Rudankort wrote: ↑Sun Jul 29, 2018 1:09 pmFrom the beginning, the premise of this topic has been that, at least graphically, Panzer Corps 2 cannot be good "by definition", no matter what our team does.
For the record, this statement is false. The premise, from the beginning, was that PzC2
can be good if, and only if, it abandons the key tenets of faux "3D" such as focusing the game on the tops of units heads, steep oblique angles, and long shadows. It is your position, not mine, that these traits must define and dominate "at least graphically" the PzC2 experience. This thread has generated four pages of great material, so why are you still complaining about how my OP wasn't "constructive" enough? Yes, some people have rehashed prior criticism of 3D, but there have been a lot more specific issues coming out this thread.
Rudankort wrote: ↑Sun Jul 29, 2018 11:23 amI'm curious what other players reading this topic feel. Is Panzer Corps really that complex to you guys?
Awful question. I thought we were talking about expanding our reach? Obviously PzC isn't complex to people who've mastered it! Football (tackle not soccer) fans probably think football is simple too (but its actually really hard to follow all the nitty gritty rules the first time you go to the game. Even the multi-faceted scoring system is complex compared to most other team games). The question you should ask is "Is Panzer Corps really that complex to the people who, up until now, have chosen not to play it?" The answer is hell yeah. Here's a great
noob post on this very forum to refresh your memory of what learning PzC is like. Struggling to learn the supply system in this case, but you can find other posts struggling with rugged defense, close terrain, initiative, initiative rolls, prestige caps, etc. etc. etc. Half this forum is people trying to figure out how the game actually works. We, your current audience, like doing that. To expand your audience you need to make that far less necessary. Like if a noob loses combat, why not give tell them why (e.g. defensive fire, entrenchment, close terrain, weather)? This would be a little bit hard to code as there are many scenarios to consider, but it sure as hell beats making combat animations.
Rudankort wrote: ↑Sun Jul 29, 2018 1:09 pmMcGuba wrote: ↑Sun Jul 29, 2018 12:10 pm
- The shadows look horrible at the moment
Now, this has been perfect feedback, thank you. Big thumbs up. We need more feedback like this.
You will never make the game look good in 3D as long as an infantryman can cast a shadow over an entire airport! The eye expects a 3D scene to be properly scaled. 2D games don't have that problem, but now it is your problem and there is no quick fix. My bet is you'll tone them down a little but leave them in because you've gradually gotten used to them over thousands of hours, but they will remain a put off for anyone new to PzC2.