weapon2010 Posted April 18, 2013 Share Posted April 18, 2013 Is this on the list of things to come?Drawing board?I used to love sitting at home for a nice live 2-3 hour wego game, timer set to 5 min! 0 Quote Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted April 18, 2013 Share Posted April 18, 2013 Just to chime in... we definitely do intend on implementing what we have termed the TCP/IP WeGo Compromise feature. And that is real time WeGo over TCP/IP, but without replay capability. Which we know is a sacrifice to lose the replay, but we're trying to be realistic with our limited development resources. This form of play is not the emphasis of the game and there's reasonable work arounds. It's better for everybody if we don't tie up a few months on any one feature ever, but especially not on a feature that only a fraction of the user base would wind up using. ................... 0 Quote Link to comment Share on other sites More sharing options...
Pak40 Posted April 19, 2013 Share Posted April 19, 2013 I wonder why having replay over TCP/IP would cause that much more development time? 0 Quote Link to comment Share on other sites More sharing options...
bisu Posted April 19, 2013 Share Posted April 19, 2013 I wonder why having replay over TCP/IP would cause that much more development time? Good point. And is it really only a fraction of users waiting for this feature? 0 Quote Link to comment Share on other sites More sharing options...
poesel Posted April 19, 2013 Share Posted April 19, 2013 I have also not understood the reasoning behind this decision. Wego without replay? What's the use in that? That is RT with a mandatory pause after every minute. Or did I misunderstand this? 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted April 19, 2013 Share Posted April 19, 2013 It sounds more like a hybrid networked hot seat play. 0 Quote Link to comment Share on other sites More sharing options...
Tactical Wargamer Posted April 20, 2013 Share Posted April 20, 2013 This discussion has been around for years unfortunately..... The pause system they have presently is not for my liking. Having to request a pause from ones opponent I think is still silly. I have never found it too work effectively. See Signature That being said a TCP/IP WEGO replay would be amazing. Don't think it is even in the cards for CMSF 2 3.0. Pity. 0 Quote Link to comment Share on other sites More sharing options...
Tactical Wargamer Posted April 20, 2013 Share Posted April 20, 2013 Good point. And is it really only a fraction of users waiting for this feature? As time goes on and more users venture in the MP realm I think this fraction grows every year. MP features are always low on the hit list. Strange playing against such a weak AI still attracts most of BF's consumers. Baffling to me. 0 Quote Link to comment Share on other sites More sharing options...
Tactical Wargamer Posted April 20, 2013 Share Posted April 20, 2013 I have also not understood the reasoning behind this decision. Wego without replay? What's the use in that? That is RT with a mandatory pause after every minute. Or did I misunderstand this? No you have to REQUEST a pause from your opponent and HE decides when and IF you get one. Meanwhile things are dying and exploding all around your screen. MP games (especially larger ones) are a click fest IMHO. 0 Quote Link to comment Share on other sites More sharing options...
Doug Williams Posted April 20, 2013 Share Posted April 20, 2013 If you and your opponent have Dropbox and H2HHelper, and you coordinate so that you both have a couple of free hours at the same time, you can play something very similar to WeGo live. 0 Quote Link to comment Share on other sites More sharing options...
bisu Posted April 20, 2013 Share Posted April 20, 2013 If you and your opponent have Dropbox and H2HHelper, and you coordinate so that you both have a couple of free hours at the same time, you can play something very similar to WeGo live. You can't give orders simultaneously with your oppo. That can be a considerable waste of time.. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted April 20, 2013 Share Posted April 20, 2013 Personally, I so rarely have hours on end to sit and play the game that TCP/IP WeGo would be pointless. And if I did have 6 hours to play in one go, it still wouldn't be enough to get even the shortest scenario finished. Having a 5 minute timer would be equivalent to playing realtime, as far as I'm concerned, and not having replay available, similarly. I don't think I've watched any turn through less than 5 times, and those almost all had some sort of pause in them, so in 5 minutes I wouldn't have issued a single order. A "replayless" WeGo would, indeed, be a realtime game with a mandatory pause for both players every minute, and no option to pause except at the minute mark. It might suit some, but I think it'd be a very small subset, once they saw it in action. "Proper" TCP/IP WeGo would have greater pull, but there the problem is going to be finding an opponent who likes to play at roughly the same tempo as you, and playing at a tempo that would make taking the effort to be online concurrently worthwhile. 0 Quote Link to comment Share on other sites More sharing options...
Doug Williams Posted April 21, 2013 Share Posted April 21, 2013 Personally, I so rarely have hours on end to sit and play the game that TCP/IP WeGo would be pointless. And if I did have 6 hours to play in one go, it still wouldn't be enough to get even the shortest scenario finished. Having a 5 minute timer would be equivalent to playing realtime, as far as I'm concerned, and not having replay available, similarly. I don't think I've watched any turn through less than 5 times, and those almost all had some sort of pause in them, so in 5 minutes I wouldn't have issued a single order. A "replayless" WeGo would, indeed, be a realtime game with a mandatory pause for both players every minute, and no option to pause except at the minute mark. It might suit some, but I think it'd be a very small subset, once they saw it in action. "Proper" TCP/IP WeGo would have greater pull, but there the problem is going to be finding an opponent who likes to play at roughly the same tempo as you, and playing at a tempo that would make taking the effort to be online concurrently worthwhile. ^^^ this. Pretty much why I quit MMOs years ago. 0 Quote Link to comment Share on other sites More sharing options...
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