My favorite is the wonderfully sarcastic Brit announcer. ''The gun's not crewed... not anymore''.
My favorite is "The enemy is attacking our base! Typical enemy behaviour, isn't it?" xD
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My favorite is the wonderfully sarcastic Brit announcer. ''The gun's not crewed... not anymore''.
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Is there any place I can go to listen to ALL the idle audio sounds that the soldiers make when they are not moving?
Usually they just chit chat and say funny stuff about the war and things of that nature.
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“This is a unique opportunity to test a self-sustaining model where players can access top quality content, reward the content creators, and fund community-led events,” said Alex Price, brand director at Relic. “We’re excited to see how this might pave the way for more collaboration with players and designers across our portfolio of games.”
Company of Heroes 2, StarCraft 2, Grey Goo, and Planetary Annihilation all have various systems that, if they have indeed been present in RTS games before, are at least becoming more mature and starting to show clear signs of being worthwhile. While some players may balk at some these systems, I believe firmly that their adoption is part and parcel of the evolution of the real-time strategy genre, and are necessary for it to remain competitive with games of other genres.
One of the more contentious of my beliefs is that it is a good thing for real-time strategy games to include systems similar to what you see in Company of Heroes 2, in particular, including skins, or cosmetic customizations, and here’s the contentious bit: load outs, or out-of-match faction customization. Perhaps the way Company of Heroes 2 implements these particular things isn’t up to snuff yet, but I think that once games find more mature ways of implementing these features, it will be a good thing for the genre as a whole, for all that RTS old guard will continue to kvetch about them.
Face it, RTS gamers. People like to customize their belongings, to make choices about how their property looks and feels and behaves. You see it in their browsers, and more importantly, in their shooters, their MMOGs and their arena-based combat games. Like achievements, customizations (both cosmetic and otherwise) are coming. We’ve already seen StarCraft 2 implement a limited skins system, and Planetary Annihilation sell alternate commander models. We see Company of Heroes 2 sell skins, as well, and up the ante slightly with a Commander system that vaguely resembles hero purchase models from MOBA titles like League of Legends. People also like to earn things, too, as it turns out.
Cosmetic alterations like skins, badges, or Planetary Annihilation’s Commander models are an easy sell. There are, of course, challenges with customizations that can experientially alter a player’s multiplayer experience. Balancing factions against one another, factoring in whatever unique features the game chooses to introduce through a loadout system. In Company of Heroes 2, the game provides variations within its existing combat model – different infantry options, heavier or faster (seldom both) tanks, or heavier tank destroyers, unique upgrades to base units, access to heavy “off-map” strikes etc. These are built into predetermined groups of 5 each, called “commanders” – some are obviously better than others, and some were purchasable only until the Western Fronts expansion, with the implementation of a system that has a chance to randomly drop items from a predetermine selection, including commanders, skins and more. This is in some ways similar to how Dota 2 occasionally gifts players with Workshop items, though Company of Heroes 2’s model is still immature.
Randomly dropping, or giving players an option to earn custom content via a currency system, are 2 possible options for the loadout system. They’re not the only options – how you implement such a system is important, but secondary to the importance of giving players options, and being able to add to or grow a game over time. And that’s precisely what this class of options is about – growing a game over time. For so many, too many RTSes, players lose interest. Balance can kill a community, but so can stagnation, and the traditional expansion model is in my opinion insufficient to add enough content to keep players, well, playing. Player (or developer) driven cosmetic modifications and modding are 2 ways to achieve this influx of new… stuff to a game, but so, undisputedly, is a system which experientially expands the “core” multiplayer game. We’re still a ways off from finding the golden ratio of modification to systems balance, but Company of Heroes 2 and failed projects like the new Command and Conquer game and End of Nations are bringing us closer to figuring it out.
Branding aims to establish a significant and differentiated presence in the market that attractsandretains loyal customers.
No, they don’t.
Players hate bait and switch. Players hate when they’re lied to, when they’re deceived, when the product they’ve paid for is gone and is replaced with something else.
That’s why free-to-play originally got a lot of hate — because the term itself is deceiving. Free-to-play games aren’t 100% free as in a beer, they’re only free to some extent. We just got used to it by now.
War Spoils should keep progression through Western Front Armies interesting, but in the long term Relic will use it to add new content to COH2, hopefully for years to come. This is all part of the five-year plan, director Quinn Duffy told Eurogamer.
*SNIP*
"We want to make sure we're communicating, that we're letting people know the game is there, that we're going to support it long term," he says. "We want them to know that if they want to be playing this game in years, we're going to be there."
“What sounds like constant moaning is actually a hundred different complaints when you zoom in closer, and almost all of the issues can be handled by giving more information, by including people in the bigger picture. So I don't get numb to it, because I'm right there in the trees with my players. I can then take that feeling and use my privileged access to get the whole story and share it.”http://www.pcgamer.com/what-its-like-to-manage-a-gaming-community-on-fire/
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