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Stormgate/Frost Giant Megathread - Page 204

Forum Index > General Games
5569 CommentsPost a Reply
Prev 1 202 203 204 205 206 279 Next
ETisME
Profile Blog Joined April 2011
12490 Posts
November 20 2024 21:43 GMT
#4061
Been playing a bit of rogue command.
A single player only RTS, with a rogue lite twist.
Developed by two persons and launched into EA a weekish ago.
Not the best pathing or models, but the twist in the genre is great.
It just shows how much design space there still is for the genre. a battle aces style RTS with PvE mode like this would be very lite for casual.

$40million would have been launched a ton of great RTS
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
_Spartak_
Profile Joined October 2013
Turkey419 Posts
November 21 2024 06:14 GMT
#4062
I would rather one RTS that I can play for a decade+ rather than bunch of smaller RTSes.
ETisME
Profile Blog Joined April 2011
12490 Posts
Last Edited: 2024-11-21 07:01:42
November 21 2024 06:59 GMT
#4063
On November 21 2024 15:14 _Spartak_ wrote:
I would rather one RTS that I can play for a decade+ rather than bunch of smaller RTSes.
Not like that one has to be a triple A, plenty of best titles in all the genres are indies.

metroidvania: Hollow knight/ deadcell
sim: Drawf fortress / rim world
fast paced shooter: ultra kill/ turbo overkill
RTS: BAR
Tower defence: they are billions
Extraction shooter coop: deep rock Galactica

Most if not all of them got way higher player count than SG, despite being much older. And SG isn't even a triple A, it's just a double A that just didn't deliver.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
_Spartak_
Profile Joined October 2013
Turkey419 Posts
November 21 2024 07:42 GMT
#4064
Well, obviously SG's current player numbers is not what they were aiming for.
tregdfwer
Profile Joined November 2024
4 Posts
November 21 2024 11:03 GMT
#4065
--- Nuked ---
_Spartak_
Profile Joined October 2013
Turkey419 Posts
November 21 2024 11:18 GMT
#4066
To make the "best ever" in a field where the top competitor has had a longer development cycle, bigger budget and a decade of post-release support, they will obviously need time. I can understand that there is no magic formula to make a better SC2 from the get go and they will need extra time. I can also understand not everyone has patience for that. I just hope enough people do because there is no other way to get a really big RTS success. There can still be small scale indie success stories of course but that's not really what I am looking for.
tregdfwer
Profile Joined November 2024
4 Posts
Last Edited: 2024-11-21 11:28:05
November 21 2024 11:25 GMT
#4067
--- Nuked ---
Harris1st
Profile Blog Joined May 2010
Germany6981 Posts
November 21 2024 12:04 GMT
#4068
I still have a sliver hope left that 3v3 is actually good and it might as well be a fun mode. Though knowing how the tech couldn't even cope with coop play I highly doubt they can make 3v3 playable to some sort of endgame. Even with less units pP
Go Serral! GG EZ for Ence. Flashbang dance FTW
_Spartak_
Profile Joined October 2013
Turkey419 Posts
November 21 2024 12:48 GMT
#4069
When was the last time you played? Performance has improved quite a bit in the last few patches.
RogerChillingworth
Profile Joined March 2010
3054 Posts
November 21 2024 15:05 GMT
#4070
Frost Giant is missing a key thing, like a tomato sauce without onions, that is hard to know how to solve without having some real insider knowledge.

On the one hand I feel for them because they are nice people trying to make a good thing, and their intentions in 2020 were excellent, but it also feels like all these RTS are phoning in key aspects that would make the game succeed, or are simply incapable of delivering in these key areas.

Partially unfortunate, but also leaves the door open for someone else. It's like when people are buying tickets for the lottery but no one's winning, so it keeps getting bigger. We'll see.
ChillFlame
Profile Joined August 2024
180 Posts
November 21 2024 19:23 GMT
#4071
On November 21 2024 20:18 _Spartak_ wrote:
To make the "best ever" in a field where the top competitor has had a longer development cycle, bigger budget and a decade of post-release support, they will obviously need time. I can understand that there is no magic formula to make a better SC2 from the get go and they will need extra time. I can also understand not everyone has patience for that. I just hope enough people do because there is no other way to get a really big RTS success. There can still be small scale indie success stories of course but that's not really what I am looking for.


They had $43 mil, big investors, successful kickstarter campaign.
They had media coverage by almost every RTS streamer (read free adv). Everyone was rooting for them. People were INSANELY positive about the game.
This is a dream scenario for a start up company. It's not likely any RTS team would have such perfect conditions.

And they trew it all away.
They misanaged their financial and human resourses.
They totally missed the mark with every single comonent.
There isn't a single outstanding part in this game. Everything is mediocre at best.
The worst part is they don't have any potential. We don't have any evidence that they have vision and ability to make at least SOMETHING good.

They were arrogant. When people pointed out that the art style won't work at the early beta stages (me included), they inored it or chose to be passive-aggressive.
And they lied to us. Funded until release. Free year 0 commanders, etc.

Yet you still defend them because you have invested money in their project.
Mixing your financial interests with the actual game opinion is also dishonest (some may call this shilling).
I recommend you abstain of defending the game to preserve some kind of honesty.
WombaT
Profile Blog Joined May 2010
Northern Ireland25883 Posts
November 21 2024 19:25 GMT
#4072
On November 21 2024 21:48 _Spartak_ wrote:
When was the last time you played? Performance has improved quite a bit in the last few patches.

Do we have fully customisable hotkeys yet?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
ChillFlame
Profile Joined August 2024
180 Posts
November 21 2024 19:29 GMT
#4073
On November 22 2024 04:25 WombaT wrote:
Show nested quote +
On November 21 2024 21:48 _Spartak_ wrote:
When was the last time you played? Performance has improved quite a bit in the last few patches.

Do we have fully customisable hotkeys yet?


No. Performance improvements are also not real. They just decreased supply cap to 200 in Co-Op.
WombaT
Profile Blog Joined May 2010
Northern Ireland25883 Posts
November 21 2024 19:35 GMT
#4074
On November 22 2024 04:29 ChillFlame wrote:
Show nested quote +
On November 22 2024 04:25 WombaT wrote:
On November 21 2024 21:48 _Spartak_ wrote:
When was the last time you played? Performance has improved quite a bit in the last few patches.

Do we have fully customisable hotkeys yet?


No. Performance improvements are also not real. They just decreased supply cap to 200 in Co-Op.

Performance is definitely better, all feedback is that it’s been improved in fairness
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
ChillFlame
Profile Joined August 2024
180 Posts
November 21 2024 19:42 GMT
#4075
On November 22 2024 04:35 WombaT wrote:
Show nested quote +
On November 22 2024 04:29 ChillFlame wrote:
On November 22 2024 04:25 WombaT wrote:
On November 21 2024 21:48 _Spartak_ wrote:
When was the last time you played? Performance has improved quite a bit in the last few patches.

Do we have fully customisable hotkeys yet?


No. Performance improvements are also not real. They just decreased supply cap to 200 in Co-Op.

Performance is definitely better, all feedback is that it’s been improved in fairness


Well it's complicated. There are some types of performance issues in this game.
The general FPS dropping (GPU mainly)
The quirks of their "engine". Some of lags were caused by CPU, some are just "engine" lagging.
Some stuff is also going with rollback and global matchmaking.

They fixed some of it, but I don't think their "engine" is capable of calculating hundreds of units.
Don't forget their 300 supply cap is smaller than SC2 200.

Hider
Profile Blog Joined May 2010
Denmark9405 Posts
Last Edited: 2024-11-21 19:51:14
November 21 2024 19:51 GMT
#4076
On November 22 2024 00:05 RogerChillingworth wrote:
Frost Giant is missing a key thing, like a tomato sauce without onions, that is hard to know how to solve without having some real insider knowledge.

On the one hand I feel for them because they are nice people trying to make a good thing, and their intentions in 2020 were excellent, but it also feels like all these RTS are phoning in key aspects that would make the game succeed, or are simply incapable of delivering in these key areas.

Partially unfortunate, but also leaves the door open for someone else. It's like when people are buying tickets for the lottery but no one's winning, so it keeps getting bigger. We'll see.


I feel for the employees. Not the co-founders who have no real skills on how to create a good game and how to prioritize spendings, yet still was paid a total upwards of $1M each throughout the years for their incompetence.
ChillFlame
Profile Joined August 2024
180 Posts
Last Edited: 2024-11-21 20:03:04
November 21 2024 20:02 GMT
#4077
On November 22 2024 04:51 Hider wrote:
Show nested quote +
On November 22 2024 00:05 RogerChillingworth wrote:
Frost Giant is missing a key thing, like a tomato sauce without onions, that is hard to know how to solve without having some real insider knowledge.

On the one hand I feel for them because they are nice people trying to make a good thing, and their intentions in 2020 were excellent, but it also feels like all these RTS are phoning in key aspects that would make the game succeed, or are simply incapable of delivering in these key areas.

Partially unfortunate, but also leaves the door open for someone else. It's like when people are buying tickets for the lottery but no one's winning, so it keeps getting bigger. We'll see.


I feel for the employees. Not the co-founders who have no real skills on how to create a good game and how to prioritize spendings, yet still was paid a total upwards of $1M each throughout the years for their incompetence.


I bet some of them tried their best.
But in the other hand we have a hedgehog 3D model.
The person who approved is responsible.
The person who made it is also responsible.
I doubt their task was to make an "atrocious bike helm abomination with legs and wheels".
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6715 Posts
November 21 2024 20:12 GMT
#4078
After seeing Stormgate and Battle aces. Do you really wonder who really was the master mind behind wc3 - sc2. Cuz holyshit the crazy part is they really trying to push these poor projects and then blame that people dont care about RTS. Are we insane ? Someone actually made Battle aces in the sc2 engine and the game is already way better. I still wish them good and who knows maybe in 2-3 years one of them will be actually the next big thing.
Gorsameth
Profile Joined April 2010
Netherlands21912 Posts
November 21 2024 21:52 GMT
#4079
On November 22 2024 05:12 [sc1f]eonzerg wrote:
After seeing Stormgate and Battle aces. Do you really wonder who really was the master mind behind wc3 - sc2. Cuz holyshit the crazy part is they really trying to push these poor projects and then blame that people dont care about RTS. Are we insane ? Someone actually made Battle aces in the sc2 engine and the game is already way better. I still wish them good and who knows maybe in 2-3 years one of them will be actually the next big thing.
Rob Pardo was lead designer, tho I don't think you can assign success to a single person, it generally takes a team of good people to work through the ideas and concepts.

The big names behind Stormgate were Tim Morten Production Director on SC:LoV and Time Campbell Lead campaign designer for WC3.
Big name behind Battle Aces is David Kim, Lead multiplayer designer for SC2

The question to always ask when you see "by devs from X game" is what position they had.
It ignores such insignificant forces as time, entropy, and death
_Spartak_
Profile Joined October 2013
Turkey419 Posts
Last Edited: 2024-11-22 11:16:51
November 22 2024 11:14 GMT
#4080
On November 22 2024 04:23 ChillFlame wrote:
Show nested quote +
On November 21 2024 20:18 _Spartak_ wrote:
To make the "best ever" in a field where the top competitor has had a longer development cycle, bigger budget and a decade of post-release support, they will obviously need time. I can understand that there is no magic formula to make a better SC2 from the get go and they will need extra time. I can also understand not everyone has patience for that. I just hope enough people do because there is no other way to get a really big RTS success. There can still be small scale indie success stories of course but that's not really what I am looking for.


They had $43 mil, big investors, successful kickstarter campaign.
They had media coverage by almost every RTS streamer (read free adv). Everyone was rooting for them. People were INSANELY positive about the game.
This is a dream scenario for a start up company. It's not likely any RTS team would have such perfect conditions.

And they trew it all away.
They misanaged their financial and human resourses.
They totally missed the mark with every single comonent.
There isn't a single outstanding part in this game. Everything is mediocre at best.
The worst part is they don't have any potential. We don't have any evidence that they have vision and ability to make at least SOMETHING good.

They were arrogant. When people pointed out that the art style won't work at the early beta stages (me included), they inored it or chose to be passive-aggressive.
And they lied to us. Funded until release. Free year 0 commanders, etc.

Yet you still defend them because you have invested money in their project.
Mixing your financial interests with the actual game opinion is also dishonest (some may call this shilling).
I recommend you abstain of defending the game to preserve some kind of honesty.
I don't know where you got the $43m from. I don't think it amounts to that much even if you add the Kickstarter, Indiegogo and StartEngine funding on top of the investment amount. In any case, that sort of money might look a lot, especially in comparison to smaller RTSes but it really is not a lot of money when it comes to the scale of the game they sre trying to build and what they are competing with (SC2). Hence, why they need more time in early access to get to a point where the game is at an acceptable quality to possibly the most demanding gaming community ever.

I don't "defend" FG because I invested in the StartEngine campaign. I invested in their campaign because I wanted yo support their vision. I never expected any return from that and (as you are probably well aware) my thoughts about FG and SG haven't changed at all before and after my "investment". But as I said on discord some time ago, if I ever make any profit from that investment, I will donate it to a charity. So you can now have a good faith discussion if you wish.

On November 22 2024 06:52 Gorsameth wrote:
Show nested quote +
On November 22 2024 05:12 [sc1f]eonzerg wrote:
After seeing Stormgate and Battle aces. Do you really wonder who really was the master mind behind wc3 - sc2. Cuz holyshit the crazy part is they really trying to push these poor projects and then blame that people dont care about RTS. Are we insane ? Someone actually made Battle aces in the sc2 engine and the game is already way better. I still wish them good and who knows maybe in 2-3 years one of them will be actually the next big thing.
Rob Pardo was lead designer, tho I don't think you can assign success to a single person, it generally takes a team of good people to work through the ideas and concepts.

The big names behind Stormgate were Tim Morten Production Director on SC:LoV and Time Campbell Lead campaign designer for WC3.
Big name behind Battle Aces is David Kim, Lead multiplayer designer for SC2

The question to always ask when you see "by devs from X game" is what position they had.
James Anhalt, Chief Architect at FG, was also the engineer who built the pathing system for SC2.
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