

I'd like to implore that the commanders (battlegroups and the like) for COH3 be taken acutely as they will be a make or break feature for the competitive environment. The paramount thing I would say here is that please, please, please, do not turn anything that is commander related into a cash cow. A lot of great content with some questionables mixed in. Consider the gaming community these days, all of the other products that SEGA owns, and the route they take with them. Do your best to stay objective.Įarning passive income for their efforts is certainly a fair position for Relic & SEGA to be in. It's crucial to step outside yourself when preparing to provide feedback, talk it over with others, and try to do self checks on ideas beforehand. State your reasons, be specific and try to have context for the feedback in question, you're trying to convince the other party that the information provided is relevant and logically consistent. The process above for map feedback is similar to the process of game design feedback for the devs. Advertise your map and push to have your content tested.” - Worldbuilding with Whiteflash Stay focused on the goal of balance, interesting strategic opportunities, and options for players. And I'll say this up front, good feedback is hard to come by, it's hard to take emotions out of an intense battle and get to the core of what makes a map good or bad in a given area, at a given time. Don't be afraid to ask players for things like this as everyone will benefit from them. If a player can get very deep into why something happened it better aids you. The more specific the feedback, the better. The best feedback is unbiased, but this is hard to determine, as your experience with worldbuilding grows you'll be able to recognize bias and work around it. Good feedback comes when a player provides replays, screenshots, or other visual aids. “Map feedback will come in all shapes and sizes.
