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RE: Quick overview of a bases capabilities

 
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RE: Quick overview of a bases capabilities - 3/13/2008 9:10:41 PM   
Rainer

 

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I reluctantly agree

(in reply to witpqs)
Post #: 31
RE: Quick overview of a bases capabilities - 3/14/2008 5:28:55 AM   
jwilkerson


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Sorry I had not drilled into this thread before.

I myself have spent at least hours testing to understand exactly what conditions are required to replenish torpedos for DDs, CLs, CAs etc. port sizes, AD, etc. And the answer is actually different between WITP and WPO. The suggestion is a good one. It would have been a great one a year ago when we could have done it. At this point we must sustain the code and data freeze in order to get sufficient testing time on a stable baseline to allow release. The laws of project management will assert themselves one way or the other!


_____________________________

AE Project Lead
New Game Project Lead

(in reply to Rainer)
Post #: 32
RE: Quick overview of a bases capabilities - 3/14/2008 5:30:20 AM   
Rainer

 

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Makes sense to me.
Unfortunately

(in reply to witpqs)
Post #: 33
RE: Quick overview of a bases capabilities - 3/14/2008 1:38:17 PM   
HansBolter


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quote:

ORIGINAL: jwilkerson

Sorry I had not drilled into this thread before.

I myself have spent at least hours testing to understand exactly what conditions are required to replenish torpedos for DDs, CLs, CAs etc. port sizes, AD, etc. And the answer is actually different between WITP and WPO. The suggestion is a good one. It would have been a great one a year ago when we could have done it. At this point we must sustain the code and data freeze in order to get sufficient testing time on a stable baseline to allow release. The laws of project management will assert themselves one way or the other!



Thanks for at least agreeing that it was a good suggestion.

I guess I should have "discovered" this game a year ago instead of last month.

(in reply to jwilkerson)
Post #: 34
RE: Quick overview of a bases capabilities - 3/14/2008 10:57:57 PM   
Czert

 

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Shot project manager, and hope for better one.

(in reply to HansBolter)
Post #: 35
RE: Quick overview of a bases capabilities - 3/15/2008 2:30:52 AM   
Kull


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From: El Paso, TX
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As the Project Manager for an extremely large Total Conversion Mod (Europa Barbarorum for RTW), one of the things that drove me nuts was fans who focused on one or two things that weren't in the mod, in many cases appearing to ignore the totality of what had been accomplished. By all means, WitP fans should feel free to make requests and offer suggestions, but PLEASE do not cross the line into "disappointment" or "frustration" when your pet desire does not make it into the final product. When you read through the list of improvements in AE, it's almost staggering. My hat is off to the AE team for the bazillion things they ARE doing.

(in reply to Czert)
Post #: 36
RE: Quick overview of a bases capabilities - 3/15/2008 6:03:08 AM   
jwilkerson


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Joined: 9/15/2002
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quote:

ORIGINAL: HansBolter


quote:

ORIGINAL: jwilkerson

Sorry I had not drilled into this thread before.

I myself have spent at least hours testing to understand exactly what conditions are required to replenish torpedos for DDs, CLs, CAs etc. port sizes, AD, etc. And the answer is actually different between WITP and WPO. The suggestion is a good one. It would have been a great one a year ago when we could have done it. At this point we must sustain the code and data freeze in order to get sufficient testing time on a stable baseline to allow release. The laws of project management will assert themselves one way or the other!



Thanks for at least agreeing that it was a good suggestion.

I guess I should have "discovered" this game a year ago instead of last month.


I've posted this data several times before, but not everyone reads every thread, so I'll summarize once again ...

===

The original enhancement list for AE, came from the WITP wish list, circa roughly Feb 2006. A that point the list had been around since the game was released in July 2004. There were about 450 items on the list at that point. I pulled all those into a spreadsheet, then removed duplicates and impossibles. This left me with about 250 items. Then the design team put difficulty estimates and game play benefit estimates on these and we wound up with a list of about 62 items for starters.

Of course the list has been increased by email suggestions and subsequent forum posts, but as has been said before we cannot please all the players all the time. At best we can please some of the players some of the time. Our team objective is that AE will be better than stock on many things, but not all.




_____________________________

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New Game Project Lead

(in reply to HansBolter)
Post #: 37
RE: Quick overview of a bases capabilities - 3/16/2008 5:07:03 AM   
ctangus


Posts: 2153
Joined: 10/13/2005
From: Boston, Mass.
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quote:

ORIGINAL: Kull

As the Project Manager for an extremely large Total Conversion Mod (Europa Barbarorum for RTW), one of the things that drove me nuts was fans who focused on one or two things that weren't in the mod, in many cases appearing to ignore the totality of what had been accomplished. By all means, WitP fans should feel free to make requests and offer suggestions, but PLEASE do not cross the line into "disappointment" or "frustration" when your pet desire does not make it into the final product. When you read through the list of improvements in AE, it's almost staggering. My hat is off to the AE team for the bazillion things they ARE doing.


Well said. I agree 100%.

Though I'm still disappointed that the "prevent ctangus from making a stupid move" code won't be included in AE...

(in reply to Kull)
Post #: 38
RE: Quick overview of a bases capabilities - 3/16/2008 5:09:04 AM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
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quote:

ORIGINAL: ctangus


quote:

ORIGINAL: Kull

As the Project Manager for an extremely large Total Conversion Mod (Europa Barbarorum for RTW), one of the things that drove me nuts was fans who focused on one or two things that weren't in the mod, in many cases appearing to ignore the totality of what had been accomplished. By all means, WitP fans should feel free to make requests and offer suggestions, but PLEASE do not cross the line into "disappointment" or "frustration" when your pet desire does not make it into the final product. When you read through the list of improvements in AE, it's almost staggering. My hat is off to the AE team for the bazillion things they ARE doing.


Well said. I agree 100%.

Though I'm still disappointed that the "prevent ctangus from making a stupid move" code won't be included in AE...


That was #63 on Joe's list of 62 items.

_____________________________

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"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to ctangus)
Post #: 39
RE: Quick overview of a bases capabilities - 3/16/2008 5:19:55 AM   
ctangus


Posts: 2153
Joined: 10/13/2005
From: Boston, Mass.
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quote:

ORIGINAL: treespider

quote:

ORIGINAL: ctangus

quote:

ORIGINAL: Kull

As the Project Manager for an extremely large Total Conversion Mod (Europa Barbarorum for RTW), one of the things that drove me nuts was fans who focused on one or two things that weren't in the mod, in many cases appearing to ignore the totality of what had been accomplished. By all means, WitP fans should feel free to make requests and offer suggestions, but PLEASE do not cross the line into "disappointment" or "frustration" when your pet desire does not make it into the final product. When you read through the list of improvements in AE, it's almost staggering. My hat is off to the AE team for the bazillion things they ARE doing.


Well said. I agree 100%.

Though I'm still disappointed that the "prevent ctangus from making a stupid move" code won't be included in AE...


That was #63 on Joe's list of 62 items.


Ah, bugger! I knew it had to be up there!

(in reply to treespider)
Post #: 40
RE: Quick overview of a bases capabilities - 3/16/2008 6:08:22 AM   
Nomad


Posts: 5905
Joined: 9/5/2001
From: West Yellowstone, Montana
Status: offline

quote:

ORIGINAL: ctangus

quote:

ORIGINAL: treespider

quote:

ORIGINAL: ctangus

quote:

ORIGINAL: Kull

As the Project Manager for an extremely large Total Conversion Mod (Europa Barbarorum for RTW), one of the things that drove me nuts was fans who focused on one or two things that weren't in the mod, in many cases appearing to ignore the totality of what had been accomplished. By all means, WitP fans should feel free to make requests and offer suggestions, but PLEASE do not cross the line into "disappointment" or "frustration" when your pet desire does not make it into the final product. When you read through the list of improvements in AE, it's almost staggering. My hat is off to the AE team for the bazillion things they ARE doing.


Well said. I agree 100%.

Though I'm still disappointed that the "prevent ctangus from making a stupid move" code won't be included in AE...


That was #63 on Joe's list of 62 items.


Ah, bugger! I knew it had to be up there!


But that would mean that it will be in the first patch after release.


_____________________________


(in reply to ctangus)
Post #: 41
RE: Quick overview of a bases capabilities - 3/16/2008 6:30:50 AM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline

quote:

ORIGINAL: Nomad


quote:

ORIGINAL: ctangus

quote:

ORIGINAL: treespider

quote:

ORIGINAL: ctangus

quote:

ORIGINAL: Kull

As the Project Manager for an extremely large Total Conversion Mod (Europa Barbarorum for RTW), one of the things that drove me nuts was fans who focused on one or two things that weren't in the mod, in many cases appearing to ignore the totality of what had been accomplished. By all means, WitP fans should feel free to make requests and offer suggestions, but PLEASE do not cross the line into "disappointment" or "frustration" when your pet desire does not make it into the final product. When you read through the list of improvements in AE, it's almost staggering. My hat is off to the AE team for the bazillion things they ARE doing.


Well said. I agree 100%.

Though I'm still disappointed that the "prevent ctangus from making a stupid move" code won't be included in AE...


That was #63 on Joe's list of 62 items.


Ah, bugger! I knew it had to be up there!


But that would mean that it will be in the first patch after release.


Except that 4572 other items came up since the time that Joe culled down his initial list of 62 items.

_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to Nomad)
Post #: 42
RE: Quick overview of a bases capabilities - 9/9/2009 6:17:04 AM   
CEDeaton


Posts: 149
Joined: 4/16/2003
From: Plano, TX
Status: offline
Not sure why there seems to have been so much fussing over this. It's a good idea to improve any user interface if it's possible.

While I'd rate what I've seen of the game so far as a 9 or 10 in most areas (or I assume we'll get there with the next couple of patches), user accessability to all the wonderful detail in this game is about a 2, at best. If there is any area that needs a serious overhaul, that would have to be top-of-list for WITP2.

_____________________________

Semper Fi,
Craig

It's always pilot error. Sometimes the idiot just doesn't know how to fly a broken aircraft.

(in reply to witpqs)
Post #: 43
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