lol
I blame /u/le-click
You could've found and upvoted my vitriol in in this thread, sharing my honest opinion on Relic.
Profile of Eupolemos
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Register Time: 18 Nov 2012, 23:54 PM
Last Visit Time: 26 May 2023, 20:20 PM
Nationality: Denmark
Timezone: Europe/Copenhagen
Register Time: 18 Nov 2012, 23:54 PM
Last Visit Time: 26 May 2023, 20:20 PM
Nationality: Denmark
Timezone: Europe/Copenhagen
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Post History of Eupolemos
Thread: the Fall Balance Preview has been put on hold indefinitely.24 Aug 2017, 20:05 PM
In: COH2 Gameplay |
Thread: CoH1 vs. CoH2 - Company of Heroes 2017 showdown22 Jul 2017, 18:12 PM
Nice overview. But I agree a bit with ZombiF, it seems like issues of less importance (to me, but we are talking opinions here) make out the overwhelming differences in ratings. I think you were too harsh on CoH1 on the capping rating. Also, I don't think the UK voice-acting make up for the German shaky-voice history-lesson. God they completely kill any hype I've built up for the game itself. The weirdest thing is the combined Abilities and DLC-Model ratings; 7 vs 6? Something really misses its mark there. OF/ToV was a sad move in the wrong direction (Brits much more so than PE, though), but the blatant p2w flavour-of-the-month commander DLC model was a Sarah-Palmer-scream level travesty and betrayal. But the most important issue - which is a bit difficult to convincingly thematize in a review - is IMO the vCoH1 game mechanics vs. OF/ToV/CoH2. It's like Relic had this smashing hit on their hands and then they suddenly stopped believing in the core mechanics and gameplay of the product. Out came Brits from gamechanging trucks that could click-ability their infantry past MGs and shoot out of APCs, while PE dropped the armoured vehicle mechanics for most of their vehicular fleet and didn't have sound suppression-units. In: Lobby |
Thread: Relic wanted feedback for CoH1 vs CoH211 Jul 2017, 20:51 PM
Derail complete! In: Lobby |
Thread: Relic wanted feedback for CoH1 vs CoH23 Jul 2017, 12:31 PM
Preamble This post contains a little criticism, praise of CoH-spirit awesomeness and a suggestion for added revenue. But before I start: I don't mean to push Relic away or be un-civil, but we simply have to address the elephant in the room if we are to present honest, constructive criticism; the single biggest issue with CoH2 was the business model. I am not a prude or entitled (e.g. I don't mind Paradox's business model, I do want companies to make money on me from good products and continued game-support) but Commanders in CoH2 completely broke my heart and trust. I will take a good, hard look at CoH3, but I cannot buy before I have a good idea of what it is. If it looks like another micro-DLC platform that messes with multiplayer, I will be all over every board ever indexed by Google, presenting arguments on why not to buy that game. If Relic makes another tight game in the spirit of vCoH, the opposite is also true, of course. I am not saying this to "threaten" Relic, that would be pathetic. I'm simply trying to say aloud, that for many of us, the CoH franchise is fiercely a love/hate relationship. Fiercely. I love this franchise and put my money where my mouth is, but I have become an angry, tight-pursed man People I've read and agreed the most with Imperial Dane (never thought I'd say that) #40 Highfiveeeee ZombiFrancis What you loved about COH1 that COH2 didn't quite deliver on - CoH2 took away tech-choices and strategy, leaving only tactics. The system where most resource-points give every resource, takes away the ability to choke your opponent. Controlling certain areas of the map has become less important than just having a big percentage of the map. That's not very interesting and it doesn't force players to make long term choices and set goals. Having some resource points and supply connections is much more interesting. - Investments (BARs, SY upgrades, Wehrmacht veterancy - just read Inverse's posts, he's way smarter than me). - Vertical UI, not horizontal. What could be improved on COH1 that COH2 did not deliver - Introduce close quarters combat (bayonets and shovels, helmet-bashing, earbiting - you name it). Don't make it OP, silly or game-changing, just have it there. Don't have the soldiers stand 2 yards from each other aiming and firing. You can do better - we can have more fun. - Fortifying houses and house-clearing combat. - Make soldiers with AT use their rifles and pull out their AT when they need it. Rocket-infantry is just sooo Dune 2. - Removal of emplacement-factions. What you love about COH1 - Where did it excel - The best part was Riflemen vs. HMGs - suppression, cover and flanks. Punishing blobs and rewarding flanks is what I want the most out of this franchise (and what makes the gameplay itself downright beautiful). Please do not give any infantry a counter-suppression or almost-free suppression-resistance ability. Embrace the CoH franchise core mechanics, don't negate them. - The infantry/car to armoured vehicle to real tank ladder was awesome. The introduction of too many un-armoured vehicles (e.g. with Panzer Elite) was IMO a mistake and a disappointing lack of trust in your own product and game mechanics. What you love about COH2 - its best features All the new technology: truesight, disbanded vehicles, capping areas, reverse-button and handbrakes, vaulting, units rolling in from off-map. Maybe not heavy snow or mud in multiplayer though If you could, what you would cut from COH2 - Commanders (multiplayer micro-DLCs of any kind) - Commanders (multiplayer micro-DLCs of any kind, whatsoever) - Commanders (no really, I mean it; multiplayer micro-DLCs of any kind) - Vehicles infantry can shoot from (this was true for the CoH1 'Roo too, technically). It is stupid, has never happened in real life and is very hard to balance. At the very least, limit it to the vehicle standing still. What would you want to carry forward from COH2 - its best features? Where possibly both COH1 or COH2 fell short - You@relic are not proud enough of your core mechanics; suppression, armour that goes "pling!", firing-cones, cover-types, retreat and replenish, resource-sectors etc. They are not annoying constraints, they are mana from heaven. - Make it so the clearly better player can win somewhat early, but equal players can play a long match. If you want a death-match, please don't arm the combatants with pillows. - I know CoH was made as an alternative to Starcraft's mathematical-BO basement-dwelling life-choking E-sports nerd-mentality, but maybe embrace what a superior product you have here. You've taken away the hardcore mathematical BOs and introduced a decision-based RTS with RNG mitigation. That's awesome!! Embrace it or work on a different game. CoH is INCREDIBLY audience-friendly; cultivate it and combine it with leaderboards and tournaments. - Build fun, high quality, story-drive single-player campaigns and a modding community around it. How much money would you make, if you had a series with heroes like Sgt. Rock (I seem to remember others called BIG and Yankee, but I can't find them on teh interwebs), where some of the money could be donated to tournaments if the p(l)ayer so chose (having two different products on steam with the same content, paying 1 extra $ for 2 donated to the next tourney)? Combine them with in-game comics for story-telling rather than boring briefings. Get that hype going! Have fun with propaganda from all factions. Be edgy. - A better system for patches. Again, I believe Inverse had a suggestion some time back. - Both games had call-in meta's which made players unhappy. - Please remove all one-hit squad-wipers. In a game all about unit preservation, it looks disingenuous. Your favorite way to play either game - I played all modes, but by far enjoy 1v1 the most - both as audience and as a player. Random Suggestions - Be very, very open about your business model for CoH3. Make us want to support your efforts for a healthy multiplayer community. Be open about not supporting efforts which does not make you money; we are not stupid (well, with a few exceptions of course). - From the players' perspective, CoH is NOT a WWII-history inspired franchise - it is a movie-and-comics-inspired franchise. CoH2 took a really wrong turn when it wanted to be a history-lesson. Whenever the German commanders start talking, be it single-player briefing or in-game announcements, I wonder why nobody in the CoH2-production tried to protect this game. Every time they talk, it's like a bad dream where my GF suddenly has a penis. Please don't. I get my WWII history fixes elsewhere. CoH lends itself to thrills; again, please embrace your own awesomeness. I know it is not easy to go back on a choice you've made in the past, but I'm convinced this issue is make or break. - Bonus Info: Canadian or US citizens probably haven't heard German dubbing of movies, but many European kids grew up with John Wayne saying "Hände hoch!" on certain TV-channels. In CoH1, German soldiers sounded like that and it was so awesome and nostalgic. Perhaps try for that again? There must be a big pool of high-quality voice-actor material to choose from. - My suggestion for a simple gameplay rules-of-thumb; --Have one faction defensive and one faction aggressive in the early-game (infantry, flanks vs. MGs and such). --Have one faction aggressive with a better (or aggression-rewarded) anti-infantry vehicle and another defensive with better anti-vehicle weapons in the mid-game. Or something like that. --Don't have a pre-set aggressive-defensive tank-gameplay for the late-game. It should be possible to have 4 factions that adhere to these basic rules. From that, the players should be able to develop their own metas. - Consider only allowing one faction per side in leaderboard multiplayer (2v2+). It would be so much easier to balance. In: Lobby |
Thread: 2020 CoH 3 is becoming more real by every day15 Jun 2017, 13:36 PM
coh2 kind of gameplay is the way to go just with more options and flavor for factions. Unless I misunderstand you, more flavour and options means less balance. The more stuff akin to "Commanders" and Bullentins, the more likely it will be that some kind of unbalanced s*** will show up and ruin the game for months and seasons (call-in meta anyone). You can include compstompers in your customerbase with competitive balance - you just can't include the competitive players with an unbalance but "fun", compstomper-oriented game. One of the strengths of CoH is that it makes sense to an audience and is enjoyable to watch - but that customer-base won't be there if the game isn't competitive and decently balanced. Rather, let the options (which could be called meta-game choices) come from different teching options such as veterancy, supply yeard upgrades and riflemen upgrades as in vCoH. Inverse was a great proponent of this, IIRC. I feel people underestimate the competitive scene. It isn't just the top-20 players, it encompasses the numbers-strong audience as well. I'm not just floored by the micro-tactics, I'm also floored by the macro-strategy. The better the balance, the more dedicated the players, resulting in better casters and bigger audiences. E-sports are only growing in numbers, might as well try to tap into it with such a crowdpleasing game In: Lobby |
Thread: 2020 CoH 3 is becoming more real by every day14 Jun 2017, 10:27 AM
I don't know where you're going with this comment. In: Lobby |
Thread: 2020 CoH 3 is becoming more real by every day14 Jun 2017, 09:34 AM
Well, if Relic is indeed scrambling for CoH3 in an honest fashion (as in catering to the CoH1&2 fans), I guess this is the right time to present some heartfelt, constructive suggestions Since the business model has been the bane of CoH2, it's my main focus point. a) Make a competitive scene - The community has shown itself willing to crowdfund. The game is an audience-pleaser. Believe in this and make a Patreon-like system where the player-audience can pay-per-month for mini-tourneys linked to leaderboards. Quarterly and yearly tourneys. Keep some percentage of the money for yourself, enough that this tourney-system isn't a company bore to keep running but actually worth investing some time in. b) Sell Expensive Skins - Make them good. Sell them at stupid prices, but with a fixed percentage going to the tourneys. Also, sell voice-acting. Native voice packages would be awesome. Bring back my German voice-actor grenadier, he was awesome. Let me buy him, even. c) Pick The Winners (game-modes) - Sure, you can have all kinds of game-modes, but only a few are competitive and supported as such. In team games, each side must play the same faction if in competitive mode. Yes, it is not as flashy, but it drastically cuts down on balance pitfalls. d) Make A Campaign Modding Platform - I don't know why this isn't done more in RTS-games, it seems like a no-brainer to me. Make a tool that let us make maps and missions with slides in between, telling a story, perhaps even a mission briefing. Audience should expand, since the compstompin' campaign customers get a really bad deal as it is now. Retain the right to grab a campaign, polish it and voice it and sell it as curated content. Now The Negatives (sorry) - Listen to the voice-acting in CoH1 and CoH2. CoH2, especially the German commanders, sounds like grandpa bringing me cookies. Now compare it to the CoH1 Sherman voice-acting. CoH2 German voice-acting actively ruins the game for me. - Don't sell Commanders. Make the game and command-point choices tight as in CoH1. - Make sure the players develop and change the meta, not something you're selling. - Kill off the encampment factions. itsnotgoingtohappen.jpg - You can't do both competitive and not-competitive at different times. You can't sell flavour-of-the-month units. You can't. I don't trust Relic even a little bit anymore and if I think I might smell the tiniest of whiffs of pay-to-win, I will be a dedicated enemy of your company and game. If the suggestions above isn't enough to make you and investors believe in profit, find more non-p2w alternatives. You just can't do both and hope to sell it to me. Thank you for reading this In: Lobby |
Thread: 2020 CoH 3 is becoming more real by every day17 May 2017, 20:18 PM
What COH3 needs, for Relic to listen to what the players actually want instead of pushing a P2W DLC model. This business model basically made COH2 DOA for competitive play. Except what CoH3 needs and what Relic needs is two different things. After the DoWIII failure (at least I guess it is a failure) Relic will need cash with little risk, which means as many potential customers as possible. We're going to see a CoH3 console first DLC platform. In: Lobby |
Thread: 2020 CoH 3 is becoming more real by every day16 May 2017, 13:59 PM
In: Lobby |
Thread: DOW3 review round up29 Apr 2017, 12:19 PM
TotalBiscuit just tore it a new one. He liked 1 and 2 but 3 has nothing new; it is limited in modes and maps, it is made to be stale meta, allowing it to be a DLC platform. +1 to Cobra post. - 1 to the Pretty Good Gaming review, though. All that video does is praise the game and then say some things are maybe a bit "not quite there" - well, when they said that the single player campaign isn't "as enthralling" as CoH2's campaign, I didn't know whether to laugh or cry. The YouTube comments seem the most sane thing about that video In: Other Games |
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