Making both 3vs3 and 4vs4 was a mistake. There will not be a playerbase for both queues, neither the map pool. Just... unsatisfactory matchmaking and map pool.
Yes, drop 3v3 and let the folks who enjoy small gamemodes filter into 1v1 and 2v2.
Posts: 1382
Making both 3vs3 and 4vs4 was a mistake. There will not be a playerbase for both queues, neither the map pool. Just... unsatisfactory matchmaking and map pool.
Posts: 293
Here is an old but interesting article about the most common misconceptions,
https://kotaku.com/10-big-myths-about-games-debunked-by-the-people-who-ma-1737839268
Posts: 17914 | Subs: 8
Classic Kotaku 'quality'. Making up "misconceptions" that only idiots seriously claim, then declaring them as common to fake some novelty to the news and supporting all of this by a shitty text.
Posts: 857 | Subs: 2
As ex-dev(designer to be specific), yeah, and its missing largest misconception ever since steam chart exists.
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Posts: 3114 | Subs: 2
As ex-dev(designer to be specific), yeah, and its missing largest misconception ever since steam chart exists.
Daily concurrency =! active players.
Daily concurrency is just that, how many players logged into the game at specific day and how was the peak.
Real metric of player activity is being measured at weekly and monthly retention, because only and exclusively the most hardcore of players play the exact same game on a daily basis.
Daily concurrency dropoff in 2 months post release is normal, anything higher then 90% is "ded gaem", anything between 90 and 70% is regular drop and if daily concurrency retains more then 30% after two months, its jackpot only a handful of games can show.
Bigger indicator then daily peaks is how many players come online during time when new content patches are deployed, because both hardcore and casual, less frequently playing players want to check them out within first couple of days of release and even that is not always true, hence MAU chart, which we have no access to what so ever is the only accurate one for estimating active playerbase.
Posts: 2147 | Subs: 2
As ex-dev(designer to be specific), yeah, and its missing largest misconception ever since steam chart exists.
Daily concurrency =! active players.
Daily concurrency is just that, how many players logged into the game at specific day and how was the peak.
Real metric of player activity is being measured at weekly and monthly retention, because only and exclusively the most hardcore of players play the exact same game on a daily basis.
Daily concurrency dropoff in 2 months post release is normal, anything higher then 90% is "ded gaem", anything between 90 and 70% is regular drop and if daily concurrency retains more then 30% after two months, its jackpot only a handful of games can show.
Bigger indicator then daily peaks is how many players come online during time when new content patches are deployed, because both hardcore and casual, less frequently playing players want to check them out within first couple of days of release and even that is not always true, hence MAU chart, which we have no access to what so ever is the only accurate one for estimating active playerbase.
Posts: 17914 | Subs: 8
None of your post means jack shit to someone who is currently in queue looking for a game. This game is dead. No matter how you spin it or try to cope. It is dead. Relic failed. Again. As predicted.
Matching current Coh2 numbers is NOT a success. You are all left to garbage match making again. Coh3 is just a Coh2 turd with some water sprinkled on it to make it seem fresh.
In 6 months or a year, there may be more players. But will it be the number of players there could have been if this release was not a complete joke?
Posts: 2147 | Subs: 2
Play allies for instant ques.
It was the same in CoH1 as well as in CoH2.
Axis is more popular and there are no mirror matches, put two and two together and you'll see why you wait 5+ minutes for a game.
Posts: 1382
Posts: 17914 | Subs: 8
Nice try. I will give you points for this feeble attempt at countering my argument. Once again the hard copers are clinging to the past. But But muh Coh1 and muh Coh2 was bad too....
Less players = Longer Queues and Garbage Matchups.
Relic sucks balls. Check Mate. Mic Drop. Game Over.
Posts: 122
It really does not matter if there are 100 or 100000 players online, when vast majority picks one side over another, you WILL wait regardless how you cope with it if you refuse to pick the underpopulated side.
Its like this since WoW battlegrounds.
Posts: 65
Posts: 17914 | Subs: 8
The previous two COH games informed the user while you were waiting in queue how many people were matchmaking to play Allies vs matching to play Axis. I wish they would bring back this indicator because I'm sure there are many people like me that don't have a strong preference and would voluntarily switch if they knew what was actually happening. Also, yes, put a random faction option.
Posts: 65
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CoH1 did not, not before it landed on steam on maintenance mode at least, CoH2 did not for years after release.
Posts: 3602 | Subs: 1
who cares, it's 2023 and with two games already behind us (not counting CoH O), this should be a stock feature
Posts: 2147 | Subs: 2
It will be when the multiplayer layer is release. Coh3 is a single player game with some extra multiplayer content atm. Relic stated it before launch.
Posts: 65
It will be when the multiplayer layer is release. Coh3 is a single player game with some extra multiplayer content atm. Relic stated it before launch.
Posts: 3602 | Subs: 1
Really? I never got that message. I only started really paying attention maybe two weeks before release and never got that impression.
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