Yeah, can't wait to be rated poorly by the pro teammates who ping the map constantly and are rude in chat.
Yeah lol. I fucking hate those jerks.
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Yeah, can't wait to be rated poorly by the pro teammates who ping the map constantly and are rude in chat.
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You've zero idea of how much profit COH2 made, don't pretend otherwise.
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Permanently BannedPosts: 1534 | Subs: 1
it's called common sense. take sold copies times an average selling price for the game, estimate a "dlc bought per player" amount also times sold copies... voilà rough estimate.
i also have a very good idea of what it would take for the server infrastructure to implement a rejoin system. that alone is probably already out of what relic would be comfortable with maintaining... let alone the complete netcode rework necessary.
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Could you be so nice and post/point some good, recent, OKW replays with different strategies? I'm strugling hard, and even making some good moves with SP and kubel, my midgame falls apart and here comes the USF rifle avalanche. Thanks in advance!
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Total nonsense. The only accurate figure we have for copies sold was Sega's announcement that COH2 had sold 380,000 copies in the first five days. source
Everything else is pure guess work and that doesn't even reflect profit.
Secondly, you have zero idea of the requirements needed to make a server rejoin function, unless you're part of the essence engine development team?
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Please dude... don't embarass yourself. One, i do know very well what the basic requirements are for a rejoin function. And two, there are fairly good estimates on game sales. Even if you just randomly add 10% to those estimates and assume everyone paid full price, the numbers aren't anywhere near what AAA titles with yearly franchises bring in on the first day. factor in running costs of the company as well as retailers/distributors share and there isn't really a whole lot of wiggle room for absolutely insignificant stuff like "rejoining games", with exactly 0 ROI.
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In game clan support....oh lordy please
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Clearly you don't know a thing, otherwise you would've have mentioned it.
It isn't a server issue, it is the games engine and how it handles data, hence why you cannot rewind replays.
And on the production cost side of things, you just how little you know about game development.
The production cost for something like COH2 is tiny compared to other triple A releases, and
producing a game for a single platform is cheaper, producing a game for the PC is even cheaper since there are no submission costs (you have to pay sony/ms to sub your game).
COH2 selling 380,000 copies in 5 days is a great launch for a smaller title like COH2 on 1 platform.
I've worked in games development for over 10 years, so please, just sit down and shut up.
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i doubt very much that you were on the business or development side of things :-D
Ofc the engine needs to "support" rejoining... Doesn't change anything about the fact that you still need the infrastructure. And of course multi-platform games are "more expensive" because of licensing, developing etc. etc. But you also have a bigger target audience.
Nonetheless, all this is theoretical BS. Please go on and explain why and how you think Relic will implement an expensive feature with 0 ROI.
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Actually that was a mistake, I should have said I have been a developer for 10 years now and still am.
I never said they would implement it, I just highlighted you're bullshit stats.
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No, you're just BS.
You just said you can use your "common sense" to work out the profit because COH2 doesn't rakin in money etc
and no, I am not mad, just tired of people who think they game development but have zero idea, i.e you.
Now go back under the idiot rock you came from.
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