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| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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ROF is a dog on a dual core that why I did a stop gap upgrade to a quad core q9400. Unfortunately I sold off my dual core to cover costs before COD so I couldn't comment on what in -game performance you could expect. Quote:
I can remember a lot of people asking for dynamic campaigns, but I aslo remember Oleg stating that he was in favour of static campaigns for Historical events like the Battle of Britain. I think he did state that there was scope for third parties to implement features like that. (I could be wrong about the third parties) Manning AAA guns would be cool but clearly not a prority at the moment and as stated before the weather system is a resource hog and it'll be a while before we can run it. Unlike a some others I haven't had any bugs that have stopped me from playing the game. Untill the first patch was released I flew over the ocean. Then I stayed away from the cities. In it's current state it's fairly good performance wise. (Always room for improvement though Both A10 and ROF had similar problems. I can't remember a flight sim initial release that didn't have problems. I have just spent the last hour or so playing on a dogfight server with a ping of 450 odd (my fault for living in the Antipodies) and about 15 players. In '46 this would have been unplayable due to warping and stutters especially when AAA starts to go off, It was smooth and I only saw 1 plane warp once. It was an absolute Hoot! Yes there are some problems with the game, but there is alot right with it as well Cheers! Last edited by Skoshi Tiger; 05-31-2011 at 03:09 PM. |
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#2
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Mate, I agree that some people should just be happy with the fact that there's even a new game out in this area of simulation
But Oleg said a lot of things, and I think the team were just pressed for time. I don't believe that they are unscrupulous in any way, but clearly that impression may come across when looking at the trailers shown, and the comments from the devs in the update threads. |
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#3
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+1, that's pretty much my take on things. Communication and feedback to the community is needed, but it shouldn't be the job of the guys doing the coding because it takes up A LOT of time. Half the people here continuously post about issues that are mentioned in threads just 2 spots above their own and they manage to miss it because they're too impatient to read. I've been actively trying to help by sharing my observations on how certain things work in the sim, guess what, i had repeated the same things at least 4-5 times within a week because people just can't be bothered to read. They expect to pop in here, ask something and get a response within an hour or so. I actually started to copy-paste all of my posts to a text document and compiling some sort of FAQ because, i kid you not, it actually saves me time when someone asks the same question for the umpteenth time: i just paste a wall of text from my .txt file and tell them to use the forum search function, which saves me enough time to test more features and possibly answer something that hasn't been answered a million times already. I'm not complaining mind you, it's not a job for me and if i was unhappy about it i would stop doing it. What i'm saying is that it's too time consuming. So, is this what we want them to spend their time on, or fixing the sim? Then how do we ensure that the needed communication exists? 1) A full-time community manager to babysit these discussions. This is what they said they'll do. 2) A weekly dev update, but don't expect much in that because of the reasons above. I agree it's not much to spend 5-10 minutes per week on such an update, i really do. I just don't trust half the forum population to be content with the amount of information a busy coder can provide in the span of 10 minutes. Specific changelogs and bug lists will be demanded and then, if a feature slips past the deadlines and doesn't make it to the patch everyone will be all "torches and pitchforks" once again. Having a full-time community manager is the more effective solution. |
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#4
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And I can't blame people for assuming they conveniently get an answer to their questions for a product they've bought without reading through walls of random text. If the information is not part of the manual or similar easily accessible source of support material available there should be answers available in a community of some sort. |
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#5
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I'd be interested to hear of the longer term roadmap for features like dynamic weather, campaign, DX11, 64-bit exe, etc.
Even a rough outline of what sequence we can expect to see those features appear. Though I expect there is still too much to be done fixing the current state and getting up to standard with AI, comms, map, etc.
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#6
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Well put.
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#7
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Like u-boats:
Run silent, run deep.... Attack from nowhere with a devastating blow. The next update is gonna sink us for sure :p nvm that... actually: Be sure! |
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#8
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#9
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This task was appointed to you. And if you do not find a way, no one will.
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