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Re: SEV - to buy, or not to buy?
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Are you out there, AT? Can you hear us? EDIT: I should add that it is good game, shaping up to be a great game! |
Re: SEV - to buy, or not to buy?
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That said, this 'one man show' has put more post-release support into his game than most of the other 'big guys'. And it was on that basis that I bought the game in the first place. I was an avid fan of SE4 and I expect to hopefully feel the same about SE5 some day. But that day is not today. Here's hoping the NEXT patch gives the game that I think we all hoped we would get when SE5 was announced. |
Re: SEV - to buy, or not to buy?
$40 at release is not discounted, in an era where most games come out at $50-60? Uh huh...
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Re: SEV - to buy, or not to buy?
I havent paid more than $40 for a PC game in forever...certainly not for Paradox/Matrix/Shrapnel/Strategy First title.
You can quibble about the actual final price, but the sentiment is the same. |
Re: SEV - to buy, or not to buy?
You not being willing to pay more than $40 for games does not in any way change the fact that new retail games generally start at $50-60 dollars in this day and age, and SE5 was sold at a (discounted) lower price point from release day. I'm not sure how that constitutes "quibbling" when it illustrates that SE5 was in fact "discounted" when it was released.
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Re: SEV - to buy, or not to buy?
Its got nothing to do with not be willing to pay more than $40. I go into the store on onto the website...I pay the amount listed. And for most reasonably recent games I've bought, I've paid right around $40.
$40 is what I consider the 'going rate' for a new non-mainstream PC game. Yes, some premier games cost $50 for the first few weeks, but most other games I pick up are simply priced at 39.99 or so. Perhaps things are more expensive on the West Coast, but that is the going rate around here. Gal Civ, Gal Civ2, RftS all cost me the same as SE5. MOO3? well, that is a special case. People literally couldnt GIVE that one away after the first week or so...but that was what? 4 years ago? Hard to compare at this point, I suppose. In any case, MOO3 wasnt worth it even for free... |
Re: SEV - to buy, or not to buy?
I totally agree Uncle_Joe.
I have never been dissatisfied buying work-in-progress software before and this would be no different, except that it's advertised and sold as a fully working product, which clearly it isn't. It makes no difference how many people made it, how much support it has (which I admire) or what price it is, this is still a lie, which as far as I can see does nothing but cause disappointed customers (like myself) and give it a bad name. Why not just be up front and do without these things? Or is there something I'm missing here? No basis to compare cars and software? - We know what they are meant to do, can easily measure whether or not they do it, both are fun to use and frustrating when they break down. Why else do you need? I'm not too sure what this growing hyperbole is but it doesn't sound very nice. From what I've seen, whenever anything interesting is happening, like a couple of battles, turns generally take upwards of 10 minutes to process, depending on how interesting what's happening is. If there's nothing but moving ships, colonising planets and processing construction queues it doesn't take long, but this soon becomes pretty boring. Unfortunately the computer AI is not capable of much else - something I wouldn't mind working on myself, but if the scripting works anything like the game does, I'll pass for now and save myself the frustration. Un-modded SE is extremely unbalanced in favor of fighters which simplifies walking over the computer oponents somewhat, even when they are teamed against you. The balance mod fixes a lot of this without changing the game much. Anyway, this is what happened my last game (v1.25, Bal Mod 1.03) - so prospective buyers can know what to expect: Small map, 11 players, good PC 1-2 years old. After 10 turns it took 10 minutes (I looked at the clock) to process each turn, which I spent reading a book rather than watching the green and red progress bars snake across the screen. Minimising it stops the turn processing. I was trying to use satellites to defend warp points, but when I told a ship to launch units at a warp point it would launch them sometime on the way to the warp point instead. I worked out the trick was to tell the ship to move to the warp point, then move 1 sector and launch the units there, which would actually result in them being launched at the warp point. When the 2nd load of satellites were launched the supplies and ordinance of the group was mysteriously reduced by half, and then down to 1/3 when the 3rd load was launched. I wasn't attacked, but last time I played if a group of units had 1/3 supplies, only 1/3 of them would fire resulting in them all being destroyed by relatively small forces. When I tried to transfer some supplies from some fighters to my ship it didn't work. I couldn't pause the movement log playback to see the enemy ships go past. I had to make sure all units were built where I would load them as I found it the game before it was impossible to move them (cargo) between planets with transports since the 'drop cargo' didn't work. I wasn't surprised when there was a battle where no-one took any damage despite being shot the entire time. At least this time it was both sides which were seemingly immune to damage, not just one, but it still let the enemy into a system I had guarded. After launching some fighters from a planet to deal with an unwelcome visitor I couldn't recover them from space leaving them stuck in the wrong system. When planets were attacked, combat would begin with the attacking ships right next to the planet rather within drop troop range rather than near the edge of the combat map. To use simultaneous movement, I each turn I had to do this: - Load the game - Login as 'player1' - Play then end the turn bringing up the start screen - Load the game - Login as 'host' with the password 'master' - End turn which would bring up the start screen again. This time I used 'different machines' mode because last time when I used 'hotseat' mode I had to restart SE every 2nd turn due to turn processing errors. I also managed to do this continuously for a couple of hours before I was forced to restart due to a game load error, so I must be getting better an not doing things which make it crash. This doesn't include the minor problems. At turn 13 I stopped, coming to the conclusion that it would be best to wait until more works before trying to enjoy playing a game. |
Re: SEV - to buy, or not to buy?
I don't recall ever seeing "fully working product" as part of the advertisements/PR for SE5. http://forum.shrapnelgames.com/image...ies/stupid.gif http://forum.shrapnelgames.com/images/smilies/wink.gif
Dan_ said: "No basis to compare cars and software? ... Why else do you need?" In order to make a strong, useful analogy, the objects you are comparing need to have a fair level of similarity. The more similar they are, the stronger the analogy. The more dissimilar they are, the weaker the analogy. Apples to oranges, yes. Both are fruit, both are round, they have similar shapes. Apples to jet planes? Pretty weak. Analogy is an oft-abused tool on the Internet... |
Re: SEV - to buy, or not to buy?
Uncle_Joe and Dan, why would there need to be a disclaimer stating that the game was made buy one guy opposed to 200?
I was simply stating fact, not making policy. If you dislike the game because you expected more, well that is your right. But if you hate the game because it reminds you of MOO3 and you compare it to such, then like with all things, you should be fully informed about the objects you are comparing. Most games are shipped caveat emptor with little to no additional support past one or two patches. And these game developers often have large programing staffs with significant budges and they give you squat in return for you purchase. At least Malfador and SFI have on going support for SE V. The simple fact that there have been nearly 1,000 issues addressed since the games release, with more coming, should be reason enough to justify its purchase. Most game developers, the ones with staff and money never reach the level that Malfador has historically set for its game support. If there were gold medal given to game developers for superior support of their games, Malfador would have multiple gold medals. I also agree with Fyrons comments in the above post 100%. Given the choice between all of the 4x type games that have been released since June 2001, SE V is the best, and even with its irritating UI flaws, I would still have bought it, will continue to recommend it, and will always consider it one of the best 4x games of all time. For those reasons I restate that despite its flaws, I would buy it again, and again, and again. It is simple the best 4x game on the market today next to SE IV. |
Re: SEV - to buy, or not to buy?
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Most computer games now days are massive scams to the consumer. The companies basicly copy some other game in some form because it's a safe investment and give you a crap product because it's guaranteed profit because you can't return it. Why? Because there is the potential that you could be burning it despite the fact that a large majority of people that buy it legitimately may not get it to work on their machines. SE V recieves continuous support from it's designer and is ever changing. The whole SE series from my understanding is an awesome investment and I have myself now ordered SE IV Deluxe. It's appearant you expected something different when you bought SEV, but I have to say I find it amusing that you are frustrated that a TURN BASED GAME takes T-I-M-E to play. |
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