I think for now it's a good feature. A ton of people in this community flame and insult others ingame, which is something that should not be done. I personally love BM'ing in games at time (I grew up with DotA ), but it has to be in good spirit and with people you know and how it's meant.
CoH2 flaming usually tends to be either racist or centered around the faction that the enemy is playing. There is a huge hostility between parts of this community. They equate playing a faction with agreeing with their political statements. This is then dragged into the game.
In order to go down to a more normal level, such a chat moderation can be good. It should be an activatable feature in the future, but for now I think having it mandatory is good.
Profile of MilkaCow
General Information
Steam: 76561198005831154
Birthday: 1989-05-11
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Steam: 76561198005831154
Birthday: 1989-05-11
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
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Post History of MilkaCow
Thread: What the garden is this chat moderation bullpudding?24 Oct 2014, 07:27 AM
In: COH2 Gameplay |
Thread: Matchmaking Hates Players Who Switch Factions21 Oct 2014, 13:07 PM
ELO is a mathematically sound and proven way to measure a persons performance over time. It's nowadays used in almost all competitive games in some way or another. The standard algorithm can be found here: http://en.wikipedia.org/wiki/Elo_rating_system#Theory No idea how exactly Relic implemented it. The standard algorithm is obviously to a degree flawed here, as CoH2 does not have the ability to end in a draw. It still works of course, but it means it's less stable. Now ELO is just one part of the system. For a good matchmaking you need to 1.) be able to accurately judge the performance of a player and 2.) be able to match them against similar opponents. For the pure ELO it doesn't matter too much what you get matched against, but of course for the player experience it. You could be matched against quite a lot stronger players and only win one out of 5 games, but still stay at the same ELO. You lose little for a loss, but gain a lot for a win. Now the big problem is the matchmaking, but that's not a problem that's easy to fix. If the pool of players is small, the game has to match you against players that differ a lot from your skill. So even a perfect ELO system can still create a bad user experience when the player pool is so small. Oh hey - http://www.coh2.org/topic/25716/just-saw-99-axis-vs.-1-allied You are one of that guys who rages about stuff they don't understand. Well, I guess you won't read & understand what I wrote anyways. Since I already put the time in I'll still post... In: COH2 Bugs |
Thread: Any word from Relic?15 Oct 2014, 19:10 PM
Yes, I want Relic to be an independent state. In: Lobby |
Thread: Matchmaking Hates Players Who Switch Factions13 Oct 2014, 14:51 PM
To confirm what others are saying: you have ELO tracked seperately for each faction in each game size. Your Ostheer ranking (for example) has no bearing on how you are matchmade as Soviets. Actually even more. For random team (aka 'solo queue' or RT): (1v1/2v2/3v3/4v4)x(Sov/USF/Ost/OKW) For arranged team (aka 'multi queue' or AT): (2v2/3v3/4v4)x(Allied/Axis) I am not entirely sure how it works if you queue with 2 people, but play 3v3. It's neither a full arranged team, nor a full random team. Having it in the 2v2 AT stats with your mate is as weird as having it as a RT. So it might create a 3v3 AT for you, but this would mean pretty much each game is a seeding game. Same way if you queue with 3 but play 4v4. So there are at least 16 RT ELO values plus up to 2 (each side) for every arranged team. For any unset ELO the first 10 games define your initial value. In order to do so you can be matched against any opponent. In: COH2 Bugs |
Thread: Accuracy Mechanics 12 Oct 2014, 18:08 PM
Think further about what actually happens when you add this to all weapons. 1.) It increases the problem with different squad sizes. Riflemen being 5 entities, Conscripts 6. If you add such a modifier to for example grenadiers and you want to balance to stay the same, they would perform slightly worse vs Riflemen and slightly better vs Conscripts. 2.) It actually does not solve blobbing. If you add such a modifier to for example Grenadiers, there is still no additional strategy to fight a rifle blob. Either you use a current one, HMGs, mortars, tanks or a combination of those. Or you would really try to use this new incremental accuracy by getting several Grenadiers to fight the Riflemen. So either you have no actual change meta wise or you get a blob to fight a blob. Overall I do not think this would add much to the game. It would add another layer of confusion to units. It's often already hard enough for people to judge the performance of units, this would mean the performance also changes depending on the amount of targets. I know it sounds good on paper, but it actually does accomplish little. Edit: It could get people to spread their blobs out a bit further instead of a-moving them, but I am not sure. This requires comparably more micro, so I am not sure if it is actually worth it :/ In: COH2 Gameplay |
Thread: Mine cost imbalance12 Oct 2014, 17:30 PM
http://www.coh2-stats.com/explosive_weapons/schu_mine_mp http://www.coh2-stats.com/explosive_weapons/tm-35_mine_mp Exactly the same damage. In: COH2 Balance |
Thread: RNG10 Oct 2014, 16:15 PM
It was said before, but I may say it again: CoH2 is less RNG than vCoH per design, several elements like the small arms criticals were removed. Both games use a ton of RNG. Accuracy, penetration, criticals , ... Besides that you contradict yourself... In COH there is no chance in hell that a builder unit would consistently be able to kill mainline infatry in a stragith 1 v 1 fight - now add in more units, and worse game design and you get the RNG in coh2. Consistently? That would mean it's not the RNG. And I think flamerspam was a valid tactic D: CoH2 has a more complex weapon behavior at different ranges. vCoH basically had only pairings where it's best to get as close as possible or stay as far away as possible. In CoH2 there are quite some squads which are relatively disadvantaged (they can still win, but not for cost) at short and long range, but are advantaged at mid range. This requires a lot more knowledge of the game than in vCoH. In: COH2 Gameplay |
Thread: Relic will be previewing observer mode10 Oct 2014, 09:07 AM
As much as I had my problems with Relic lately, they did do a great job with Observer mode. I am also quite happy they now presented that feature. If there ever was something where they used the feedback they got, it was obs mode. A lot of the features were shown, but just to recap a few: - Persistent player colors: If you switch between players their colors stay the same. Also, they are the same for every person spectating this games. - Viewing parties: Syncs automatically for all viewers and the host of the party can accelerate / pause for all. Great for doing casts together, one person streams and all are in a viewing party & Skype call. - Viewing options: Set the delay, password etc - Ingame stats: You know the after-action stats you get? You can see them get updated in real time. - Resizeable Hud: Well, self explanatory I'm just curious how it's gonna look in 4v4 games, when in 2v2 the players screen takes half the screen http://www.coh2.org/file/6152/obsmode-preview.jpg Doesn't really look like half the screen 3v3 and 4v4 were thought about. Don't worry. I guess when it gets released you'll see for yourself. For me personally I was quite sceptical at first, but the tool has come a long way and it's still in development. Thanks for the presentation In: Lobby |
Thread: COH2 Vanilla armies (x-post from Cynthia)8 Oct 2014, 20:06 PM
1.) Don't change anything about the old factions until you fix the bugs. Changing their design might introduce even more bugs, so for now stick with it and try to polish the current game. 2.) Talk to the playerbase. Find a few representatives for the different gamemodes and playerbases that you trust and feel that they are capable. Then work out with them. As much as I think this "listen to all" approach looks great, it doesn't really work that well on paper. It's just too many different opinions, spam ones drown out actual good ones that are well thought through. Just look at the ones of VonIvan that try to tackle the whole scope compared to some on the official forums, which.. well.. ;p In: COH2 Balance |
Thread: Bye Noun. Now lets blame some Cynthias.....4 Oct 2014, 08:05 AM
Bye and have fun down under. In: Lobby |
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