to recruit with the number of my units reduced - that'll get you some action
3 - aye it is a grande olde game (and it is a marvel it is still around - I wonder why?) and worth many many hours of fun for the price of dinner and a movie

(in reply to squatter)
Post #: 23
RE: Sorry, long-term fan who's had enough - 7/11/2010 1:03:44 AM   
Adam Parker


Posts: 1848
Joined: 4/2/2002
From: Melbourne Australia
Status: offline
quote:

ORIGINAL: Dundradal


quote:

ORIGINAL: Adam Parker

One of the best game reviews I've read.


It's not a game review though. It's someone who's angry about a perceived slight to them from Matrix.


Actually it is a critical review of a game. And I don't see the word "Matrix" used once in it.

It's told me what the potential of the game is and what it currently offers in that regard. It's given me information to form caveat emptor. Given that many commercial reviews can only be a couple of hundred words long these days, the aspect focused on by the OP forms a legitimate review of this game fully.

Now if you wrote me 200 words and didn't mention any of these flaws, I'd be mighty pissed at you and your publication. Spin doctors are the reason why there are so few PC games on store shelves these days. Spin doesn't make a game run.

(in reply to Dundradal)
Post #: 24
RE: Sorry, long-term fan who's had enough - 7/11/2010 1:29:16 AM   
bairdlander2


Posts: 2264
Joined: 3/28/2009
From: Toronto Ontario but living in Edmonton,Alberta
Status: offline
I think the ai being good or bad depends for me whether I am attacking or defending.When defending I can easily beat the ai.It also depends on force size,map etc.In COI GC as Axis I won every battle.In COI non historical GC I couldnt even win first battle.In TLD GC I always won the GC as Allies and Axis.In WaR I always won on defense and almost always lost offense.

(in reply to Adam Parker)
Post #: 25
RE: Sorry, long-term fan who's had enough - 7/11/2010 10:08:26 AM   
Redmarkus5


Posts: 4456
Joined: 12/1/2007
From: 0.00
Status: offline
If the AI could just be coded to 'defend' from the trenches it's set-up in, and to set-up around the objectives with some kind of field of fire, I'd be happy with that. Surely that's not rocket science?

I accept that the game is 10 years old, but if it can't fixed the publishers should stop releasing 'new' games and just release add-ons at a lower price.

(in reply to bairdlander2)
Post #: 26
RE: Sorry, long-term fan who's had enough - 7/11/2010 1:18:09 PM   
squatter

 

Posts: 1033
Joined: 6/24/2006
Status: offline

"then do it"

I love your approach to receiving defective products. When you buy a television and it doesnt work, do you try and fix it yourself or take it back to the shop? How about the Axis never attacking issue, should I go fix that too?

Pointing out faults in a game seems to elicit a really strong backlash, kind of like pointing out a shortcoming in an Apple product to an Apple user.

As I said before, I am a fan of this series dating back 10 years, and have bought every game since CC2. Unlike some, however, I am not going to pretend that everything is fine and dandy in a product that I just paid nearly $60 for, which at best is a good mod of a 12-year old game, and at worst is fatally flawed.

A few other observations:

1. I played the Veghel operation head-to-head. In the first battle, where the US airborne are fending off the first German counterattacks, the deployment given for the weak US forces is as the attacker, hemmed in on a corner of the map. Following that, I had a German battlegroup with three panther tanks in it! It was unstoppable. The operation was a walkover for the Germans, not quite as it was in reality.
2. I played the Groesbeek heights h2h - the attacking German forces are pathetically weak making the operation impossible for the German player.
3. I played the Oosterbeck Cauldron scenario as Axis vs AI. This is meant to be a 'seige' of the British airborne. The AI - because presumably the Allied strategic AI is permanently set to 'attack' - left his defensive positions and attacked the surrounding maps. All you want as a player here is for an AI that will sit and defend, both on the strategic and tactical layers - but on both levels it attacks.
4. Not a single operation I have tried - solo or head to head - seems to me to be balanced.


(in reply to Redmarkus5)
Post #: 27
RE: Sorry, long-term fan who's had enough - 7/11/2010 1:20:42 PM   
squatter

 

Posts: 1033
Joined: 6/24/2006
Status: offline
"If the AI could just be coded to 'defend' from the trenches it's set-up in, and to set-up around the objectives with some kind of field of fire, I'd be happy with that. Surely that's not rocket science?"

That is exactly all that is needed. Accepting that coding an effective offensive AI is nigh-on impossible - as in any game - at least you can create a solid defensive AI that simply deploys in positions of cover around key objectives, and stays there. This would be a quantum leap forward for this game.

(in reply to squatter)
Post #: 28
RE: Sorry, long-term fan who's had enough - 7/11/2010 2:41:21 PM   
jomni


Posts: 2827
Joined: 11/19/2007
Status: offline

quote:

ORIGINAL: redmarkus4

Take a look at CM Shock Force which is reasonably challenging against an AI that does very little except hide behind cover, as well as being a much more graphically appealing game.



CMSF's AI is scripted per battle. At best it can do defense by just not doing anything buy it is lousy in the attack unless the scenario designer did a good job in the scripting.

_____________________________


(in reply to Redmarkus5)
Post #: 29
RE: Sorry, long-term fan who's had enough - 7/11/2010 3:59:07 PM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
quote:

ORIGINAL: squatter


A few other observations:

4. Not a single operation I have tried - solo or head to head - seems to me to be balanced.


Have you tried the GC? I am now 3 battles into the GC and so far the Germans have been deployed pretty well in all of them.

1st Battle Valkensvaard (sp?): I've played this one about 4 times now in different attempts. Most of the time the enemy Stug is at the edge of the top most village with an enormous commanding field of fire. I can't sneak up on it and I can't engage it on equal terms with any of my Shermans, even the Firefly in the battle group.

2nd Battle the Bridge at Best: This I've played twice. The first time I got slaughtered by the 88s trying to rush the bridge before it is blown. The second time I played more conservative, however, the bridge was blown way before I could get to it.

3rd Battle the Bridge at Son: Yes, this battle was pretty easy for me. I packed my BG with 60mm mortars to take out the 88s. Had I not done that the 88 emplacement by the bridge would have chewed my troops up and spit them out. [EDIT: AND the bridge was still blown before I could get to it.]

Granted I haven't gotten very far into the campaign yet but I can say I have played some decent battles with the Germans reasonably well deployed.

As far as being "balanced", in reality things are seldom "balanced" on the battlefield. Both sides don't call a truce and then hand pick their forces to match each other before commencing battle. In reality no one gets to say, "no fair, your group has more tanks than mine." So if sometimes things are WAY too in favor of the Allies and other times WAY too in favor of the Germans that probably better reflects reality than the alternative.

[EDIT: I agree that the series needs improvement. All games can pretty much benefit for improvements. But I don't think the game is completely broken or kaput, at least not what I've played so far. If your complaints get us a better game then kudos to you.]

< Message edited by Gary Childress -- 7/11/2010 4:01:06 PM >


_____________________________


(in reply to squatter)
Post #: 30
Page:   [1] 2 3 4 5   next >   >>
All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat: Last Stand Arnhem >> Sorry, long-term fan who's had enough Page: [1] 2 3 4 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.188