What's the main flaw of WitP you think? (Full Version)

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jay102 -> What's the main flaw of WitP you think? (9/10/2005 9:24:31 AM)

I think the unfriendly interface. So many different data crowded together, without a well-designed classification to guide player to acquire the most important information quickly, plus the tiny fonts combo. Secondly, some micromanagement is really annoying, such as LCUs must be loaded one by one.




wild_Willie2 -> RE: What's the main flaw of WitP you think? (9/10/2005 9:30:01 AM)

You get used to the interface, the worst bug left is undoubtebly the 59 miles bug.... (STILL possible under 1.602 [:-] )
If the engine is runing without flaws, then nothing else matters [;)]




ilovestrategy -> RE: What's the main flaw of WitP you think? (9/10/2005 9:31:21 AM)

what is the 59 miles bug?




patrickl -> RE: What's the main flaw of WitP you think? (9/10/2005 9:37:07 AM)

Hi,

I think he was talking about the bug whereby your units would not march to the adjacent hex when enemy units are in the same hex. Your units would somehow stop march after 59 miles and would not proceed to the 60th mile where they would move to the next hex. I though there are workarounds like making sure your units are set to march to a friendly base instead of adjacent hex?[&:]




pauk -> RE: What's the main flaw of WitP you think? (9/10/2005 9:59:52 AM)

nah, it is dissapearing unit bug.




witpqs -> RE: What's the main flaw of WitP you think? (9/10/2005 10:02:53 AM)

The worst flaw is definately the wierd physics - there is severe time distortion once I begin playing. For the wife, time seems to run normally. For me, time slows almost to a standstill. It's kinda like a black hole.




patrickl -> RE: What's the main flaw of WitP you think? (9/10/2005 10:08:53 AM)

Oh the disappearing unit bug[:@] Now that is a really nasty bug[:@][:@] - definitely need to squash that one.[:D]




MarcA -> RE: What's the main flaw of WitP you think? (9/10/2005 12:14:40 PM)

The user incompetence error. It's killing me. Why can't matrix sort that out.




Terminus -> RE: What's the main flaw of WitP you think? (9/10/2005 12:24:23 PM)

Error code 40: The fault can be found 11 inches in front of the monitor. Please upgrade to the newest version of your operating system and reboot.




tigercub -> RE: What's the main flaw of WitP you think? (9/10/2005 12:25:53 PM)

the land combat is very poorly done! for a game this new.




Terminus -> RE: What's the main flaw of WitP you think? (9/10/2005 12:33:55 PM)

True, which is why they dropped their original plans for using the WitP engine for a Mediterranean and East Front game.




mapr -> RE: What's the main flaw of WitP you think? (9/10/2005 12:45:00 PM)


In my eyes main flaw is this combat report/animation change in 1.60... Almost game breaker.




m10bob -> RE: What's the main flaw of WitP you think? (9/10/2005 1:15:14 PM)

"Flaw" seems like such a permanently disabling word.
I still wish the auto convoy routine would recognize enemy land masses and avoid them in their journey to the front, and
I STILL wish carrier planes could be delegated exactly which "sighting" to attack.
Very frustrating to see a 200 plane force hitting empty ak's 6 hexes out and ignoring an enemy carrier group 4 hexes out.




Tom Hunter -> RE: What's the main flaw of WitP you think? (9/10/2005 2:59:31 PM)

The maneuver rating on HMS Repulse is too low.




LargeSlowTarget -> RE: What's the main flaw of WitP you think? (9/10/2005 3:25:10 PM)

Lack of stacking limits.




Sarge -> RE: What's the main flaw of WitP you think? (9/10/2005 3:32:45 PM)


Ground Combat is my biggest issue with the game.

Way to abstract for a game of this depth




2Stepper -> RE: What's the main flaw of WitP you think? (9/10/2005 3:55:21 PM)


quote:

ORIGINAL: mapr


In my eyes main flaw is this combat report/animation change in 1.60... Almost game breaker.



Not sure what you mean by this one... I've not observed any game-breaking results with 1.6. Though this "bug" may be occuring right in front of me and I'm not aware of it.




TulliusDetritus -> RE: What's the main flaw of WitP you think? (9/10/2005 4:15:48 PM)

I have to be a weirdo, but I like the land combat mechanics.

As for bugs, no game is perfect so I try to live with this fact [:)]

And house rules may prevent weird things, so I use them.





treespider -> RE: What's the main flaw of WitP you think? (9/10/2005 4:35:40 PM)

The hidden cr*p, as is being discussed in the Engineer threads.




Captain Cruft -> RE: What's the main flaw of WitP you think? (9/10/2005 4:46:59 PM)

I don't know where to start ...

If I had to pick one it's probably that ships can move without fuel.




GaryChildress -> RE: What's the main flaw of WitP you think? (9/10/2005 4:48:27 PM)

I definitely go with the dissappearing unit bug as the worst with a close second being Japanese commanders showing up in command of my Allied TFs. It used to drive me crazy, when the game first came out, to see 20 out of 10 planes shot down in combat results but I think they've fixed that one. I haven't noticed it lately. Other than that I think WitP is an amazingly solid game given the complexity. I don't have any problems with the interface. Occasionally I come accross something I wish I could do but can't, other than that everything seems to be there that I want to do.

Gary




GaryChildress -> RE: What's the main flaw of WitP you think? (9/10/2005 4:59:24 PM)


quote:

ORIGINAL: Captain Cruft

I don't know where to start ...

If I had to pick one it's probably that ships can move without fuel.



I don't mind that too much. I think it must have come down to either have ships automatically return to the nearest port when fuel gets low or else have them able to putt along at 1 hex per turn as they do now. The alternative would be to have ships sitting around dead in the water because players were so overwhelmed by the complexity that they forgot to check if task force X has enough fuel to make it to destination Y. Now that would be an unrealistic flaw--ships all over the place sitting around dead in the water! Normally a ship's commander and the people at HQ making the decisions take all those factors into consideration, but since its usually up to just one or a few players to make all the decisions and the scale is so huge and micromanagement necessary in WitP, it makes it almost impossible to always avoid leaving a ship dead in the water somewhere. Therefore I think it's a little more realistic to have ships move, albeit at only 1 hex per turn when they run out of fuel. Unless of course there is another way to ensure that the ocean doesn't become littered with oversize floating bouys...

[:)]

Gary




walkerd -> RE: What's the main flaw of WitP you think? (9/10/2005 5:08:14 PM)


quote:

ORIGINAL: jay102

I think the unfriendly interface. So many different data crowded together, without a well-designed classification to guide player to acquire the most important information quickly, plus the tiny fonts combo. Secondly, some micromanagement is really annoying, such as LCUs must be loaded one by one.


By flaw I thought you ment game design.

Game design flaw for me is (with the use of player hind sight) the ability to concentrate more assets then should be possible.

In this game if a Div will work, 4 Div's are clearly better etc

Some in game limiting factor such as port size affecting unload rates or whatever would be nice.

Otherwise this is the best computer war game I have ever seen in PBEM mode.




TulliusDetritus -> RE: What's the main flaw of WitP you think? (9/10/2005 6:27:39 PM)

Walkerd, as for port unload rates, you may use Ron Saueracker's house rule. They are excellent, in my opinion. And convoys = 10 cargo ships maximum, etc.




Rob Brennan UK -> RE: What's the main flaw of WitP you think? (9/10/2005 6:30:55 PM)

Personally its the resource/oil/HI thing .. its a mess. I'd like to see a screen saying how much of what is needed and where. Also if HI and or factories are working or not. While im at it some transparency over the ground combat system, maybe an 'estimated casualties' button based on all the dice rolls being average ( whatever these rolls are )

59 mile but i hate . never had units disapear before so no probs yet ( fingers crossed) [:D]

I'd also like to see a 'month end' Prodcution and Research summary screen .. e.g what % chance of reducing the deployment date of a certain a/c or ship for the next month.

and probably many more , but none are game breakers for me. There isnt a game out there that compares to this one [&o][&o][&o]

Me Loveses WitP ( now where did i put that ring ? )




Feinder -> RE: What's the main flaw of WitP you think? (9/10/2005 7:14:16 PM)

Pace of the game. Too fast (due to various reasons).

-F-




scout1 -> RE: What's the main flaw of WitP you think? (9/10/2005 7:28:17 PM)

The main flaw for WitP is that its code is based on 20 year old re-use code and was updated only in an evolutionary fashion. They basically kept re-using previous code though place more and more demands on it. I've seen this in hardware design as well and usually results in a product that far too many limitations based on age old decisions.

Having said that, my hat is off to Mike Wood who has managed to keep this house of cards up at all. [&o]




Titanwarrior89 -> RE: What's the main flaw of WitP you think? (9/10/2005 7:34:25 PM)

I think just about all of it has been covered. I wish they had put more into the land combat - but I can live with it.[:D][8|]




patrickl -> RE: What's the main flaw of WitP you think? (9/10/2005 7:58:39 PM)

Hi,


quote:

ORIGINAL: LargeSlowTarget

Lack of stacking limits.



I think this is my No 1 concern. Other things, I can live with them. Not possible to accommodate 20 infantry divisions on Kwajalien - where are they going to sleep? [:@]




FeurerKrieg -> RE: What's the main flaw of WitP you think? (9/10/2005 11:05:51 PM)

Houseboats. [:D]

I agree though, stacking limits would be nice.




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