CoH2 replay Top 3
Posts: 52
Mine:
1. Current units/buildings on the field for both players
2. Party replay view
3. Rewind replays
Posts: 337
2. Production queue/units for both players
3. Rewind & jump/skip to certain parts of the replay
Posts: 182
Posts: 52
And how hard would it be for relic to add said features...?
Who knows, Im just wondering what everyone else thinks would be good to have in the system...
Posts: 16697 | Subs: 12
Posts: 182
Posts: 52
You misunderstood; I was being sarcastic. Regardless, good thread and I agree with both you and Fatal.
Im new around here.....
Posts: 182
Im new around here.....
No worries, and welcome!
Posts: 1679 | Subs: 5
For certain things like rewinding replays and observing, drastic changes would have to be made to both the replay file, how that replay file is written, and how the game engine runs replays. This would've been a lot easier to do if it were planned from the beginning.
Posts: 419
The problem is, instead of designing for these features from the get-go, Relic decided to stick with a nearly identical replay structure from vanilla. The replay file is formatted almost exactly the same as in vCoH, and contains extremely similar information.
For certain things like rewinding replays and observing, drastic changes would have to be made to both the replay file, how that replay file is written, and how the game engine runs replays. This would've been a lot easier to do if it were planned from the beginning.
Which means relic ignored the efforts of players posting feedback and suggestions...
I would like to post what Noun wrote about what relic intends to do with all the feedback in internal Beta forums, but dunno if i am allowed according to NDA.
Posts: 337
It is basically what Inverse said, the same system in almost every aspect, which for us (casters & replay viewers alike) sucks tbh.
I would like to see the 3 things I wished for, and observer mode too, I think the new SC2 replay stuff is brilliant, but I can easily live without it, but this, to be fair, isn't far from a complete and utter joke.
Posts: 2807 | Subs: 6
2. rewind replays
3.
1. Income/Resources for both players
2. Production queue/units for both players
Posts: 1164
Posts: 2807 | Subs: 6
Posts: 642
A finished, playable game is far more important than the replay system. Yes, the replay system is extremely important for competitive purposes, but the game needs to cash in.
I think my hopes are more realistic, but not smiling about it: An expansion pack, with a fixed retail cost, that will add new features such as these. such as OF, that brought new sounds and flame effects (but also bad stuff, like different vet icons and the most horrible brit faction possible).
Posts: 3293
I think my hopes are more realistic, but not smiling about it: An expansion pack, with a fixed retail cost, that will add new features such as these. such as OF, that brought new sounds and flame effects (but also bad stuff, like different vet icons and the most horrible brit faction possible).
and LOL!!!
Posts: 622 | Subs: 1
Posts: 16697 | Subs: 12
A full live spectators action with all the features should be CASUAL in 2013.
This is really the point. When we heard last year that there would be a COH2, the first thing in my mind was "finally we'll have a proper replay system and observation mode."
Posts: 45
well, actually, the current replay system is even worse... since they got rid of x6 and x8 speed, and x4 speed doesn't do anything... so, if you want to fast forward, you're stuck with x2.
In CoH 1 the x8 speed didn't even work and I don't recall x6 . At least not for me. they were there yes but they didn't increase beyond x4 oddly enough.
And yes observers is pretty much the hyper priority. Working replay is fine and I can understand why rewind wouldn't be possible in this game without someones brain hurting.
Posts: 522
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