The scope was limited by Relic, not us. We did the best we can given the circumstances. But the way I see it, even if we are creating some more issues, we are fixing a vastly larger amount of issues. So either way, it's a big net positive.
Can you share anything on why the scope was limited, or what exactly the scope was?
EDIT: and just to be clear, +1 million for all of you who are working on this. Thanks a ton for working hard to keep this game alive. |
Target tables. |
I got this bad feeling that after DoW3, relic will only diminish into a shadow of itself and won't be able to produce anything meaningful.
I'd like to be wrong though, for they are pretty much the last bastion of RTS gaming that isn't just copy pasting 20 year old formulas.
This.
But since we are allowed to dream:
- I care less about the setting and units than I do about the game mechanics.
- It needs a considerably better graphics engine. Input lag is one of the things that plagued CoH2 and is unacceptable. Either go back to CoH1's engine or something entirely new.
- The DLC model is obviously broken. Relic can repeat as many times they want that it's not pay2win, but we all know this is not true. The CoH2 model is: release an OP faction/commander and charge for it, slowly balance it in the course of months. This is another CoH2 cancer, and it needs to go away - especially the part around commanders. It's bad not only because it's pay2win, but also because having OP commanders detract from the game's diversity. For instance, the latest 2 commanders released for UK and US can be found on almost every player's load out.
- I'm not entirely sure what I want to see around gameplay, but definitely do not dumb it down to make it more accessible. If anything, I'd like to see more control, more things you can do.
- On the content bit, already mentioned I don't care much and would be generally satisfied with another WW2 setting. But could also see WW1 or a modern warfare bit. Changing environments might spark some ideas around new gameplay elements as well.
To be quite honest, I'd be very happy with a CoH2 variant running on a new engine and with overhauled commanders (which could be just killing a bunch of them). |
Honestly, while I don't like the idea of a Starcraft clone, I think this is the right move for Relic. It seems like they will segment the CoH and DoW franchises to cater to slightly different groups of players, and this is a good thing. The biggest problem with DoW2 is that it tried to be like CoH - so at best it would take players from Relic's own other game, and at worse it would just fail. It was the former for some time, and then the latter.
A more APM-based SC-clone DoW will cater to players currently outside of Relic's scope, and a more successful Relic will eventually be felt in the CoH franchise as well. |
It's kinda funny / ironic how at release most people hated the idea of bulletins and now a bunch of people complain about losing their stacked bonuses. Death to the rich - until you become one.
I think bulletins were always a horrible design idea to begin with, and what Relic is doing here is basically killing it without causing (too much) loss aversion on players. You can still pretend your +2% whatever bulletin will make any difference in the game, but it really won't. And I think that's good. |
Too much fuss for little change, if you ask me.
This is all that's changing:
1. No more bulletin stacking.
2. Duplicates will give you in-game money that will eventually be used to pick free stuff.
The supply system *might* mean that you can acquire free stuff quicker than before, but it might also be an illusion in case it takes way too much supply to get anything meaningful (usually the case for these systems). And bulletins are dead without stacking.
That's pretty much it and it doesn't change the game at all. |
The SU85 didn't snipe only infantry. In the "good ol days" it sniped Pak guns as well. It was absolutely insane.
Oh, and release day mortars of doom as well. |
Hey,
I lurk these forums a lot (actually since GameReplays original COH1 forums) and I'd like to share 3 simple feature requests for COH2 that would add a ton of FUN in the game, at least for me. These are all "out of the game" features, meaning that they wouldn't directly affect gameplay or balance at all. They would make the experience more enjoyable and overall make COH2 feel like a more polished product. Being a software developer with 12 years experience, I'm also fairly convinced these are very easy to implement.
In times of finding serious bugs that have potentially been around since release (yikes!), I know that the chance of getting these implemented is almost zero. But I thought I should at least share these. Maybe someone from Relic will read them, maybe it serves as input for their next game.
Anyways, here it goes (order doesn't matter here):
- Add the option to mute in-game chat. Yep, silly, I know. But for us non-pros the constant trash talking by children sometimes make you not want to play the game. I know that I can "just ignore it". But it would be easier to just add a /mute option there. I can say, with no shadow of doubt, that I would play it more because of this. I like mainly team games, but when I'm playing alone I tend to avoid random 2v2s just because sometimes you're not in the mood for dealing with it. (bonus feature: add more ways to communicate through templates/signals)
- Official unit stats. A common topic. It's kinda insane that very few people know in depth how the mechanics / stats of COH actually work. How can a game venture into e-sports without a proper knowledge management database of its own stats and mechanics? The little we have right now is fan made, and contains gaps. Since Relic invented the format in which stats are stored, they should be able to write a website that reads the stats from the latest release build and converts them in a human readable thing (after all, fans are doing exactly that).
- Automatch as a random faction. This has been requested over an over, and it existed in COH1. This can potentially get complicated, but the MVP is pretty simple. For the UI: add "random", "random axis" and "random allied" faction options. "Random axis/allied" are modeled exactly as axis/allied factions. You can only choose them if the game host has chosen a faction of the corresponding side. "Random" is all-or-nothing, that is, if the host goes "random" then every other player will go "random" as well. For the matchmaking: just have the client roll the dices of random factions the moment the host clicks the "start" button. This way the factions are determined before the matchmaking actually starts, and you don't have to write a single line of code for the server side matchmaking system (clients will still need to synchronize the results of those dice rolls, but that should be really simple).
I know that these might seem like simple unimportant things for top players. But for casual players like myself these things would go a really long way. I might not see them in COH2, but I'll hope to see them in DOW3 or COH3. |
This one is somewhat common, but de-crewing your M20 just in time to Bazooka an enemy's aggressive 222 can be glorious. |
It is map dependent and expensive. Expensive does not equal "worth it". It might be worth its price, yes, but that's still 60 fuel, which means you bet on the FHQ at the cost of teching up.
And on top of that, you also have to consider the commander that includes it: it has no call-in infantry, no upgrades to conscripts and no call-in tanks. As you should know, soviet game relies heavily on commander call-ins.
So, even if the FHQ can be strong if used correctly in team games (which I agree), it relegates the soviet player to a support role. When playing against it, the moment you see an FHQ you know now that your opponent will not have shocks, nor guards, nor PPSHs, nor anything heavier than the Soviet T4 tanks. It's a strong trade-off that you, as an opponent, has to exploit.
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