Panzer Corps 2 - Dev Diary #5

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AlbertoC
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Panzer Corps 2 - Dev Diary #5

Post by AlbertoC »

Our previous dev diary on gameplay has sparked some very interesting discussions, so we have decided to follow up on the same topic and tell about a few more gameplay mechanics which are being changed in the sequel.


Major and minor victories

Although major and minor victories have been a signature feature of the series, we felt that this mechanic had a number of problems. In many cases the abrupt transition from major to minor felt extremely artificial. Players wondered why finishing on turn 10 is a major victory with all its inherent bonuses, but finishing on turn 11 is already a minor victory, and finishing on turn 9 did not give any additional bonus. The latter also motivated the players to linger in the scenario and “harvest” more prestige and experience before the major victory limit.

On the other hand, we found that many players refused to settle for a minor victory and had to replay a scenario several times in order to achieve a major. And this detracted a lot from the fun of the game.
To fix all this, we introduce a new approach in Panzer Corps 2. The faster you achieve successes on the battlefield (be it capturing flags, killing enemy units or forcing them to surrender), the more prestige you will earn for these achievements. And the final reward when finishing the mission will be based on the number of remaining turns. This will give you enough incentive to finish the mission as fast and as decisively as possible, but at the same time, you will not be punished too severely when you miss that major victory by a single turn because of the stupid random generator.


Heroes

We felt that in Panzer Corps heroes were too numerous, to a point where getting a new hero was not so exciting any more. We are going to take a step back on this. The number of heroes which you are going to get in Panzer Corps 2 in the course of a campaign will be several times smaller. On the other hand, heroes will be more powerful and important in the new game.

Each unit can still have up to three heroes assigned to it, but we are adding controls to dismiss unwanted heroes and move them freely between units (within certain constraints, i.e. some hero abilities can be class-specific). This will allow you to concentrate heroes with synergistic abilities in a single unit without relying on pure luck.
Depending on the difficulty level, heroes can be wounded or even die when their unit is destroyed. But there is always a good chance that a hero will survive and can be assigned to a different unit before the next mission.
As for hero abilities themselves, we already have around 50 unique abilities in our list, and most of these are not simple stats changes, but more fundamental abilities affecting the unit and other units (friendly or enemy) around it.


Image


Awards

Awards are also getting a significant overhaul. In Panzer Corps awards were purely decorative and represented elite veteran units, even if they lost their experience in a series of green replacements. But we felt that as a gameplay mechanic, awards were wasted to a large extent.

In Panzer Corps 2 awards will not be given for a certain number of kills (which all units in the core achieve eventually, and often at about the same time), but for doing something outstanding on the battlefield. For example, for killing a certain number of units in a single scenario, or for surviving several attacks in a single turn.
Each award earned like this will not only be a memorable text note in unit’s dossier but will also give a small bonus to various stats. Unlike heroes, awards cannot be transferred between units.


Bonus units

Bonus (SE) units as such are eliminated from the game. We felt that they were redundant since we are introducing a number of new mechanics.

First, some heroes can have a special ability to reduce the number of slots occupied by the unit to zero, which would mimic the most important trait of bonus units, but will also allow you to apply this trait to any unit in the core.
Second, we introduce the concept of prototypes. Prototypes are more advanced and cool units which can be made available to you before their “official” availability date in limited numbers. Prototypes can appear randomly, or based on various conditions, meeting secondary objectives etc. They are available directly in Purchase interface and can be used to raise new units or replace and upgrade existing ones until you run out of available points. Just as in real life, prototypes can have reliability problems, which are shown in the game by occasional loss of move points and attack action at the beginning of a turn.

Finally, in Panzer Corps 2 it is possible to assign any custom camouflage and insignia to any unit in the core, including the characteristic “SE” camouflage from Panzer Corps, in order to give them some visual distinction.


Naval, air and rail transports

Naval, air and rail transports remain essentially the same. You have a pool of available transports, and you can embark on them in the right hexes (ports for naval transports, airfields for air transports etc.). But there is one small change which will fundamentally change how all these transports are used.

In Panzer Corps, a unit must have unused move action in order to embark. If you have 10 units and a single embarkation point, you would need 10 turns (!) to embark this whole group.
In Panzer Corps 2 embark command only spends attack action. You can move into a port or airfield, embark and move out, all in a single turn. The same group of 10 units could be embarked in a single turn. We expect that this change will make transports a much more useful strategic and tactical asset, especially on fictional random maps with a lot of sea, lakes and islands. You still cannot disembark on the same turn you embarked on, so your opponent has a chance to react and catch your units in defenceless transports on the move.
koopanique
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Re: Panzer Corps 2 - Dev Diary #5

Post by koopanique »

Again, this all sounds like wonderful news! Very excited about the new way awards will be distributed! :)
jeffoot77
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Re: Panzer Corps 2 - Dev Diary #5

Post by jeffoot77 »

thxs for the dev diary
all looks very good but still no info on IA behaviour ?

for the awards , could you integrate at the start of the menu campaign a summary of the stats of the player with all the campaigns finished with the level of difficulty? because when i want to play a campaign in panzer corps , i never remember which one i finished and which difficutly i have played it ...

and why not in the short summary next to each finished campaign a sort of trophy or medal ?( like gold for fieldmarshal difficulty and bronze for colonel success )



sorry for my bad english...
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
sn0wball
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Re: Panzer Corps 2 - Dev Diary #5

Post by sn0wball »

Now the dev diary gets really interesting ...
Major and minor victories
The faster you achieve successes on the battlefield (be it capturing flags, killing enemy units or forcing them to surrender), the more prestige you will earn for these achievements. And the final reward when finishing the mission will be based on the number of remaining turns. This will give you enough incentive to finish the mission as fast and as decisively as possible, but at the same time, you will not be punished too severely when you miss that major victory by a single turn because of the stupid random generator.
Admittedly, the differentiation between those two forms of victory was pretty arbitrary and led to absurd situations - whenever speed was concerned. However, it made absolute sense, when, in the later - and, in my opinion, better scenarios - the game wasn´t about speed (only), but other achievements. "Throw them back (major victory), but at the very least hold the line (minor victory)", is a situation were it would be hard to apply a more flexible way of assigning rewards. It is important that the game is not and should not solely focus on speed.

We felt that in Panzer Corps heroes were too numerous, to a point where getting a new hero was not so exciting any more.


Actually, I never felt heroes were too numerous. Still, giving awards game effects alleviates my irritation about this.
As for hero abilities themselves, we already have around 50 unique abilities in our list, and most of these are not simple stats changes, but more fundamental abilities affecting the unit and other units (friendly or enemy) around it.
This is a good thing. It is also good to make heroes transferrable. I became prone to manipulate my heroes by reloading, which was stupid and wouldn´t be needed anymore. As for them being mortal - this needs to be switchable as per "Reform Units" !

In Panzer Corps 2 awards will not be given for a certain number of kills (which all units in the core achieve eventually, and often at about the same time), but for doing something outstanding on the battlefield. For example, for killing a certain number of units in a single scenario, or for surviving several attacks in a single turn.


Great idea.
Each award earned like this will not only be a memorable text note in unit’s dossier
but will also give a small bonus to various stats.
Good !
Unlike heroes, awards cannot be transferred between units.
This makes sense. But - why not give the player/commander a say in assigning the award in certain cases? If an award is given out, for example, for the participation in some special mission, why not ask the player/commander to assign it to one of the potential units ?
Finally, in Panzer Corps 2 it is possible to assign any custom camouflage and insignia to any unit in the core, including the characteristic “SE” camouflage from Panzer Corps, in order to give them some visual distinction.
This also helps to differentiate one identical unit from the other and make it easier to form coherent units.


Naval, air and rail transports
In Panzer Corps, a unit must have unused move action in order to embark. If you have 10 units and a single embarkation point, you would need 10 turns (!) to embark this whole group.
This will give these forms of transport a more regular role in standard scenarions - as it should be. To add complexity, one could rate the trainstation/airport/harbour for capacity - the maximum number of embarkments/disembarkments it allows per turn. After all, you can load more ships in Rotterdam then you can on Guernsey. Berlin Tegel will see more planes departing than a primitive field airfield at the eastern front, which is more active than the BER.

Naval transportation itself should vary as does aerial transportation in PC. The proverbial Rhine barges of Sea Lion should have different statistics than the sophisticated landing crafts of D-Day. Also, we need to see contested landings. Making landfall with a military landing vessel should allow onboard infantry to directly attack defenders on the shore.
proline
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Re: Panzer Corps 2 - Dev Diary #5

Post by proline »

I would like to see rail made still more effective. Even with the ability to mass embark, there is still a huge penalty for using rail. One turn to embark and move, but potentially several to disembark and get to the front lines. And for rail mass embark is of limited value without a mass disembark. I would suggest that perhaps light units be allowed to embark/disembark on any rail hex rather than just at a city. Or require the rail station for embarkation only, allowing units to disembark on any rail hex. That would get them to the front lines and attacking faster than walking which is currently not the case either in PzC or PzC2 with the proposed changes.

These changes are all very positive and very welcome, as were the ones in Dev Diary 4. Indeed, the excitement for this game would no doubt be much higher had such changes been in the initial announcement, rather than the focus on 3D. It should be noted, as always, that having the shadows on the front of the units obscures detail for no reason. The rail guns in the bottom left of the screenshot look particularly bad- they are effectively reduced to a silhouette by the shadows.
jeffoot77
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Re: Panzer Corps 2 - Dev Diary #5

Post by jeffoot77 »

"Actually, I never felt heroes were too numerous"

--> lol , u never got more than 50 heroes in campaigns ?? and like the stats are not upgraded in the unit, you have to rename all bonus heroes in the name....like : "RUDEL +5 " or " +3ATT +2DEF " . Too many heroes is ridiculous.
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
Sourdust
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Re: Panzer Corps 2 - Dev Diary #5

Post by Sourdust »

This is great, all of it!
huckc
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Re: Panzer Corps 2 - Dev Diary #5

Post by huckc »

Major and minor victories

Although major and minor victories have been a signature feature of the series, we felt that this mechanic had a number of problems. In many cases the abrupt transition from major to minor felt extremely artificial. Players wondered why finishing on turn 10 is a major victory with all its inherent bonuses, but finishing on turn 11 is already a minor victory, and finishing on turn 9 did not give any additional bonus. The latter also motivated the players to linger in the scenario and “harvest” more prestige and experience before the major victory limit.

On the other hand, we found that many players refused to settle for a minor victory and had to replay a scenario several times in order to achieve a major. And this detracted a lot from the fun of the game.
To fix all this, we introduce a new approach in Panzer Corps 2. The faster you achieve successes on the battlefield (be it capturing flags, killing enemy units or forcing them to surrender), the more prestige you will earn for these achievements. And the final reward when finishing the mission will be based on the number of remaining turns. This will give you enough incentive to finish the mission as fast and as decisively as possible, but at the same time, you will not be punished too severely when you miss that major victory by a single turn because of the stupid random generator.
I like the extra prestige for finishing early but feel that fixes the only flaw with the minor and major victory system. Seems like this will change the way scenarios are designed, making them easier to achieve "complete" victory with the challenge of finishing as early as possible. Not sure if that's an improvement. I liked the challenge of actually getting the major victory in the first place.
Heroes

We felt that in Panzer Corps heroes were too numerous, to a point where getting a new hero was not so exciting any more. We are going to take a step back on this. The number of heroes which you are going to get in Panzer Corps 2 in the course of a campaign will be several times smaller. On the other hand, heroes will be more powerful and important in the new game.

Each unit can still have up to three heroes assigned to it, but we are adding controls to dismiss unwanted heroes and move them freely between units (within certain constraints, i.e. some hero abilities can be class-specific). This will allow you to concentrate heroes with synergistic abilities in a single unit without relying on pure luck.
Depending on the difficulty level, heroes can be wounded or even die when their unit is destroyed. But there is always a good chance that a hero will survive and can be assigned to a different unit before the next mission.
As for hero abilities themselves, we already have around 50 unique abilities in our list, and most of these are not simple stats changes, but more fundamental abilities affecting the unit and other units (friendly or enemy) around it.
I'm glad they still come in as random(?). Makes each campaign feel unique and forces you to adapt with what you're given. The current system does this better however and is canon. Generals generally didn't move individual soldiers around by name to improve unit effectiveness, they also form important bonds with their original unit which helped make them so effective in the first place.
Bonus units

Bonus (SE) units as such are eliminated from the game. We felt that they were redundant since we are introducing a number of new mechanics.

First, some heroes can have a special ability to reduce the number of slots occupied by the unit to zero, which would mimic the most important trait of bonus units, but will also allow you to apply this trait to any unit in the core.
Second, we introduce the concept of prototypes. Prototypes are more advanced and cool units which can be made available to you before their “official” availability date in limited numbers. Prototypes can appear randomly, or based on various conditions, meeting secondary objectives etc. They are available directly in Purchase interface and can be used to raise new units or replace and upgrade existing ones until you run out of available points. Just as in real life, prototypes can have reliability problems, which are shown in the game by occasional loss of move points and attack action at the beginning of a turn.

Finally, in Panzer Corps 2 it is possible to assign any custom camouflage and insignia to any unit in the core, including the characteristic “SE” camouflage from Panzer Corps, in order to give them some visual distinction.
I agree that they were redundant and I didn't feel any great attachment to them. It's also unreasonable for a unit to participate in every single battle.

Naval, air and rail transports

Naval, air and rail transports remain essentially the same. You have a pool of available transports, and you can embark on them in the right hexes (ports for naval transports, airfields for air transports etc.). But there is one small change which will fundamentally change how all these transports are used.

In Panzer Corps, a unit must have unused move action in order to embark. If you have 10 units and a single embarkation point, you would need 10 turns (!) to embark this whole group.
In Panzer Corps 2 embark command only spends attack action. You can move into a port or airfield, embark and move out, all in a single turn. The same group of 10 units could be embarked in a single turn. We expect that this change will make transports a much more useful strategic and tactical asset, especially on fictional random maps with a lot of sea, lakes and islands. You still cannot disembark on the same turn you embarked on, so your opponent has a chance to react and catch your units in defenceless transports on the move.
This looks good but it seems like it might be too powerful. Perhaps give them some suppression or something to balance this, emulating the chaos and confusion of disembarking. Three IS-2s appearing out of nowhere at full combat strength doesn't sound too fun.
Kerensky
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Re: Panzer Corps 2 - Dev Diary #5

Post by Kerensky »

Not much input from me this time. That screenshot really reminds me of Civ V though. Is that good for bad for Panzer Corps? Dunno.

Less heroes feels bad, but we'll see if they're still okay. More control so you don't have to save load scum your way into the right hero combination is welcome though.

I expect the arbitrary line between major and minor and loss results will not be as easy to vanquish as you think though. A lot of times that arbitrary setting wasn't so arbitrary, it was defined by history. Decisive victories are won before historical dates, minor victories come after. This has huge impact for access to ahistorical scenarios, especially reaching Sea Lion and Moscow are highly dependent on these seemingly arbitrary cut offs.

It's becoming a broken record, but once again we'll see how the new systems hold up when campaign(s) actually get built. I'm all for new tools and ways of doing things, but losing tried and true tools I will always greet with skepticism.
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Re: Panzer Corps 2 - Dev Diary #5

Post by Sourdust »

I suppose without the distinction between major/minor victories, the campaign tree will have to be re-tooled in some way. I think that should be viewed as a major opportunity. There is the possibility, for instance, of having customisable conditions for taking different branches.

For example, maybe there is an "airborne assault on Malta" battle which is unlocked only if the German player suffers less than 20 hits to fallschirmjager units during the Crete battle.

Or maybe in Barbarossa, there is an "early Leningrad assault" battle which unlocks only if you get Pskov by turn x and Luga by turn y in the previous AGN fight. Otherwise you go to a default Leningrad siege battle.

Conditions could also affect the mix of resources you take into the next battle or other battle parameters. I can see a lot more flexibility and dynamism being built into the campaign tree, rather than just a choice of battle x or battle y next.

C
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Re: Panzer Corps 2 - Dev Diary #5

Post by Kerensky »

Well sourdust, all of those kinds of features already exist, they are sprinkled throughout the Panzer Corps Grand Campaign. It's just a matter of attaching different metrics to what determines minor and major victories. Variable tracking would actually help PzC II out a lot, because that's something PzC doesn't have but games like Order of Battle have and are very useful. You can track a lot more victory and special conditions with variables, and you can have things like campaign variables that affect more than just what the next scenario is. Special events, re-occuring enemies (nemesis), extra reinforcement triggers, and so on can be stored in scenarios played much earlier in the campaign to affect things much later on.

The closest thing Panzer Corps had to that was the Rudel hero quest line of the Grand Campaign, but that was really jury rigging things together.
jeffoot77
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Re: Panzer Corps 2 - Dev Diary #5

Post by jeffoot77 »

indeed, the problem in the campaign trees is that we are forced to lose a scenario( to get minor victory ) to play the map we haven't played yet.

Is it normal to do that ? when i want to try the danzig north map in GC 39 , i m obliged to avoid major victory in previous map.. it is nonsense !
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
Sourdust
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Re: Panzer Corps 2 - Dev Diary #5

Post by Sourdust »

Exactly what I meant, thanks Kerensky!
Gwaylare
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Re: Panzer Corps 2 - Dev Diary #5

Post by Gwaylare »

AlbertoC wrote: Mon Oct 22, 2018 3:23 pm Naval, air and rail transports

Naval, air and rail transports remain essentially the same. You have a pool of available transports, and you can embark on them in the right hexes (ports for naval transports, airfields for air transports etc.). But there is one small change which will fundamentally change how all these transports are used.

In Panzer Corps, a unit must have unused move action in order to embark. If you have 10 units and a single embarkation point, you would need 10 turns (!) to embark this whole group.
In Panzer Corps 2 embark command only spends attack action. You can move into a port or airfield, embark and move out, all in a single turn. The same group of 10 units could be embarked in a single turn. We expect that this change will make transports a much more useful strategic and tactical asset, especially on fictional random maps with a lot of sea, lakes and islands. You still cannot disembark on the same turn you embarked on, so your opponent has a chance to react and catch your units in defenceless transports on the move.
This is really a great option missing in PC at the moment. Especially for paratroopers this is a great option.

Is the same true for disembarking? Putting 10 unit into trains in one turn but waiting for 10 turns to disembark at a single rail station will not really change the situation.

If you can move with the unit and with the transport, is the range then proportionately? For example an infantry does move 2 hexes to a station and the train then has an additional range of 7 or 8 hexes insteed of 20?

For disembarking it always seemed strange to do this in an enemy railstation or airfield, if you are not a paratrooper. With a combined movement, this could really be a problem.
An anecdote of really strange things is the option of embarking the fortress of Brest Litowsk (Barbarossa) to a train :shock:

There was a discussion before about transports added to a unit (trucks). To improve them it would be great to have the option to move an already embarked truck and disembark at the end of the turn. Of cause again not embark and disembark within the same turn. This will give mounted units much more flexibilty even without an attack after disembarking.

Best regards
Gwaylare
koopanique
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Re: Panzer Corps 2 - Dev Diary #5

Post by koopanique »

I don't know if this has already been discussed, but is there any change of plan about the 2018 release ? Or is the game still to be released in 2018 ?
AlbertoC
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Re: Panzer Corps 2 - Dev Diary #5

Post by AlbertoC »

koopanique wrote: Wed Oct 24, 2018 4:43 pm I don't know if this has already been discussed, but is there any change of plan about the 2018 release ? Or is the game still to be released in 2018 ?
We are not going to release in 2018.

Flashback Games is working hard to make it even better than the original Panzer Corps, and that's going to take a bit longer than anticipated.
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Re: Panzer Corps 2 - Dev Diary #5

Post by Dux Limitis »

AlbertoC wrote: Thu Oct 25, 2018 7:53 am
koopanique wrote: Wed Oct 24, 2018 4:43 pm I don't know if this has already been discussed, but is there any change of plan about the 2018 release ? Or is the game still to be released in 2018 ?
We are not going to release in 2018.

Flashback Games is working hard to make it even better than the original Panzer Corps, and that's going to take a bit longer than anticipated.
So sad,will it been released in the first quarter of 2019?
koopanique
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Re: Panzer Corps 2 - Dev Diary #5

Post by koopanique »

I wish more devs would follow that route and release their game when it's ready and not when it makes sense commercially.

Take all the time needed to make PzC2 up to its promises!
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Re: Panzer Corps 2 - Dev Diary #5

Post by goose_2 »

Please, please, please, do not rush them, I want a fully fleshed out finished product, not hacky, crappy, clunky play graphics
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proline
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Re: Panzer Corps 2 - Dev Diary #5

Post by proline »

koopanique wrote: Thu Oct 25, 2018 9:01 am I wish more devs would follow that route and release their game when it's ready and not when it makes sense commercially.

Take all the time needed to make PzC2 up to its promises!
All devs start out saying "we'll take all the time we need" and all devs also realize eventually that at some point you just have to ship something or you run out of money. While PzC has some great stuff, it also has its share of crap that was just rushed out the door. PzC for Mac is a good example of something that was made for $$$ without any passion or pride whatsoever (Rudankort also likes to remind us that he had nothing to do with it, it was contracted to foreigners, which is also a sign of a money grab).
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