HOI IV's daily player numbers are pretty much the same size if not bigger than Stellaris, CKIII and EU IV combined (Based on steam player numbers).
So this raises some questions.
How can stellaris be on a relatively quick DLC cadence, and also release large rework/bug fix patches regularly, while only being a fraction of the size of HOI?
Is the HOI playerbase way less monetized?
Does someone high up just really hate HOI?
Stellaris is soon going into "Stellaris 4.0", a large rework of foundational mechanics that touches nearly every aspect of the game. IMHO HOI has never had anything like this, are we ever getting a HOI 2.0? (Yes I know that incrementing the version number not magically make the product better, its about the idea).
After EU IV released several badly received updates they spend a bunch of time bugfixing and reworking existing mechanics.
Why can't HOI do any of this?
These are just some examples I could personally come up with, don't look into them too much as they aren't the point of the post. (Some might even be wrong/out of date, again, its about the idea)
Where are the resources? I will grant that HOI is probably the most complicated PDX game to work on, possibly only rivaled by VIC3 but it is also way bigger.
Why aren't there many teams working on new content and reworks in parallel to be able to release a major expansion more than once a year?
Why do we only get some war effort patches after a major release, that barely make a dent in the number of ancient bugs, and never truly rework ancient and badly integrated mechanics.
(and I mean rework from the design stage, not slightly improve its implementation)
WE patches then stop, because focus gets shifted to the next major expansion, implying there are not enough resources to keep WE going indefinitely, while it really seems like there should be.
EU IV suffered from the same issue with lots of small unconnected mechanics and buggy releases, it should've been clear for HOI what this has lead/will lead to, Stellaris blazed the trail on how to keep a community happy with relatively rapid expansion/custodian patches, and clear, open and deep communication.
Why is HOI not using any of these lessons?
This is not meant to be a dig at any one individual, or the team as a whole. I am sure everyone wants to deliver the best experience possible, this is a rant/question about the major systemic issues that I (and I think I'm not alone here) see with the games development.
So this raises some questions.
How can stellaris be on a relatively quick DLC cadence, and also release large rework/bug fix patches regularly, while only being a fraction of the size of HOI?
Is the HOI playerbase way less monetized?
Does someone high up just really hate HOI?
Stellaris is soon going into "Stellaris 4.0", a large rework of foundational mechanics that touches nearly every aspect of the game. IMHO HOI has never had anything like this, are we ever getting a HOI 2.0? (Yes I know that incrementing the version number not magically make the product better, its about the idea).
After EU IV released several badly received updates they spend a bunch of time bugfixing and reworking existing mechanics.
Why can't HOI do any of this?
- Why is lend lease still useless in single player because the AI will only send you gear if you are missing it? The arms market was a great framework that could've been used to improve lend lease, but nothing was done.
- Why do all aircrew survive and return to the manpower pool when a plane is shot down? BBA was a great opportunity to overhaul how air warfare works, but nothing was done. (Edit: It seems this has since been fixed with a 10% loss ratio)
- Why do focus trees we paid for not get updated to the "modern standard"? Instead they get put in the base game (This is a great idea btw) so the updated tree can get sold to us again (which while fair, does leave a bad taste, especially for Germany, which we paid for twice already).
- How many people actually use the medal mechanic often? How often are spy operations besides collab used? There are many unintegrated underused mechanics like this.
- GD was an opportunity to rework how research works to be more interesting, dynamic and fresh. But nothing was done, we just got another mostly disconnected minigame.
These are just some examples I could personally come up with, don't look into them too much as they aren't the point of the post. (Some might even be wrong/out of date, again, its about the idea)
Where are the resources? I will grant that HOI is probably the most complicated PDX game to work on, possibly only rivaled by VIC3 but it is also way bigger.
Why aren't there many teams working on new content and reworks in parallel to be able to release a major expansion more than once a year?
Why do we only get some war effort patches after a major release, that barely make a dent in the number of ancient bugs, and never truly rework ancient and badly integrated mechanics.
(and I mean rework from the design stage, not slightly improve its implementation)
WE patches then stop, because focus gets shifted to the next major expansion, implying there are not enough resources to keep WE going indefinitely, while it really seems like there should be.
EU IV suffered from the same issue with lots of small unconnected mechanics and buggy releases, it should've been clear for HOI what this has lead/will lead to, Stellaris blazed the trail on how to keep a community happy with relatively rapid expansion/custodian patches, and clear, open and deep communication.
Why is HOI not using any of these lessons?
This is not meant to be a dig at any one individual, or the team as a whole. I am sure everyone wants to deliver the best experience possible, this is a rant/question about the major systemic issues that I (and I think I'm not alone here) see with the games development.
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