Again, that has literally nothing to do with it. Why would files sitting on your hard drive affect how the game itself runs? Those files aren't doing anything, they aren't being loaded, they're just sitting there. They shouldn't affect anything because they're not doing anything, and if they do affect something, it's because there's some seriously fucked up code running that's accessing those files or the directory in an extremely inefficient way. Again, that shouldn't be expected.
The only thing the game is doing with that directory is writing a temporary replay file. If writing that file with a large volume of other files in the directory is causing a noticeable reduction in performance, somebody at Relic made a pretty basic mistake. Something like that should never, ever, ever affect performance.
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Post History of Inverse
Thread: How to increase the performance of the game4 Apr 2015, 21:14 PM
In: COH2 Gameplay |
Thread: How to increase the performance of the game4 Apr 2015, 21:05 PM
As you might expect, honestly Why would you expect that? The presense of some files in a folder on your computer should in no way affect in-game performance. Sure, it might make the replays menu window open slower, but it would take some extremely fucked up code to have that impact how the game itself runs. If this does in fact improve performance, it's the furthest thing from expected. In: COH2 Gameplay |
Thread: 6 consecutive losses against arranged teams4 Apr 2015, 18:03 PM
That's not how it works though, because when you give people that option you segment your automatch pool and it just turns into the CoH1 situation all over again. Sure, maybe they could do it for 2v2s and still have decent match times, but if you let people make that choice for 3v3s and 4v4s it'll kill automatch. What do you think the chances are of two full 4v4 teams of similar skill queuing at the same time? With CoH2's tiny player numbers it's essentially zero. And how many people are going to solo queue and say they're fine playing against a team of 4? Also going to be essentially zero. It's no different than explicitly creating separate AT and random queues. Dota 2 used to have two separate queues: one for solo players, and one for parties and solo players who didn't mind playing against parties. When they added ranked matchmaking, they removed the solo queue because they were afraid further segmentation would increase wait times beyond what they consider to be acceptable amounts. This is a game that easily has 500,000 players online at any one time, and even then they were worried about segmenting their matchmaking too much. CoH2 has 1% of those player numbers. The current system, while not ideal, is absolutely the best possible solution given the game's player situation. In: COH2 Gameplay |
Thread: 6 consecutive losses against arranged teams4 Apr 2015, 15:52 PM
Then you're in the minority. Like I said, 2v2s were fine in CoH1 during peak hours, but if you didn't play on Europe time it was impossible to find AT games, and the ones you did find were terribly mismatched. I remember practicing for 2v2 tournaments with Peacekeeper and waiting nearly an hour in AT automatch for games because we were on the west coast and Europeans were sleeping when we were trying to play. 3v3s and 4v4s were even worse. I don't think I ever saw a single person queuing for those modes because it was so pointless. Load up the CoH1 Steam version and take a look at stats for games played in each mode right now. When I last checked there had been 3 4v4 automatch games played this month, versus 100,000 1v1 automatch games and 200,000 or so custom games. In: COH2 Gameplay |
Thread: 6 consecutive losses against arranged teams4 Apr 2015, 01:23 AM
The alternative is waiting 20+ minutes for a game. Most people would tell you that's unacceptable. You wouldn't have this opinion if you ever tried to play team games in CoH1. CoH1 had separate queues for random and arranged teams, and it was largely terrible. 2v2 and 2v2AT were kinda okay, but even then it was very hard to find AT games during off hours, and 3v3/4v4 random and AT queues were entirely unused because it was impossible to find games in a timely manner. The CoH2 approach is vastly superior given the size of the community. In: COH2 Gameplay |
Thread: Relic 4/2/2015 Twitch Stream - Actual News ?4 Apr 2015, 00:58 AM
Nobody can look at patch notes or a handful of games and make meaningful observations about balance in all but the most extreme situations. It takes months and hundreds of games before an RTS metagame begins to settle down after a patch, and it's only then that you can really properly evaluate balance. Doesn't change the fact that high-level players are by far the most qualified to make those evaluations. In: Lobby |
Thread: Relic 4/2/2015 Twitch Stream - Actual News ?3 Apr 2015, 22:41 PM
Using a small-scale beta to test balance changes is a pointless endeavour because in all but the most extreme situations, a small group of players isn't going to generate the volume of games necessary to draw any sort of meaningful conclusions. I can't think of another game that uses such an approach; SC2 has the PTR, which is available to everyone, Dota 2 never publically tests balance changes, only new heroes, and then only for buxfixing and not for balancing, and CSGO has no beta stream at all. It's an entirely pointless thing to do, the only benefit being giving the community the impression that you're canvasing their opinions prior to release. In: Lobby |
Thread: Relic 4/2/2015 Twitch Stream - Actual News ?3 Apr 2015, 19:09 PM
There is one thing which keeps reoccurring to me in all this discussion, here and on other threads.... this patch is not just the responsibility of Relic... it is the responsibility also (or should be) of the community members, who apparently tested the stuff to perdition, if I understand matters correctly. Blaming your customers, even in part, for your buggy or unfunctional code strikes me as pretty dubious logic. If I wrote code with bugs that my clients didn't detect until after release and then blamed those clients for not testing more thoroughly before release, I'd probably get fired on the spot. Even if they enlist the community's assistance, testing and debugging is ultimately the responsibility of the developer. In: Lobby |
Thread: Relic 4/2/2015 Twitch Stream - Actual News ?3 Apr 2015, 18:23 PM
Everything they "announced" was already at least suspected thanks to what they put in strings in the last patch, but it's nice to hear that they're at least aware of some of the major issues like optimization. From the roadmap image... New faction: Brit strings in patch Optimization: Everyone knows performance is shit, but it's nice to know Relic agrees Balance-focused support: Not really an announcement of anything In-game store: Kind of an announcement, but still there's been talk of this since release and many of the strings in the last patch strongly suggested it Better mod tools: Relic's been talking about this since mod tools were released, though user-created skins and "asset packs" are kind of announcements since the strings only hinted at user-created decals User content and modding competitions: Something new that they never talked about, though you could've guessed based on their shift to user-generated content with all the strings about curation Improved docs/resources: Again been talked about since mod tools were released Leaderboards: Been talked about since the leaderboards here were created ESL: Not exactly news since they didn't provide any specifics In the end, talk is cheap, and this whole thing could very easily backfire if they take ages to deliver on some of these items. But the community seems more concerned with communication than actual content, so they're giving people communication. It's a little worrisome that the recent patch didn't provide anything to make the non-CoH2 player excited about picking up the game again, but maybe that'll change in the future. Or maybe Relic's happy with their player numbers right now and is more interested in maintaining rather than taking risks in the hopes of gaining more players. It's really impossible to know.
UGC is user-generated content. It's not a league or a tournament. UGC curation literally means taking user-generated content on the workshop and incorporating it into the actual game. User-generated content has nothing to do with ESL, which was also shown on the timeline image. In: Lobby |
Thread: Relic's Roadmap3 Apr 2015, 02:20 AM
And Dota 2, and CSGO. In: Lobby |
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