...we'll do it differently next time. That specifically was designed as a trip where we were going to bring in top level LoL and SC2 casters. Both Lynx and I pushed back on that and said that trying to convince people who don't love CoH to play the game wasn't the way to go about it, and so at the last minute we reformatted it as a community trip.
Why is it that this is such a typical situation for Relic? I feel that this kind of approach affects every level of CoH2's execution, from game balancing, to community interaction, to business modelling. Whatever plan is made, it is inevitably changed and reworked at the last minute into something rushed and usually incoherent with the original plan (or future goals.)
Which paints a context that makes sense for CoH2: that despite ample time and resources, features appear like last-minute klu
dges, as whatever original plan didn't pan out. What is left is the scramble to meet a deadline. I recall for instance, regarding mud tech on how it had been developed for some time but not released due to it not working as well as intended. It's absence until rather recently had always stuck in my mind since closed beta.
Eventually features will be implemented and bugs will be fixed, just as Duke Nukem Forever was in fact eventually released.