Thread: SNF24 Nov 2013, 15:39 PM
With all due respect, but what work are you referring to? If work is put into the actual game (not this website or casting shows, which are both great ofcourse ) by community members, the effectiveness seems quite low. This would suggest the "behind the scenes" approach is probably not working as the remaining part of the community consistently has to hear how involved some people are in developing the game, yet sees no measurable results.
Because Relic/Sega fcking ignores them.....
And if you haven`t noticed the currently popular games are dumped down in order to increase VOLUME of users this is what I believed Relic tried to do ( because we all know that CoH2 is easier to comprehend than VCoH) but failed at it by providing OP DLC`s which are kinda too expensive... |
Thread: SNF24 Nov 2013, 15:34 PM
Yup balance is not the issue in COH2. Bad business model / bad gamedesign (resulting in a lack of strategical dept in the game --> boring games (no rewards for playing better then your opponent) and lack of 2013 RTS game features are the biggest problems for COH2. Drastic changes need to be made in order to save the game, but I'm not sure if we're gonna see it
We wont see them, in order for those changes to take effect they have to do the game all over again almost from scratch. It`s sad people who have no idea how games are done and what effort is put behind the scenes believe that it is so easy to basically re-do the game.
Fact is the game is already done.... and there is 2 options it is either gonna succeed as it is or die.
In order for them to re design the game they will have to shut it down or try to redesign it in parallel with the current version ( meaning they will work on 2 games at the same time) <- this takes resources which Relic doesn`t have and will never have.
|
Thread: SNF24 Nov 2013, 15:27 PM
Except it isn't a balance issue, it's a design issue. Balance can be fixed, given the proper circumstances. Problem is, balance can't be fixed when Relic tries to sell 4 new commanders every month, and make those commanders marketable.
Regardless, it's not balance that I care about, even if I don't think balance is achievable with so many large changes being made so frequently. I care about the fact that the base game is so simplistic, and commanders are the only way that Relic is adding depth. CoH2 is a game of tactics with very little in the way of strategic depth. That's the main reason I don't play, and many others from vCoH don't play.
We don't just want another vCoH either. What we do want, however, is a game that will remain challenging and engaging in 5 years, and competitive as a result. I feel very strongly that the current model Relic is following for CoH2 simply isn't sustainable; I'm of the opinion that people want strategy in their strategy games, not simply tactics. I know I definitely do, and I don't think I'm alone, though there are obviously people who disagree.
I want CoH2 to succeed, but it just doesn't engage me. The reason is design, not balance. You could argue that I am alone, but I think the fact that CoH2 averages less players daily than vCoH did before CoH2's launch speaks volumes about the number of people who don't like the direction taken with CoH2. I'm hopeful that things can be changed, and improved, but the current path being taken is not promising.
And don't blame the community. You have no idea what kind of work has been done behind the scenes in an attempt to make this game the best it can be. If you knew the time and effort vCoH players put into CoH2 before (and in lesser numbers after) Relic flipped us the bird and released gameplay-changing commanders after stating that DLC would have no in-game impact, I guarantee your post would look a lot different. Don't blame the CoH2 community either. If you play competitively, you play to win, which means exploiting anything available to you within the constraints of the game if it gives you an advantage. It's the fault of the developers, not the fault of players, just like it's not the fault of players if they decide that the game is not engaging enough to keep them playing after the incentive of monetary compensation goes away.
+1 |
The questions on this forum become even more retarded day by day |
Thread: SNF23 Nov 2013, 21:32 PM
I'm doing my best. Losing ntd & Yoink has been a pretty big blow to the show. They were undecided until only a few weeks before our first broadcast. I haven't had the energy or will to try to replace them with new people.
If you looking for people to join make a thread, of what you need exactly, so people who are interested could actually apply for the position.
|
You should waste more mp reinforcing damaged cons/grens units, thus delaying tech.
Players not spamming those units should tech as usually.
I believe reducing fuel income overall would solve the fast mid/end game phase. Cause infantry fights are more interesting than seeing tank fight at 10 mins.... |
Are you trolling? he called for a range decrease only. Nullist may be a goofball but this is silly.
How can you call the God of Balance a goofball?
You shall burn in hell for your heresy |
ahhahahaha woof, hey guy, i have see you in twitch, i find you are a noob bro.
Your rank ? MVGame
it's funny how guy who i find so noob, make lessons.
Woof you are not a strategist, this joke hahahaha.
At least he knows English |
Can you vet up the german sniper with the new commander ability or not? Cause up tp now he is the only support unit I cant click with the ability |
They should invite the active playerbase, about 5000 peeps tucked inn Nouns office, that would be constructive
Or just make it fcking simple by creating a survey. Instead of listening to just 6 people..... Nevertheless those "community" commanders should be implemented in the core game not a freaking dlc doesn't matter free or not |