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Battle Aces/David Kim RTS Megathread - Page 26

Forum Index > General Games
1026 CommentsPost a Reply
Prev 1 24 25 26 27 28 52 Next
nforce
Profile Joined March 2010
Bulgaria116 Posts
June 07 2024 22:28 GMT
#501
Tasteless and Artosis casting a game -
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6760 Posts
June 07 2024 22:30 GMT
#502
lol. Im starting to wonder who the fck really made SC2. I cant even believe what i saw in that teaser hell.. It is so weird cuz do u listen to any of those interviews from Devs Frost Giant or Uncapped and you are like yeah this is what im looking for in a new game and shit but then show gameplay or a teaser. And is like well this is not for sure what you were talking about in those interviews. Damn. I hate to be one of those but shit is dead on arrival.
nforce
Profile Joined March 2010
Bulgaria116 Posts
June 07 2024 22:34 GMT
#503
I'm open to the gameplay, seems like their version of that faster paced moba game that was good but died sadly (2GD was involved in it as consultant iirc). What I'm baffled is about the name. Battle Aces. Idk, for me it seems like a cheap, mobile game name. But visually it's cool.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2024-06-07 22:41:09
June 07 2024 22:37 GMT
#504
On June 08 2024 07:28 nforce wrote:
Tasteless and Artosis casting a game - https://www.youtube.com/watch?v=5Bla0Qax2BU


I am gonna take on a slightly different angle than I suspect most people will (I guess most people will dislike it for being arena game as opposed to more normal RTS type of map).

However, my problem with the gameplay shown is that it doesn't actually contain battle micro. It appears that neither army at any point throughout the game wanted to take a fight and instead always ran away. That's a huge problem. Good RTS fundamentals create incentives in which both players are incentivized to actually fight each other instead of infinitive kiting/running away.

It's possibly something that can be fixed but it worries me that David Kim hasn't yet realized its importance and ensured that it happened in their gameplay demo.
CicadaSC
Profile Joined January 2018
United States1823 Posts
Last Edited: 2024-06-07 22:54:53
June 07 2024 22:53 GMT
#505
On June 08 2024 07:37 Hider wrote:
Show nested quote +
On June 08 2024 07:28 nforce wrote:
Tasteless and Artosis casting a game - https://www.youtube.com/watch?v=5Bla0Qax2BU


I am gonna take on a slightly different angle than I suspect most people will (I guess most people will dislike it for being arena game as opposed to more normal RTS type of map).

However, my problem with the gameplay shown is that it doesn't actually contain battle micro. It appears that neither army at any point throughout the game wanted to take a fight and instead always ran away. That's a huge problem. Good RTS fundamentals create incentives in which both players are incentivized to actually fight each other instead of infinitive kiting/running away.

It's possibly something that can be fixed but it worries me that David Kim hasn't yet realized its importance and ensured that it happened in their gameplay demo.

That was just the strategy david kim went for. He went for tactical play rather than a straight up confrontational army. If you are constantly trading it is not likely you can save up for 3,000 / 3,000 Kraken. I think that is one of the big selling points of this game. With the deck design you can really make an army that plays the way you want to play.
Remember that we all come from a place of passion!!
CicadaSC
Profile Joined January 2018
United States1823 Posts
Last Edited: 2024-06-07 22:56:47
June 07 2024 22:54 GMT
#506
My only issue with the game would be the simplicity of theme. Some people might like that, and I think the Kraken stretches in the direction I would like to see more, but just building mechs doesn't excite me as some more higher fantasy elements that exist in StarCraft and other games.
Remember that we all come from a place of passion!!
_Spartak_
Profile Joined October 2013
Turkey419 Posts
Last Edited: 2024-06-07 22:57:11
June 07 2024 22:56 GMT
#507
Welp, it wasn't that hard to guess what type of game it was even back when they only said a few sentences about it:
On March 09 2024 00:32 _Spartak_ wrote:
Based on what little they said, I am guessing it will be a game with SC-like combat but Dawn of War style economy/base management.

So where is the innovation that both Uncapped Games and SC2 content creators were talking about? Everything from automatic resource gathering to removing base-building and to customizing armies through a pool of units have been done before. This is the same idea that base building/resource gathering part of the RTS is unfun that has been repeated over and over since mid 2000s. Only turned up to eleven. I guess this can be fun for a few hours (which would explain the positive reception of some SC2 content creators who went to the event) but I don't see how it will remain fun for hundreds.
Waxangel
Profile Blog Joined September 2002
United States33487 Posts
Last Edited: 2024-06-07 23:04:37
June 07 2024 22:57 GMT
#508
Game's pretty fun from my playtest experience.

Such a wild choice to strip away 99% of the basebuilding and macro optimization from Blizz RTS and just make it about army movements, harass, multitask, fighting. There was definitely a failed version of this where it was just 'Ling-Bane Knife Fight Simulator 2024,' but the aspects of macro they retained + map layout/defenders advantage make it way more complex and fun.

I don't really care about the deckbuilding aspect personally and I'll just end up netdecking whatever is meta.

On June 08 2024 07:56 _Spartak_ wrote:
Welp, it wasn't that hard to guess what type of game it was even back when they only said a few sentences about it:
Show nested quote +
On March 09 2024 00:32 _Spartak_ wrote:
Based on what little they said, I am guessing it will be a game with SC-like combat but Dawn of War style economy/base management.

So where is the innovation that both Uncapped Games and SC2 content creators were talking about? Everything from automatic resource gathering to removing base-building and to customizing armies through a pool of units have been done before. This is the same idea that base building/resource gathering part of the RTS is unfun that has been repeated over and over since mid 2000s. Only turned up to eleven. I guess this can be fun for a few hours (which would explain the positive reception of some SC2 content creators who went to the event) but I don't see how it will remain fun for hundreds.


I suppose there's nothing truly new under the sun, but I don't think there's been this kind of macro streamlining/simplification combined with the specific unit/map feel of Blizzard games. The kinds of HP/damage ratios, the relative speed of units to the map size, just the way you feel like you're supposed to traverse the map, etc. I think they've initially succeeded at distilling a very specific aspect of SC2's fun (and it 'handles' very much like SC2) and making an entire game out of it that doesn't feel shallow.
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
CicadaSC
Profile Joined January 2018
United States1823 Posts
June 07 2024 22:59 GMT
#509
On June 08 2024 07:56 _Spartak_ wrote:
Welp, it wasn't that hard to guess what type of game it was even back when they only said a few sentences about it:
Show nested quote +
On March 09 2024 00:32 _Spartak_ wrote:
Based on what little they said, I am guessing it will be a game with SC-like combat but Dawn of War style economy/base management.

So where is the innovation that both Uncapped Games and SC2 content creators were talking about? Everything from automatic resource gathering to removing base-building and to customizing armies through a pool of units have been done before.

Maybe they have, but if you consider StarCraft as the standard of RTS, this is definitely deviation from that formula. Personally I think deck building is a fantastic idea and I don't even hate the idea of a pick/ban system being implemented. You can see what type of deck your opponent is trying to build and ban a key unit they might want to play, or take it from them. I don't know.
Remember that we all come from a place of passion!!
CicadaSC
Profile Joined January 2018
United States1823 Posts
June 07 2024 23:00 GMT
#510
On June 08 2024 07:57 Waxangel wrote:
Game's pretty fun from my playtest experience.

Such a wild choice to strip away 99% of the basebuilding and macro optimization from Blizz RTS and just make it about army movements, harass, multitask, fighting. There was definitely a failed version of this where it was just 'Ling-Bane Knife Fight Simulator 2024,' but the aspects of macro they retained + map layout/defenders advantage make it way more complex and fun.

I don't really care about the deckbuilding aspect personally and I'll just end up netdecking whatever is meta.

netdecking pro builds will probably be a lot different than what is the pleb meta. I imagine pro will incorporate a lot of harassment units and plebians will like to deathball.
Remember that we all come from a place of passion!!
CicadaSC
Profile Joined January 2018
United States1823 Posts
June 07 2024 23:05 GMT
#511
I don't know why I'm getting custom robo vibes but i'm here for it.
Remember that we all come from a place of passion!!
CicadaSC
Profile Joined January 2018
United States1823 Posts
Last Edited: 2024-06-07 23:07:17
June 07 2024 23:07 GMT
#512

Unit Trailer ^ .


Gameplay Trailer ^ .
Remember that we all come from a place of passion!!
_Spartak_
Profile Joined October 2013
Turkey419 Posts
Last Edited: 2024-06-07 23:12:06
June 07 2024 23:07 GMT
#513
On June 08 2024 07:59 CicadaSC wrote:
Show nested quote +
On June 08 2024 07:56 _Spartak_ wrote:
Welp, it wasn't that hard to guess what type of game it was even back when they only said a few sentences about it:
On March 09 2024 00:32 _Spartak_ wrote:
Based on what little they said, I am guessing it will be a game with SC-like combat but Dawn of War style economy/base management.

So where is the innovation that both Uncapped Games and SC2 content creators were talking about? Everything from automatic resource gathering to removing base-building and to customizing armies through a pool of units have been done before.

Maybe they have, but if you consider StarCraft as the standard of RTS, this is definitely deviation from that formula. Personally I think deck building is a fantastic idea and I don't even hate the idea of a pick/ban system being implemented. You can see what type of deck your opponent is trying to build and ban a key unit they might want to play, or take it from them. I don't know.

The problem with this type of deck building is that it removes another big factor that made Blizzard RTS stand out: asymmetrical factions. Since you can pick any unit, you can't build coherent factions with certain gameplay and visual themes. It looks like all units are some type of robot, except for the Kraken which looks wildly out of place. Removing basebuilding and making the game all about extremely fast-paced combat also limits the type of units that can be viable. All units have to be at least somewhat fast and agile. That will become a problem when they go pass like 20 units, so not sure unit pools have infinite possibilities either.
Fango
Profile Joined July 2016
United Kingdom8987 Posts
June 07 2024 23:12 GMT
#514
I feel like I've played this exact game in WC3 and SC2 customs

Nothing wrong with the style of game at all, those maps are fun. But I'm not sure if they're actually bringing anything to the table
Zest, sOs, PartinG, Dark, and Maru are the real champs. ROOT_herO is overrated. Snute, Serral, and Scarlett are the foreigner GOATs
CicadaSC
Profile Joined January 2018
United States1823 Posts
Last Edited: 2024-06-07 23:14:12
June 07 2024 23:14 GMT
#515


new video from arty separate from the cast he did with tasteless. IN-DEPTH review of the gameplay and everything you need to know.
Remember that we all come from a place of passion!!
Topin
Profile Blog Joined December 2010
Peru10093 Posts
June 07 2024 23:24 GMT
#516
not gonna lie, it felt pretty underwhelming for me after watching that 1st gameplay video. i hope playing it feels better/funnier but as long sc/wc fan not having macro mechanics its a big issue.
i would define my style between a mix of ByuN, Maru and MKP
MegaBuster
Profile Blog Joined May 2011
167 Posts
Last Edited: 2024-06-07 23:39:21
June 07 2024 23:29 GMT
#517
For starters they have correctly figured out that new RTS players might want to see and identify their units.

The game is really competent visually. The units are great looking and the whole thing is very easy and pleasing to look at. Check out what they've done with the fog of war to make things feel lighter and to reduce the feeling that units are popping out of nowhere.

DotA2 is top of the line visually but man can the dark fantasy look lower your mood after a long time. Battle Aces has a more joyful look but the amount of detail and quality is going to insulate them from the cartoon-y tag. I'm sure they have or will have more environments than the verdant plain+cloudscape but right now they seem to be deliberately stressing ease of read and a happy mood.
Fango
Profile Joined July 2016
United Kingdom8987 Posts
June 07 2024 23:52 GMT
#518
The game could definitely be a hit with anime cinematics and tencent money.

The way autobattlers became super popular a few years ago after big developers backing them, despite them being in Warcraft and StarCraft custom maps forever, this game could do the same.

There's nothing bad I can say about the game so far except you can get the same thing already in WC3 or SC2, and probably in SG once the editor comes out. If it's paid deck building however then it's an absolute nope from me.
Zest, sOs, PartinG, Dark, and Maru are the real champs. ROOT_herO is overrated. Snute, Serral, and Scarlett are the foreigner GOATs
Kitalpha
Profile Joined June 2024
10 Posts
Last Edited: 2024-06-08 00:02:20
June 07 2024 23:58 GMT
#519
Ah, so they did went with a zero base building game. Like they hinted at. So instead of these innovations, it just isn't an RTS. Fine. To me, no basebuilding is better than bad or limited base building. Because it at least doesn't falsely pretent it is important. If you as a dev don't think it is fun, then don't put it in the game. Instead of putting it in the game, telling us it is no fun, and then try to trick us into pretending it doesn't exist. But people have done this before as well. So this is like an UMS game from back in 1999. If this appeals to the zoomer and even alpha generation, that has yet to be seen. Not sure why people think younger gamers will like it if RTS veterans will hate it. Those are not negatively correlated.

The video watched really odd to me. As an RTS veteran, I had a hard time following. It seems that the commentary was completely scripted. But maybe the game was spontaneous and then copy & pasted together with Tasteless & Artosis.
I had a really hard time understanding what the bases were and where the units came from. Those platform structures, are they a base or not? Couldn't tell. They also didn't explain resource gathering. So Apparently, there are 'worker, but those are just things that automatically spawn, and 'killing' them just times out a RoT increase.

Also a bit confused about unit decks. So if you before the game have to limit your number of units. Like holding a hand of playing cards during a card game, how does this increase strategies during RTS? Wouldn't you always have more strategies in an RTS if you never limit the number of units a player can select from? Yes, limiting things can lead to deeper gameplay. It might potentially lead to more diverse gameplay though because you may not be able to build your ideal unit given that game. Imagine it as playing a matchup, but removing the best unit for each race. By removing the very best unit, you force players to use the other units. Even if they are bad. But that then will be some rock paper scizzors before the game starts? And where one player picks wrong and is on the defensive? As if they were playing black in a game of chess? I think this can actually work. With quite short games, you have a Bo5 or something. And you just get a few bad unit card decks, and you have to play an inferior strategy because you can't use your best unit. But the next game, maybe you will guess right and your opponent will be the one without the ideal unit.

In this game, it seemed both tried to avoid a lot. So the thing is that game theory-wise it would usually be correct for one of the players to not fight. There could be mechanics introduced to make it so that both units are encouraged to fight. Where avoiding a fight is worse than losing a fight. But if you force players to never avoid fights, you are also limiting strategy. The question is how and why you would get gameplay where both are viable.

People say that in SC BW, everything just worked out. That you don't need to fine tune your game. But that your game also doesn't need to be just lucky. And that players and maps will make any mature game rich and interesting. But ZvZ proves that is simply not true. For example, ZvZ would be much better if you could just ban the mutalisk from only that specific matchup. Now, some people really like the very narrow strategy range of ZvZ. Fine. But clearly ZvZ in SC BW is what to avoid in making a new RTS.

I just don't see this go viral and become popular at all. The name as well seems like something a few RTS veterans would drop a buck on in Steam, and play for fun for 2 or 3 weekends. Maybe that is a viable business model.

Also, by really limiting the game, they could actually fine tune some things. If they actually have good ideas on how to make strategy both diverse and fun. I have doubts, but in a tiny well-functioning sandbox, you have the room to innovate properly.
Kitalpha
Profile Joined June 2024
10 Posts
June 08 2024 00:14 GMT
#520
The good thing they are doing, which was barely mentioned by anyone else, is they are making a game-play based game. Not a lore or setting based game. They have tried to identify the key elements of RTS, that emerged from lore&setting based games in the past. And to bake them in deliberately into a multiplayer only game. Which only rarely seems to have happened.
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