Profile of SmokazCOH
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"Don't say anything, he will just keep on doing it."
Post History of SmokazCOH
Thread: A comprehensive theory about where Relic is going...12 Dec 2013, 18:38 PM
An actually good idea just came to me: how about unit skins tied to ladder tanking? hehehe In: Lobby |
Thread: A comprehensive theory about where Relic is going...12 Dec 2013, 16:12 PM
In: Lobby |
Thread: Starcraft 212 Dec 2013, 15:53 PM
it's too late man. you're too old. 99% of the people you will be facing are already better than you and more read up on it. should have started when you were 9 In: Other Games |
Thread: PTRS as an optional upgrade on Guards12 Dec 2013, 15:42 PM
It could work if they had to pay full manpower for their base stats, which it's clear that they are not doing atm, because since you do not pay munitions for the AT rifles their imaginable cost have to be factored into the manpower price. A very soft brained comparison to grens shows the small difference in EHP - 80 x 4 x 1.5 vs 80 x 6 x 1.5... bascially one could argue that a rifles only guard squad would be paying 133% as much for their 150% of grens surviviability. I'm not sure how the gren rifles and the guard rifles measure up. Do guarsd carry the same rifles as the conscripts, and is this rifle equal to the gren rifle? In that case they would be reasonably priced at 360 manpower for a "vanilla" guard squad. If not, it's hard to say. I think relic's design on this unit is a bit of like the coh 1ranger, but the thompsons rangers had was a was actually a very strong AI weapon. Maybe they simply dont want the overlap of lmg only guards completely overlapping the function of shocks or conscripts or adding what would be a defensive six man soviet grenadier. In: COH2 Gameplay |
Thread: A comprehensive theory about where Relic is going...12 Dec 2013, 15:09 PM
Since solutions to the current mudhole is being posted, I'll just add that I don't see a viable one, as in possible-to-do, with the current game. But it's not a big problem. COH2 is a fun niche game but it's not developed in a manner where it can be big like dota 2 or starcraft. Dota 2 has creative possibilities with their paycontent that coh2 can't match, and starcraft 2 has a simplicity of their simulation allowing for high competitiveness that is not the intention of COH2. COH2 is actually lacking in both these respects. I think the main way to create more revenue in the possibly _most_ competition-respecting-manner would actually have to be add more factions and units in complete addons, because this continual milking of the cow where they can't go back on doctrines, possibly for legal reasons, is turning out to get a negative community response even if the DLC is actually being bought and paid for. It raises the question, can you actually complain and get a refund if your DLC gets nerfed? What about expansions? Do these then differ from DLC? I would say yes, with a expansion you get a hopefully big slop of new stuff that can't be attacked on one aspect of it, while a industry commander that gets super nerfed creates frustrations from both the victims of it in OP state and the purchasers in the nerfed state. Huh, when you think about all of this, why didn't Relic foresee these issues? In: Lobby |
Thread: A comprehensive theory about where Relic is going...12 Dec 2013, 15:02 PM
It's pretty tacky to start an argument with an insult, but whatever. I don't think anybody can really argue that DLC is a problem in and of itself. The real problem lies in execution. Well I guess we are both tacky then. It's a nice van and I'm willing to share.
They also make money on tournment tickets and advertisements in streams/tournaments. Although it's a frail technicality believe there was a point in LOL where you payed for early access to heroes - I have no idea idea if this still stands, but it was argued by people before me that this gave a competitive advantage since you got early used to the heroes etc. I'm not sure how this extended to tournaments and hero bans and whatever. Im compelled to believe that Relic marketing decided that strong commanders and no big nerfs to them made for enticing DLC to a much higher degree than the cosmetics. Primarily because the cosmetics are really limited. Cosmetics in dota are of much higher craftsmanshift than the cosmetics of COH2. It's a unfair comparison because obviously people would be offended/put off by the type of creativity in coh 2 cosmetics that you get in Dota. There just isn't much to make money off here, especially if they open up for user-created skins.
I'm gonna just post it one more time what I actually wrote: - competition may have a lot of fringe effects helping profit, but: - competition without a way to tax viewers or advertise is not economically significant to a publisher I am 100% behind you that poor balance screws competietion over. But not to the degree that it makes competetiveness unviable on its own, we have to consider the whole product and therefore the whole smiluation. I would like to mention starcraft like you do, but I think the difference in depth of the simulation makes such a comparison pretty weak. COH is defined by a little RNG, starcraft is defined by the lack of it. Moving ahead from that, I think we can both agree that there is no big industry curently for COH2.
(again) - competition may have a lot of fringe effects helping profit, but: - competition without a way to tax viewers or advertise is not economically significant to a publisher I didn't speak in absolutes here. I try to avoid advertisement in general as much as I can, but I'd like to point out the general function of this "competetive investment" is to create more revenue. It was close to paid henchmen in the light of their streaming contracts, something they had to go back on. We are hard pressed to not see it like that they wanted to control this player group as a primarily advertising group, not as competitive players. The main point follows:
A competitive scene that they do not control or create a industry for is not making them any significant money. We don't really disagree on much, in fact we see things very similarily in the last post you see. There just isn't much of a future here with the current model. In: Lobby |
Thread: Patch Notes Discussion (Dec. 10th)12 Dec 2013, 14:24 PM
I think its a very cheap price for what amounts to: How honest and not totally skewed of you 60% is a awfully impressive number when it's not connected to the actual numbers. How much increase % is 1 to 1.6 damage per shot? Twice the moving dps - of a moving standard con rifle? The troll is roused 3 cons vs 2 grens is nothing new my friend. It's pretty dishonest to even include the munition upgrades here. Grens still lose without any upgrades on either sides. But here's the catch: as the game progresses the cons get weaker and weaker while the grens get stronger and stronger. The game will reach a point where 2 grens will obliterate 3 ppsh cons without even blinking if the player upgrades them with g43+lmg. The key point here is not a question of DPS or price, in fact, its less a question of balance. Its a question of design, and I think it's bad design that a upgrade that was entirely popular for its ability to make a early game contender (conscript) reasonably useful in the midgame, now is completely relegated to the early game again. A critical problem for both OST and SOV players is when a fuel point is being capped. Do I send a single grenadier or two? Conscripts reach their potential with molotov and ppsh now, and will not improve from this point. A grenadier squad can be rigged out with camoflauge, g43, g43+lmg, lmg. Being able to have lots of firepower on a squad by choice is a big benefit. My point here is not that g43s or lmgs or grens are op. But that a strong and moderately expensive ppsh in the doctrines that have it has good effect on how the game plays out: - Sov are less pigeonholed into mines and demos (and those vicious grenades and molotovs) - You wont be so reliant on shocks or guards - conscripts can provide true support for t2 play, less emphasis on vehicle rush It's in every ostheer fanboy's best interest for PPSH to stay viable and popular actually. PPSH strats are straight forward, allows you to be play with the strong german infantry based anti-infantry weapons against squishy conscripts. These strats as long as decently popular and viable provide viability for a lot of Ost's own fringe units (ostwind, brummbar). They also take up the space of sniper or tank spam. It doesn't matter that the price is 5 munitions when he picked a doctrine that secured him a whopping 20 second advantage, while the german doctrine allows him to completely dominate the sov once they both get maxed out. While there clearly is a difference in the doctrines on whether or not they are "early" or lategame doctrines, the early game of the ppsh hardly justifies its current design. In: COH2 Balance |
Thread: Patch Notes Discussion (Dec. 10th)12 Dec 2013, 12:51 PM
Assigning prices based on DPS alone turns out simple because platform survivability makes a huge difference, not to mention how many men you can lose before the weapon must be retreated to be kept (3 for lmg grens). But the problem I think sov players feel is not the pricing, but the nerf to the dps. They would have prefered a strong but more expensive weapon, since their main issue is that they want to use conscripts but they fall off so fast without a weapon upgrade. So it's kinda less important that the 10 muni are okay price for performance In: COH2 Balance |
Thread: DLC content (Doubts and tips...)12 Dec 2013, 12:33 PM
I suggest you buy DLC if you see something you want. You don't need all of them. If I had 2 pick 4 doctrines to buy for OH: - Luftwaffe, Joint Ops, Osttruppen, Elite Sovs: - Industry, partisans/other partisan, armored assault (is 2 + 85mm?) Generally I find the ostheer commanders more attractive to buy other than the outlier industry commander In: Lobby |
Thread: A comprehensive theory about where Relic is going...12 Dec 2013, 12:18 PM
The impact of op DLC spam on lost sales and it's supposed reduction in competitiveness leading to "ded gam" is just teenager conjecture. Sorry if you felt called out, greeeb, it's just so hard to read all this ideology crammed into analysis of corporate behaviour when there's really only one important factor: securing revenue. If we look to MMORPG models a base concept there is adding on content when people are "maxed" to keep them playing. Keeping "maxed out players" advancing secures two things: a community ready to receive new players ensuring the health of new sales while also securing the continuing income from old sales. So you see - once the vast majority of COH2 players reach level 100 - Relic will add a patch with new bulletins and a higher level cap. Or something functionally similar. It will probably be free too - but it will coincide with DLC content. Some other stuff to think about: - Short term profit is not independently a problem - competition may have a lot of fringe effects helping profit, but: - competition without a way to tax viewers or advertise is not economically significant to a publisher As for competiveness and coh: having a big following on gamereplays and to a lesser degree here doesn't change the fact that people were competing for breadcrumbs compared to what we see in LOL and Dota 2. DLC pays for further development, both good and bad. I think this model is here to stay, in fact, I think DLC is just the first steps. In the future we will see the following:
Generally the video game genre will produce a lot of crap both from big productions and small productions, much like the movie industry. If you compare you see the exact same thinking in both: - Blockbuster titles of their genre, Compare Splinter Cell or Metal Gear solid to Jason Borne or James Bond - A lot of genre/cliche titles that will generate some money anyway because it has a following that always buys these titles (RPG, JRPG vs Shallow anime shwos) - The publisher demands regarding "what sells" going up against storytellers and attempts to educate or surprise the audience In: Lobby |
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