They tried change for Unity engine in the past (before dow3) and now this. |
I remember him from Gamereplays in coh1.
RIP |
More Cobras for us.
Thanks for the info. |
In the old closed beta (before WFA) theres 2 or 3 Kursk maps. One of them was really good.
Looks like they dropped that. |
Soviets vs Americans/ Brits match ups
COLD WAR TOURNAMENT NOWWWWWWWWWWWWWW!!!!! |
Holy shit, I was so hyped for this game mode when they teased it. Such a shame that it was never released.
This could have been so cool:
If I remember correctly, some old top players were against this war effort thing in the old closed beta forums.
They were against old unrealead commanders from OST and SOV too.
https://www.coh2.org/topic/50471/2-unseen-commanders-left-from-old-leaks/post/504493
IMHO Relic heard these guys too much and cancelled everything (war effort and old beta commanders).
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zzzzzzzzzzzzzzzzz |
+1 Major |
LOL
SturmtigerCobra was right all the time.
That's not an unfair question. It's a bit trickier to answer but that's okay. The root of the disconnect that we've focused on is iteration without player feedback. One of the biggest risks in making games is that you don’t fully see how a title will really play and feel until you’ve hit a point where it’s difficult to switch gears. From where we're sitting, bringing that early and ongoing player validation into our process is a big priority so well-intentioned decisions don't go long without feedback.
https://community.dawnofwar.com/discussion/15995/well-relic-q-a/p5
Before this conversation gets away from us, we don't think anything was wrong with the players. Sure, they're tough on us but they like what they like and that's okay. Our challenge was complicated because DOW players are different than DOW2 players who are different than DOW3 players - each has different priorities, wants and needs.
https://community.dawnofwar.com/discussion/15995/well-relic-q-a/p6
We were going to follow a similar model to our past releases but I can't get into the details.
Retention and sentiment were the two biggest measures we were watching most closely.
https://community.dawnofwar.com/discussion/15995/well-relic-q-a/p6
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Relic response about the eurogamer article in official DoW3 forums:
Hey guys,
Tough morning...we've been reading your comments for the past five hours or so and collecting our thoughts to share.
We know you're disappointed and we are too. This hasn’t been an easy decision to make but it's one we take responsibility for within the studio. We would like to thank all the members of this community for their feedback and support, and extend our sincere gratitude to everyone who stuck with us.
To be very clear, the servers will remain up so those of you who are still enjoying Dawn of War III can continue to wage war. We still have some options on the table for free cosmetic DLC (including a set next week), but we know now that we won't be able to hit your bigger expectations.
Bear with us today. We'll be popping back in this thread to answer questions where we're able to share more.
Ben
https://community.dawnofwar.com/discussion/15995/well
I can't overstate the number of conversations we've had about DOW as a studio and the number of scenarios that were considered pretty openly. So, I wouldn't say it's come as a shock to us.
The mod toolset will stay as it is. There's always a chance of returning to it in the future but there's nothing in the works for that today.
https://community.dawnofwar.com/discussion/15995/well
There are two angles I can cover here.
The first - why no new races - mostly comes down to how much work goes into creating them. We'd need a wholly focused, multidisciplinary team working on it for six months, maybe more, plus voice acting, etc. At launch, we had to pivot in response to feedback and divert people's attention to other fixes. (That is to say, we don't have one in our back pocket to share with you.)
The second, the idea of releasing paid DLC. Almost immediately after launch, we took that off the table with SEGA and Games Workshop's full support, deciding to release the post-launch content for free. We still believe that was the right thing to do.
Our designers feel that balance is stable at the moment. Or at least more stable than if we start adjusting the dials without knowing when we can come back to them (not to mention the need for testing, tracking, feedback, etc.).
Yeah, our NDAs are permanent unless otherwise stated. But, look at the credits teaser and you can see where we were headed.
Those are good questions. Without getting into the whole making-games-is-complicated conversation, it does mostly come down to iteration as you suggested. A lot of time was spent internally trying to bridge the old experience with something new. After two different games and two different franchises, it wasn't as obvious as just do X but more of it.
We have two projects in progress right now with teams who are really determined to prove our way forward with new ways of working. The plan is to show you that progress as those games progress, rather than tell you what it's going to be like today. Actions louder than words, and all that.
source: https://community.dawnofwar.com/discussion/15995/well
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