I think it wont be a bad idea to create another task difficulty level: Very Easy! just make the enemy AI real Stupid!!!.......You gotta encourage the beginners to carry on. Consistant "you failed your country" messages wont make the morale high.
Just some thoughts after the frustrations. bash:
General Topics
Post a replyAn Easier Level
15 posts
Yes, I'm frustrated at times too. But I attribute it mostly to missions with ridiculously overwhelming odds (see my comments on USN Sub Mission #7). I haven't yet resigned and have kept my difficulty setting at maximum since day one.
At least I've been learning from the experiences, even if I've been sunk 20 times over. angel2:
At least I've been learning from the experiences, even if I've been sunk 20 times over. angel2:
The difficulty setting doesn't actually affect the number of enemy ships or their skill, as far as I know. All it does is make the detection systems (sonar, hydrophones etc) more "realistic", so that your tactical screen is less accurate. This works both ways - the AI has to play by the same rules!
I always play on hard difficulty, because that is closest to how multiplayer will be.
/bux
I always play on hard difficulty, because that is closest to how multiplayer will be.
/bux
+ that you get it a lot easier on diffecult, cause the visibility rules as bux said also applies to the AI, so its harder for them to detect you than if you play easy
+ on easy when a vessel is on your 500m screen, it turns from a dot to a triangle showing its direction, note that since it works both ways, then dp the math and figure what shape your vessel have on the AI's tac'screen
+ on easy when a vessel is on your 500m screen, it turns from a dot to a triangle showing its direction, note that since it works both ways, then dp the math and figure what shape your vessel have on the AI's tac'screen
Are you saying then that harder is not that much difficult than easiest? Sounds that way. huh:+ that you get it a lot easier on diffecult, cause the visibility rules as bux said also applies to the AI, so its harder for them to detect you than if you play easy
+ on easy when a vessel is on your 500m screen, it turns from a dot to a triangle showing its direction, note that since it works both ways, then dp the math and figure what shape your vessel have on the AI's tac'screen
Yep bluh:
Well, that's a design bug then.Yep bluh:
So, what's the most challenging difficulty setting to play on right now? This is very confusing.
My interpretation is that its more a realism setting than a difficulty setting. I'd say "Difficult" is most certainly more challenging when playing as a surface ship, I'm not sure it makes too much odds as a sub.
/bux
/bux
Old YellowstainWell, that's a design bug then.Yep bluh:
So, what's the most challenging difficulty setting to play on right now? This is very confusing.
Just playing the PATROL section, I found the Difficult level much easier than the Easy level. That sounds stupid...I should say that I had more success playing Difficult.
As was said before, it could be because the AI has tighter reins put on it...but whatever the reason, DIFFICULT is the fun way to play.
Perhaps I should wait until I have compared the levels in CAMPAIGN mode enigma!:
PS: Noted... the stocking will be anti-static wave:
...Warspite
Being a professional software developer myself, I think the way TG have implemented the difficulty system in the current version is simplified and somewhat incomplete.
East has already stated that they are working on a much better system now and I believe they will come up with something with a much higher playability for users of different levels. Like controlling various variables like accuracy, aggression and awareness. It is very easy to implement the variables but it is also very tricky to make such a system really work.
I only hope they are not becoming too restricted in available ressources because of their legal issues with GMX. I think the way they are dealing with it is very brave and I like their whole attitude.
East has already stated that they are working on a much better system now and I believe they will come up with something with a much higher playability for users of different levels. Like controlling various variables like accuracy, aggression and awareness. It is very easy to implement the variables but it is also very tricky to make such a system really work.
I only hope they are not becoming too restricted in available ressources because of their legal issues with GMX. I think the way they are dealing with it is very brave and I like their whole attitude.
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