Client-side-only skins likely won't happen these days. They can be abused to make units and abilities easier to see/distinguish from one another, which isn't too big a deal since CoH2 isn't a super-competitive game but could still be a problem. It also makes purchased content 100% useless, since it can be replicated and distributed to people for free extremely easily. |
|
This is the shit they should've been focusing on from the start. If they hadn't designed the game around DLC commanders and instead focused on selling cosmetics, CoH2 would be much, much better than it is right now. |
Make custom skins only visible to yourself, show others default skin => Problem solved
If someone wants pink tanks let them have them. If you do it as described it will not annoy anyone else.
I never play custom games so the whole feature is pointless for me, but I guess I am not the only player in the game so I don't mind if others have fun with it. I just don't see why it is so restricted.
This is problematic because 1) it reduces the incentive for people to purchase skins, since you lose the whole "showing off your cool shit" aspect that makes other game economies, like those in Dota 2 and CSGO, so lively; and 2) it opens the door for abusive use of the skins system, such as creating skins for yourself that make units more distinctive or easier to see. This second reason is why Valve has all sorts of restrictions on client-side modifications in their competitive multiplayer games.
"Relic will give the creator a share of the profit..."
Haha, Relic = 99% - Creator = 1%
I believe standard rate for Valve titles is around 25%. If Relic decides to go this route, it will likely be a similar percentage. |
Custom matches aren't ranked, which means there's no expectation of equality, and no expectation of Relic guidelines governing the experience. It's a lot easier to brush off objective user-generated content in custom games than in official ranked matchmaking games. |
They will curate content they like from the workshop and sell it through the in-game store. This content will be usable in automatch just like current Relic-created skins are, and the artist will get a cut of the profits from the sales. They've already said they will curate some content, they just haven't made it clear how you will be able to access this curated content. Alternatively, they will curate some content and leave it free-to-download, but I think the store model is more likely.
It's unreasonable to expect them to let all user-created content into automatch. It opens the door for abuse, legal issues, liabilities, etc. |
Any serious player knows automatch is shit for proper practice. If you want real games, play customs against good players. |
I've never said CoH2 has more RNG than Dota 2; in fact, I firmly believe the opposite. I simply mentioned mundane details in order to cover my bases.
A plane falling on a squad is just as extreme as a PA blinking on you and happening to one-shot you because of a lucky roll. How do you prevent a PA from ever blinking on you? It's impossible.
But regardless, you can play up a hero's weaknesses and beat, for example, the PA before he has a chance to reach a point where he can deal serious damage even if he does get lucky. This is easier to do in Dota because there are far more options than in CoH2 and because it's a different type of game with a different flow of gameplay, but it's still an important point to note, and would've made a much stronger rebuttal than what you offered.
Still, there are a ton of random elements that can have an impact on the game equal to that of losing a squad in a game of CoH. Missing an uphill attack on a carry that would've secured a kill can be a major turning point in a game. So can picking up a lucky rune and using it to get a few kills and win a lane. As a jungler, your camp spawn luck can have an incredible impact on how well your game goes; get all Centaurs and Hellbears as an Axe and you're pretty much fucked, same with not getting Wildwings or Trolls as a Chen.
You're right, when it comes to hero-specific RNG in Dota you do have a little bit of control over the outcome, though it differs depending on the situation and the heroes and items involved. But there are still elements of Dota play that have serious, far-reaching consequences on the outcome of matches despite being entirely independent of player influence. |
That's still a range. Regardless, this element just one tiny aspect of RNG in Dota 2. There are heroes like PA that can one-shot heroes if they get lucky, or hit a hero 4 times and barely deal 1/4 of a hero's damage if they don't. You can get teamwiped by a Kunkka with Daedalus who gets a lucky crit, or he could not get the crit and you jump him a second later and blow him up. You can get first blood on an uphill hit and snowball off it, or miss the uphill attack and completely lose your advantage. You can TP beside an AM with basher and get away safely, or get bashed and have your TP cancelled, losing you the game in the process. I could go on, there's really no limit to the number of situations possible in Dota where a random event can have a gamechanging impact.
In every single one of those situations, you as the player have zero control over the outcome of a single instance of RNG that could win or lose you the game outright. Dota is random as fuck. It's also one of the largest, most successful competitive games in history. |
I'm just comparing competitive games to competitive games. The post I was responding to claimed it doesn't make sense to play CoH2 competitively because of its randomness. I think that's a silly reason, because there are competitive games with more success than CoH2 that also have as much, if not more, randomness than CoH2 does.
The presence of RNG in a game does not make it less viable as a competitive game. That was the entire point of my post. With that in mind, it makes perfect sense that I would reference competitive games in other genres to support my point. |