Because they're different games. Dota 2 and LoL aren't RTS games. They don't work 1v1.
Look at SC2. A whole lot of people play that game 2v2, 3v3, or 4v4, yet the game is designed and balanced around 1v1. Because it's an RTS. You don't see 3v3 or 4v4 tournaments for SC2 because it's stupid; RTS games almost never work with large team sizes.
As for developing with competition in mind, three of the most popular multiplayer games right now are SC2, Dota 2, and LoL. They're also probably the three most competitive right now, and they were designed to be interesting competitive games. Having a thriving competitive community is great because it gives you free publicity and makes people want to play your game.
The developers of each of those games hold some of the largest, if not the absolute largest, yearly tournaments that those games have, and they target many of their changes at their respective competitive communities. And yet they still have thriving casual playerbases. It doesn't work the other way around; you can't pander to the casual audience and expect the hardcore competitive scene to thrive. It doesn't work that way. It's actually counter-productive, since by watering down the game you're making it more likely that players will simply jump ship to the next big thing once it gets released. If your game doesn't have depth it gets boring pretty damn quick. |
I don't care that it's being implemented. I think it's a bad idea design-wise, but whatever, that's just my opinion. I just think it's funny how it's being called new, when all they're doing is taking snow and colouring it brown. The underlying mechanics are identical to deep snow. It isn't new at all. |
True, though "better replay features" isn't really much considering it's been promised before and is vague as all hell. Steam workshop is a good step and something Relic should be pushing for instead of relying on commanders for revenue. |
I wasn't given the impression it was a big announcement. Sounded more like a 'oh by the way'
Fair enough, it was supposed to be "cool new stuff". That was really the only new thing announced since the patch info has been up in beta for two weeks. |
It's correct, the patch changes have been on the beta build for a few weeks now.
I find it hilarious how mud is being touted as a new feature. It's literally reskinned snow with different movement modifiers. That's literally all it is. They took snow and turned it brown. That was the big announcement. Brown snow. |
I think you're reading into this a little too much. Relic doesn't seem interested in cultivating any sort of competition. They're just going where they perceive the largest portion of their audience is, and that's 3v3/4v4 compstomping. Which is very short-sighted IMO. |
It's impractical to make an RTS client-server. There's way too much information that constantly has to be transmitted between players. It works in MOBAs because there's rarely more than 25 player-controlled units in a single game, and that's between 10 physical players. RTS games have exponentially more units and therefore would require far more bandwidth and processing power to run a client-server infrastructure.
The only RTS that's done something different is SC2, and even then they just use the server to validate information and pass it on to the other players. The game isn't run on the server like a true client-server game. |
Wait, you mean a beta isn't fully functional? HOLY FUCKING SHIT DEVELOPERS KILL YOURSELVES.
People are stupid. |
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No, it's entirely a driver issue. |