
Guardians of Atlas - Page 40
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Development ended, game appears to be dead. https://forums.artillery.com/discussion/911/end-of-development -Jinro | ||
Railgan
Switzerland1507 Posts
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mammuluk
Italy94 Posts
We need learning materials ![]() | ||
The_Red_Viper
19533 Posts
It's obviously nothing like starcraft though (even though it has units which are close to some sc units :D) | ||
nighcol
298 Posts
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TaShadan
Germany1965 Posts
Deinstalled already... | ||
FeyFey
Germany10114 Posts
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Big J
Austria16289 Posts
On August 28 2016 22:04 FeyFey wrote: Game sounds super snowbally (snowballier then a moba), did they build in some rubber banding or did they solve it in another way, or is it no problem at all ? Heroes are free and revive quickly and the basic units are nearly free, so supplywise you can be on equal terms rather quickly again. Since there is no basebuilding you cannot actually lose money by being attacked and all the buildings except for towers rebuild eventually. Also the neutral creeps close to your base allow you to farm even if you cannot control a lane. Hero levels do not matter that much it seems like, they are more an indicator of who is ahead rather than contributing to being ahead. The one big deal that you can try to snowball is building up and keeping tech units alive I think, but you can lose all of that in a single battle again (like being ganked by low tier units and slows) so comebacks seem very possible. (I hope all of that is up to date, I haven't been playing it actively for a few weeks, only once or twice since it went Open Alpha) | ||
Logo
United States7542 Posts
On August 28 2016 22:31 Big J wrote: Heroes are free and revive quickly and the basic units are nearly free, so supplywise you can be on equal terms rather quickly again. Since there is no basebuilding you cannot actually lose money by being attacked and all the buildings except for towers rebuild eventually. Also the neutral creeps close to your base allow you to farm even if you cannot control a lane. Hero levels do not matter that much it seems like, they are more an indicator of who is ahead rather than contributing to being ahead. The one big deal that you can try to snowball is building up and keeping tech units alive I think, but you can lose all of that in a single battle again (like being ganked by low tier units and slows) so comebacks seem very possible. (I hope all of that is up to date, I haven't been playing it actively for a few weeks, only once or twice since it went Open Alpha) The game is largely built around strong-ish abilities, especially AoE ones, where if you can force a mistake you can equalize the game pretty quickly. | ||
KeksX
Germany3634 Posts
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The_Red_Viper
19533 Posts
I actually think they should make it so that you have to push with the titan to get anything out of it, right now the winning team can farm while the titan destroys a building. | ||
_Spartak_
Turkey394 Posts
https://forums.artillery.com/categories/announcements (look at the threads for test weekends 2 and 3) It is interesting to see how the game has evolved and maybe see things they might bring back for future game modes. | ||
TokO
Norway577 Posts
I also want to add to the point of snowballing. In Atlas, if you fight well, you can equalize by sniping their tech units, or being able to utilize a few key units really well. But a lot of this hinges on having very good game knowledge. So I understand that for new players, the game feels snowbally, because you just simply don't know what you can do against the opposing compositions. But once you figure this out, it'll be a bit more manageable. There's also an argument for controlling a big complex army is a lot harder and clunky. If control is not good, a high shard dense army might be as efficient as a low shard army controlled well. EDIT: This is one of the things I learned really early playing this. I would have a really complex army and it'd just get picked apart without me getting any good value out of my units. It's still possible to outplay people even if they have a better\bigger army imo. | ||
Phunkapotamus
United States496 Posts
The gameplay has a lot of potential and really captures an interesting hybrid between BW and WC3. I have a lot of personal gripes with some of the UI options (my bug reports are coming back as 'features') but I expect that if the game snowballs in popularity, that they'll fix things up to conform to the way BW/WC3 do things. I don't think games snowball out of control. In fact, the overall flow of the game as far as the teams are concerned is one of the strongest parts of the game. Once you get the flow down, you can see how to hunker down and make comebacks. Of course, a winning team has the advantage, but it's not insurmountable until the 3rd titan or so. Rebuilding after the 1st or 2nd titan is less troublesome because tier 1 and 2 units are the mainstay of armies. Once you get to the 3rd titan you start to see scary team compositions from those who haven't lost as much. To close, I'd like to point out that there are Reavers (Dredgecrawlers) & Dropships (Vespid Carriers)- and they play exactly as you would expect. I've had a lot of fun with Hydros/Rhyme, Nautilusk, Dredgecrawlers, and Vespid Carriers. | ||
Motiva
United States1774 Posts
The 4th or 5th titan are intentionally tuned to be end-game worthy as long as you've pushed in far enough. This is something I think they are tuning to get the right game length and feel overall. In my experience there is plenty of room for both ending a game at the 14minute mark and for coming back barely at 30 minutes ![]() Just trade well and keep up economically, win atleast one of the medium and hard camps, and it hardly matters which way the first two titans go in my opinion. I've had too many allies act like the game is over after the first titan. ![]() | ||
porkRaven
United States953 Posts
https://forums.artillery.com/discussion/872/community-tournament-first-tournament-a-week-from-saturday#latest https://battlefy.com/gods-arena/guardians-of-atlas-open-alpha-tournament/57c77df30592c51f0c02a53e/info Yeah I don't really feel an issue with snowballing so far but I am still p.noob :o. Fun game to play with friends. | ||
Quateras
Germany867 Posts
What happened? Is RTS in that much trouble? ![]() Was kind of excited for a RTS who had that long of a development time + day 9 on it, but first impression from videos is totally "meh"? (for some of you who played this, would this be enjoable for someone who never liked the dota/moba genre with the 1 hero at all?) | ||
JimmyJRaynor
Canada16594 Posts
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_Spartak_
Turkey394 Posts
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TokO
Norway577 Posts
On September 02 2016 06:22 Quateras wrote: I'm a little shocked actually what this game looks like, i was expecting a RTS, but from the videos i skimmed over it looks like just any other of the 100 moba/dota clone gamestyles. What happened? Is RTS in that much trouble? ![]() Was kind of excited for a RTS who had that long of a development time + day 9 on it, but first impression from videos is totally "meh"? (for some of you who played this, would this be enjoable for someone who never liked the dota/moba genre with the 1 hero at all?) The gist of it is, a lot of macro player-vs-game complexities that arise from classic RTS games would not be very compelling for newer players, and GoA has done a lot to reduce these elements. There is still decision making, but executing your macro-decisions does not take skill. There is RTS unit control. It is a teamgame. However, unlike a traditional moba or a traditional RTS, most of the game revolves around player vs. player interaction. There's not gonna be anything like last hitting for the first 5 minutes of game. There's is a build-up in the game, but throughout the game, you're fighting the opposing players. So, basically, they have tried to take a lot of elements that hardcore RTS players find very enjoyable and prideful about, and removed them from the game in order to make it more accessible to a wider audience. What you still have is depth in unit control, positioning, teamplay and decision making. What you don't have is a basebuilding system and a difficult macro system. What you're also is missing is a player driven gameflow at a lower level. In SC2 the gameflow is very much driven by when the players choose to interact with each other, but in GoA it's a bit more directed, but this could change. To me, after a lot of games, the Hero isn't really the focus at all in the game. This is mostly because once you choose the hero it kinda stays static throughout the game, while decision making revolving how to set up and upgrade your armies is a lot more interesting. About your Day9 related expectations. Just scrap those, it's not the Jesus Christ 2.0 BW that you are dreaming off. Nothing more to say here. If you didn't find the teamplay element in Mobas interesting, that will probably be the biggest element preventing you from enjoying GoA. Gameplay is nothing like Mobas, it's more comparable to some War3 UMS and the combat aspects of War3, although without the deep hero customization ingame. | ||
JimmyJRaynor
Canada16594 Posts
all this theorizing about whether or not you'll like something is a bit of a waste. the game is completely free right now so just try it. its only a ~600MB download. it feels like a lane-pushing, single-massive-unit MOBA to me. | ||
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