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Battlehawk

The border between sea and land

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[DTABM]
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Can we please, for pitties sake, get to see WHERE the blieping border is between sea and land! Because it is blieping frustrating to get your ship and torpedos get stuck in what on the map looks like sea. Look I understand that this border is not binary in reality. But at least in reality you can clearly see which bits are navigable and which are not. And this issue seems to be getting worse. It used to be so that you'd only get stuck if you were actually hitting the land. These days you can be two ships widths away from the land and still get stuck. And torpedos getting stuck one can deal with, but ships getting stuck is often a death sentence. And also, please consider that gameplay is more important than realism.  

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[NECRO]
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Vor 2 Minuten, Battlehawk sagte:

gameplay is more important than realism

Rest assured, to WG everything in this game is more important than realism. :fish_book:

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[-RNR-]
Beta Tester
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Well wg will send you exact maps of their map in a lot box. you can put 5 euro, on one box and you can win one map per box, or ofc you can win some patches or other usless staff. Feel free to order as many boxes as you can. :) 

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[BIF]
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I think we can call this also as " surprise mechanics "  :)

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[I-J-N]
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Don't go near the rocks. Problem solved. :cap_yes:

 

 

Actually, I noticed OP has only 5 posts. Maybe we ought to be a little nicer?

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29 minutes ago, MementoMori_6030 said:

Rest assured, to WG everything in this game is more important than realism. :fish_book:

 

Actually, we all know there's only one thing that really counts. :Smile_trollface:

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[-AP-]
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Yes please, its so damned stupid that theres this arbitrary border where you get stuck with absolutely zero visual cues. Its the dumbest Fing crap.

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1 hour ago, MementoMori_6030 said:

Rest assured, to WG everything in this game is more important than realism. :fish_book:

Money is king in WG:s world..

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yay for submarines creating the need for underwater rocks

if they really insist on adding subs the only way to avoid ships getting stuck is to add a very ugly sonar representation of the underwater terrain

no way to make it look good, making them loose the only thing they where doing somewhat right, looks 

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Just another wonderful bonus feature of the submarine project, they create shallow water and hidden rocks but don’t give us any clue where they are.

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[DTABM]
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1 hour ago, Camperdown said:

You mean the shallows before the coast? Don't have that irl do we?

Yes, that was exactly the point I was addressing. Yes, we have shallow coastal water irl, BUT we also have exact maps with depth information irl. So irl we can safely navigate these waters. While in a game we can not. Usually, you'd expect realism in games to err on the side of making things a little easier, more clear, not more difficult. Gameplay should be more important than realism. 

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56 minutes ago, Battlehawk said:

Yes, that was exactly the point I was addressing. Yes, we have shallow coastal water irl, BUT we also have exact maps with depth information irl. So irl we can safely navigate these waters. While in a game we can not. Usually, you'd expect realism in games to err on the side of making things a little easier, more clear, not more difficult. Gameplay should be more important than realism. 

Though irl you would largely sail around those for not taking a risk and not going like 1 meter aside as close as possible ^^

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3 minutes ago, Pikkozoikum said:

Though irl you would largely sail around those for not taking a risk and not going like 1 meter aside as close as possible ^^


Exactly but this game isn’t like real life otherwise the only map would be Ocean. Up until now we could sail stupidly close to islands for cover, they are changing the maps but failing to provide adequate information to players about where it’s possible to sail and where not. It’s pure laziness on the part of WG.

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1 hour ago, Battlehawk said:

. Usually, you'd expect realism in games to err on the side of making things a little easier, more clear, not more difficult. Gameplay should be more important than realism. 

 

Yes, that is exactly what simulation games do. They make things considerably easier for you to play for the sake of gameplay over realism while retaining the immersion.

 

But this is an arcade game *firm nod* which apparently means it makes a sh*tshow of everything and flushes any immersion down the drain along with that.

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1 minute ago, lovelacebeer said:


Exactly but this game isn’t like real life otherwise the only map would be Ocean. Up until now we could sail stupidly close to islands for cover, they are changing the maps but failing to provide adequate information to players about where it’s possible to sail and where not. It’s pure laziness on the part of WG.

Hmm, actually I don't think it's laziness. I'm pretty sure they are quite busy. I see that btw in many games. That there are so often minor details, that could improve the game experience so much, but they don't change it.

 

I make an example with Elite Dangerous. In that game you can earn credits and if you are a pilot of the first hour, you earn already 10k-100k Credits with each mission easily.

 

Now I'm pretty progressed, doing a passenger mission and sometimes you get a Bonuspayment for time or other objectives. While the mission is 10,000,000 worth, the bonus would reward for 10k

The bonus of missions are so much not rewarding, but they never change it ^^

 

When I play Eve Online, you get missions with lets say 100k reward, but the time bonus is also 100k. That's what I would expect

 

I think, it's just a question of budget, that they have their priorities and limited work power. So they put the work power in somethin else.

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4 hours ago, Karasu_Hidesuke said:

Don't go near the rocks. Problem solved. :cap_yes:

 

 

Actually, I noticed OP has only 5 posts. Maybe we ought to be a little nicer?

Actually there are some sweetspots which are not near the islands. :)

And they also kill torps :D

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6 minutes ago, Pikkozoikum said:

Hmm, actually I don't think it's laziness. I'm pretty sure they are quite busy. I see that btw in many games. That there are so often minor details, that could improve the game experience so much, but they don't change it.

 

I make an example with Elite Dangerous. In that game you can earn credits and if you are a pilot of the first hour, you earn already 10k-100k Credits with each mission easily.

 

Now I'm pretty progressed, doing a passenger mission and sometimes you get a Bonuspayment for time or other objectives. While the mission is 10,000,000 worth, the bonus would reward for 10k

The bonus of missions are so much not rewarding, but they never change it ^^

 

When I play Eve Online, you get missions with lets say 100k reward, but the time bonus is also 100k. That's what I would expect

 

I think, it's just a question of budget, that they have their priorities and limited work power. So they put the work power in somethin else.

 

Your right in that it’s about priorities, there are plenty of bugs and things that keep coming up here on the forum and we are told they will be fixed(tm).

 

As for why they have not provided a visual clue for where shallow waters are perhaps it’s something they are working on/ currently debating but I personally won’t hold my breath. I don’t believe it’s malicious but it Is lazy of them.

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[DTABM]
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30 minutes ago, Pikkozoikum said:

Though irl you would largely sail around those for not taking a risk and not going like 1 meter aside as close as possible ^^

I think you are choosing to miss the point that I am trying to make.

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2 hours ago, Pikkozoikum said:

Hmm, actually I don't think it's laziness. I'm pretty sure they are quite busy. I see that btw in many games. That there are so often minor details, that could improve the game experience so much, but they don't change it.

I agree, they aren't lazy. It is a deliberate choice: churning out new lines and ship classes is more important for them than fixing years old and/or game breaking bugs.

 

Apparently there is enough players who like to buy new stuff no matter how broken this game is.

 

 

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