Bulletins revamp
Posts: 187
A weeks ago, i posted about bulletins and why they should be revamped. After many people inputs, i realised it wasnt practical to revamp the entire bulletin in coh2 since there are soo many.
So, here is an alternative and more practical solution, to make them have actual impact and influence gamestyle,
- Remove all or mostly all the current bulletins cuz they have little to no impact,
- Have a max of 5~10 bulletins per faction that will make an impact.
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Posts: 187
Or leave them as it is, because they pose no issue and its pointless to waste time on something so small.
I think they could give more uniquness to a player's gameplay style
Posts: 187
+10 percent veterancy bulletins, yikes
I dont think thats bad cuz it means that player would most likely go for the unit with 10% vet buff so it gives the opponent some intel to prepare for.
Posts: 600
I dont think thats bad cuz it means that player would most likely go for the unit with 10% vet buff so it gives the opponent some intel to prepare for.
ye, Us rifles always come as a total surprise to me ( ͡° ͜ʖ ͡°)
same with mg42
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I think they could give more uniquness to a player's gameplay style
They could, but not in coh2 anymore.
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Posts: 5279
Bulletins are useful for Relic. They are there so they can pad the amount of objects available in each drop.
That wasn't how they were initially though. They started out as something earned through using the units; most of the "kill x unit y times using z" achievements were also to unlock bulletins. NOW they pad out the drops, much like camos do but honestly that's OK.
Posts: 773
- WP rounds for mortars (costs x muni)
- 2 memebrs throw nades for twice the cost
That sort of spice, not "5% movement speed for SwS" but something that can really have an affect and add utility to existing units/abilities. Obviously, that would be a hell of a lot of work but, you know ¯\_(ツ)_/¯.
IIRC didnt they want to do something similar to that whek UKF was in beta? I swear I saw a teaser picture of the mortar pit with different barranges depending on what bulletins were chosen.
Posts: 5279
Bulletins should add flavour to the game, like mini commanders:
- WP rounds for mortars (costs x muni)
- 2 memebrs throw nades for twice the cost
That sort of spice, not "5% movement speed for SwS" but something that can really have an affect and add utility to existing units/abilities. Obviously, that would be a hell of a lot of work but, you know ¯\_(ツ)_/¯.
IIRC didnt they want to do something similar to that whek UKF was in beta? I swear I saw a teaser picture of the mortar pit with different barranges depending on what bulletins were chosen.
That would be cool. Kinda like the ostwind suppression one.
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I thought I wasnt making it up but yeah, this is the image I meant
Actually, if you check the editor you'll see they even went ahead and implemented different weapon configs (Light HE, 10lb HE, Phosphorous, Smoke etc.) for both mortar pit barrage and autofire. Haven't played the beta but I guess it's not unlikely the bulletin system has been functional at some point.
Posts: 8154 | Subs: 2
That wasn't how they were initially though. They started out as something earned through using the units; most of the "kill x unit y times using z" achievements were also to unlock bulletins. NOW they pad out the drops, much like camos do but honestly that's OK.
I was referring to the fact OP wants to reduce the total amount of bulletins.
Gameplay wise, i would had made bulletins be similar to a single low power level commander ability. For example, the Ostwind suppression is fine as concept.
I would give each faction 5 bulletins/concept ideas that would work in automatch and rotate them based on balance and programming capability.
The strongest bulletin should never be stronger than the weakest commander ability slot.
Posts: 17914 | Subs: 8
Bulletins are useful for Relic. They are there so they can pad the amount of objects available in each drop.
As someone who used to balance such mechanics in the past, I can assure you, they are useful, but in no way mandatory for the job, they just make it both, much easier and much harder due to how many of them are.
Posts: 3423 | Subs: 1
The strongest bulletin should never be stronger than the weakest commander ability slot.
I like this rule for revamped bulletins. Don't think we'll see it in coh2 but it's a good concept for coh3
Posts: 8154 | Subs: 2
As someone who used to balance such mechanics in the past, I can assure you, they are useful, but in no way mandatory for the job, they just make it both, much easier and much harder due to how many of them are.
Not from an implementation/programming view but rather marketing/consumer POV. You could always reduce the rate at which you give lootboxex/gain points but people would rather see thrash constantly than once in a blue moon getting a mediocre drop.
Posts: 17914 | Subs: 8
Not from an implementation/programming view but rather marketing/consumer POV. You could always reduce the rate at which you give lootboxex/gain points but people would rather see thrash constantly than once in a blue moon getting a mediocre drop.
For better revenue/engagement, its actually much better to give frequently trash loot, for one, it makes you think you're rewarded better, even if its trash, and secondly, if frequent enough, it can offset negative impressions, like a streak of losses that could otherwise deter you from further playing. Ofc that works on and is targeted at casual players primarily, but with relic system, it couldn't be more irrelevant if bulletins are there or not, you can balance perfectly everything anyway, just increase skin drops so that is a duplicate source instead of bulletins.
Regarding bulletins themselves, something between what we have now and what was implemented in DoW3 would be best imo, just with limitation of not stacking multiple same unit type ones.
Posts: 721
As I remember it, “coh online” had really cool bulletin drops as one used the units. Or the units got permanently stronger. Such a great game that was.
That wasn't how they were initially though. They started out as something earned through using the units; most of the "kill x unit y times using z" achievements were also to unlock bulletins. NOW they pad out the drops, much like camos do but honestly that's OK.
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