It happened to me all the time in vCoH, and sometimes in Dota 2. Only game I haven't got it in is SC2.
AMD's had this problem for 5 years or something ridiculous like that. Something to do with how their drivers redraw the cursor. I've heard it's worse with multiple monitors as well. |
It's because you have an AMD card. When you see the cursor screw up like that, quickly move it to the top right corner of your screen until it goes away. Most of the time when I do that, the cursor doesn't get corrupted. If it does get corrupted, though, you can turn on mouse pointer trails in the mouse options. This fixes the problem, but I find mouse trails extremely annoying. Sometimes the issue has corrected itself, but most of the time you just have to restart. |
SC2 does it by saving the attribute files for every patch and loading the correct one based on the version of the replay you're watching. I seem to remember Dota 2 doing something a little bit differently, but I assume the core idea is the same.
This is a trivial feature to add if your game is designed with it in mind. However, CoH2 is based on a 6-year-old engine that wasn't designed with that function in mind, so it's tough to speculate on the work required to implement such a thing. |
I agree, which is why I separated design from balance. If a game isn't fun, it doesn't matter if it's balanced, and you need a lot of people to find it fun. I would just rather play a game developed by a team that uses professional play to balance the game, even if the professional community doesn't always agree with those changes. At least they're using those top-level games to make decisions. |
You say many games yet only reference SC2, and you say so many professional gamers yet only reference State of the Game. A few players of one game doesn't sound like much to me. |
I never said there were discussions with developers. I said developers look at professional games when making balance decisions. |
So your whole statement is based on assumption rather than actually knowing the process the balance teams at valve, riot and blizzard implements?
Huh? My assumption that discussions are had between developers and competitive players is taken from the knowledge that developers base balance decisions on competitive games. There's lots of evidence that that is the case. Discussions just seem like the next logical step in a process that is already occurring. |
Got any proof? I've seen plenty of top level players not happy about the state of their respective game at times, it leads me to believe their is no weight in your claim.
I should have structured that paragraph better. I have no idea what discussions, if any, companies have with players in private. When I say SC2/LoL/Dota 2 go to their pros for balance feedback, I'm talking discussions (which I assume happen) and looking at professional games (which obviously happens if you trust what you read in patch notes). Doesn't mean everybody is going to agree with the changes, but they're definitely influenced by the competitive community. |
There isn't a single game in existence that has productive balance discussions on public forums. That's why private discussions with hand-picked top players are the best way for a developer to receive balance feedback. Look at SC2, LoL, Dota 2, etc. These games go to their pros for balance feedback, not public forums. If you want a competitive game, you balance for the highest possible level of play, because you have the least chance of balance issues being exaggerated by a lack of player skill.
Balance feedback and design feedback are two entirely different things. A developer needs to use public forums for design feedback, because if the general playerbase does not find the game enjoyable to play mechanically, it doesn't matter how balanced the game is, because nobody will be playing it anyways. But your average player is not equal to your top competitive player who's invested 20x the time/effort into the game when it comes to balance. The two aren't even comparable. |
The only real influence DoW2 had on CoH2 had nothing to do with the engine: a move from the positioning oriented combat of vCoH to the ability based combat of DoW2.
This is pretty much the best description. CoH2 has a very DoW2 feel to it. |