Got a little terrified when I saw they added supply. Good to see they only added the good aspects of supply from CoHO (buying new items with it) and not the crappy ones (having to repair items you already have).
This is really the system that should have been in the game at release. Would have made the whole DLC commanders situation a lot easier to swallow.
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Register Time: 18 Nov 2012, 16:42 PM
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Post History of Inverse
Thread: Relic: THE NEW WAR SPOILS SYSTEM4 May 2016, 20:50 PM
In: Lobby |
Thread: Do we really need a new Company of Heroes?4 May 2016, 12:53 PM
CoH2 is a bit of a clusterfuck, mostly due to the THQ situation and the game being rushed out. This is the real reason a sequel would be nice. CoH2 has a really shitty base because of the whole THQ fiasco. CoH3 with a from-the-ground-up new engine and a design that doesn't stem from a business model would be very interesting. However, there are a lot of reasons why a sequel probably won't happen, and I personally don't think it will. WWII and RTS games are far less popular now than they were 5 years ago, CoH2 has a ton of DLC that would be abandoned in a new game, CoH2 was a lukewarm success relative to a lot of other games these days, and funding a from-scratch RTS today when its predecessor was only mildly successful is a pretty huge risk to take. I'd love to see a CoH3 where Relic is given the freedom to design the game they want to make, but I don't see that happening for a long time, if it even happens at all. In: Lobby |
Thread: Vet Obers/Luchs should deal full damage when suppressing.3 May 2016, 20:09 PM
Moving to balance. In: Scrap Yard |
Thread: 'Radical' gameplay changes could turn into a massive failure2 May 2016, 13:23 PM
Terrible poll options. CoH2 as a strategy game has a whole lot of room for improvement. Minor balance tweaks and stat changes aren't going to make the game any better or attract any new players. Major design changes are the best way to keep a game fresh and attract new attention. There's also the hilarious fact that none of the "radical" changes people are all terrified of are actually radical at all. In: COH2 Gameplay |
Thread: Why change the spawn system? 26 Apr 2016, 03:34 AM
Very good points. That's an interesting alternative solution to consider. Probably would be a lot more expensive to implement however. In: Lobby |
Thread: Why change the spawn system? 26 Apr 2016, 01:59 AM
Am I totally out of line to think that this change is a DESIGN change that will affect balance? A Design change that will not improve the game objectively. the most convincing argument is 'it will speed up the early game'. does early game need speeding up? i don't think so. You can't make any meaningful change to any competitive game without there being some sort of impact on balance. Balking at design changes because you don't know how they will affect balance is a great way to dismiss all but the most miniscule of incremental changes. Your concerns, like those of others in this thread, stem from a fear of bad balance that is irrational and near-sighted. You're taking a one-month view of a change when you need to be looking a year out. Can you give me a reason this change doesn't work that isn't "it might affect balance in some way for a few months"? From my perspective, I see a lot of objective unit control improvements that this change brings. You'll be able to double-tap a building hotkey and center your camera on the exact location where your units will spawn. You won't have to worry about southern and eastern spawning positions forcing you to wait seconds before units walk into your camera view so you can select them, while your opponent in the north or west has no such delay. You won't have to worry about certain unit abilities arbitrarily being unusable until units cross a magic line, before which they are on the map but not "on the map". You won't have to wait a completely random amount of time between when a unit finishes construction and when that same unit is fully usable, an amount of time that is different for every starting position on every map. And you won't have ridiculous antipatterns, like juggling rally points to choose spawn locations and retreating the moment units enter the map proper in order to save a few seconds, that add artifical complexity that is neither fun for players nor entertaining for spectators. All of that means quicker, more consistent access to your infantry units and their abilities; it's hard to see how that can be construed as being bad for the game. But when you're obsessed with seeing balance impact in every little thing, you lose sight of how changes can affect, and improve, the game on a more fundamental level. Balance will go up and down whether this change is made or not. This is an opportunity to strengthen the game's foundation by removing some frustrating control mechanics. The long-term impact is far more important than the short. In: Lobby |
Thread: Why change the spawn system? 25 Apr 2016, 17:00 PM
My comment was a general statement, not one aimed only at this discussion. People are obsessed with the potential balance implications of design changes instead of discussing the merits of those changes from a pure design perspective, which necessitates taking a long-term view of the game. This particular change is interesting because it requires relatively little effort on Relic's end and will have a relatively large impact on how games play out, especially early on. Discussing how this will work with factions that have non-traditional base construction is completely necessary. Personally I feel the rewards, especially in terms of improved unit control and consistency, vastly outweigh the problems brought up by the base structures of some of the factions in the game, but there's room to argue on both sides. My whole point was people need to look longer-term when thinking about how design changes impact the game. Do I think this is the best way to add strategy and improve the game? Of course not; my argument from the start has been that the improvements to unit control this change brings far outstrips any strategic benefit. But Relic has added this to the game and they haven't added the other things I want. Something is better than nothing, and for the reasons I have reiterated over and over again in this thread I believe this change will result in a net improvement in the long run. In: Lobby |
Thread: Why change the spawn system? 25 Apr 2016, 14:25 PM
There were lots of reservations about the new spawn system during alpha/beta and when the game first came out. The reason people stopped caring was because these days most of the community has no experience with any other system (very evident from some of these replies), and the people who do have experience never imagined it would get changed because the benefits would be relatively minor. But the benefits are definitely there, and if Relic is willing to make the change there's no reason to discourage them from doing it. On an unrelated note, the obsession with balance in this community is such a major deterrent to innovation. People have to realize that when it comes to major design changes such as this one, you have to look at a longer period of time than just a month or two. Any major design change is going to fuck with balance in the short term, but fundamentally change the game (for better or for worse) in the long term. That's what this debate should be about: whether this change is better or worse for the game in the long term, once the minor balance hiccups have been ironed out. Some people in this thread have brought up legitimate design issues related to this change (OKW trucks and map design implications for example) that absolutely need to be addressed. But if your only argument against this change is that it will screw up balance, you need to realize that you're taking a short-term view of a change meant to have long-term implications. In: Lobby |
Thread: Should Relic employ professional people for vital roles?23 Apr 2016, 22:28 PM
Often professional means person who does work well. None of the definitions of a professional state this. In: Lobby |
Thread: Should Relic employ professional people for vital roles?23 Apr 2016, 13:41 PM
This thread isn't about whether professionals are inherently better than non-professionals, it's about how Relic should hire professionals. Which is silly when you realize that when it comes to CoH2, everybody working at Relic is by definition professional and everybody in the community is by definition non-professional. In: Lobby |
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