I too miss the days of Brit emplacement spam. |
Scheldt #1 competitive tournament map. Strategies so complex they're impossible to comprehend. Truly a masterpiece of RTS map design. |
Carpiquet, right. God what a terrible fucking map. |
Nah, that wasn't Ruins, there was another 1v1 map that was on an airfield at night. It was huge. And wide open. And terrible. |
Red Ball's the only really good CoH1 map left I think. Duclair was kinda a campfest, but there's no Brits in CoH2 so maybe it'll be better. The rest of the 1v1 maps were kinda meh, though it would be cool to get Argentan or OnkelSam's last 1v1 map. |
Relic's already done the same by combining random and AT queues. The principle of that decision is the same as the principle of Valve's decision to remove solo queue: less fragmentation leads to shorter wait times at the expense of sometimes matching arranged teams with randoms. The obvious conclusion we can draw from this is that Valve feels sacrificing some match balance in order to reduce queue times is better for the overall health of the game, and that Relic agrees. I'd say they're in a better position to make that judgment than anyone here. |
Nah, it's called having common sense. People like having balanced matches; they also don't like to wait. Even matches and short queue times are opposite ends of a spectrum that must be balanced by the developer. Ultimately, as a developer you have to choose between sacrificing better balance for shorter wait times, or sacrificing shorter wait times for better balance, because the ideal short wait times with perfectly balanced matches is almost impossible to attain, especially for a tiny game like CoH2.
Valve is lucky because Dota has so many players that the vast majority of matches can be statistically balanced. Even then, whenever they've been forced to, they've erred on the side of sacrificing balance in favour of maintaining their ideal queue times (which seems to be around 2:30). Relic doesn't have the luxury of a large player base to draw from, so they have tougher decisions to make. Still, their decision to favour shorter queue times over more balanced matches is in line with the practices of one of the largest multiplayer developers today.
If the developers of one of the most popular multiplayer games today are actively taking steps to prevent queue times from growing an unreasonable amount, it's perfectly logical for Relic to do the same. |
In all honesty, the community didn't produce the 2.602 balance patch. A very small subset of the community, almost entirely top-level tournament players, produced the balance patch with what was probably the best balance dev Relic's ever had. Good luck reproducing that situation.
Don't get me wrong, it's far and away the best possible way to balance the game, but I don't see Relic ever doing it again. Taylor Fales genuinely wanted to make the game the best possible competitive RTS it could be. Nobody at Relic right now cares about proper competitive play to the degree he did when he was developing that patch. |
What evidence do you have? Other then guessing and assumption...
I don´t think any company will give their statistic data about pvp-population in relation to matchmaking and wait-times, maybe you have more luck with that...
I have the fact that Valve, in spite of their massive player base, actively worked to prevent segmentation of their matchmaking queues in much the same way that Relic is doing right now. That suggests very strongly that they feel shorter queue times are more important than more balanced matches, since their actions explicitly sacrificed balanced matches for less waiting. That right there is evidence that the developers of one of the largest multiplayer games around believe shorter queue times are most important when it comes to maintaining the health of the game. |
Strange how hard people defend the current system that is turning off new players by saying the playerbase is too small...
Realy bizarre.
What evidence do you have that it's turning off new players more than unreasonably long wait times would? The fact that games far larger than CoH2 go to similar measures to reduce queue times suggests that the industry as a whole believes shorter wait times are more important than more balanced matches. What evidence do you have to contradict that? |