Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Does anyone feel the same way about this game?

 
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] >> Gary Grigsby's War in the East Series >> Does anyone feel the same way about this game? Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
Does anyone feel the same way about this game? - 12/22/2013 7:35:15 PM   
pz501


Posts: 180
Joined: 10/1/2003
From: Southern Pennsylvania
Status: offline
Like the header says, I wonder if anyone might?

I've been playing Gary Grigsby's designs since the "old" days when he was with SSI, through Talonsoft, and now Matrix. The comments I make are NOT intended in ANY way as a criticism of Gary, Joel, OR any forum member here. Truly, if a "Wargame Design Hall of Fame" is ever made, Gary and Joel would belong in it!

That being said, recent posts about the production, replacement, reinforcement, and air systems have set me to wonder if it's worth continuing on with this game, or for that matter any others planned for the future?

At first I believed that all the discoveries and posts concerning things being broken or not working correctly were simply the complaints of a small, vocal, group of either pro-Axis or pro-Soviet players pushing an agenda. However, after re-reading these from the beginning over this past week, and taking into account the recent issues, I have to admit that I was totally wrong...over 95% appear to be accurate and valid points.

This tends to make me somewhat pessimistic about seeing any real improvements or corrections with the game at all. The editor can't correct the main problems, since like the bulk of Gary's designs, most (if not all) of the routines are hard-coded in the .exe files, and it would take a huge amount of work (including access to the source code) to even attempt fixing things. To be sure, it looks like one person here has been given that access, and maybe, he can make some needed changes. We'll see I guess.

The fact is though, every time I start this game now, I begin to wonder what's the use anymore? At first, it looked as though this would be the ultimate East Front experience, complete with an editor to tinker with. Who could ask for more?

Now, (to me at least) it's a question of wondering about what might have been. PBEM is not easy without a ton of house rules, exploiting or bending the game system may even be necessary in a lot of cases. Against the AI (even for "training") things seem to be hopeless.

I've played both PBEM, and vs the AI from both sides more than a few times, and I'm seeing the same things others are describing. Over this last week it's almost as if I'm seeing things for the very first time, and slowly losing faith.

All that being said, I also wonder now if others are feeling the same way, and if prospective buyers are being put off? I don't think anyone could fault them, and that's really sad, since this game had/has so much potential and promise.

I really wanted this game to work out, and believed that after some patching it would. Now, I just don't know anymore, and I wonder if anyone else out there is starting to feel the same?
Post #: 1
RE: Does anyone feel the same way about this game? - 12/22/2013 7:45:23 PM   
SigUp

 

Posts: 1062
Joined: 11/29/2012
Status: offline
Not really. Despite the troubles it is still a great game. Of course I have my high expectations for WITE2.

(in reply to pz501)
Post #: 2
RE: Does anyone feel the same way about this game? - 12/22/2013 7:50:23 PM   
Oberst_Klink

 

Posts: 4778
Joined: 2/10/2008
From: Germany
Status: offline

quote:

ORIGINAL: pz501

Like the header says, I wonder if anyone might?

I've been playing Gary Grigsby's designs since the "old" days when he was with SSI, through Talonsoft, and now Matrix. The comments I make are NOT intended in ANY way as a criticism of Gary, Joel, OR any forum member here. Truly, if a "Wargame Design Hall of Fame" is ever made, Gary and Joel would belong in it!

That being said, recent posts about the production, replacement, reinforcement, and air systems have set me to wonder if it's worth continuing on with this game, or for that matter any others planned for the future?

At first I believed that all the discoveries and posts concerning things being broken or not working correctly were simply the complaints of a small, vocal, group of either pro-Axis or pro-Soviet players pushing an agenda. However, after re-reading these from the beginning over this past week, and taking into account the recent issues, I have to admit that I was totally wrong...over 95% appear to be accurate and valid points.

This tends to make me somewhat pessimistic about seeing any real improvements or corrections with the game at all. The editor can't correct the main problems, since like the bulk of Gary's designs, most (if not all) of the routines are hard-coded in the .exe files, and it would take a huge amount of work (including access to the source code) to even attempt fixing things. To be sure, it looks like one person here has been given that access, and maybe, he can make some needed changes. We'll see I guess.

The fact is though, every time I start this game now, I begin to wonder what's the use anymore? At first, it looked as though this would be the ultimate East Front experience, complete with an editor to tinker with. Who could ask for more?

Now, (to me at least) it's a question of wondering about what might have been. PBEM is not easy without a ton of house rules, exploiting or bending the game system may even be necessary in a lot of cases. Against the AI (even for "training") things seem to be hopeless.

I've played both PBEM, and vs the AI from both sides more than a few times, and I'm seeing the same things others are describing. Over this last week it's almost as if I'm seeing things for the very first time, and slowly losing faith.

All that being said, I also wonder now if others are feeling the same way, and if prospective buyers are being put off? I don't think anyone could fault them, and that's really sad, since this game had/has so much potential and promise.

I really wanted this game to work out, and believed that after some patching it would. Now, I just don't know anymore, and I wonder if anyone else out there is starting to feel the same?

Just out of curiosity, which version you got? The next patch should fix most botched up things, I take it. And house rules, well... they just prevent more experienced players from taking advantage of the game mechanisms that may seem a tad too 'gamey' shall I say; e.g. too many HQ build-ups, air-supply and Panzer spearhead refueling with aircrafts...

Klink, Oberst


_____________________________

My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.

(in reply to pz501)
Post #: 3
RE: Does anyone feel the same way about this game? - 12/22/2013 8:26:21 PM   
RedLancer


Posts: 4314
Joined: 11/16/2005
From: UK
Status: offline
I have posted before:

quote:

Those who take the time to read Clausewitz will know that he describes warfare as a chameleon which adapts whilst retaining its fundamental elements of violence, friction, uncertainty etc.

A computer war game (in today's world) cannot adapt as an independent entity and therefore repeated playing of the game can exploit issues to advantage thereby avoiding the natural evolution of warfare that exists. WitE was a ground breaking development and I know from my observation of these forums that very skilful individuals have pushed the game engine to the limit in its current iteration even with the patches that have been consistently delivered.

In terms of realism I would concede that the intellectual power of those individuals has exploited issues in the code beyond that intended but having done so the discussion has focused not on their ahistoric actions but rather the inability of the game to prevent such actions. The normal feedback loop of the nature of warfare does not exist in computer code. That doesn't diminish WitE in any respect. It demonstrates the power of the human mind and shows that the next step is needed for no better reason than to challenge the human mind once more. I have no doubt that the successor to WitE will be exploited in its turn when it is published but I'm sure we will enjoy doing it as that's the point after all.


WitE is what it is and morvael's excellent work of the last 6 months is pure brilliance but it is also said that familiarity breeds contempt. WitE is still excellent and I'm enjoying making sure that WitW will be even better.



_____________________________

John
WitE2 Asst Producer
WitE & WitW Dev

(in reply to Oberst_Klink)
Post #: 4
RE: Does anyone feel the same way about this game? - 12/22/2013 9:29:01 PM   
javats


Posts: 55
Joined: 1/21/2012
From: Flatland
Status: offline

Thanks

< Message edited by Dark_Star -- 12/22/2013 10:30:28 PM >

(in reply to Oberst_Klink)
Post #: 5
RE: Does anyone feel the same way about this game? - 12/22/2013 9:30:02 PM   
javats


Posts: 55
Joined: 1/21/2012
From: Flatland
Status: offline
I too have played from the AH days and hope to understand your concerns. And please note it is very important which version one use.
But much of the problems discussed have already been addressed or will be addressed by WITW.

My belief is that some of the "problems" are because of player's expectations, historical knowledge and game experience.

How does a designer/developer balance a historical game of which so much has been discussed & written with new information is coming to light every day.
Also the designer/developer must consider the players level of game knowledge, military knowledge, gamer experience from beginner to 'over' seasoned expert .
and make it sellable.
I believe WITE has been fine tuned to a point that it is balanced and is a fine simulation of the operational art of modern war on the East Front of WWII .
It is not perfect, it is not "War in Europe" and it is a simulation. but it is very playable with a complexness level it needs too have.
Any scale higher and it would stop being a divisional level and become a corp. level and altho I believe it could be a little larger in scale which I hope WITW will address (ex.ships)
But the complexities start to raise very fast . An example of bad things can happen; one of my favorite 4x games was SOTS1 (simple, but with a fleet combat).
But SOTS2 development history demonstrates all the problems of game design and development getting out of hand.
Over the years I have watched many fine games crushed under by added bells & whistles and/or poor development control.
The designers/developers walk a fine line between playable and sellable while getting their baby done.
I am looking forward to the improvements WITW will bring and concern to what that will do to WITE.
Thanks

(in reply to pz501)
Post #: 6
RE: Does anyone feel the same way about this game? - 12/22/2013 10:44:13 PM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
Status: offline
We all love this game and are grognards and also drama queens, so like any romance there are times of doubt and disillusion, theatrically expressed, yet we keep coming back to this old lady and forgive her for her flaws. She forgives us right back. It's that kind of relationship.

The make up sex is awesome, btw.


< Message edited by Flaviusx -- 12/22/2013 11:45:24 PM >


_____________________________

WitE Alpha Tester

(in reply to javats)
Post #: 7
RE: Does anyone feel the same way about this game? - 12/22/2013 10:46:46 PM   
GamesaurusRex


Posts: 505
Joined: 10/13/2013
Status: offline
My opinion, despite my pointed commentaries on apparent shortcomings of the game, is that IT IS WELL WORTH PURCHASING !

Aside from it's remaining issues, it is still one of the best East Front games that enables a simulation on so grand a scale, while remaining playable. The publishers are still working at allowing the game to be tweaked for improvement and I cannot overemphasize how much that fact raises my opinion of Matrix/2by3/Grigsby for pursuing that.

I still believe that improvements can and are being made. The player base participation in forum discussions has played a good part in this I think.


(LOL ! FLAVIUSX: I was gonna say it's better than sex..., but I decided that would be over the top.)

< Message edited by GamesaurusRex -- 12/22/2013 11:50:34 PM >

(in reply to javats)
Post #: 8
RE: Does anyone feel the same way about this game? - 12/22/2013 11:25:00 PM   
Disgruntled Veteran


Posts: 615
Joined: 2/19/2012
Status: offline
Flavius does have the best comments on this board hands down. Where does he come up with this stuff?

(in reply to GamesaurusRex)
Post #: 9
RE: Does anyone feel the same way about this game? - 12/23/2013 12:22:48 AM   
pz501


Posts: 180
Joined: 10/1/2003
From: Southern Pennsylvania
Status: offline
I'm running the latest beta patch, with the .exe "hotfix" (I think it's version .13?).

I really hope the next patch does clean up things. Like I've said, great potential.

I've got a little experience beta testing (for Talonsoft, when John Tiller's "West Front" was in development) and some limited scenario design experience (a WW I scenario that is still included with TOAW III), and have worked (again TOAW) with our own Trey "Jefe" Marshall on a still-born Cold War project. So, I have some understanding of how hard it can get to keep everyone happy.

What I've been trying to say is that at times it does seem to me after reading (and verifying) some of the issues, it gets frustrating, and I begin to wonder if I can really get back into WiTE. I still keep messing with the editor, so I'll admit that the game still does have a great attraction for me.

I won't get into some of the things I would have liked to have seen (maybe WiTE II will include some of them), and people are correct when they say War in the West should be much improved based on what's been learned with this game. I hope Gary and Joel have a really good alpha and beta team available who aren't afraid to tear things up a little in order to make it as good as can be. In fact, given their past performance and attention to detail, I know they do.

I really do hope that a few of the issues WiTE currently has get ironed out. I'd really like to get back into playing again (rather than just using the editor), even if it's only against the AI.

(in reply to Oberst_Klink)
Post #: 10
RE: Does anyone feel the same way about this game? - 12/23/2013 1:03:11 AM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
Status: offline

quote:

ORIGINAL: Disgruntled Veteran

Flavius does have the best comments on this board hands down. Where does he come up with this stuff?


It's all about clean living.

_____________________________

WitE Alpha Tester

(in reply to Disgruntled Veteran)
Post #: 11
RE: Does anyone feel the same way about this game? - 12/23/2013 4:01:38 AM   
Wheat

 

Posts: 154
Joined: 6/17/2011
Status: offline
What game was ever perfect in each of our minds? Without a doubt, this game is worth buying. It also has had great support.

< Message edited by Wheat -- 12/23/2013 5:02:12 AM >

(in reply to Flaviusx)
Post #: 12
RE: Does anyone feel the same way about this game? - 12/23/2013 9:34:34 AM   
Peltonx


Posts: 7250
Joined: 4/9/2006
Status: offline

quote:

ORIGINAL: pz501

I'm running the latest beta patch, with the .exe "hotfix" (I think it's version .13?).

I really hope the next patch does clean up things. Like I've said, great potential.

I've got a little experience beta testing (for Talonsoft, when John Tiller's "West Front" was in development) and some limited scenario design experience (a WW I scenario that is still included with TOAW III), and have worked (again TOAW) with our own Trey "Jefe" Marshall on a still-born Cold War project. So, I have some understanding of how hard it can get to keep everyone happy.

What I've been trying to say is that at times it does seem to me after reading (and verifying) some of the issues, it gets frustrating, and I begin to wonder if I can really get back into WiTE. I still keep messing with the editor, so I'll admit that the game still does have a great attraction for me.

I won't get into some of the things I would have liked to have seen (maybe WiTE II will include some of them), and people are correct when they say War in the West should be much improved based on what's been learned with this game. I hope Gary and Joel have a really good alpha and beta team available who aren't afraid to tear things up a little in order to make it as good as can be. In fact, given their past performance and attention to detail, I know they do.

I really do hope that a few of the issues WiTE currently has get ironed out. I'd really like to get back into playing again (rather than just using the editor), even if it's only against the AI.


WitE2 can and probably will fix all the issues with WitE, I am currently helping with alpha testing of WitW and am very happy with the air system ( amazing) and combat system (engine).

I have been playing wite from release and would spend 3x what I paid for it 3 yrs ago dispite its short comings.

morveal will have all the swapping/ammo sinks fixed with the next patch and that will leave just 2 things crippling wite 1v1=2v1 and 50 morale brigades. Other then that all the GHC fuel
exploits have been removed and over all GHC logistics pushed down. The wite is just about "done" other then a few things that should clearly be thrown out.

I have helped play test allot of MMO's with huge staffs and they have all the same issue's as wite.
WoW was an exploiter/duper/cheaters wet dream for several yrs.
I am amazed at what the handful guys at 2by3 have done with such a complex game and they address bugs as fast or faster then any other gaming staff.

I surely bitch ALLOT, because I want to see a great product be amazing.

Now is the very best time to be buying WitE because it is almost done.
Take my word for what it is worth, the guys at 2by3 see all the short comings of wite and have already worked their asses off to address them in the up coming release ( witw ).

WitE is the best eastern front game out there and will only get better.







_____________________________

Beta Tester WitW & WitE

(in reply to pz501)
Post #: 13
RE: Does anyone feel the same way about this game? - 12/23/2013 10:47:59 AM   
STEF78


Posts: 2094
Joined: 2/19/2012
From: Versailles, France
Status: offline

quote:

ORIGINAL: Flaviusx

We all love this game and are grognards and also drama queens, so like any romance there are times of doubt and disillusion, theatrically expressed, yet we keep coming back to this old lady and forgive her for her flaws. She forgives us right back. It's that kind of relationship.

The make up sex is awesome, btw.


+1

It's so sad that my English is too poor to wtrite such sentences...

(in reply to Flaviusx)
Post #: 14
RE: Does anyone feel the same way about this game? - 12/23/2013 12:22:48 PM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
Status: offline

quote:

ORIGINAL: STEF78


quote:

ORIGINAL: Flaviusx

We all love this game and are grognards and also drama queens, so like any romance there are times of doubt and disillusion, theatrically expressed, yet we keep coming back to this old lady and forgive her for her flaws. She forgives us right back. It's that kind of relationship.

The make up sex is awesome, btw.


+1

It's so sad that my English is too poor to wtrite such sentences...


Mais non, I wish I could write such sentences in French! They would sound even better.

_____________________________

WitE Alpha Tester

(in reply to STEF78)
Post #: 15
RE: Does anyone feel the same way about this game? - 12/23/2013 1:55:26 PM   
Tom Hunter


Posts: 2194
Joined: 12/14/2004
Status: offline
I share some of your reservations. There is a design philosophy behind the 2x3 games that seems to cause the same set of recurring problems.

I’m a bit more on the fence than most people here, I am enjoying the game but there are major problems that make me think I might enjoy a different game from a different source more. This is probably the best eastern front simulation there is, but its not very good at it on the whole. Its very good at parts of the war, and terrible at other parts.

Some people are very attracted to high levels of detail, including the design team of the game and the people who buy it an are on this forum. If you are reading this you are one of them. The danger is that too much detail can knock the whole thing off the rails. As it stands this game is right on the edge of that, its not really historical, just one example of this is half the people are missing from the Red Army.

I sometimes wonder if they could sell more with a somewhat different design focus, but I am not sure they could.

I’m enjoying myself picking the game apart as I play Saper222, but I’m not trying to pretend that its world war II in Russia, its just a game.

(in reply to Flaviusx)
Post #: 16
RE: Does anyone feel the same way about this game? - 12/23/2013 2:36:21 PM   
SigUp

 

Posts: 1062
Joined: 11/29/2012
Status: offline

quote:

ORIGINAL: Tom Hunter

I’m enjoying myself picking the game apart as I play Saper222, but I’m not trying to pretend that its world war II in Russia, its just a game.


While I'm in favour of historical plausibility I also recognize that there are elemental problems in the attempt to completely remodel the Eastern Front. Just take the issue of the low replacement rate for the Soviets. If the Soviets get their historical units, what would happen in the current engine? The German wouldn't stand even the slightest chance, as the Soviet player wouldn't make the mistakes Stalin did. In the end you would have the Red Army in Berlin in 1943, which would deter most German players. So if you introduce historical replacement rates you have to introduce some simulation of the political situation in the Soviet Union, forcing the player to make at least some of the mistakes Stalin did. That in return could deter people who don't like seeing their operational freedom restricted too much.

Does WITE have much improvement potential? Yes, of course. There are many issues which have me on the fence. But designing an East Front game isn't really the easiest task there's out there.

(in reply to Tom Hunter)
Post #: 17
RE: Does anyone feel the same way about this game? - 12/23/2013 3:30:01 PM   
Tom Hunter


Posts: 2194
Joined: 12/14/2004
Status: offline
@SigUp we are pretty much in agreement, the fact that I noticed millions of Red Army soldiers are missing does not mean I want them back in this game with this engine. It does mean I think it would be good if someone could design a game that included them.

(in reply to SigUp)
Post #: 18
RE: Does anyone feel the same way about this game? - 12/23/2013 3:59:34 PM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
quote:

I share some of your reservations. There is a design philosophy behind the 2x3 games that seems to cause the same set of recurring problems.


Agreed

quote:

I’m a bit more on the fence than most people here, I am enjoying the game but there are major problems that make me think I might enjoy a different game from a different source more. This is probably the best eastern front simulation there is, but its not very good at it on the whole. Its very good at parts of the war, and terrible at other parts.


Definitely

quote:

Some people are very attracted to high levels of detail, including the design team of the game and the people who buy it an are on this forum.


Actually I am not. I prefer less detail and more time put in to having the thing work properly.

quote:

I sometimes wonder if they could sell more with a somewhat different design focus, but I am not sure they could.


Yes, I wonder. A better game with less detail. Would it sell better?

quote:

but I’m not trying to pretend that its world war II in Russia, its just a game.



Yes I concur. I wonder if a bug free version of Schwerpunkts WWIE will serve me better as a less detailed but better simulation of the War in the East.

I also think that the game is overly complex in many crucial sub systems and this makes it especially prone to the butterfly effect when changes are made.

But the bottom line is its still the best EF PC game around. So we are all still here.




_____________________________


(in reply to Tom Hunter)
Post #: 19
RE: Does anyone feel the same way about this game? - 12/23/2013 4:32:38 PM   
rmonical

 

Posts: 2474
Joined: 4/1/2011
From: United States
Status: offline
quote:

the fact that I noticed millions of Red Army soldiers are missing does not mean


How many of these were in the construction armies and transport services and less suitable for front line duty?

How many were in the training establishment?

(in reply to Tom Hunter)
Post #: 20
RE: Does anyone feel the same way about this game? - 12/23/2013 5:16:17 PM   
Tom Hunter


Posts: 2194
Joined: 12/14/2004
Status: offline
Jan 1 1942 5.7 million plus losses of all type 3.1 million = 8.8 million. Actual losses by the Soviets in the first two quarters of 1941 4.4 million from G. I. Krivosheev. Soviet Casualties and Combat Losses W. Victor Madeja in his The Russo-German War says the Soviets had 6.9 million men in December 1941, though the book is from 1987 there may be a better number out there. 6.9 million men plus 4.4 million casualties is 11.3 million. Net by December 1941 2.5 million Russians are missing. Another way of looking at it, is if the Russian player takes historical casualties he will end 1941 with an army of 4.4 million, instead of the historical army of 6.9 million.

It gets worse over time in the game because the replacement rate simply is not there, every year you play millions of Russians who were actually in the war do not show up.
I’m not suggesting the missing troops should go back into the game, no one would play Germans if the replacement rate was at the historic level. I am saying that this game is not a close historical simulation at even the most basic levels. We are not fighting the Red Army vs the Wermacht.

I'll add that your question about training units and unsuitable people applies much more to Western and German armies than it did to the Red Army in 1941.

< Message edited by Tom Hunter -- 12/23/2013 6:17:37 PM >

(in reply to rmonical)
Post #: 21
RE: Does anyone feel the same way about this game? - 12/23/2013 5:56:17 PM   
rmonical

 

Posts: 2474
Joined: 4/1/2011
From: United States
Status: offline
quote:

I'll add that your question about training units and unsuitable people applies much more to Western and German armies than it did to the Red Army in 1941.


This is not something I have examined so I do not have a strong opinion other than wishing I had more manpower in my game against Toidi. Note that in WITE, each continuously active Soviet manpower center produces 7050 troops during the war. Each German manpower center produces 1535 which are shared with the other fronts.

(in reply to Tom Hunter)
Post #: 22
RE: Does anyone feel the same way about this game? - 12/23/2013 9:01:12 PM   
GamesaurusRex


Posts: 505
Joined: 10/13/2013
Status: offline
quote:

ORIGINAL: SigUp


quote:

ORIGINAL: Tom Hunter

I’m enjoying myself picking the game apart as I play Saper222, but I’m not trying to pretend that its world war II in Russia, its just a game.


While I'm in favour of historical plausibility I also recognize that there are elemental problems in the attempt to completely remodel the Eastern Front. Just take the issue of the low replacement rate for the Soviets. If the Soviets get their historical units, what would happen in the current engine? The German wouldn't stand even the slightest chance, as the Soviet player wouldn't make the mistakes Stalin did. In the end you would have the Red Army in Berlin in 1943, which would deter most German players. So if you introduce historical replacement rates you have to introduce some simulation of the political situation in the Soviet Union, forcing the player to make at least some of the mistakes Stalin did. That in return could deter people who don't like seeing their operational freedom restricted too much.

Does WITE have much improvement potential? Yes, of course. There are many issues which have me on the fence. But designing an East Front game isn't really the easiest task there's out there.


Ding Ding Ding, We have a winner !

What COULD be done is to put those missing reinforcements back into the game and let the Russian use them to defend Mother Russia in the early phase of the game, while allowing the Germans to still advance at historic rates and pocket historically massive prisoners... Why is the Russian going to fight forward and not run with the increased troops you say ?... Because while increasing the Russian reinforcements to historic levels, you are also going to put time sensitive VPs that the Germans can capture on all the major urban areas that the Russian will have to defend. Once the time expires for each urban center, the VP for that urban center disappears and the Russian can retreat.

Rather than what we have now with Germans exploiting logistics to break the Russian below critical troop mass and Russians running to keep critical troop mass up... we would have a German capable of pocketing massive prisoners while capturing VP points, but a Russian with the capacity to absorb and expend massive human resources, while defending what needs to be defended just long enough to hopefully deny the VPs to the Germans. It would solve both the problem of the game-ending first turn pocketing (because even with the pockets, the Russians will still be left with critical mass) and the Russian incentive to just run (because they must defend the VPs).

< Message edited by GamesaurusRex -- 12/27/2013 9:05:21 PM >

(in reply to SigUp)
Post #: 23
RE: Does anyone feel the same way about this game? - 12/23/2013 9:48:38 PM   
pz501


Posts: 180
Joined: 10/1/2003
From: Southern Pennsylvania
Status: offline

quote:

ORIGINAL: SigUp


quote:

ORIGINAL: Tom Hunter

I’m enjoying myself picking the game apart as I play Saper222, but I’m not trying to pretend that its world war II in Russia, its just a game.


While I'm in favour of historical plausibility I also recognize that there are elemental problems in the attempt to completely remodel the Eastern Front. Just take the issue of the low replacement rate for the Soviets. If the Soviets get their historical units, what would happen in the current engine? The German wouldn't stand even the slightest chance, as the Soviet player wouldn't make the mistakes Stalin did. In the end you would have the Red Army in Berlin in 1943, which would deter most German players. So if you introduce historical replacement rates you have to introduce some simulation of the political situation in the Soviet Union, forcing the player to make at least some of the mistakes Stalin did. That in return could deter people who don't like seeing their operational freedom restricted too much.

Does WITE have much improvement potential? Yes, of course. There are many issues which have me on the fence. But designing an East Front game isn't really the easiest task there's out there.


There's a lot of truth to this.

Here's an example of how most of Gary's games are inter-related and share a common database: For the East Front - "War in Russia" (1984) > "Second Front" (1991) > "War in the East" (2010). For the Pacific - "Guadalcanal Campaign" (1982) > "War in the South Pacific" (1986) > "Pacific War" (1992) > "Uncommon Valor" (2002) > "War in the Pacific" (2004) > "War in the Pacific-AE". For General WW 2 Air War: "USAAF" (1985) >
"12 O'Clock High" (1999) > "Battle of Britain" (1999) > "Bombing the Reich/Eagle Day". For the Western Front (1944-45)- "West Front" (1991) > upcoming "Western Front".

I've owned and played all of these, and I'll bet a lot of people here have too. The one thing they all have in common is a very similar database and rating system for individual AFV's, aircraft, ships, etc. As they've progressed through the years, they have added more and more detail, such as individual pilots for aircraft (not in WiE).

Under the hood, WiE still bears a strong family resemblance to "War in Russia" from 1984.

I love the ultra detail, and really like being able to view the detailed TO&E for say, a Panzer-Division, or a Guards Mech Corps. Sometimes I think it would be easier, and almost as accurate to go to the old Attack-Defense-Movement factor system, with step reductions, and replacement steps instead. I could live with either system, but that's probably because I've played SPI's "War in Europe", and GDW's "Europa" series of games.

I wonder if in some cases simpler isn't better? It's up to the individual player and designer of course.

I'll second the motion that the more detailed and complex designers try to make things, the more prone they are to long term flaws within a game system.

(in reply to SigUp)
Post #: 24
RE: Does anyone feel the same way about this game? - 12/23/2013 10:51:27 PM   
carlkay58

 

Posts: 8650
Joined: 7/25/2010
Status: offline
Some numbers on Soviet manpower:

1941 is the best year for Soviet manpower increases. They are able to call up soldiers that have served two to three years within the last five years so training is at least present. The casualty rate from illness (which was 70+% inhibiting of further service) was only in the 10-12% rate. They were able to be supplied (food, uniforms, and equipment) from stocks that had been stored in local armories and other stockpiles. These pre-stocked supplies were gone by the end of August or early September for the most part. After that, the new recruits had to forage on their own.

1942 is where there starts to be real problems in the manpower pipeline. Recruits were trained while on transit to the front. Minimal training overall. Recruits were rarely used as replacement but rather as new units. While this also happened during 41, the men were either totally inexperienced in military matters or had spent ten or more years since their training. In other words, the recruits and new units were mobs. Equipment, uniforms, and food were almost non-existent for the recruits. The casualty rate from illness (which included desertion, starvation, and exposure) was over 40% - in some units it was 100%. These casualties were usually incurred over 100 miles from the nearest enemy. Entire units disappeared while travelling from their recruiting spots and the rear assembling areas. There is some doubt in researchers' minds on whether these recruits were even recruited in the first place or merely fictional in order to meet their quotas.

1943 and later saw dwindling manpower along with a continued high casualty rate. The game is not that far off of effective manpower. The initial casualties for the new units/mobs in 42 were over 50%. Rather than have special rules about new Soviet units and increasing their casualties, etc. it is easier to simplify the numbers.

Unfortunately WitE suffers from over detail in some areas. Because it does give casualties as individual men/artillery/afvs any deviation from historical norms is a reason to gripe. This is a two-edged sword, the system actually deals with individuals but the numbers will never total up right.

(in reply to GamesaurusRex)
Post #: 25
RE: Does anyone feel the same way about this game? - 12/24/2013 12:20:23 AM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
quote:

I love the ultra detail, and really like being able to view the detailed TO&E for say, a Panzer-Division, or a Guards Mech Corps. Sometimes I think it would be easier, and almost as accurate to go to the old Attack-Defense-Movement factor system, with step reductions, and replacement steps instead. I could live with either system, but that's probably because I've played SPI's "War in Europe", and GDW's "Europa" series of games.


Check out Schwerpunkts WWIE, it might do what WITE does not. It's more in a boardgame mold with the advantages a PC offers. I will be giving it considerable time when it is released.

_____________________________


(in reply to carlkay58)
Post #: 26
RE: Does anyone feel the same way about this game? - 12/24/2013 1:05:18 AM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
Status: offline
I tried their Russo German War game long ago and was very unimpressed.

For better or worse WITE is the current gold standard and nothing else comes close. I think there is an untapped market out there for a corps/army level Eastern Front computer wargame, though. And that lends itself to a higher level of abstraction than WITE.

Maybe a computer port of this promising design: https://www.gmtgames.com/p-352-the-dark-valley.aspx

The Operational Art of War has a few scenarios that try to do this but the engine really isn't designed for it.






< Message edited by Flaviusx -- 12/24/2013 2:13:39 AM >


_____________________________

WitE Alpha Tester

(in reply to Michael T)
Post #: 27
RE: Does anyone feel the same way about this game? - 12/24/2013 2:05:03 AM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
RGW was not so good. AGW is ok but not quite there. Maybe WWIE will hit the mark. I agree WITE is top dog, but its still falling short in many areas. While the level of detail in WITE is the primary motivation for many, for me I would prefer less Micromanagement and more emphasis on a nice clean logistics and combat system. The Schwerpunkt game offers this. But we shall see. GG games seem to get bogged down in too much detail IMO. Detail that does not necessarily add to the game play aspect. I mean do you really need to know exactly how many PzIIF's are in each Pz Div?

Also the Schwerpunkt design is phased. So no weird time and space problems that lead to things like Lvov. I also like the scale of 7.5 miles per hex, rather than the 10 miles we have for WITE.

_____________________________


(in reply to Flaviusx)
Post #: 28
RE: Does anyone feel the same way about this game? - 12/24/2013 5:44:29 AM   
rmonical

 

Posts: 2474
Joined: 4/1/2011
From: United States
Status: offline
John tiller's First Battles system has promise. 10 KM scale, two day turns. I like the stacking model , but not the blocking zones of control. Continuous combat factors (from 1-150ish) a nice artillery model.


Enough defects I did not bond with it. I think he is focusing on operational games.

(in reply to Michael T)
Post #: 29
RE: Does anyone feel the same way about this game? - 12/24/2013 11:57:21 AM   
timmyab

 

Posts: 2044
Joined: 12/14/2010
From: Bristol, UK
Status: offline

quote:

ORIGINAL: Michael T
While the level of detail in WITE is the primary motivation for many, for me I would prefer less Micromanagement and more emphasis on a nice clean logistics and combat system.GG games seem to get bogged down in too much detail IMO. Detail that does not necessarily add to the game play aspect.

I agree. I think the microscopic detail is a disaster for the combat system in particular, leading to all sorts of crazy stuff. They need to concentrate primarily on getting realistic combat results and build the level of detail around that. WITE puts the cart before the horse so to speak. Same with logistics, too much focus on unnecessary details and not enough control at higher levels.
Also I've banged on since the start, but the Soviet command weakness through the first 18 months of the war is nowhere near adequately modeled.

(in reply to Michael T)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> Does anyone feel the same way about this game? Page: [1] 2   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

1.688