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Stormgate/Frost Giant Megathread - Page 5

Forum Index > General Games
6677 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 332 333 334 Next
Riquiz
Profile Joined June 2011
Netherlands402 Posts
June 10 2022 19:14 GMT
#81
Excited to see more in the future!
Caster man does casting on yt/RiquizCasts
WGT-Baal
Profile Blog Joined June 2008
France3575 Posts
June 10 2022 21:13 GMT
#82
Trailer is alright, not groundbreaking, not terrible. Does it live up to the hype? No, but it s the first one so I d rather they come up with good gameplay and bad trailers than the opposite.

Waiting for alpha footage, good to have an RTS development in 2022 though
Horang2 fan
112StaminaX
Profile Joined June 2020
37 Posts
June 10 2022 21:28 GMT
#83
looks like lol meets hots to me, im quite wary till i see running gameplay, the way it looks to me just from the pic is slow and clunky. i have eaten my words once before.
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2022-06-10 23:14:22
June 10 2022 23:12 GMT
#84
I think it's worth remembering that for a brand new team, workshopping the game concept, coming up with a world and lore, characters, concept art, and actually developing a watchable trailer and possibly even a development build of the game, is a hell of a lot to accomplish in just a year and a half. That's a pretty quick turnaround time for a brand new major IP from a brand new studio. They sound a lot like they know what they want to make, and they're executing in pretty snappy order here. That gives me a positive impression of the overall trajectory, I think the final quality that we're in for could be quite high.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
RogerChillingworth
Profile Joined March 2010
Chad3132 Posts
Last Edited: 2022-06-11 02:43:04
June 11 2022 02:42 GMT
#85
On June 11 2022 08:12 NewSunshine wrote:
I think it's worth remembering that for a brand new team, workshopping the game concept, coming up with a world and lore, characters, concept art, and actually developing a watchable trailer and possibly even a development build of the game, is a hell of a lot to accomplish in just a year and a half. That's a pretty quick turnaround time for a brand new major IP from a brand new studio. They sound a lot like they know what they want to make, and they're executing in pretty snappy order here. That gives me a positive impression of the overall trajectory, I think the final quality that we're in for could be quite high.



I just hope this doesn't mean Frost Giant is under pressure to get this game out ASAP. That would be a real shame.

I want these guys to take as much time as they need.

NewSunshine
Profile Joined July 2011
United States5938 Posts
June 11 2022 03:14 GMT
#86
Agreed. I think it's a reasonably healthy target to set a beta for about this time next year, but that also depends a bit on just how much they have to show us.

I think another factor is that a lot of Blizzard folks had been really wanting to work on a Warcraft 4 or a Starcraft 3, but by then Activision leadership didn't think there was money in it and wouldn't give it the greenlight. But the passion for RTS games was still there, and these folks have ideas for stuff they've been wanting to see and do.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Riner1212
Profile Joined November 2012
United States337 Posts
June 11 2022 05:42 GMT
#87
to soon to judge till you play the game its just pre-beta. no need for such harsh critics.
Sjow "pretty ez life as protoss"
SlyZ1
Profile Joined March 2018
39 Posts
June 11 2022 07:22 GMT
#88
So a FTP Moba?....No please.
Ludwigvan
Profile Blog Joined April 2010
Germany2373 Posts
June 11 2022 07:35 GMT
#89
On June 11 2022 16:22 SlyZ1 wrote:
So a FTP Moba?....No please.

it is sc2like-rts. the 3v3 might be more like a moba, i dont know. but the 1v1 isnt.
Sibeling
Profile Joined April 2010
Sweden3 Posts
June 11 2022 08:08 GMT
#90
Yeah the trailer seemed unpolished, probably because it was rushed for the event. Like some have said it's still impressive to have come this far in the time they seem to have worked on it.

Totally fair to feedback on what they have shown though, which sadly seem to be very generic demons coming to fight the humans. Would have loved to see something a bit more imaginative for sure. I understand they want sc/wc fans to not find the new game completely foreign but I don't think that means you can't change it up at all... They had a completely blank slate.

That said I am still hyped for the game. Gameplay is of course most important and yet to be seen and the communication from FrostGiant has been really good so far. Will be interesting to see more on sunday.
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2022-06-11 12:49:49
June 11 2022 12:48 GMT
#91
As someone who has been pessimistic on every other RTS game released after Sc2, I am cautiously optimistic on Stormgate.

In my opinion it is essential that moving and microing units feels great. Nothing else matters if they move in slow-motion, bad pathing or there is a large delay in the response.

The Stormgate dev seems to understand that (as the first RTS studio)

On other areas such as lethality and heroes; I would prefer something closer to Sc2. I am okay with a slight increase in HP, but WC3 units that doesn't die is not as satisfying to me. That said I am a bit open-minded in this area, and I don't think it has to be a deal breaker.

I also like they want to reward lots of multitasking with action across the map.

When it comes to make it more accessible for newer players (necessity if it has to reach a wider audience), they seem to be say a lot of the rights things - although it is yet to be seen if they are going far enough here.
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
June 11 2022 19:20 GMT
#92
On June 11 2022 02:35 TheDougler wrote:
Show nested quote +
On June 10 2022 21:25 NewSunshine wrote:
I like "Stormgate is a bland name" as a criticism, like Starcraft isn't a really simple name, too. Or Warcraft, could you imagine how many days the mobile game market would've gone without some random wargame jumping on Warcraft if it didn't already exist? About 0. IDK. The name of the game isn't mind blowing, but it doesn't need to be. It's not any worse than Starcraft or DotA. Those games do alright.


I really like the point about DotA here. I bet not even a fifth of people who’ve heard of DotA could tell you what that stands for.


Does it even mean anything now? Or have they changed what it stands for? Because the original meaning is clearly a reference to an element of Night Elf lore which they can't use anymore, much like its predecessor AoS referenced Protoss lore.
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
_Spartak_
Profile Joined October 2013
Turkey463 Posts
June 12 2022 08:21 GMT
#93
Good in-depth interview with monk focusing on 1v1 mode of the game:

Fantasisa
Profile Joined June 2022
2 Posts
Last Edited: 2022-06-12 08:56:57
June 12 2022 08:29 GMT
#94
--- Nuked ---
Miragee
Profile Joined December 2009
8716 Posts
June 12 2022 09:41 GMT
#95
On June 12 2022 17:29 Fantasisa wrote:
Show nested quote +
On June 12 2022 17:21 _Spartak_ wrote:
Good in-depth interview with monk focusing on 1v1 mode of the game:

https://www.youtube.com/watch?v=A8dc3JJjQcY

I think im going to vomit when i see another picture of an smiling asshole glorifying this vaporware

Calling those things Interviews couldnt could be more wrong. The entire project is basically "Populism": They repeat every ciriticism in the history of RTS, promise you that they are going to fix them and promise you heaven. And they pay a bunch of people to smile and "THIS SOUNDS AWESOME". History anyone?


STARCRAFT WARCRAFT BLIZZARD BTW


That's a bit far with the history comparison, isn't it? But these interviews are extremely uncritical indeed...
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2022-06-12 15:55:08
June 12 2022 15:42 GMT
#96
The only criticism I would make right now is that I read a little square on the website that said something like "ever expanding universe including adding units regularly" : I believe that a RTS stands most solid when the internal balance of the factions (not just the winrates) is in a great place, allowing a plethora of openings and their nuances and their follow ups to be viable and answered in many ways, giving each game a different flavor and also a lot of room for each player to develop a personal playstyle, not just following a meta and not following a recipe (rather adapting a lot as the game goes, room for improvisation). Well this works when the internal balance is amazing but each time you add a unit to a match up the previous balance work is potentially altered by this addition and this can potentially erase a ton of the nuances that previously existed and had been worked on. So basically, I believe there should be zero pressure to ADD UNITS to a game like this unless it feels like it will actually enrich it.

However I see games like PUBG regularly adding some stuff to the game including weapons and its working great.. Of course it is a super different type of game so the consequences are way different, you'd mostly pick a weapon and use it for the entire game. But keeping things fresh by bringing in some new stuff smartly designed rather regularly seems quite good for it. So.. I suppose that can be experimented with for a RTS. It just sounds really difficult to do. [seems like most important is to make sure any addition is far from OP]

Anyway I like the aspect on the screenshots tbh. I'm really curious to see more etc.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 12 2022 16:19 GMT
#97
Sometimes I wonder which will be the first company to take pay to win to the next level:
Call down 10 nukes - 3$
Change match result - 5$
Lower your MMR by 400 and lock it there for convenient smurfing : 8$
Grandmaster Icon for the rest of season: 15$

The possibilities are endless.
Miragee
Profile Joined December 2009
8716 Posts
June 12 2022 17:17 GMT
#98
On June 13 2022 00:42 ProMeTheus112 wrote:
The only criticism I would make right now is that I read a little square on the website that said something like "ever expanding universe including adding units regularly" : I believe that a RTS stands most solid when the internal balance of the factions (not just the winrates) is in a great place, allowing a plethora of openings and their nuances and their follow ups to be viable and answered in many ways, giving each game a different flavor and also a lot of room for each player to develop a personal playstyle, not just following a meta and not following a recipe (rather adapting a lot as the game goes, room for improvisation). Well this works when the internal balance is amazing but each time you add a unit to a match up the previous balance work is potentially altered by this addition and this can potentially erase a ton of the nuances that previously existed and had been worked on. So basically, I believe there should be zero pressure to ADD UNITS to a game like this unless it feels like it will actually enrich it.

However I see games like PUBG regularly adding some stuff to the game including weapons and its working great.. Of course it is a super different type of game so the consequences are way different, you'd mostly pick a weapon and use it for the entire game. But keeping things fresh by bringing in some new stuff smartly designed rather regularly seems quite good for it. So.. I suppose that can be experimented with for a RTS. It just sounds really difficult to do. [seems like most important is to make sure any addition is far from OP]

Anyway I like the aspect on the screenshots tbh. I'm really curious to see more etc.


I agree, it's much the same with constant big balance patches. There will be no healthy shifts in the meta, cheese and niche sectors but they are forced every few months. Adding units is even worse. I also know I despised the feeling of knowing I had to wait for years for a complete game experience with SC2. The thought of no end to that sounds dreadful...
PUBG is very different because from what I understand it's a very asymetrical, unbalanced game by design.

On June 13 2022 01:19 MockHamill wrote:
Sometimes I wonder which will be the first company to take pay to win to the next level:
Call down 10 nukes - 3$
Change match result - 5$
Lower your MMR by 400 and lock it there for convenient smurfing : 8$
Grandmaster Icon for the rest of season: 15$

The possibilities are endless.


You are lowballing with the price tags though. People are already paying hundreds for the last point for example.
Swisslink
Profile Joined March 2011
2958 Posts
June 12 2022 21:03 GMT
#99


Well, at least we saw the pictures in movement now... I guess.
dr_j_i_t_
Profile Joined July 2019
7 Posts
June 12 2022 21:11 GMT
#100
The trouble is, the trailer could not have been more generic. The script was risible, the acting wooden, and the overall effect was of something that would have been better the less of it there was.

It would have been better, for example, to have a blank screen with a good script and good sound effects.

I do not believe that it takes a year and a half to create such generic characters. I appreciate that every story has already been told, but still. They could have made some sort of an effort to create something original. There are hundreds of writers out there who would have bitten their hands off to get the chance to create a world, lore and factions.
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