When Coh3 came out, I was the first person to say the management messed up. And I still stand by that for a few reasons. But the deeper I look into Coh3, I see a game that reached too far. They tried to do too much.
So why didn't they reach their goals becomes the question.
1) ESG hiring instead of skill based hiring (Cobra)?
2) SEGA forced them to push it out unfinished?
3) Relic actually felt it was done enough?
4) Relic management felt the people could get the work done, but the people fell short?
We will never know. And at this point, it does not matter. Coh3 was a massive failure for us fans. Relic/Sega may have made some money. But us loyal 50k multiplayer people got shafted.
So the real question is will Relic just drop Coh3 after the December DLC? Many people think they will. I think they will try to fix it for at least another 6 months. With a dedicated staff it should not take that long. The question is what do they need to fix?
Profile of Rosbone
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Register Time: 26 Aug 2017, 18:38 PM
Last Visit Time: 30 May 2024, 01:27 AM
Broadcast: https://www.twitch.tv/Rosbone_Mako
Steam: 76561198351782810
Residence: United States
Timezone: America/New_York
Register Time: 26 Aug 2017, 18:38 PM
Last Visit Time: 30 May 2024, 01:27 AM
Broadcast: https://www.twitch.tv/Rosbone_Mako
Steam: 76561198351782810
Residence: United States
Timezone: America/New_York
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Post History of Rosbone
Thread: Relic going nuts with historical realism 12 Nov 2023, 06:46 AM
In: COH3 Central |
Thread: CoH Worldbuilders Map Making Competition 2024 12 Nov 2023, 02:04 AM
This looks really good GB! I am looking forward to seeing some of the fresh new people from the mapping Discord making some maps. And I really hope some people that were mapping at the end of the COH2 days come back and have a good showing. There was a nice burst of energy, but it was too late for them to get maps into Coh2. The timing for the contest could be really good also. Once the DLC is out of the way, Relic can maybe focus on gameplay, QoL, etc So by next summer it could be full tilt playable with new maps also. Thank you to everyone involved in this contest! In: News |
Thread: COH3 Worldbuilder issues and bugs28 Oct 2023, 19:58 PM
This post is a collection of issues with the worldbuilder/game. Things mappers may need to be aware of to make the best maps they can. This list will grow as people come forward with information. And it will shrink as they get resolved. There are a lot of really cool things in the worldbuilder and the game. Those things are covered in YouTube videos, Relic How-Tos, etc. This post is not about trashing Relic (even though I may have a fun poke at them once in a while). It is just a web searchable place for mapping information. GAME RELATED ISSUES 1) The AI does not use the same pathing for all actions. This leads to times when an AI can get trapped in a location that has only a diagonal entry. Once the units move into that position they become trapped. Verify your maps do not have impass areas with only a diagonal entry. 2) Vehicles are not using the PRECISE MAP. This leads to vehicles moving into positions they should not be in. Like driving almost fully inside buildings and other blocking objects. MAP OBJECT ISSUES 1) Industrial pipes are destroyed by early vehicles. Jeep and Kradshutzen. It is definately a fun one to watch as the vehicles avoid small barrels but smash thru concrete with embedded steel poles like its tissue paper. ebps\environment\objects\industrial_features\industrial_pipe_set 2) Large oak hedge has sight blocking issues. The blocking cube is too small and units tend to shoot thru the hedge if given sight from another unit. The objects named indestructible seem to be destructible. Test them before using. ebps\environment\nature\oak_hedges_01_large 3) Large refining tank object is easily destroyed and does not block sight at all. ebps\environment\objects\industrial_features\refining_tank_lrg_01 4) 1x6 blockers do not block shots. 5) Objects placed on the map may randomly cease to interact with the environment. Meaning they may no longer grant cover or sight blocking. This may be due to inadvertantly hitting a key that toggles the object Entity/Visual while editing. Test your map objects in game to verify they are actionable. 6) The large circular ruin towers at some point stop blocking pathing for vehicles. Vehicles will drive right thru them like they dont exist. Maybe they dont. I mean whats real after all right? ebps\environment\objects\ruins\italy_ruins_set\roman_tower_01 7) The large Oil Well is invisible thru Fog of War. So it appears and disappears as you play. ebps\environment\objects\industrial_features\oil_well_01\oil_well_01 8) The large blocking Church object is bugged in both sight and pathing. ebps\environment\buildings\italian_rural\ir_church_3x4x3_01_blocker 9) Large dock poles are set to be sight blockers and probably should not be. ebps\environment\objects\walkways\dock_wood_post 10) Small rectangular crate objects has a bugged cover/pathing position. Its position does not match the indicated position in the editor. This may cause locations where the AI gets trapped and cant get free. ebps\environment\objects\accoutrements\crate_set\crate_set_md_02 11) The sight block size is too large on the Cargo Container object. Units moving next to the container will have bizarre FOW interactions because they are inside the sight blocking object. You may want to put objects nearby to limit how close units can get to the containers. 12) The tall wire fence objects are easily destroyed by light vehicles. But the end posts are not. Indicating the fences are bugged and should not be easily destroyed. THINGS TO THINK ABOUT 1) Sidewalk objects are designed to let units walk over impass areas. Using them near buildings may create situations where units may walk inside of walls, buildings, etc. 2) If using the objects that allow units to walk over them, you should take care to think about what happens when the units do not fully walk over the objects. Will a single unit walk off the side and do some game immersion breaking type things. Vehicles also do not always pass over these objects cleanly, so you may want to put blocking or impass around the objects to force units/vehicles onto them. 3) If you look at a Relic made map, you will notice a ton of green cover objects. That is because every faction gets a vehicle at the start of the game. So your options of making anything meaningful or cool looking from yellow cover objects are nullified. Those cool things will be destroyed 15 seconds into the match. Most mid game vehicles also seem to destroy a lot of green cover objects as well. Add to this the ability to completely destroy buildings and you have to really plan out how your map will play thru the game. Or it will just be an open moonscape after 11 minutes with no cover or sight blocking. Way to go Relic, you learned nothing from Coh1 and Coh2. I knew you could do it! |
Thread: COH3 Reviews as of OCT 202322 Oct 2023, 23:37 PM
I have a feeling the PC version was rushed out. Which is a horrible look and drove off potential players forever. Then they had to release on Xbox. Then they had to release on Playstation. Then they have to put out a DLC. So they started way behind and just keep getting pushed further behind by the morons in charge. Jan-Feb 2024 will be the important telling tale as to the future of Coh3. Once they get out from under the managements thumbs. But who knows, the management sucks so horribly bad they will probably force micro-transaction crap instead of finishing the game. The thing that makes them money is single player. Campaigns, comp stomp, etc. These modes were no where near ready for release. People cant play the campaign because it gets locked by a bug. The pathing and AI are no where near ready for release. One of the largest complaints about the campaigns (besides being bugged) is the AI was way too easy. If you play against the AI, it is terrible. AI does not A-move. AI never takes important points, it walks right past them. AI never shoots at you, it just parades around in front of your units. AI pulls its vehicles all the way back to your base and parks them in positions that they cant even be repaired. Yet many things the AI does seems really good. This all smells of not being done. Pathing is a mess. Tell a vehicle to move up 15 meters and it drives in a 25 meter circle??? No way this game was ready for launch. This is the stuff that smacks casuals in the face and prompts a bad review. So we get bad reviews from casuals for unfinished work and we get bad reviews from ladder players because the balance and fundamental issues. The game is not that bad for most people. In: COH3 Central |
Thread: New 2023 Roadmap21 Oct 2023, 05:38 AM
The larger the map or the more assets are on it, the slower it gets, but Rosbone seems to have those issues from the start whereas many others are fine but only notice the slowdown as they progress in their map's development. To be fair, the editor is not terrible. I find it a lot like the game. It was well thought out but only about 60% finished. As GBPirate said, I have seen videos of people looking around in the premade maps and their PCs seem to run fine. I tried it on 3 different machines and it was unusable on all 3. The key here is the premade maps. If you start a new map from scratch, the editor runs fine until you are about 75% done. Adding extras like water, OOB areas, etc start to slow it down. You need to work smart and do the things you need good FPS first before it starts to bog down. And like I said, the giant listbox/explorer is what kills it the most. Would be great to be able to turn it off when you dont need it. Relic tried to standardize how things work in the editor. The Coh2 editor has dedicated tools for each mode of editing. So the Coh3 editor is not as fast and easy to use. But as GB says, it has many improvements over the Coh2 editor. It is just slower and clumsier. Running the editor is such a typical Relic adventure. EXCITEMENT: "Oh cool the objects rendering shader uses the ground textures to blend onto the objects parts near the terrain. The water has a pathing grid to make the water flow a certain way!"" DEPRESSION: "Why is the sight box 4 times the size it is supposed to be??? WTF??? Who is the moron? None of these objects have textures. If you click this object, it crashes the editor and you lose all of your progress. If you add this building, you can never select it again." Great ideas abound to build you up and tons of broken shit to bring you back down. As I said before, there are a bunch of really great people at Relic. But also some dummies. So there is always dumb broken stuff everywhere. There is an unseen penalty as well since you dont know what objects are bugged you have to test everything in game to verify it works. This does not add to veterans like Mono's time of course. So I would say the editor is better than I have eluded to in the past. It would be a killer app with some TLC. Will it ever get the love it needs though? In: COH3 Central |
Thread: COH3 Reviews as of OCT 202320 Oct 2023, 11:58 AM
The deeper you look into Coh3, the more you see how great it would have been if they released it 2 years from when it was released. There are a ton of great ideas that are only about 65% fleshed out. Sega/Relic clearly never learned the story of the young wolf wanting to race down and eat a sheep. But the old wolf says if we walk down slowly we can eat all the sheep. That is Coh3 in a nutshell. They ran down the hill got a few sales and killed the franchise. The closer you look also reveals that about 20-35% of the people at Relic really know what they are doing. There are some amazing advances in the game etc. And right next to those advances are the dumbest moronic mistakes you have ever seen made by human beings. And they are the same type of dumb things that have plagued Coh1 and Coh2. Just lazy stupid things. If they waited 2 more years, one of the smart people could have noticed and fixed the dumb mistakes made by the goof offs. Now we will probably be saddled with these things forever. Judging by the number of people relic employed for Coh3, they really shot for the stars. Sadly, they only got the moon and released the game. I applaud them for the ambitious goals they had. Relic is a business and they probably needed cash to pay people. So it sort of makes sense. Just wonder why companies like ID never had to release unfinished work. Back on topic: Is this why the reviews continue to get bombed? People keep finding unfinished things and carrying that disappointment until they break and review? In: COH3 Central |
Thread: COH3 Reviews as of OCT 202317 Oct 2023, 10:35 AM
dude, rosbone is wondering about coh3's current review state, and you do a convoluted rant about corrupt "big tech" companies and the choice between universal laws (which universal laws?) and tyranny I was thinking about changing the topic title to Extended Shoutbox In: COH3 Central |
Thread: COH3 Reviews as of OCT 202315 Oct 2023, 18:06 PM
I wonder what the real review state of Coh3 is at this point. The Beginning When the game first released it was missing a lot of things and had other issues. So initially people were Ok with some things since it was a new game. But those soon turned to disappointment because issues became glaring and were not being fixed. Initial reviews were like 60% positive. The Middle Over time the more casual players began to notice things that are wrong. Or maybe started to get bored. And the issues like campaigns being buggy were starting to be a real issues months after release. The Noobs There are a lot of complaints about balance. Many of these complaints were because the game is balanced around 1v1. So 4v4 players did not feel it was balanced. But a decent percentage were people that just lost a game or two and started whining. One review says the game is axis favored, the next says it is allies favored. The Patches Every time a patch comes out, someone loses a game and writes a bad review. The patch is only out for a few days and people are bombing the reviews. With every patch comes more bad reviews. They have to blame something right? "The maps. The balance. Its not me, I am amazing!" The Data So how bad is the game really compared to the reviews? Lately the steam reviews have been around 50/50. But this includes all of the people with unfounded complaints about balance because they lost a game or two. So the real status could be as good as 60-70% if we ignore the complainers. But they are customers and their opinions count. But they mask the real status of the game. In: COH3 Central |
Thread: Is it just me?11 Oct 2023, 00:13 AM
I would suggest goofing around with some AI and paying attention to selecting units. It seems to be different than Coh2. For example clicking the unit shield does not work if another unit is behind the shield. It will click thru and select the unit behind it. I have not played enough to say for sure. It just seems different to me. So you are not alone. In: COH3 Central |
Thread: CoH3 Frame Rate Capped at 30 in Power Saver Mode6 Oct 2023, 19:50 PM
Is it a bug? I saw something that made it sound intentional. Like older 4 core CPUs are locked down to 30 FPS. Said the game does a speed check before running and locks it to 30 if your CPU is slow. Which supports the PERFORMANCE setting working since the CPU may be fully clocked? Dont know for sure. Just trying to add info (good/bad). I did not see anything about Hyperthreading listed. So is it 4 core single thread CPUs? Or does it include 4 cores with 8 threads? In: COH3 Central |
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