![]() Similarly, we’re building technologies to automate moderation and to curb problematic player behaviors without stumbling on false positives that would punish innocent players. We know that CoH 1 and CoH 2 lacked some functionality to avoid chat abuse and disruptive players, and those things we are hoping to rectify with more modern systems. This includes an in-game reporting system and more robust social systems. Many of these systems are being built brand new from the ground up and are still works in progress. With Company of Heroes 3, we are hoping to update and include several quality-of-life upgrades. ![]() This could also potentially include a ban/veto system allowing players to have greater depth and strategy for pre-match countering and discussion. This would afford players the chance to choose what factions and Battlegroups they would like before even going into a game. With that being said, we are investigating a pre-match selection screen. These are all currently drafted ideas, and nothing is set in stone. We also want to give players a chance to strategize before even entering their match. These would reset on a regular cadence, with players then engaging in placement matches to get an initial rank for the season and then fight their way to the top. We won't necessarily use these titles, but think along the lines of Bronze, Silver, Gold – Division 1-3, etc. This obviously draws a lot of inspiration from other modern competitive games. What good is a fancy score if you can’t show it off? Additionally, we’re also exploring a secondary, seasonal rank. Leaderboards and ranks are also an important piece of that puzzle. Currently we’re looking at how that skill score is determined, how it is calculated in different modes and playlists, and how it impacts matchmaking. Out of those matchmaking factors, player skill score is one of the more important ones in ensuring matches are fun for all participants. When we match players in a queue for CoH 3, we plan to do so based on several factors: the mode selected, region, skill score, latency and also player reputation score. Those two key features are ones we have already been hard at work on improving over our past titles in the franchise. For players to have fun, we need to get them into matches quickly and with similarly skilled players. This is one of the more critical components of the multiplayer experience. We would love to hear what kinds of game modes you want to see, so keep those ideas coming! We’re also exploring additional play modes that we could incorporate down the road. In addition to these standard modes, we’ll of course have the returning Custom Game mode which gives players more flexibility around setting up teams and picking victory conditions. This will provide players the chance to practice new strategies and tactics in Unranked before jumping into Ranked for a more competitive experience. Add depth while keeping the multiplayer meta freshĪlong with the traditional modes players expect from CoH (1v1, 2v2, 3v3, 4v4 – both PVP and PVE), we’re looking to explore both Unranked and Ranked queues.Continually improve multiplayer features and gameplay.Build foundations for us to quickly adapt balance.Focus on a quality start-to-finish multiplayer experience for CoH 3's launch.Deliver on a better multiplayer flow to get players into the action faster.When approaching the multiplayer experience, we have a few key goals: But do we intended to modernize and improve our multiplayer experience over CoH 3’s lifespan? Absolutely. Has that experience always been perfect? No. Players looking to test their competitive mettle or just hang out with friends and stomp the AI have kept coming back to CoH because the multiplayer has always offered a unique experience. As a franchise, Company of Heroes has always appealed to singleplayer and multiplayer fans alike.
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