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RE: What do you think?

 
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RE: What do you think? - 2/29/2016 4:21:22 AM   
jascou

 

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quote:

ORIGINAL: bo

I have learned to never buy a game until several weeks go by, and what I am reading I still feel it is the correct thing to do, I am having a problem with "heck buy a game or two and help Peter out" no thank you Krys, this is his baby and he lives or dies with what he produced. I rebel in paying for a programmers mistakes [not saying there is any here].

If their is one thing I have learned as being a beta tester for World In Flames is one person creators of a game is not a good idea. I realize that each player sees the game differently than another, but what I am reading is not good, Then again I prefer strategic games over tactile games but that is just me, just an opinion right or wrong.

Bo


Hi Bo,
I'm a long time lurker on the MWIF forum, am an owner of the game, and have always appreciated your input there.

I think MWIF is a great example of what happens when a developer tries to bite off too much from the get-go. In following the progress of that game, it's clear to me that the problems with that project started long before Steve and Matrix got involved, with the decision by the original programmer to implement the majority of the WiF optional rules from the get-go. In looking at where most of the problems have cropped up, these appear related to the myriad of optional rules, and not the core system. More optional rules = more complexity in the code = more bugs.

Let's also keep in mind that MWIF, unlike the board-game, implements a map of the entire globe, thereby widening the depth of an already substantial Pandora's box of potential bugs.

(On a side-note, I've often thought about piping up on that forum and telling everyone to try playing the game with only 1 - 3 optional rules turned on if they want to dramatically reduce the possibility of coming up against a bug -- at least for the time-being until things get better sorted out -- but thought better of it; people have the right to expect the game that they paid for.)

As I stated above, the developer has avoided the same mistake in keeping things to a manageable level. The core is quite stable from what I see, which bodes well going forward.

< Message edited by jascou -- 2/29/2016 4:24:50 AM >

(in reply to bo)
Post #: 31
RE: What do you think? - 2/29/2016 3:02:06 PM   
RobPollard

 

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I think it is a very good game. I'm a long time ASL player and a once upon a time SL player.

Whilst this game doesn't have everything that ASL has - I have 2.5 rules binders full of rules - so hardly surprising - it comes surprisingly close to scratching that itch.

I'm playing it with the current ASL mods to make the counters look like ASL counters and this does make a big difference. For one thing, many of the stats on the counters do apply t the game, such as weapon ranges and even weapon power.

The fact that Matrix have thrown in a map editor and scenario designer makes this purchase a bit of a no-brainer!



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Post #: 32
RE: What do you think? - 2/29/2016 3:12:18 PM   
parusski


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From: Jackson Tn
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quote:

ORIGINAL: Krys

I strongly recommend TOTH for any & all ASL fans. Map graphics are great, I really like the look of the unit graphics, and having played through 3 full games (in addition to all the tutorials) I'm very much enjoying the game play.

Would I like more information on a lot of areas? Yes; no question about it. I'd like either an appendix with a chart showing range and potential damage of all weapons, or perhaps a 'mouse roll-over popup' showing unit values, I'd like somewhere in the manual to point out that when adjacent to your target fire is double strength, that when you're outside of standard max range there is an "extended range" where you can still hit your target with reduced firepower. The existence of adjacent increased
firepower and extended range reduced firepower have been clarified by Peter in posts - but to the best of my knowledge aren't mentioned in the game manual, and since we don't know what standard
range of any weapon is, we can't possibly know what extended range is, where it begins, or how much damage it can do.

Some things that pop up in the game leave me a bit non-plussed. AFVs can become bogged. Ok, but what's the impact? How do they become 'unbogged'? Are they more vulnerable when bogged down, or
is the only impact that they can't more or change hull direction?

But to me, none of these are game breakers. It's still so very much like ASL that I'm greatly enjoying it. And of course there's also the Scenario Editor, which overall is very nicely done.

Lastly, Peter has absolutely dedicated massive efforts into what we have, and I am quite confident that he (and his associated) will keep working on and bettering TOTH for a long time to come.

Bottom line: Buy it. Heck, buy a couple and give one to a friend, the more Peter sells, the better the resource pool on which he can draw to keep making improvements and adding features. (Heck, he even put a map graphics mod out that I switched to immediately. The map that comes with the game is very good, but Peter's mod does a better job with hills and other elevation items, and has a bit nicer look overall. Very nice! And I ask you - when was the last time you saw a game developer release an alternate map graphics package within a day or two of a game's launch? Like...never....would be my guess.

Keep it up Peter!! And Jorgen - you guys are super!!



I have to support Krys in this discussion. From the first day I started beta testing(last year) I loved the game. It is what, as a Squad Leader fan, I always wanted in a pc version.

_____________________________

"I hate newspapermen. They come into camp and pick up their camp rumors and print them as facts. I regard them as spies, which, in truth, they are. If I killed them all there would be news from Hell before breakfast."- W.T. Sherman

(in reply to Krys)
Post #: 33
RE: What do you think? - 2/29/2016 7:37:54 PM   
mavraamides


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I'm apparently a rarity on this forum as I have never played ASL.

I have played Steel Panthers and many of the CC games (not quite the same of course but about same scale).

I am really enjoying this game. The interface is a bit quirky and could use some streamlining. I've already made my recommendations in the requests thread so I won't repeat them here.

But the bottom line is I have greatly enjoyed playing the game so far. Definitely worth the $$ and I expect it to only get better.

It's one of those games where I keep telling myself 'just one more turn' and then I look up and it's 3:00 am. What more could you want?

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Post #: 34
RE: What do you think? - 2/29/2016 7:48:23 PM   
idjester

 

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quote:

ORIGINAL: GordianKnot

I'm apparently a rarity on this forum as I have never played ASL.

I have played Steel Panthers and many of the CC games (not quite the same of course but about same scale).

I am really enjoying this game. The interface is a bit quirky and could use some streamlining. I've already made my recommendations in the requests thread so I won't repeat them here.

But the bottom line is I have greatly enjoyed playing the game so far. Definitely worth the $$ and I expect it to only get better.

It's one of those games where I keep telling myself 'just one more turn' and then I look up and it's 3:00 am. What more could you want?


I agree... The hours fly by when I play this game. It's always just "one more quick turn" and before you know it's late in the night.
That is a sign of a good game. Why can't work go by this fast... Only 4 hours more to go... ZZZZzzzzzz.....

(in reply to mavraamides)
Post #: 35
RE: What do you think? - 2/29/2016 7:56:11 PM   
Redmarkus5


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< Message edited by redmarkus4 -- 2/29/2016 8:06:24 PM >


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Post #: 36
RE: What do you think? - 2/29/2016 10:57:26 PM   
bo

 

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Hi Reb, as always I enjoy your opinions, they are always thoughtful, usually never degrading of anyones effort and 99.99% you are usually right

I guess I am still smarting from MWIF using a single programmer, also I have to get used to playing a tacticle game as compared to a strategic game. Matrix is one of the few companies who refuse to put out a demo, now that might be Peter doing that [not making a demo] but with all the posts and youtube films I assume that player can determine if this type of game suits their needs for a good war game on the computer.

Always glad to hear from you Reb. and always appreciate your posts

Bo

(in reply to MichealJR)
Post #: 37
RE: What do you think? - 3/1/2016 2:08:02 AM   
Missouri_Rebel


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You should really check out one of idjester's Live Streams. I don't think I've ever enjoyed watching another person play a game more than I have watching his streams.

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Post #: 38
RE: What do you think? - 3/1/2016 3:56:03 AM   
bo

 

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quote:

ORIGINAL: jascou

quote:

ORIGINAL: bo

I have learned to never buy a game until several weeks go by, and what I am reading I still feel it is the correct thing to do, I am having a problem with "heck buy a game or two and help Peter out" no thank you Krys, this is his baby and he lives or dies with what he produced. I rebel in paying for a programmers mistakes [not saying there is any here].

If their is one thing I have learned as being a beta tester for World In Flames is one person creators of a game is not a good idea. I realize that each player sees the game differently than another, but what I am reading is not good, Then again I prefer strategic games over tactile games but that is just me, just an opinion right or wrong.

Bo


Hi Bo,
I'm a long time lurker on the MWIF forum, am an owner of the game, and have always appreciated your input there.

I think MWIF is a great example of what happens when a developer tries to bite off too much from the get-go. In following the progress of that game, it's clear to me that the problems with that project started long before Steve and Matrix got involved, with the decision by the original programmer to implement the majority of the WiF optional rules from the get-go. In looking at where most of the problems have cropped up, these appear related to the myriad of optional rules, and not the core system. More optional rules = more complexity in the code = more bugs.

Let's also keep in mind that MWIF, unlike the board-game, implements a map of the entire globe, thereby widening the depth of an already substantial Pandora's box of potential bugs.

(On a side-note, I've often thought about piping up on that forum and telling everyone to try playing the game with only 1 - 3 optional rules turned on if they want to dramatically reduce the possibility of coming up against a bug -- at least for the time-being until things get better sorted out -- but thought better of it; people have the right to expect the game that they paid for.)

As I stated above, the developer has avoided the same mistake in keeping things to a manageable level. The core is quite stable from what I see, which bodes well going forward.



jascou, you know what your problem is, you don't post enough. Could not agree more with what you are saying, I felt that MWIF could be streamlined, very few optional rules etc, I was shot down on that one and I understand where the board game players were coming from, the game had to be exactly as the board game.

Personally the MWIF game is the most brilliant game ever made as a strategic game, I have only known strategic games. My son only plays Battlefronts Combat Mission which is a tactile game with very few problems if any.

Steve did bite off more than he could chew, but the reason for that is that every rule had to be exactley as the board game and to me a non-programmer, that became the problem, Steve is dedicated to completeing this game someday when that day is I have no idea.

This game seems to keep the player more immersed than having to worry about this rule and that rule, even though I do prefer counters with information on them.

Thank you for your post.

Bo

< Message edited by bo -- 3/1/2016 3:57:45 AM >

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Post #: 39
RE: What do you think? - 3/1/2016 3:59:37 AM   
bo

 

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quote:

ORIGINAL: Missouri_Rebel

You should really check out one of idjester's Live Streams. I don't think I've ever enjoyed watching another person play a game more than I have watching his streams.



Will do, thank you Reb.

Bo

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Post #: 40
RE: What do you think? - 3/1/2016 5:44:59 AM   
jascou

 

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quote:

ORIGINAL: bo

jascou, you know what your problem is, you don't post enough.


Bo, my problem is that I'm not brave enough to wade into that hornet's nest, short of being provided with danger pay and a cup to wear. Between you and me, my favorite way of playing MWiF is with virtually no optional rules; to me, the vanilla game is great on it's own. I fear admitting that over there would probably be enough to earn me everlasting scorn and a life on the run. But you know what? I don't encounter the bugs that everyone has been caterwauling about. Ignorance truly is bliss.

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Post #: 41
RE: What do you think? - 3/1/2016 4:17:30 PM   
bo

 

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quote:

ORIGINAL: jascou


quote:

ORIGINAL: bo

jascou, you know what your problem is, you don't post enough.


Bo, my problem is that I'm not brave enough to wade into that hornet's nest, short of being provided with danger pay and a cup to wear. Between you and me, my favorite way of playing MWiF is with virtually no optional rules; to me, the vanilla game is great on it's own. I fear admitting that over there would probably be enough to earn me everlasting scorn and a life on the run. But you know what? I don't encounter the bugs that everyone has been caterwauling about. Ignorance truly is bliss.



I have already earned that distinction, scorn and life on the run, if you decide to go that way I have a great little cabin in the Pocono mountains you are welcome to use, very remote As a beta tester I have never been a homeboy. especially when it came to the AI and Netplay.

Bo

< Message edited by bo -- 3/1/2016 4:23:32 PM >

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Post #: 42
RE: What do you think? - 3/2/2016 5:19:54 AM   
jascou

 

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quote:

ORIGINAL: bo

I have already earned that distinction, scorn and life on the run, if you decide to go that way I have a great little cabin in the Pocono mountains you are welcome to use, very remote As a beta tester I have never been a homeboy. especially when it came to the AI and Netplay.

Bo


Always good to have a contingency plan, bo! Pocono looks like a great place to lie low. In the meantime, I could always return the favor with a friendly game of keep-it-simple MWiF via Netplay some day. I'm no WiF pro by any stretch, and have no problem with getting beat. Send me a PM anytime.

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Post #: 43
RE: What do you think? - 3/2/2016 1:07:43 PM   
pzgndr

 

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quote:

ORIGINAL: MichealJR
I had, before I sold it, the original Squad Leader series. This looks a lot like that. I played Squad Leader solo for ages. How is this simulation?


I poked through a couple of the tutorial scenarios when I first got it. And last night played through the first scenario With A Little Help From My Stugs. I'm finding the game to be intuitive enough to play even without reading through the manual yet. I never got into ASL, so for me this brings back a lot of nice SL memories.

I do kinda miss seeing all the Fire! markers over units to see who all has fired or not...

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Post #: 44
RE: What do you think? - 3/2/2016 1:25:20 PM   
Brazouck

 

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you can, click on the "m" button at the top

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RE: What do you think? - 3/2/2016 4:40:40 PM   
bo

 

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quote:

ORIGINAL: jascou


quote:

ORIGINAL: bo

I have already earned that distinction, scorn and life on the run, if you decide to go that way I have a great little cabin in the Pocono mountains you are welcome to use, very remote As a beta tester I have never been a homeboy. especially when it came to the AI and Netplay.

Bo


Always good to have a contingency plan, bo! Pocono looks like a great place to lie low. In the meantime, I could always return the favor with a friendly game of keep-it-simple MWiF via Netplay some day. I'm no WiF pro by any stretch, and have no problem with getting beat. Send me a PM anytime.




Appreciate your offer jascou Players who say they are no WIF pro scare me, I wll agree provided I get an extra 10 panzer corps and I promise not to use them unless I get in trouble [never believe anyone who says I promise]

As of yet there is no keep-it-simple netplay,and that may never come to pass.

bommerrang [Gerry] and myself are going to attempt to test netplay in the nexr couple days, let me say as nice as I can it has not worked out well for the two years of testing and the many hours I and others have put in.

I apologize for talking about MWIF on the Tigers on the hunt forum will try to keep my comments on this games posts from now on.

Bo

< Message edited by bo -- 3/2/2016 4:48:37 PM >

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Post #: 46
RE: What do you think? - 3/3/2016 6:50:23 PM   
helmick

 

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Reading all the posts from the ASL guys here saying it misses the mark. I'll agree that this isn't a complete ASL done on the computer and I'm fine with that and really enjoying the game to boot. Plus who really plays ASL anymore besides investors. Between the out of print modules, mountainous rules and the prices of modules that are in print you soon understand why so many folks are excited about this game.

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RE: What do you think? - 3/3/2016 7:01:29 PM   
Gerry4321

 

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Actually ASl itself is thriving with international tournaments and players will to pay over $100 for modules by HOB etc.

Will add that I am really enjoying TotH!

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RE: What do you think? - 3/3/2016 7:12:05 PM   
DoubleDeuce


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Most ASL stuff goes out of print in very short order and over the last few years its really gotten a second wind.

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Post #: 49
RE: What do you think? - 3/3/2016 7:21:58 PM   
DingBat

 

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I bought this earlier in the week. I've just completed the tutorial missions and one other game.

1. Easily the top issues with the game is the user interface and the entire approach to usability. It's unbelievably, horrifyingly bad given that it's 2016. You might have been able to get away with a UX this bad a decade ago but now it's a fairly major detraction from the game. This may not, and may should not, dissuade you from purchasing the game but you should be aware of it. It's really bad.

To the programmers/developers: Control-clicking stuff to select multiple things is just fail. And, so far as I can see, absolutely no reason for it. It's like you deliberately decided to do bad UX things.

2. The AI on the attack does feel weak. Remember that I haven't played many games.

3. The mechanics are easy enough to grasp. The tutorials are not particularly well crafted but they don't really have to be. Overall, the developers did a good job of porting the ASL experience.

There is one major exception and this is in the movement phase for the computer. Because of the defensive fire mechanism the game has to pause after each hex move to give the human player a chance to fire. The pause is handled by pausing the game and posting a "continue" button. The net effect is that move phases for the computer end up being fairly long button spamming sessions. As I said, I've only played a few games but I'm already wondering what this is going to be like in large scenarios. Not looking forward to it.

This method of dealing with the game workflow is just brute force. I admit that at the moment I don't have a better idea but the current method is just brutal. Again, a really, really poor user experience choice. Wait, actually I do have an idea. How about if we just let the computer move the unit for it's complete move and, once that move has been plotted, the human can choose to fire at the enemy at any point in the path where it had LOS? Ok, ok, maybe that's not true ASL rules and maybe it might give the human a bit of an advantage. I wonder if it's still not a better choice than forcing the human to press a button 20 or 30 (or more) times each turn.

Really, developers: You think I'm being mean here. I've been a software developer for 25+ years. We're often mocked for our tolerance for poor UI and user experience. What was delivered for ToTH is really an embarrassing confirmation of that stereotype.


Now that I've got that off my chest, here's the surprising bit: I like the game. I have fun playing the game. It's close enough to ASL for me that I don't care about the deviations or missing pieces. I can see myself playing this game for a long time. I can see myself playing the game a lot more if the really poor user experience was addressed but, hey, I'll still play it. Now that I know there are ASL counter mods for this game, I'm even happier.

I give this game a recommendation but with VERY serious warnings. The game is fun but it's sure got a lot of sharp edges exposed. The development team would REALLY benefit from hiring someone who's created user interfaces in this century. You've been warned.

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RE: What do you think? - 3/3/2016 8:04:39 PM   
keas66

 

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Its amazing how much opinions vary isn't it . For me the ability of the game to let me choose at each hex that a enemy unit moves into how I want to react is one of the reasons why I like this game so much .
After playing games all week I am finding the Ctl-click method of selecting multiple units in a hex a little bit awkward at times - there is definitely room for improvement there .
But please don't take out the current flow of reacting to enemy units actions - this I absolutely love .

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Post #: 51
RE: What do you think? - 3/3/2016 8:21:07 PM   
GregN

 

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Great game! The UI of pushing cardboard on a map board, checking tables, rolling dice, marking units . . . for me this is a very good version of the physical game on computer. I'd rather keep the feel of playing a tabletop game even if that means the UI is not as smooth.

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Post #: 52
RE: What do you think? - 3/4/2016 4:34:09 PM   
36142CP

 

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quote:

ORIGINAL: MichealJR

I am an old wargamer. First one I bought was AH 1914 in 1968. One of the only reasons I got into computers is to play against somebody be it the AI.
I had, before I sold it, the original Squad Leader series. This looks a lot like that. I played Squad Leader solo for ages. How is this simulation?
I am thinking about picking it up and was wondering if this is as good as you expected and worth the price?


I play Squad Leader table top with a friend. We don't get together as much as we would like so I was looking for something that would come close to Squad Leader for my PC and I'm pleased to say I have found it with this. As for the price, there's no such thing as a free lunch in this world. I compare it to a meal out for two, going to the cinema etc. For the hours of enjoyment this will bring I don't think it is a lot to pay. The AI puts up a good fight as well. Life isn't a dress rehearsal, if you can afford it then buy it! My thoughts

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Post #: 53
RE: What do you think? - 3/4/2016 4:55:49 PM   
Doraniner


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I'm a long time ASL player. I still play ASL regularly face to face and with Vassal. I finally bought Tigers on the Hunt and loving it so far. Worth the price, fun to play and the AI is not that bad, managed to surprise me a couple of times ... The editor is also very well done... I hope it sells well enough for you guys to keep expending it.

(in reply to 36142CP)
Post #: 54
RE: What do you think? - 3/5/2016 12:36:58 AM   
toddacox

 

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I was excited about this game, but after playing it for about 30 minutes, I'm putting it aside until the user interface is re-designed or greatly improved. The graphics are fine, but as some others have indicated, the number of mouse clicks and back and forth needed takes away from the game greatly (my opinion, any way). It was, as someone else said, infuriating.

Hopefully they can design some improvements into the unit selection and movement. I'd love to give it another shot when that happens.



(in reply to MichealJR)
Post #: 55
RE: What do you think? - 3/5/2016 2:30:18 AM   
parusski


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quote:

ORIGINAL: GordianKnot

I'm apparently a rarity on this forum as I have never played ASL.

I have played Steel Panthers and many of the CC games (not quite the same of course but about same scale).

I am really enjoying this game. The interface is a bit quirky and could use some streamlining. I've already made my recommendations in the requests thread so I won't repeat them here.

But the bottom line is I have greatly enjoyed playing the game so far. Definitely worth the $$ and I expect it to only get better.

It's one of those games where I keep telling myself 'just one more turn' and then I look up and it's 3:00 am. What more could you want?


As to the 'just one more turn' aspect I agree. It was shocking to feel that way in a game like this. And that is a great thing for the success of TotH. In the past I only had that happen in games like Civ 1-5.

_____________________________

"I hate newspapermen. They come into camp and pick up their camp rumors and print them as facts. I regard them as spies, which, in truth, they are. If I killed them all there would be news from Hell before breakfast."- W.T. Sherman

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Post #: 56
RE: What do you think? - 3/5/2016 6:28:17 PM   
36142CP

 

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quote:

ORIGINAL: MichealJR

I am an old wargamer. First one I bought was AH 1914 in 1968. One of the only reasons I got into computers is to play against somebody be it the AI.
I had, before I sold it, the original Squad Leader series. This looks a lot like that. I played Squad Leader solo for ages. How is this simulation?
I am thinking about picking it up and was wondering if this is as good as you expected and worth the price?


Well.....have you bought it yet?

(in reply to MichealJR)
Post #: 57
RE: What do you think? - 3/7/2016 5:56:29 PM   
Franciscus


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Well, I have bought it, and first impressions are good. I am not familiar with SL/ASL, and I am also not a "spreadsheet" gamer. Having said that, and after seeing a couple of idjester's videos, I jumped right to the first scenario and gameplay is very enjoyable indeed.
I would still like an in-game representation of movement range, and combat values, specially of AFV could be also be better (or at all) represented. But even without these, gameplay is rather fluid and fun, even (or specially) when mistakes are made.
I was told by Paullus that improvements are planned regarding these aspects, so I will be waiting.
As to the UI, IMHO two changes would made a huge difference:
- a hotkey (spacebar, perhaps) for advancing phases and AI, instead of having to click buttons
- an alternative to the Ctrl-click method of selecting units, as discussed profusely already.

All in all, I am impressed so far and hope for future improvements and additions.

Regards

(PS: saved games management is also...peculiar. Instaed of defaulting to a saved games sufolder (in the game folder) or creating a "My Games" windows subfolder (the two usual conventions), we either save them in main Documents folder or must chose where to put them...
At least consider a simple "Continue last saved game" option, when starting the game)

< Message edited by Franciscus -- 3/7/2016 7:04:22 PM >


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Former AJE team member

(in reply to 36142CP)
Post #: 58
RE: What do you think? - 3/7/2016 7:19:27 PM   
36142CP

 

Posts: 64
Joined: 3/1/2016
From: United Kingdom
Status: offline

quote:

ORIGINAL: Franciscus

Well, I have bought it, and first impressions are good. I am not familiar with SL/ASL, and I am also not a "spreadsheet" gamer. Having said that, and after seeing a couple of idjester's videos, I jumped right to the first scenario and gameplay is very enjoyable indeed.
I would still like an in-game representation of movement range, and combat values, specially of AFV could be also be better (or at all) represented. But even without these, gameplay is rather fluid and fun, even (or specially) when mistakes are made.
I was told by Paullus that improvements are planned regarding these aspects, so I will be waiting.
As to the UI, IMHO two changes would made a huge difference:
- a hotkey (spacebar, perhaps) for advancing phases and AI, instead of having to click buttons
- an alternative to the Ctrl-click method of selecting units, as discussed profusely already.

All in all, I am impressed so far and hope for future improvements and additions.

Regards

(PS: saved games management is also...peculiar. Instaed of defaulting to a saved games sufolder (in the game folder) or creating a "My Games" windows subfolder (the two usual conventions), we either save them in main Documents folder or must chose where to put them...
At least consider a simple "Continue last saved game" option, when starting the game)


Good move. There is years of gaming to come with this and with all the mod's now and in the future it will be a feast to savour. Stoke up the customisation

(in reply to Franciscus)
Post #: 59
RE: What do you think? - 3/7/2016 9:01:21 PM   
kylania

 

Posts: 155
Joined: 1/2/2015
Status: offline

quote:

ORIGINAL: Franciscus

(PS: saved games management is also...peculiar. Instaed of defaulting to a saved games sufolder (in the game folder) or creating a "My Games" windows subfolder (the two usual conventions), we either save them in main Documents folder or must chose where to put them...
At least consider a simple "Continue last saved game" option, when starting the game)


This is a continuation of the problem with the UI and basic functions of the program itself. This game isn't even trying to be compliant with any standards of Windows game software development. 10 years ago such things might have been OK but the actively troublesome UI, total lack of basic game information, random file management, all image resources contained within a single file, resolution and UI scaling limitations, and manual exe patching process are all signs that the best thing to do is pull out the game logic and rewrite this game from scratch as a native Windows application with modern features as expected from an application in 2016. There's just too many limitations that scream "Oh remember when computers couldn't do that?" being hard coded into this game engine when they are not only possible, but also standard, today.

(in reply to Franciscus)
Post #: 60
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