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lolno if you cheack top ranked players most of them have 70+% allied. Scots and canadians are top1-2 decks.
10v10 is irrelevant and should be deleted, it just breaks this game on so many levels its not worth going into detail

Well played, those particular allied decks are savage (as can be a good GA deck).

I disagree re the 10v10 though...it's a f***fest purely because the game isn't structured or balanced towards it...the irony is that it's a very popular mode. I'd suggest that the best step Eugen could take would be to introduce a DLC to rebalance the game towards a 10v10 focus, which can be activated or deactivated as players choose, so that the game basically has three inherent modes - we already have skirmish/MP, why not have skirmish/MP/10v10?

I feel that would actually pull the game out of the hole it's in at the moment.
 
Well played, those particular allied decks are savage (as can be a good GA deck).

I disagree re the 10v10 though...it's a f***fest purely because the game isn't structured or balanced towards it...the irony is that it's a very popular mode. I'd suggest that the best step Eugen could take would be to introduce a DLC to rebalance the game towards a 10v10 focus, which can be activated or deactivated as players choose, so that the game basically has three inherent modes - we already have skirmish/MP, why not have skirmish/MP/10v10?

I feel that would actually pull the game out of the hole it's in at the moment.
That has more than a faint whiff of Reboot version.
 
If anyone thinks Wargame was an instant hit, I have news. It only got "popular" (such as it is) with a stable, loyal fanbase after a dozen steam sales, Humble Bundles, etc. and in RD's case, arguably only after a gargantuan balance patch that completely rewrote the meta over a year after release. We're still very early here.

What looks like a lack of activity on the developers' part...is true. But they're French and it's August, there's nothing that can be done about that. France practically closes in August.
 
lolno if you cheack top ranked players most of them have 70+% allied. Scots and canadians are top1-2 decks.
10v10 is irrelevant and should be deleted, it just breaks this game on so many levels its not worth going into detail


Like confederate statues i guess, let's delete everything! People will feel better...

Any of you have considered the game still bring players with 10vs10 games? Or is it too difficult to imagine there is not only one way to play ?
Jeez.
 
I disagree re the 10v10 though...it's a f***fest purely because the game isn't structured or balanced towards it...the irony is that it's a very popular mode. I'd suggest that the best step Eugen could take would be to introduce a DLC to rebalance the game towards a 10v10 focus, which can be activated or deactivated as players choose, so that the game basically has three inherent modes - we already have skirmish/MP, why not have skirmish/MP/10v10?

I feel that would actually pull the game out of the hole it's in at the moment.

I think what makes it popular is that it's pretty much a noob friendly environment, whereas 2v2 - 4v4 are more prevalent with stacks (well, 10v10s can be stacked as well and have been). I think the popularity of 10v10 is testament to the failure of having a working matchmaking system. People want casual games but they don't find them. They can't do the "I would like to join a 3v3 or a 4v4 game, as one player with a bunch of randoms that somewhat match my skill level" with a press of a button, because it doesn't exist. They can however get closer to that experience by joining a 10v10 lobby. By joining a 2v2 - 4v4 lobby you either run into a stack or possibly get teamed with a bunch of players unable to communicate or without knowledge how to play the game. They lack the assurance what a well implemented and skill based matchmaking would provide. It's just safer to hop into a 10v10 and enter brainless mode and hope for the best. At least you can have some fun that way, but due to the very nature of 10v10 communication is hard and usually the games end in a disaster for one side due to bad unit placing, somebody deciding to play artillery division and do f*ck all, or something else, just because they can as they think they can get away with it expecting the other 9 players to pull your weight.

So I think 10v10 is a gimmick and should not really exist if only proper matchmaking existed. Also balancing for it is simply not compatible with the other modes. You simply can't balance properly for that amount of players, what is reasonable amount of planes per battlegroup in a 4v4 match turns into an unreasonable amount in a 10v10 due to the sheer number of players and the possibility to focus so much firepower to such a small area. Same applies for ground forces, and the more players there are and the more they're focusing firepower the more "imbalance" players experience.
 
I think what makes it popular is that it's pretty much a noob friendly environment, whereas 2v2 - 4v4 are more prevalent with stacks (well, 10v10s can be stacked as well and have been). I think the popularity of 10v10 is testament to the failure of having a working matchmaking system. People want casual games but they don't find them. They can't do the "I would like to join a 3v3 or a 4v4 game, as one player with a bunch of randoms that somewhat match my skill level" with a press of a button, because it doesn't exist. They can however get closer to that experience by joining a 10v10 lobby. By joining a 2v2 - 4v4 lobby you either run into a stack or possibly get teamed with a bunch of players unable to communicate or without knowledge how to play the game. They lack the assurance what a well implemented and skill based matchmaking would provide. It's just safer to hop into a 10v10 and enter brainless mode and hope for the best. At least you can have some fun that way, but due to the very nature of 10v10 communication is hard and usually the games end in a disaster for one side due to bad unit placing, somebody deciding to play artillery division and do f*ck all, or something else, just because they can as they think they can get away with it expecting the other 9 players to pull your weight.

So I think 10v10 is a gimmick and should not really exist if only proper matchmaking existed. Also balancing for it is simply not compatible with the other modes. You simply can't balance properly for that amount of players, what is reasonable amount of planes per battlegroup in a 4v4 match turns into an unreasonable amount in a 10v10 due to the sheer number of players and the possibility to focus so much firepower to such a small area. Same applies for ground forces, and the more players there are and the more they're focusing firepower the more "imbalance" players experience.

Which is exactly why I suggest having it as a completely separate game mode, so that there is: Skirmish (solo) / MP (1v1 - 4v4) / 10v10. Each type balanced specifically, with appropriate tweaks in 10v10 to mitigate the 'clown clusterf*k' trend.

10v10 has always been popular, that just is a fact...it would be dev suicide to ditch it for Eugen, so, modify it and turn it into a legitimate game mode.
 
I wonder how many people got disheartened because they got absolutly stomped by Wargame veterans and then came to the conclusion: "This game sucks.RNG. Mimimi...".
I know I have done my fair share but not because I wanted. Part of the reason is due to same playerpool in quick play and ranked I just got matched up with them.
Why cant Eugen work together with someone and produce outstanding, entertaining and informative content on how to actually play multiplayer games which would then not only be interesting for beginners? The tutorial and loading screen tips are just not enough to prepare players and let them understand what is going on or what they have done wrong.
To many get sucked into 10v10, where the responsibility they take is at its lowest and where improving their skill over a certain point is impossible.
 
I'm still at a loss here. I have so much fun with this game it is crazy but I can see the multyplayer issue which, IMO, is all about the high barriers players have to overcome in order to get at least decent skills to play online. But then, I look at RD, and I see the exact same amount of barriers I encountered. So I really don't get what SD doesn't have that RD had.
 
I wonder how many people got disheartened because they got absolutly stomped by Wargame veterans and then came to the conclusion: "This game sucks.RNG. Mimimi...".
I know I have done my fair share but not because I wanted. Part of the reason is due to same playerpool in quick play and ranked I just got matched up with them.
Why cant Eugen work together with someone and produce outstanding, entertaining and informative content on how to actually play multiplayer games which would then not only be interesting for beginners? The tutorial and loading screen tips are just not enough to prepare players and let them understand what is going on or what they have done wrong.
To many get sucked into 10v10, where the responsibility they take is at its lowest and where improving their skill over a certain point is impossible.

But again, it's the freaking same with RD...beginners get stomped brutally and they need tons of matches and battlegroups perusing to only get a chance...
 
I'm still at a loss here. I have so much fun with this game it is crat I can see the multyplayer issue which, IMO, is all about the high barriers players have to overcome in order to get at least decent skills to play online. But then, I look at RD, and I see the exact same amount of barriers I encountered. So I really don't get what SD doesn't have that RD had.
To me it is the indecisive nature of the game. There are too many options to
choose from. People start playing with income that makes their divisions much more efficient and people go in and get surprised by the amount of money they have and don't know what do.

I think there should be two standard settings for everything like in coh. Standard starting points and high starting points, standard victory points and high victory points, short play (40min) long play (no time limit). Income should always be the same and should not be possible to be changed. It is clear that income changes unbalance the game.
 
To me it is the indecisive nature of the game. There are too many options to
choose from. People start playing with income that makes their divisions much more efficient and people go in and get surprised by the amount of money they have and don't know what do.

I think there should be two standard settings for everything like in coh. Standard starting points and high starting points, standard victory points and high victory points, short play (40min) long play (no time limit). Income should always be the same and should not be possible to be changed. It is clear that income changes unbalance the game.

It was the same with RD. I remember getting into the game and feeling completely overwhelmed. Until I played the campaign and got the hang of the different unit types.
 
To me it is the indecisive nature of the game. There are too many options to
choose from. People start playing with income that makes their divisions much more efficient and people go in and get surprised by the amount of money they have and don't know what do.

I think there should be two standard settings for everything like in coh. Standard starting points and high starting points, standard victory points and high victory points, short play (40min) long play (no time limit). Income should always be the same and should not be possible to be changed. It is clear that income changes unbalance the game.

Red dragon has the same problems. The quality of the gameplay depends on three factors: balanced economy between decks, map design, game settings. You miss one and the game is shit.
 
I think what makes it popular is that it's pretty much a noob friendly environment, whereas 2v2 - 4v4 are more prevalent with stacks (well, 10v10s can be stacked as well and have been). I think the popularity of 10v10 is testament to the failure of having a working matchmaking system. People want casual games but they don't find them. They can't do the "I would like to join a 3v3 or a 4v4 game, as one player with a bunch of randoms that somewhat match my skill level" with a press of a button, because it doesn't exist. They can however get closer to that experience by joining a 10v10 lobby. By joining a 2v2 - 4v4 lobby you either run into a stack or possibly get teamed with a bunch of players unable to communicate or without knowledge how to play the game. They lack the assurance what a well implemented and skill based matchmaking would provide. It's just safer to hop into a 10v10 and enter brainless mode and hope for the best. At least you can have some fun that way, but due to the very nature of 10v10 communication is hard and usually the games end in a disaster for one side due to bad unit placing, somebody deciding to play artillery division and do f*ck all, or something else, just because they can as they think they can get away with it expecting the other 9 players to pull your weight.

So I think 10v10 is a gimmick and should not really exist if only proper matchmaking existed. Also balancing for it is simply not compatible with the other modes. You simply can't balance properly for that amount of players, what is reasonable amount of planes per battlegroup in a 4v4 match turns into an unreasonable amount in a 10v10 due to the sheer number of players and the possibility to focus so much firepower to such a small area. Same applies for ground forces, and the more players there are and the more they're focusing firepower the more "imbalance" players experience.

I don't see on what basis you could say the popularity of 10vs10 is a testament to the failure of having a working matchmaking system. I've another reason, 10vs10 is popular cause it's... fun ?
10vs10 isn't a noob friendly environnment per se, in fact 10vs10 especially in 4vs4 maps is often more difficult to handle cause you deal with not only your main opponent but with arty and airforce from other players (these arty-airforce strats have their limits in a global strategy, they are points expensive). And as you play in a very small part of the map, there isn't big distances to handle and you have to react quickly cause your direct opponent isn't looking elsewhere.
On the contrary, a big part of what's a 1vs1 game consists to handle all your troops as fast as possible on a large front, the fast player will often win cause his opponent will not see some action elsewhere, he'll do simultaneous pushes on two parts of the map, he'll react quicker to a push himself... It's what we called "skill", it can be argued.
Right, to have one bad player in a 10vs10 game is less worse than in 2vs2, 3vs3 and 4vs4 but it still can turn a game, that doesn't mean the 10vs10 in a whole is a noob friendly environnement.
I don't see what is balance for you. I find the game very much balanced right now, there are ways to counters every deck. BUT as it's a meta game every deck doesn't suit every map and terrain. BUT as it's a meta game, infantry decks will allways prevail in phase A on close encounters with low line of sight, armor decks will always prevail in phase C on long encounters with huge line of sights.
Deleting these differences would be a huge mistake imo.

What your problem is is not 10vs10 itself but the idea you got 20 more chances to get a noob who will loose you your game in a 10vs10. The matchmaking doesn't suit you, you feel there is too many noobs among the players to suit you.
I've seen 10vs10 games where the best kill/losses player on his team is an airforce guy only, who made his team loose in the end cause he couldn't help to hold the ground at all. He killed 5k planes and tanks but still. It happens, it's true.
You may still get in game friends and only play with skilled players if you want to, you have the possibility to do it.
I feel the first thing which made people flee are the disconnections, it was horrific, but it's better than before.
And i say people are fleeing but it could be argued too, in european time there are 350 400 players connected, around 50-70 constant playing games in the evening. This number of players was stable this last two weeks.

To me you have a snobbish way of seeing things only regarding your own experience.
 
they have to make modding easyer and all will be well. not just steam workshop, but other modding too(to make sure we can get mods that break some copyrights)
 
If anyone thinks Wargame was an instant hit, I have news. It only got "popular" (such as it is) with a stable, loyal fanbase after a dozen steam sales, Humble Bundles, etc. and in RD's case, arguably only after a gargantuan balance patch that completely rewrote the meta over a year after release. We're still very early here.

What looks like a lack of activity on the developers' part...is true. But they're French and it's August, there's nothing that can be done about that. France practically closes in August.

It may be a bit of a joke, but without the subreddit and its hosted pubstomps reinvigorating Red Dragon like a year and a half after it had been out, I don't think anyone would be talking about the title like it was some great success.

ALB was a much smaller group of players, but we were mostly stuck with 4v4 and less for most its life until the 10v10 maps got introduced.