Stormgate/Frost Giant Megathread - Page 56
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CicadaSC
United States1472 Posts
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tzhfggfhfgrt
3 Posts
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WombaT
Northern Ireland24443 Posts
On December 02 2023 18:15 tzhfggfhfgrt wrote: --- Nuked --- Hm? Calm down dude | ||
tzhfggfhfgrt
3 Posts
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AmericanUmlaut
Germany2576 Posts
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WombaT
Northern Ireland24443 Posts
On December 02 2023 21:20 tzhfggfhfgrt wrote: --- Nuked --- Whatever has made you so irked? How am I meant to know? Getting some eyes on an RTS from streamers who are both popular and don’t tend to cover that genre is a bad thing how? | ||
CicadaSC
United States1472 Posts
On December 02 2023 18:15 tzhfggfhfgrt wrote: They hired the Master of Fake Excitement. Prepare for shame and hatred! How can you guys still post advertisement from this guy? Its as fake as it gets, and you still gobble up his shit? really? I think he is one of the most genuine streamers. | ||
[sc1f]eonzerg
Belgium6506 Posts
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WombaT
Northern Ireland24443 Posts
On December 03 2023 01:28 [sc1f]eonzerg wrote: He is a good choice cuz his audience doesnt have anything to do with RTS. So there is a lot of potential to reach a new market. Lets hope Frost giant keep doing it with others streamers. Like there is so much potential with Co-op that i could see big streamers trying that aswell. My thinking too, although I worry that giving really early builds that aren’t near the finished product might have the potential to turn off potential converts as much as bring them in. Double-edged sword and all that | ||
WGT-Baal
France3346 Posts
Having non RTS streamers is good. Re:kakao, if you follow korean entertainment companies it s par for the course. The whole industry is beyond rotten. Same for baduk, and kespa before. Questionable contracts and clauses abusing rights of minors and performers, among other things. | ||
_Spartak_
Turkey394 Posts
https://www.reddit.com/r/Stormgate/comments/1898zjm/what_to_expect_the_stormgate_game_awards_trailer/ Another interesting tidbit is they are already testing the 3rd faction with placeholder assets and will reveal them early 2024. | ||
tzhfggfhfgrt
3 Posts
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Fleetfeet
Canada2522 Posts
On December 03 2023 07:33 tzhfggfhfgrt wrote: --- Nuked --- Is it? (like Starcraft 2 / Warcraft 3) If so, which one? Those are radically different RTS. Even if it's like SC2 (to me, it looks a hell of a lot like SC2) there's still a ton of room for it to feel dramatically different. I've never really watched Asmongold's content and would probably agree with you if I did. That said, "His enthusiasm is fake but people take his fake opinion for real" seems like a pretty good selling point FOR games companies using him for outreach. | ||
RogerChillingworth
2827 Posts
On December 01 2023 20:50 PVJ wrote: When I first read that stormgate would like to make the snappiest RTS engine I was imagining great things. One fact that makes Bw engine better than Sc2 engine was that in Bw, different units have different turning rates (turn as in rotate during movement, not latency settings), in Sc2 everything had the same uniform speed of turning around. But what do you get with all that snappiness and being able to float through water or whatever, when the end result is this? ![]() Maybe it was indeed atrocious that going up a ramp is taking skill, time, and luck in Sc1 but fixing that is not equal to greater responsivity i agree. i don't like when big seas of units smash against each other like in sc2. a lot of people, whether they'd like something different or not, are just kind of used to the sc2 way. i personally think it looks worse when all the units bunch up shoulder to shoulder. also, the more units in an army that can attack at once, the less nuanced the battles are. that said, we haven't seen enough to say Stormgate doesn't have unit nuances and little subtleties of its own, even if some of these screenshots make it look a bit blobby/sc2-like. I just like when there's some spacing between units. brood war battles look so much better than sc2 ones imo. and it's because units behave more realistically and you have this "battle in waves" dynamic going on. i dno if this was PVJ's point but overall just kind of noticed this too and pretty much agree. turn rates are something they can still fiddle with, regardless of unit responsiveness. Attack animations too. but i'm not sure it'll fix everything for the people who like the brood war way a bit more. | ||
WombaT
Northern Ireland24443 Posts
On December 03 2023 09:01 Fleetfeet wrote: Is it? (like Starcraft 2 / Warcraft 3) If so, which one? Those are radically different RTS. Even if it's like SC2 (to me, it looks a hell of a lot like SC2) there's still a ton of room for it to feel dramatically different. I've never really watched Asmongold's content and would probably agree with you if I did. That said, "His enthusiasm is fake but people take his fake opinion for real" seems like a pretty good selling point FOR games companies using him for outreach. Yeah, perhaps that’s why they’re going for it, it would make sense if that were the case. But I’m not particularly familiar with his output at all either. I find it hard to believe big streamers who tend to focus on a few games are just faking enthusiasm though. Surely you’re live way too often to keep up that facade. Variety streamers sure I guess | ||
_Spartak_
Turkey394 Posts
On December 01 2023 20:50 PVJ wrote: Did you see how inefficient that engagement was though? Units in Stormgate are on average bigger and ranged units have shorter ranges. That means big armies don't form the hyper-efficient deathballs they do in SC2. At least in theory, that should mean manual unit control, positioning and splitting the army will be a lot more important in SG. If it works like they are planning, then they would have solved the issues with SC2 pathing without sacrificing smooth unit movement. Doing so would have meant the game is dead on arrival.When I first read that stormgate would like to make the snappiest RTS engine I was imagining great things. One fact that makes Bw engine better than Sc2 engine was that in Bw, different units have different turning rates (turn as in rotate during movement, not latency settings), in Sc2 everything had the same uniform speed of turning around. But what do you get with all that snappiness and being able to float through water or whatever, when the end result is this? ![]() Maybe it was indeed atrocious that going up a ramp is taking skill, time, and luck in Sc1 but fixing that is not equal to greater responsivity | ||
WGT-Baal
France3346 Posts
On December 03 2023 23:22 _Spartak_ wrote: Did you see how inefficient that engagement was though? Units in Stormgate are on average bigger and ranged units have shorter ranges. That means big armies don't form the hyper-efficient deathballs they do in SC2. At least in theory, that should mean manual unit control, positioning and splitting the army will be a lot more important in SG. If it works like they are planning, then they would have solved the issues with SC2 pathing without sacrificing smooth unit movement. Doing so would have meant the game is dead on arrival. One of the issue in the alpha was it does still feel very deathbally with the difference being essentially the terrain for how efficient a fight is. A lot of units have secondary abilities. This was mostly due to camera angle and units being hard to tell apart mid fight due to the attack animation. It s "too flashy" if you will. As seen in the video cicada posted. This might just be not being used to it though. Also you can kill trees to widen up the paths, and then it s still deathbally, albeit more like a mech sc2 deathball, size wise. The more wc3 effect though was units are beefy vs their dps so you looks like you can actually disengage if needed (for me sc2 always felt like a battle ending in seconds, as opposed to bw and wc3) which is good. Wasn't a fan of the economy at all, and i m curious how it ll scale in 3v3. All normal things to test during alpha and beta versions though | ||
_Spartak_
Turkey394 Posts
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JimmyJRaynor
Canada16647 Posts
On December 04 2023 03:00 WGT-Baal wrote: One of the issue in the alpha was that it was extremely difficult to select any individual unit to reposition and/or micro so it does still feel very deathbally with the difference being essentially the terrain for how efficient a fight is. A lot of units have secondary abilities but their effect were a bit confusing so a moving was easier once siege units were set up. This was mostly due to camera angle and units being hard to tell apart mid fight due to the attack animation. It s "too flashy" if you will. This might just be not being used to it though. Also you can kill trees to widen up the paths, and then it s still deathbally, albeit more like a mech sc2 deathball, size wise. The more wc3 effect though was units are beefy vs their dps so you can actually disengage if needed (for me sc2 always felt like a battle ending in seconds, as opposed to bw and wc3) which is good. Wasn't a fan of the economy at all, and i m curious how it ll scale in 3v3. All normal things to test during alpha and beta versions though Thanks for the insights. If the game goes over budget we have to keep in mind that they have the backing of a company that is basically "Apple + Google" of South Korea, Kakao, backing this project. So I'm sure they will spend whatever money is takes to make this game great. ![]() | ||
WombaT
Northern Ireland24443 Posts
On December 04 2023 03:00 WGT-Baal wrote: One of the issue in the alpha was that it was extremely difficult to select any individual unit to reposition and/or micro so it does still feel very deathbally with the difference being essentially the terrain for how efficient a fight is. A lot of units have secondary abilities but their effect were a bit confusing so a moving was easier once siege units were set up. This was mostly due to camera angle and units being hard to tell apart mid fight due to the attack animation. It s "too flashy" if you will. This might just be not being used to it though. Also you can kill trees to widen up the paths, and then it s still deathbally, albeit more like a mech sc2 deathball, size wise. The more wc3 effect though was units are beefy vs their dps so you can actually disengage if needed (for me sc2 always felt like a battle ending in seconds, as opposed to bw and wc3) which is good. Wasn't a fan of the economy at all, and i m curious how it ll scale in 3v3. All normal things to test during alpha and beta versions though Is that due to unit size/camera distance? Haven’t played it myself but from video footage I’ve seen it looks like it is a bit finicky to do, like trying to pick up a small object with tweezers for want of a better analogy. Units like the dog scout guys especially as they’re very small combined with the default camera distance. While the actual units do seem to be pretty dang fluid and responsive, if actually selecting them accurately is tricky it’s going to limit interactions that are theoretically possible. Just my 2 cents from viewing some gameplay, but I’ve yet to get my hands on it myself to really verify my hunch on this. | ||
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