Guardians of Atlas - Page 24
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Development ended, game appears to be dead. https://forums.artillery.com/discussion/911/end-of-development -Jinro | ||
Plansix
United States60190 Posts
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Motiva
United States1774 Posts
![]() This is not any game's killer and it's not a Post-SC2 savior of the RTS genre, but if you're like me, a BW player who then played SC2 for a few years and I really haven't enjoyed SC2 in a few years. I'll go play a couple games of BW a couple times a year, but meh... Mobas and fighting games hold little interest for me. They certainly aren't the new RTS-genre. lol While I imagine only a small % of Starcraft players will love this game, especially if we're all set on old-school RTS mechanics for every strategy game. There are hardly any other options for someone like me, in terms of new games. This game will reward your RTS mechanics on a level beyond any MOBA that I've played. I'm a macro player in starcraft, and macro is probably the strongest part of my game in Atlas. I've enjoyed my 2 months with it, and it's actually improved rapidly during that time. I think some of you critics are underestimating the number of experiments and iterations this game went through, and that is why it took so long. You can hold that against this team, or you can see it as part of their determination and passion or anything else. I've always been that guy who was annoyed in your standard moba though because theres a constant stream of inefficiency in the tug-of-war creeps. With just a little micro.......... So if at first glance it looks like LoL turned back into Warcraft 3 for instance ^ That sounds better than LoL or etc to me! I don't think this breaks the NDA :D no descriptions here, nope :D lol. | ||
lestye
United States4149 Posts
On August 24 2016 04:31 KeksX wrote: Why would you think this a competitor to brood war? It described itself as a "hardcore RTS", and hired Day9. On August 24 2016 04:48 Endymion wrote: i don't think the rts market is shrinking, i just think that developers are too gunshy or bad to publish a proper rts. BW is still largely popular in korea, which i'm sure you already know.. people just refuse to build on the success of difficult competitive rts because they haven't found a way to properly monetize it imo.. it's weird because i think fighting games are the successor to sc1 atm, they're the most similar in mechanics It is shrinking. How many AAA RTSes do they make a year? Outside the Blizzard RTSes, the best selling RTSes came out 20 years ago. keep in mind, when I say RTS, I mean your traditional base building RTS. You have Total War & Relic which have their own niche RTSes. But very few can actually flourish and make an RTS that goes big. I think RTSes very similarities with fighting games, but I don't think fighting games are "successors" to RTS, they're completely independent of eachother. Fighting games have experienced the problems I described above, however unlike the RTS, fighting game developers are better at surviving in this industry, even if they dont get big sales (outside of Smash) | ||
_Spartak_
Turkey394 Posts
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Endymion
United States3701 Posts
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The_Red_Viper
19533 Posts
Arbiter recall in the game ![]() | ||
TokO
Norway577 Posts
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The_Red_Viper
19533 Posts
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Hider
Denmark9359 Posts
I've enjoyed my 2 months with it, and it's actually improved rapidly during that time. I think some of you critics are underestimating the number of experiments and iterations this game went through, and that is why it took so long. You can hold that against this team, or you can see it as part of their determination and passion or anything else. I can't even phantom how anyone would criticize this game without having seen or played it. I will also say that it definitely seems better now than what it was a few months ago, but personally I still have big problems with some aspects of the game (and these are related to micro and not macro). | ||
Atimo
France38 Posts
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The_Red_Viper
19533 Posts
Hopefully a lot of people on tl actually try it and discuss it, should be fun! | ||
Hider
Denmark9359 Posts
On August 24 2016 07:18 Atimo wrote: Can you develop Hider ? what do you think is wrong ? I say my two favourite games of all time are probably LOL and Sc2 (it's close - I also really like CS:GO and don't play LOL anymore since its tilt-inducing). In LOL I absolutely love playing assasins, hyper ADC carries with lots of kiting and I very much enjoy casting skillshots and trying to dodge them. In Sc2 I love playing multitask-based units with lots of mobility that are very microable (such as Marines and using Medivacs. Also like playing an "action-packed" mech style). I obviously can't go into further specifics with regards to Atlas, but from my brief experiences with the game I didn't feel like it recreated the things I like about Sc2 and LOL. | ||
Atimo
France38 Posts
I then play dota II and it was very good but the soloQ was a bit frustrating. Now I play CS: GO with friends and it's very fun. (kinda like you in fact) However I really miss these epic battle from the war3 days, I hope GoA will bring these back. On August 24 2016 07:20 The_Red_Viper wrote: I guess we will need to wait till open alpha/beta (whatever you wanna call it) for more details. Hopefully a lot of people on tl actually try it and discuss it, should be fun! Can't wait for this ! Now I'm so excited I try to learn unit abilities before I can play, Last time I did this was with the AoE II tree of tech when I was 11 haha | ||
The_Red_Viper
19533 Posts
Imo this "choose some units at the start of the game" mechanic is quite interesting as it potentially allows for a lot of different playstyles and also a lot of different units per hero/fraction. The only thing i am kinda upset about is that there doesn't seem to be a 1vs1 mode. But hey in a 3vs3 you should be able to kinda carry if it's designed that way (which i hope it is) | ||
KeksX
Germany3634 Posts
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Atimo
France38 Posts
On August 24 2016 07:42 The_Red_Viper wrote: So far i kinda like what i am reading on their website, i already found the lurker as well :D Imo this "choose some units at the start of the game" mechanic is quite interesting as it potentially allows for a lot of different playstyles and also a lot of different units per hero/fraction. The only thing i am kinda upset about is that there doesn't seem to be a 1vs1 mode. But hey in a 3vs3 you should be able to kinda carry if it's designed that way (which i hope it is) In war3 you could definitly carry a 3v3 but there was a "share units control" thing" which helped a lot ^^ | ||
FeyFey
Germany10114 Posts
But never seen alot of army splitting to attack 2 spots since usually there was only one spot to attack anyway. | ||
Atimo
France38 Posts
In war 3 there were no "balls" you didn't split your army often but every unit had its role to play in a battle and was microed individually. | ||
Hider
Denmark9359 Posts
On August 24 2016 08:35 Atimo wrote: I think maybe we don't have the same definition of deathball, for me in SC2 a deathball is a very powerfull army which deals a very large amount of damage in a very short time without any individual micro In war 3 there were no "balls" you didn't split your army often but every unit had its role to play in a battle and was microed individually. Deathball normally refers to both. When a big ball of units that can be a-moved efficiently and your not rewarded for multitasking. In LOTV, I don't think its relevant to talk to talk about deathballing anymore since multitasking/harass is almost always rewarded. | ||
nighcol
298 Posts
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