cr4wler made an excellent point in another thread that Relic seems to be targetting a small playerbase with a high conversion rate for their DLC, as opposed to the traditional model of a large playerbase with a very small conversion rate. That's why you see these commanders that add so much to the game. They're banking on the small number of people playing the game feeling obligated to purchase the DLC in order to remain competitive. This is in contrast to a game like Dota 2 or LoL, where they can sell skins and cosmetics that might have a lower conversion rate because they have the massive player numbers to back it up.
When you look at it that way, it makes sense. It's shitty for competitive play and it limits the growth of the playerbase, both of which I think are extremely short-sighted, but it means they are able to profit off of the small player base they have. I don't think it's sustainable personally because I feel over time it's going to drive players away from the game, but it gives a different perspective on the additions being made.
Suggesting modifications to the DLC commander release schedules and related items is really only putting a bandaid on an ever-expanding problem IMO. I really think the smartest thing they could've done was make commanders free of charge (ideally ditch the commander system they went with and implement something that makes the game more interesting to play) in order to attract a larger playerbase, then sell them cosmetics like unit skins, audio files, HUDs, faceplates, etc. in order to make their money. It might have meant less revenue short-term, but I think the goodwill and additional players this model gives them would more than make up for that over time. Valve has had overwhelming success with that model in TF2 and Dota 2, and it really seems like the most intelligent model to sustain post-launch DLC.
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Post History of Inverse
Thread: A comprehensive theory about where Relic is going...12 Dec 2013, 14:37 PM
In: Lobby |
Thread: A comprehensive theory about where Relic is going...12 Dec 2013, 14:11 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. Dota 2 and LoL are two games that rely entirely on DLC and microtransactions for their revenue streams. However, everything purchasable in Dota 2 is cosmetic, and my understanding with LoL is that everything you can buy that affects gameplay can also be earned through normal play (haven't played, so someone can correct me if I'm wrong). You make a lot of comparisons to MMOs and games in other genres, but you don't talk at all about other RTS games, which strikes me as a little odd. Even if we ignore the fact that Relic tried a similar business model with CoHO and it tanked, we just have to look at sales figures (Source) to see that three of the four best-selling RTS games ever (Starcraft, SC2, and WC3) also had thriving competitive multiplayer communities. They had/have entire industries built around them. Of course, correlation does not imply causality, but it's still an interesting thing to consider. There seems to be a pattern here. Furthermore, your claim that a competitive scene gives nothing to a developer is patently false. How often do you see Valve and Riot advertise Dota 2 and LoL? They don't have to, because they know they can get people to watch their games and generate exponentially more interest that way than they could traditionally. Riot believes so strongly in this that they fund 16 professional teams, pay all salaries, and hold extremely lucrative tournaments. They don't do this to be nice to the scene; they do this because they believe it will make them money. And LoL has probably been the most popular game outside WoW for the last few years. Nobody is going to argue that making a competitive game in any genre equates to success. It's equally stupid, however, to claim that a thriving competitive scene gives nothing back to a developer. When you rely on post-launch microtransactions to make money, you want to attract a large and dedicated fanbase. Historically, the best way to attract such a fanbase in an RTS is by making a game that is well-received by competitive players and giving those competitive players the tools and means to promote your game as best as they can. In: Lobby |
Thread: Command Delay?10 Dec 2013, 23:29 PM
Because client-server in an RTS game is impractical. There isn't a single RTS game on the market right now that's client-server. The closest is SC2, and even then the server is only used to validate and route information. No calculations are being made server-side. Why? Think about it. An RTS works by communicating commands between players. Each player has an exact copy of the game state, and simply processes the commands (move orders, build orders, etc.) it receives from the other player(s). In an RTS, though, that can mean processing potentially hundreds of individual commands at once, since there can be dozens of units on the screen and commands being made at any given time. When all you're doing is sending basic commands, that's actually really easy to do. It only takes a few hundred kilobits a second to relay that information to a player. But if you try to get a server involved, everything increases exponentially. You have to send your commands to the server. Then the server has to process the game state with those commands and determine the state of the game at the next tick. Then the server has to send the entire game state to both players. Both players have to receive that game state so that they can continue playing. And because the server is running the game and the clients are just running shell instances of it, the information that has to be sent is exponentially larger, and grows rapidly the more units the server has to process. That's why client-server doesn't work in RTS games. SC2 compromises nicely by routing messages through servers, which makes drop detection and some aspects of anti-cheat better, but doesn't do anything about latency. The only reason SC2 has better latency in general is because matchmaking is limited to the server you're on, and the player base is so much larger so the matchmaker can favour lower-ping matchups much easier. On the other hand, client-server works great in MOBAs like LoL and Dota 2 because there are far less player-controlled units per game (usually 10-20, up to a max of about 50 or so in a 5v5 match) and far larger game sizes (pretty much every match is a 5v5). This means you're using less server CPU time and bandwidth for 10 players in a MOBA than you would for 2 players in an RTS. Economically and technically, it just doesn't make sense. EDIT: For another perspective, read the first answer in this thread: http://gaming.stackexchange.com/questions/65049/how-long-is-starcraft-2s-typical-input-delay-compared-to-other-competitive-game He explains it a lot better that I could. In: COH2 Bugs |
Thread: Command Delay?10 Dec 2013, 19:31 PM
Lag is always going to be a problem for CoH2 because it's a game with a small but global playerbase. You can't region-limit players because it would take ages to find games, so you end up matching players in different countries or even different continents. People like to bitch about P2P, but that's not the problem at all. It's simple network logistics. It was infuriating in CoH2 to issue a move order and see it clearly being followed (one or two men in the squad responding to the command), yet have half your squad continue on its previous path for the sake of completing an animation. That is the change referenced in the patch notes. In: COH2 Bugs |
Thread: A comprehensive theory about where Relic is going...10 Dec 2013, 18:44 PM
Saying competitive = success, casual = failure is a pretty gross generalization IMO. However, when you narrow your scope to predominantly multiplayer games outside the FPS and MMO genres, there's a pretty strong correlation between success and competition. CoH falls into that category, being a largely multiplayer-focused RTS. In: Lobby |
Thread: A comprehensive theory about where Relic is going...9 Dec 2013, 20:37 PM
I personally don't see how the previous scene was "thrown under a bus" as you put it. You're right, though you could be cynical about it and see those two events as marketing investments. Not saying that's the case, but you could see them that way if you wanted to. I'm more talking about the changes that have been made and the comments that have been made since the DLC commanders started coming out; that speaks louder to me than just throwing money at the problem does. Before then, I think everybody was still optimistic and excited about CoH2's future. Sure, it wasn't a great game, and it probably would never be vCoH in terms of how every aspect of the game came together so amazingly, but with the right changes it definitely had potential, and people were still interested in it competitively. Peter was streaming and actively discussing balance with the community and it felt like things were actually getting done. The game at launch wasn't great, but at least it was getting better. Then the DLC commanders happened, and the rest is pretty much history. Their release schedule makes balancing practically impossible, their designer could care less about how they impact competitive play, and they give tangible gameplay benefits to players who spend money above and beyond the $60 they have already invested. Not to mention these changes happened within 6 months of release, when the game was hardly in a state fit for competitive play in the first place. I'll be honest. Even without the DLC commanders, CoH2 as a game doesn't particularly interest me. Using commanders to give players more options instead of building those options into the core game isn't very compelling to me, even if those commanders were free. But I love the franchise, and I would've stuck with it if I knew the developers were doing their best to make the game competitive. It's difficult to care when a lot of the evidence suggests they largely aren't. That's what I mean when I say they threw us under the bus. CoH2 isn't a game made for us, the people who organized and ran and played and watched vCoH tournaments. That's not necessarily a bad thing. There's the very real chance that there's another group of people out there willing to devote as much to CoH2 as we did to vCoH. Maybe in a few years Relic can get in a groove and make CoH2 a great game, even if it doesn't appeal to those who played vCoH. Hell, maybe they can change my mind, and I will gladly eat my words if they do. If they can grow and succeed with this model, more power to them. But I don't think you can blame the vCoH community for not enjoying a game that is so incredibly distant from the game we enjoyed for the past 5 or 6 years. In: Lobby |
Thread: A comprehensive theory about where Relic is going...9 Dec 2013, 20:10 PM
That was aggressive? I didn't think that was aggressive at all. This is post #666 though, so maybe you're right. In: Lobby |
Thread: A comprehensive theory about where Relic is going...9 Dec 2013, 20:06 PM
http://www.coh2.org/news/1281/building-the-foundations-making-coh-huge I agree, but it's hard when the game is so uninteresting competitively. We had pretty close to zero developer support for years in vCoH and yet we thrived because everyone loved the game and wanted it to succeed. CoH2 has done a very good job of pissing off and alienating all the people who loved vCoH and showed up to events and played and organized and dedicated their free time to it. Maybe another group of people will come along and have the same passion for CoH2 that we had for vCoH, and maybe then the scene will thrive. But I'd think it would be a lot easier to retain and build on the community that grew around your previous game in spite of its lack of support than to throw them under the bus and hope a similar group replaces them. In: Lobby |
Thread: A comprehensive theory about where Relic is going...9 Dec 2013, 19:41 PM
How does more players in a single game session equate to a larger player base? In: Lobby |
Thread: A comprehensive theory about where Relic is going...9 Dec 2013, 19:30 PM
That's a smart way of looking at things. In: Lobby |
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