Modern Naval Warfare...New Sub Sim

Started by Jarhead0331, October 29, 2020, 01:49:40 PM

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CaptainKoloth

I'd ultimately put it on the developer. The publisher can't force it to be a good product. It's possible that, given what now appears to be the apparent lack of progress over an extended period of time, the publisher lost patience and decided to effectively cut its losses. But this is very different from a situation where, say, they were halfway through a two-year development and the publisher suddenly decided to cut it loose (e.g. Star Wars KOTOR 2, Cyberpunk, use your favorite example). This would instead appear to be a case where, over an extraordinarily long development period, the developer wasn't... developing much of anything. The publisher doesn't have a lot of good tools to salvage that.

Zulu1966

#61
Quote from: CaptainKoloth on May 28, 2026, 09:17:40 PMI'd ultimately put it on the developer. The publisher can't force it to be a good product. It's possible that, given what now appears to be the apparent lack of progress over an extended period of time, the publisher lost patience and decided to effectively cut its losses. But this is very different from a situation where, say, they were halfway through a two-year development and the publisher suddenly decided to cut it loose (e.g. Star Wars KOTOR 2, Cyberpunk, use your favorite example). This would instead appear to be a case where, over an extraordinarily long development period, the developer wasn't... developing much of anything. The publisher doesn't have a lot of good tools to salvage that.

Except of course not advertising it as the best thing  since sliced bread. Not charging full price for something that is nowhere near ready..or of course not publish it at all until it is ready or cut it lose completely.

So all decisions within their power so apparently quite a lot the publisher could do. In fact considering it's matrix and they have a reputation to uphold am quite surprised this has happened in the way it has.
What they likely should never do is push out a piss poor product in the hope of recouping some money
"you are the rule maker, the dictator, the mini- Stalin, Mao, Hitler, the emperor, generalissimo, the MAN. You may talk the talk and appear to be quite easy going to foster popularity, but to the MAN I say F*CK YOU." And Steve G is F******g rude ? Just another day on the BF forum ... one demented idiots reaction to BF disagreeing about the thickness of the armour on a Tiger II turret mantlet.

Skoop

I had a weird feeling about this one when they announced it was releasing out of the blue after radio silence for a year.  No game play footage or dev updates...nothing....my gut felling was right.

mbar

Quote from: CaptainKoloth on May 28, 2026, 08:49:19 AMIt is utterly inferior in every way to Jane's 688, let alone Dsngerous Waters.
688 is my go to modern sub game to this day. I liked Dangerous Waters until it stopped working (natively) in modern Windows.

Jarhead0331

I was always partial to Fast Attack.
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Semper Grog
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Pete Dero

We know the launch had its rough edges. We've seen your feedback regarding game stability, performance drops, and the steep learning curve for the submarine's complex systems. Our community's trust is our highest priority, and we are fully committed to making Modern Naval Warfare the definitive naval simulation experience.

To give you full visibility into the future of the game, we are incredibly proud to share our official Early Access Roadmap. This chart outlines our development milestones from this Summer leading into Spring 2027:



Documentation & Onboarding (Summer - Fall 2026): We are introducing the MNW Guide, the Virginia Operations Manual, and a series of detailed Training Videos to help new players master the sonar, stations, and torpedo controls without feeling overwhelmed.

AI & Content Enhancements (Summer - Fall 2026): Development will focus heavily on Operational AI Logic Design, leading into a massive overhaul of both Tactical and Operational AI to ensure that engagements feel dynamic, unpredictable, and challenging.

Multiplayer Structure (Fall 2026 - Spring 2027): We are laying out a transparent, multi-stage plan for our multiplayer infrastructure (Backend, Hosting, Client UI) leading up to an official Multiplayer Closed Beta in Spring 2027.

General Improvements: Quality of life features, UI improvements, localization, voiceovers, and audio overhauls will remain active pillars of development throughout the entire timeline.