This is exactly the reason why I gave up. For months whenever complaints were voiced the reply was "We will improve and we are excited about the future", yet not much improvement was visible from my end. It might have improved internally, it might have not, I can't say for I do not know. From what's publicly visible I can't see an improvement.
Yes, there were more patches in the recent time, BUT these were also more direly needed than ever. With most patches breaking the game in a part and then the hotfixes trying to fix it, of course breaking it in another spot.
Updates for July 22nd, 2014 was the major patch.
=> Updates for July 25th, 2014 was the fix for the Call-In costs
=> Updates for July 31st, 2014 was the fix for the Katyusha
=> Updates for August 14th, 2014 was the fix for the Luftwaffe crates
3 out of 3 patches to fix what the subsequent ones broke.
Update September 9th, 2014 was the major patch.
=> Updates for September 10th, 2014 was the fix for a few minor errors / bugs in the previous patch
=> Updates for September 15th, 2014 was the fix for the Assault Engineers
=> Update for September 24th, 2014 was the fix for the Kubelwagen, but also a change to OKW economy
2.5 out of 3 subsequent patches to fix what the subsequent ones broke.
So on that end, I cannot say I saw an improvement. If I look at the community interaction? Yes, there have been minor improvements, but once again nothing groundbreaking. With Cynthia added to the team there was more moderation on the official forum and more interaction on both ones. Yet once again, the interaction was mostly limited to damage control. When War Spoils was released nothing was noted for ages until it became a huge issue.
Bug wise / stability wise there was a massive decline. There was a massive spike of bugs introduced in the WFA release and quite a few still aren't fixed. The fixes to some introduced new ones (see Point 1). The stability was really bad upon WFA release, lots of people had freezes / drops. This improved slightly (drops turned to freezes, which I guess is an improvement). Performance wise it got quite a bit worse for WFA release and subsequent patches increased this downward spiral.
I guess Relic is improving internally so the communities criticism that they aren't sounds extra harsh. Yet vice versa, from the community viewpoint it is not getting better. Relic might improve, but with all those new projects they seem to also increase their internal pressure and the stakes overall, so this probably overshadows all improvements.
I know a few people at Relic are doing a great job (not meaning the rest isn't, but I don't know for the rest ), but it seems Relic seems to have bit off far more than they could chew. Instead of going for improvements and once that's settled go for new projects they seem to be trying to do all at once. I don't know if they need to do that due to financial incentives (need additional income from SP), so if they ever wanted to improve they would have to do it with all the other things right now. I just do not know that.
From my point of view they basically fail and fail and fail again, while at the same time saying they improve. You get your hopes up the first few times, but after a while you just start to turn cynical and sour. Since I recently noticed I thought more and more in a negative / cynical view about it, I just didn't want to bother with it anymore. I wish Braden / Matt / Peter / Noun / Jason / Greg the best for the future, but I just can't believe in Relic improving anymore.
Profile of MilkaCow
General Information
Steam: 76561198005831154
Birthday: 1989-05-11
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Steam: 76561198005831154
Birthday: 1989-05-11
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Signature
Post History of MilkaCow
Thread: New level of COH2 cynicism4 Oct 2014, 07:52 AM
In: Lobby |
Thread: RELIC: how about an update_news_something3 Oct 2014, 12:46 PM
"How to make sure that nobody asks questions you do not want to answer?" Average presenter: Show awesome things, but always keep some things secret so that people want to ask questions about these. This greatly reduces the chances of off-topic / unwanted questions. Relic Entertainment: Make sure nobody from the community has a chance to attend, and therefore prevent any and all questions! In: Lobby |
Thread: I don't get the NDA3 Oct 2014, 10:18 AM
Nothing ever changes. Relic was approached with the NDA issue prior to the public Alpha for WFA. Relic was then approached again towards the end of the WFA Alpha. Both times it was in order to allow some hype, allow at least a few peaks and teases. After the release Relic got approached a third time to improve it for the future. Before we left the Alpha we tried one last time to make an impact and wrote a letter to Relic detailing several issues we had observed, the NDA being one of them. Relic lacks the manpower to discuss balance changes and what they are looking at publicly, but due to the NDA this is forbidden for the testers. Often it takes 2 to 3 months from an issue being noticed to being fixed, not knowing if it gets tackled at all causes unrest. A NDA works for big companies who have a good marketing team and good post launch support. I feel the only god thing Relic has is a Design team - their game ideas are usually pretty innovative. Due to that the games are somewhat unique, which works well to cover their flaws. In: COH2 Gameplay |
Thread: RELIC: how about an update_news_something2 Oct 2014, 20:56 PM
We appreciate everyone who buys our game, and the people who care about it passionately enough to take time out of their day to give us feedback here, on our forums, on Twitch, on Facebook and Twitter and everywhere else. We're putting our focus and our efforts into addressing balance issues, bugs and adding new features. That actually made me chuckle. A few days ago it would've probably annoyed me, but I've just given up on the game. I like the drama though. The way how you nourish the toxicity in the community is entertaining. Quite enjoyable. In: Lobby |
Thread: Game Freeze Followed by Fast Forward24 Sep 2014, 17:17 PM
Communication is now over the Battle Server. If you lag, only you lag. Previously you would cause the game to slow down for all others and therefore not really notice your own lag. That's why people might not have noticed it prior to the switch to battle servers. When I put my settings too high and actually have lag due performance power (FPS drop / freeze) I cannot move my camera. When I deliberately cause packet drops or connection timeouts the ingame action of the units stops, but I can still move the camera around. Afterwards it speeds up to catch up to the current action as Inverse said. Yet if you cannot move the camera, that seems to be an issue with your performance, not the connection. Feel free to do the same to verify if you do not believe me In: COH2 Bugs |
Thread: Axis and Allied top Gunners22 Sep 2014, 17:36 PM
It's great that you say that again, but it also means you did not understand my post. Considering the asymmetrical balance point was raised by me, I assume that's what you are referring to. I never mentioned balance over time, but the asymmetrical balance between 4 and 6 men squads. You have a lot of asymmetrical balance concepts in CoH2. 4 to 6 men is one, utility vs combat strength is another. Generalists vs specialists. Many units vs few units. Those do not pose many problems in 1v1, but when scaled up they become really problematic, as not all is scaled up. Asymmetrical balance over time was also in vCoH and usually is an important part of almost all strategy games and often shown by different times at which new units can be acquired. If a faction has a new tech level for a strong unit at 4, 8 and 12 minutes and the other ar 2, 6, 10 minutes than this creates a back and forth flow. From a point of game design this is far more desirable than having a stalemate for pretty much the whole game. Just look at different strategy games and you'll see it pretty much everywhere. In: COH2 Balance |
Thread: Airdropped Combat Group Cost Problem22 Sep 2014, 17:15 PM
AFAIK that the gun is uncrewed is a bug. In: COH2 Balance |
Thread: My Epiphany22 Sep 2014, 17:10 PM
That the games weren't balanced for 3v3/4v4 in the past doesn't mean it has to be that way forever. I have to say I feel they should be focused on more. Want to focus on the gamemode with most games played? That's 2v2. Want to focus on the gamemode with most players? That's 4v4. To me this huge focus on 1v1 in regards to attention was always weird to a degree. 1v1 players tend on average to play more games, so they might be more attached to the franchise and have a higher chance to buy additional content than others, I don't know. Never really took a look into that matter. Yet even though it has neither most games played, nor the biggest playerbase 1v1 is getting more support than all other gamemodes combined. Tournaments (SNF, Alienware, ...) are usually 1v1. The balance is centered around 1v1. Faction design seems to be centered around 1v1. Most maps exist for 1v1. Obs mode is mostly for the 1v1 crowd. All this has created quite a divide / split in the community. 1v1 players see themselves as the only experienced / competent players and regard the higher gamemodes usually with disrespect, sometimes outright hostility. I don't get why, without the 3v3/4v4/vsAI/SP playerbase I do not think this game could be even slightly profitable and therefor exist. So while so many of the 1v1 players complain about balance, 4v4 players, that CoH2 should be more of an e-Sport and less casual-friendly, their own financial contribution probably can't even suffice for that.
Of course it is possible. In: COH2 Gameplay |
Thread: My Epiphany22 Sep 2014, 15:06 PM
That's because there are almost no balance changes done for 4v4 as the focus seems to be 1v1. This makes it rather hard to list any All that comes to my mind right now was in WFA Alpha as USF and OKW especially have scaling problems. OKW gets better the bigger the game size, while USF gets weaker simply due to their faction and unit design. What are the units you think are unbalanced in 4v4 right now and would you buff or nerf them?
I don't think more popcap would be so easy to do since AFAIK Relic has any 'modifiers' for specific gamemodes. That means they would have to clone all the different units for each gamemode as well as the whole underlying structure. That in turn would make it far more complicated to track changes to a unit, as you'd have to change the version for each size and in general greatly increase the complexity for just a little gain. If you already put that work in, I'd rather have them focus on the roots of the problems instead of trying to fight the symptoms. We talked to Relic about it in the past, but like I said, I think they lack the manpower. The community is requesting a ton from them, which they literally can't do. That's why for most "petitions" where people ask for something I say no. Tons of people here tend to live in a dream world and say I want this, I want that, I want everything. "Yes, new units", "Yes, Soviet redesign!", "Yes, Obs mode!", "Yes, improved War Spoils mode (Trading or crafting)", "Yes, ingame Twitch showcase", "Yes, performance improvements", "Yes, better balance", "Yes, new maps", "Yes, more community interaction / replying to posts in the forums", "Yes, new factions", "Yes, new commanders", ... Just imagine out of all, you could only choose 2 or at max 3 things. Now you might understand Relic a bit better. They simply do not have the capabilities to do everything and by requesting some luxury features and pressuring them into adding them by directly sending messages to their higher-ups you sacrifice other improvements. Is it really worth it? Personally I think the 3 things that should be priorities right now are performance, bugfixing and obs mode. Yes I know that sounds FUBAR as 4v4 has been a problem since start and is still not fixed, but Relic committed to ESL event and a failure of that would hurt the company as a whole. The first two points still benefit all of the community, only the third one is mostly for 1v1 and 2v2 players. After that's done, go redo the maps and the scaling. Just some examples from the recent days (Last 8 pages of the CoH2 subforum) http://www.coh2.org/topic/24518/noun-relic-sega-huge-appeal--epic http://www.coh2.org/topic/24503/nighttime-versions-of-maps http://www.coh2.org/topic/24424/let-s-talk-soviet-faction. http://www.coh2.org/topic/24337/most-requested-unit-in-coh2-history... http://www.coh2.org/topic/24468/next-possible-changes-for-soviet-fraction. http://www.coh2.org/topic/22168/war-spoils-%E2%80%93-a-quick-update-by-relic (Replies, not OP) http://www.coh2.org/topic/20460/soviets--a-core-faction-discussion http://www.coh2.org/topic/24440/opponent-faction-filter http://www.coh2.org/topic/24065/a-simple-solution-to-have-a-more-people-playing-allies http://www.coh2.org/topic/24409/we-need-allied-war-machine-back http://www.coh2.org/topic/24305/option-to-ditch-the-mgmortar http://www.coh2.org/topic/24278/coho-bulletin-crafting-profitability http://www.coh2.org/topic/24255/alternate-ui--eh In: COH2 Gameplay |
Thread: Axis and Allied top Gunners22 Sep 2014, 13:58 PM
Conspiracy much? D: I assume it's just a leftover and never really got balanced. There is just too much to do. Keep in mind the asymmetrical balance makes things a bit tricky to compare the strengths. Originally if comparing Soviet and Ostheer you could always state that a German weapon needed more than twice the damage of a Soviet one to make the squads the same in strength. 50% more weapons on the squad and 50% more HP would be 1.5*1.5 so 2.25 the strength, but due to a different damage drop-off it's not exactly that but more around 2.1. With the new factions it's far more complicated as the 4 men vs 6 men squad principle no longer exists. Regarding the Time on Target artillery. That was damn OP early in development and then got massively nerfed. I feel that Relic prioritises units that are OP to fix than those that are UP. It definitely needs a buff. Originally it was hitting after 2 seconds, twice the amount of shells and in a faster time, while still having minimal scatter. That meant you could reliably oneshot a Jagdtiger as it had no chance to move out of the AoE. ;P In: COH2 Balance |
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