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Just like Command & Conquer 4 killed that series.
As I'm sure has been said many times before, I think trying to combine the best of both worlds is part of the reason this game struggled as much as it did.
Unfortunately, 'Dawn of War' as a property has several different audiences now (those who preferred 1, 2, those who wanted another psuedo-RPG campaign, and those who only showed up for another Last Stand for some reason) and as is almost always the case, trying to please everyone among groups that want several conflicting features ends up pleasing almost no one.
I suspect there aren't many casual players (who are very likely buying the lions' share of copies) who want a game with 20+ squads on the field all needing direct ability-micromanagement to succeed. Sure, it's easy to say 'git gud' but people generally don't stick around to 'git gud' at games they aren't having fun playing at a casual level. In this case, the game also wasn't helped by a crap skirmish AI and awkward solutions to non-problems like the Escalation mechanic.
Anyway, I can't speak for the whole market but for my part, I'd be perfectly happy to buy another DoW game and I don't need the wheel to be reinvented to make one. DoW1 remaster with some visual/QoL/content updates? I'm in. Same for DoW2. Want to make something new? Focus on either a large scale experience with emphasis on army composition and placement or on a smaller scale with more of a focus on individual ability timings and micromanagement.
Pick a lane as far as the scale goes, make it look good for a 2023+ release, don't skimp on the content, and for Christ's sake, don't withhold basic RTS features like annihilation to try and force buyers to play whatever new mode you're pushing. Then, as long as there's no egregious mobile-style monetization involved, I'd most likely be on board.
In my imagine a DoW4 could be a mixture of
DoW1 - basebuilding
DoW2 - coversystem like CoH
DoW3 - The unique playstyle of each race. F.e. you can play the Eldar srsly as rogue faction cause their hover vehicle can go everywhere on the map.
And like Wintermist said, this series currently produced by amazon with Henry Cavill as actor could also bring new life and attention to W40k. Hope relic think so too und reminds what DoW has made grown. And listen more to the community. Its not diffucult to see what is wanted.
AoE IV: AE is a terrible cash grab, there's no reason to play that abomination over AoE 2: DE.
CoH 3 is shaping up to be a disappointment, most of the features were streamlined for a console release and they recycled a lot from DoW 3.
Relic has dug its own grave, the only hope for the Dawn of War series is if THQ Nordic bought the rights to it and remastered vDoW like they remastered Impossible Creatures.
A hypothetical DoW 4 shouldn't have sync kills, DoW 3 has interesting animations without locking units into an uninterruptable sequence. DoW 4 should be like Dark Crusade but with modern features, last stand, possibly wargear and a coop campaign (seperate from the main RTS campaign) similar to Retribution's.
lack of sync kills kinda made DoW 3 suck just that much harder, the hypothetical 4 needs to bring them back.
To add sync kills back, they'd need to change it so the animation procs a few health points before death, make it interruptable so units can retreat and not give invulnerability to units in the sync kill animation. That should heighten the skill ceiling and satisfy both casual and competitive types of players.
DoW needs some kind of own mechanic to stand up from Coh.
Sync kills do happen if melee units do fight, or ranged units are forced into close combat.
Sync kills should prevent enemy units from retreating. Also, I would say restore some health to the killer units. Like in Space Marine.
It's always odd why units can even by 1 hp retreat at full speed.
If they are low on health and in close combat, Sync kill should clearly happen.
Competitive E-Sport gamers don't play or buy RTS games, that should be clear by now.
i'm going to be honest here and don't take this the wrong way, but i couldn't give a rats hairy ass about competitive gaming.
Most people don't nor should they, having the life blood of a game dictated by a few terminally online neckbeards is never good. RTS games will not reach the heights of League of Legends, ironic considering its legacy and all, or Counter Strike so we really should stop trying to force it.
Brood War was an outlier, truly an exception to the rule.
If that got enough attention I'm sure they would definitely consider DOW 4.
Relic and Sega should'nt ever touch another WH40K title, they can't be trusted. The rights to DoW need to be sold to THQ Nordic, look how well they remastered Impossible Creatures (a literal predecessor to DoW 1).
People keep saying this but in the case of, say, vDoW... A) How do you know that (I'd be very curious to see any data breaking down the current playerbase) and B) how exactly does that translate to dollars from Sega/Relic's perspective?
What difference does it make to them if a relative handful of players are still playing the game after 15 years? They don't see an extra dime from those players in the interim and the occasional new buyer who makes a $6 purchase now specifically to get involved in that tiny competitive multiplayer community is a drop in the bucket of overall lifetime sales. In a game like CoH2 which, as I recall, has an in-game cash shop, there's more incentive to drive regular engagement but for vDoW? Not really.
Every time I've seen a developer say something pointed about the subject, the gist is that people who load up multiplayer in 'any' form (not just competitive ladder play) tend to make up between 1/5th and 1/20th (depending on the game) of the userbase - games like Starcraft 2 being a rare exception (and even then, the Co-op modes were dwarfing everything else for a while there and the polls I've seen came with some pretty massive caveats). Competitive multiplayer seems to be 'where it's at' for a portion of the audience but catering exclusively to that relatively small group at the expense of the rest of your buyers, I'd argue, has never been a winning proposition. As I said earlier, new players generally don't stick around to 'git gud' at games that they didn't enjoy the first time around at a casual level.
Don't get me wrong, I'm in no way saying RTS shouldn't have multiplayer but they really shouldn't be designing them in favour of esports, if it forms organically then so be it but it clearly never truly works when forced.
Like the other person said, the amount of people that go in for the multiplayer is 1/5th to 1/20th of the player base. I remember hearing the same from the EALA developers for C&C3 and just to be clear, I loved the multiplayer in that and Kane's Wrath.