Making smoke a vet ability seems to be te best solution imo.
I agree.
Also, i think Puma could very well stand toe to toe with a Sherman, let's compare the costs:
Sherman 340 mp / 110 fu
Puma 320 mp / 105 fu (70 + 50%, OKW fuel income reduction).
Not that big of a difference, the result of such a fight should be determined by microgestion quality of the players involved. The two units are very different in their role and design, so it could very well be 50/50. Do you feel you destroy shermans more than 50% of the time Barton ?
(i used the numbers of the USF forces guide, i don't own the faction, thus can't check the prices of the sherman ingame). |
RNG makes every game entertaining for the exact reason you listed. Sometimes a given squad will win the engagement and sometimes it won't. This adds suspense as the outcome isn't always forgone and unpredictable outcomes can often have a dramatic impact on the momentum of the game.
To use football as an example. A corner kick can sometimes result in a header and goal or sometimes not. The rules that create a corner kick are consistent but the results can vary widely. The suspense of not knowing what is going to happen is what makes the sport entertaining. I would compare this to throwing a grenade in CoH2. Sometimes the grenade will wipe a squad but sometimes it will do next to no damage. As long as using the grenade ability always throws a grenade the rules are constant and only suspense of RNG remains.
I think we have an agreement on the fact that 2 situations can have different consequences, i'll use your example: yes of course a corner kick can end in sometimes a goal, or not. The big difference here, is that the result is driven by the players actions. It has nothing to do with RNG.
To compare with a CoH2 situation: sometimes you engage at long range a squad of conscripts with your squad of grenadiers in green cover. Statistics are on your side, your action is perfectly legit, yet a string of bad RNG can mean you lose 2 grenadiers in the first 5 seconds of the firefight, and proceed to lose the engagement from there. In another case, the exact same fight could have the probable outcome, with grenadiers winning handily the engagement.
The player has no control (contrary to football players of the example) on the outcome, he/she can just position and control his units in the best way he/she should adopt, and you have different results. This is bad (even though i like this as a gamer, it means you always a chance of doing incredible things while being on the backfoot), and might confuse spectators of the game (given they don't know the mechanics of CoH before watching a game, for us players of CoH, it wouldn't be that surprising - "what a string of bad luck", happened to all of us at some point in time).
But as already pointed earlier, this is too late to change (since it is at the core of the CoH franchise), and i think it shouldn't be. Aiming for eSports is a noble quest, but it shouldn't alter the game we already know and love as it is. I for one, would rather not have CoH2 become an eSports games, rather than have it being dull and predictable, like SC2 is (just being an economic simulator, with lots of spam and macroing involved, rather than pure tactics and unit preservation). |
On the esports subject, i kind of agree that the game is maybe too cheesy for it to be very succesful. However, the most succesful esports games out there (Dota, lol) are rather stuck in the same metagame which changes only after balance patches come to swing the equilibrium of power towards different heroes / champions (whatever).
I do not agree that RNG will make every game "fresh and new" however, it might just confuse people, as sometimes a given squad will win an engagement, and in the same game, maybe 2 minutes later it will win. It is hard to learn parameters of a game with that kind of mechanics.
If someone gets into following a traditional sport (IE football -soccer-), and if rules are somewhat random, and 2 identical actions lead to 2 different results (goal is scored, goal is not valid), they might just question whether the sport in question is serious or not. |
It wasn't better than Panthers gun on long range. Very long 75mm barrel excel than the tigers shorter 88mm cannon. I mean, if we talk on pure long range accuracy, panther was better.
I was about to reply to his statement also. Panther's main gun had more penetrating power, yet lower inflicted damage in case of penetration. Very high muzzle velocity (thanks to the longer cannon and bigger propellant charge), but smaller shell. |
First there is a game which provides several hours of "fun & enjoyment" for an investment of approximately $ 25. This applies to all the People who complain about the game as well. Comparing this to other "enjoyments" you have to pay for you get quite much for the Dollar. So there is actually no valid reason to bitch as hard as some people do.
Certainly. Compare it with the hooker example provided earlier and the amount of $$ / min spent |
unfortunately you aren't the one determining what their jobs are.
what i think of the customer is always right philosophy.
click here
Well put, and nice read by the way |
okay lets give you a brief example of why this is utter bullshit:
you go to a hooker and pay her for a blowjob and/or sex. she fails to give you an orgasm and you are not satisfied. she then proceeds and links you to a blog where another hooker unable to give orgasm whines about how hard (hehe) it is to please customers and how they dont know the complexity of an orgasm.
that shit still doesnt give you what you paid for. just because i rant here doesnt mean i dont understand that it is a very complex thing to do.
quite frankly i dont care. they are hired professionals and have to do their job like everyone else
I think it is not an appropriate example. In the case of software marketing in general, what would be unacceptable would be "We know about that bug, but we don't have time / resources to try and fix it". On the other hand, acknowledging the issue and doing your best to resolve it doesn't mean they have to keep you informed every day about the progress of their work. That's the trust part.
When you buy a car, you expect that the manufacturer brand to have the means to repair any failure you might encounter while using their product. But you don't expect your new car to never have said failures during it's life cycle. Again, it is not realistic.
Say the devs are splitted in two teams (this is a bold statement, in fact there are many more, but i make the problem simpler with only two): one is creating new content, and one is fixing existing content. You claim that the team working on the maintenance of the game is not working properly. I say that you have no means to back up your claim with facts, since neither you (or me, for that matter) have seen how Relic manages their teams and their schedule. It may be too slow for YOU, but again, it is about you and maybe a few other impatient people. Given time, they'll reach something close to perfect (but only close to, as i said, no software is ever bug-free). |
I knew i wasted my time posting in that thread. Anyway i'll try to answer both of you in one post, without quotes:
I don't know what baffles me the most, the fact you think you understand how it works, or the fact that you read what was written, then still counter attack with claims such as "i am the customer, i don't care if you have problems delivering the product i paid for, i am entitled to whine about everything i do not like".
The fact is, when a bank customer is displeased with the service provided, he/she can just pick the money, cross the street, and register an account somewhere else. Hence the special care that those companies provide to their customer base. In this case, what will you do ? Uninstall the game and buy Starcraft 2 ? Relic already has your money. Sure it will be one less player, but who cares ? Haters gonna hate anyway, so the community may be better without you.
If, like you claim, you are a software engineer, you would know that no product is bug free (not at release, not ever). If this is a sign of bad work for you, i do not have anything to point you at, rather than pure experience in the industry.
And to be fair, customer relationship management has nothing to do with bug fixing, sure it can have some impact in the trust the customer has towards you as a game developer, but (again), it is not handled by the same people within the company. I'm not saying Relic is perfect in their PR or even the technical department, but i'm just saying you can't step in, and blame them for releasing a new campaign for the game, while "ignoring" the issues which are currently running in the released version of the software. It is simply not realistic.
You think i am acting like the smart guy, fine. You can delve into your own inner misconception for as long as you desire, i won't try to enlighten you anymore. |
it doesn't matter what you are and/or how much work it is to fix things.
Stopped reading after that. It just means i know quite a bit about how the industry works, and no, it is not revolving around what YOU think is the most important thing in the game's existence. You feel a bug is game breaking, fine, you report it, and eventually, it will be fixed. They won't stop everything else because that bug bothers you.
The writer of the article is spot on, and it explains facts. If you can't accept them, it's your problem. |
Well I actually read it. Not saying it's untrue, but still debatable.
Debatable if you had at least a little clue of what is behind the scene. I'm a professional in banking software, and NO it is not gaming developement, but YES, most of what is written about large projects, resource management is true.
What do you want to contest ? The fact that devs are not interchangeable in their tasks ? Or the fact that some bugs are hard to fix and require lots of overhead control to have the right person working on the right issue, at the right time ? |