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Stormgate/Frost Giant Megathread - Page 56

Forum Index > General Games
4549 CommentsPost a Reply
Prev 1 54 55 56 57 58 228 Next
CicadaSC
Profile Joined January 2018
United States1472 Posts
December 02 2023 04:44 GMT
#1101
its finally time. stormgate will be streamed on twitch by popular streamers Asmongold and Esfand in a few days to a week. timestamped source here!
Remember that we all come from a place of passion!!
tzhfggfhfgrt
Profile Joined December 2023
3 Posts
Last Edited: 2023-12-02 09:31:42
December 02 2023 09:15 GMT
#1102
--- Nuked ---
WombaT
Profile Blog Joined May 2010
Northern Ireland24443 Posts
Last Edited: 2023-12-03 01:53:24
December 02 2023 11:33 GMT
#1103
On December 02 2023 18:15 tzhfggfhfgrt wrote:
--- Nuked ---

Hm? Calm down dude
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
tzhfggfhfgrt
Profile Joined December 2023
3 Posts
December 02 2023 12:20 GMT
#1104
--- Nuked ---
AmericanUmlaut
Profile Blog Joined November 2010
Germany2576 Posts
December 02 2023 12:48 GMT
#1105
Look, obviously anyone who comes to a forum dedicated to discussing RTS games and then expresses enthusiasm for a new RTS game can't be anything other than a paid shill.
The frumious Bandersnatch
WombaT
Profile Blog Joined May 2010
Northern Ireland24443 Posts
Last Edited: 2023-12-03 01:53:45
December 02 2023 15:09 GMT
#1106
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?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
CicadaSC
Profile Joined January 2018
United States1472 Posts
December 02 2023 15:41 GMT
#1107
On December 02 2023 18:15 tzhfggfhfgrt wrote:
Show nested quote +
On December 02 2023 13:44 CicadaSC wrote:
its finally time. stormgate will be streamed on twitch by popular streamers Asmongold and Esfand in a few days to a week. timestamped source here! https://youtu.be/xpFMrkO11MU?si=q7DQHcAak5vb3_pS&t=606

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.
Remember that we all come from a place of passion!!
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6506 Posts
Last Edited: 2023-12-02 16:28:44
December 02 2023 16:28 GMT
#1108
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.
WombaT
Profile Blog Joined May 2010
Northern Ireland24443 Posts
Last Edited: 2023-12-02 16:44:19
December 02 2023 16:44 GMT
#1109
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

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
WGT-Baal
Profile Blog Joined June 2008
France3346 Posts
December 02 2023 18:29 GMT
#1110
Beta starts in 3 days, it ll be cool to see what changes they made from alpha feedback (if any) and how co-op looks like. So far i haven't been amazed by the 1v1, it s quite different from my feelings with both sc2 alpha in 2008 ar wwi and hots alpha but a good co-op/campaign would be enough to give it a go, assuming the price isnt outrageous.

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.
Horang2 fan
_Spartak_
Profile Joined October 2013
Turkey394 Posts
December 02 2023 21:25 GMT
#1111
Stormgate will have a trailer at The Game Awards on December 7th and they talked about what they will and won't show on Reddit:

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
Profile Joined December 2023
3 Posts
Last Edited: 2023-12-02 23:23:33
December 02 2023 22:33 GMT
#1112
--- Nuked ---
Fleetfeet
Profile Blog Joined May 2014
Canada2522 Posts
Last Edited: 2023-12-03 01:54:05
December 03 2023 00:01 GMT
#1113
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
Profile Joined March 2010
2827 Posts
Last Edited: 2023-12-03 00:47:31
December 03 2023 00:06 GMT
#1114
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?
[image loading]


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.
aka wilted_kale
WombaT
Profile Blog Joined May 2010
Northern Ireland24443 Posts
Last Edited: 2023-12-03 01:54:51
December 03 2023 00:49 GMT
#1115
On December 03 2023 09:01 Fleetfeet wrote:
Show nested quote +
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.

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
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
_Spartak_
Profile Joined October 2013
Turkey394 Posts
Last Edited: 2023-12-03 14:25:04
December 03 2023 14:22 GMT
#1116
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?
[image loading]


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
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.
WGT-Baal
Profile Blog Joined June 2008
France3346 Posts
Last Edited: 2023-12-04 18:19:49
December 03 2023 18:00 GMT
#1117
On December 03 2023 23:22 _Spartak_ wrote:
Show nested quote +
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?
[image loading]


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
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
Horang2 fan
_Spartak_
Profile Joined October 2013
Turkey394 Posts
December 03 2023 18:17 GMT
#1118
Yeah, you shouldn't be talking about stuff like this
JimmyJRaynor
Profile Blog Joined April 2010
Canada16647 Posts
Last Edited: 2023-12-03 18:35:59
December 03 2023 18:33 GMT
#1119
Digital Foundry just published a video about Stormgate. They are getting clowned hard in the comments section. Everyone says it looks like Clash of Clans. I think selling this thing to a general audience is going to be harder than it was in 2000 when the general audience was far more open to RTS games.
On December 04 2023 03:00 WGT-Baal wrote:
Show nested quote +
On December 03 2023 23:22 _Spartak_ wrote:
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?
[image loading]


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
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 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.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
WombaT
Profile Blog Joined May 2010
Northern Ireland24443 Posts
December 03 2023 19:22 GMT
#1120
On December 04 2023 03:00 WGT-Baal wrote:
Show nested quote +
On December 03 2023 23:22 _Spartak_ wrote:
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?
[image loading]


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
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 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.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Prev 1 54 55 56 57 58 228 Next
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