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Stormgate/Frost Giant Megathread - Page 64

Forum Index > General Games
5544 CommentsPost a Reply
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DarkPlasmaBall
Profile Blog Joined March 2010
United States44896 Posts
December 17 2023 17:39 GMT
#1261
Mana vs. TLO was a lot more enjoyable and evenly matched than Mana vs. Moon imo. Moon just got destroyed, but maybe it just looks that way in a mirror match-up.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Topin
Profile Blog Joined December 2010
Peru10085 Posts
December 17 2023 17:40 GMT
#1262
Moon is still active playing tons of wc3 so i guess he didnt have a lot of time to practice
i would define my style between a mix of ByuN, Maru and MKP
DarkPlasmaBall
Profile Blog Joined March 2010
United States44896 Posts
December 17 2023 17:41 GMT
#1263
On December 18 2023 02:40 Topin wrote:
Moon is still active playing tons of wc3 so i guess he didnt have a lot of time to practice


I guess they invited him because of his famous WC3 history then? As opposed to inviting a top Stormgate beta player who doesn't have the same popularity?
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Topin
Profile Blog Joined December 2010
Peru10085 Posts
December 17 2023 17:42 GMT
#1264
On December 18 2023 02:41 DarkPlasmaBall wrote:
Show nested quote +
On December 18 2023 02:40 Topin wrote:
Moon is still active playing tons of wc3 so i guess he didnt have a lot of time to practice


I guess they invited him because of his famous WC3 history then? As opposed to inviting a top Stormgate beta player who doesn't have the same popularity?

i think so too, having Moon playing SG should be great PR for the game in KR/China
i would define my style between a mix of ByuN, Maru and MKP
AmericanUmlaut
Profile Blog Joined November 2010
Germany2578 Posts
December 17 2023 17:44 GMT
#1265
I've got to say, this made me properly excited to get my beta key next month. There's clearly a long way to go, but this looks like a fun take on RTS that I'm looking forward to taking for a spin. The gameplay looks a lot more like WC3 than like SC2, and it's been so long since I've played a round of Warcraft that I'm down for it.
The frumious Bandersnatch
Miragee
Profile Joined December 2009
8566 Posts
December 17 2023 18:05 GMT
#1266
My thoughts after these show matches:

Positives

- lengths of fights is good
- lots of back and forth
- unit abilities seem strategically interesting so far; they are not "stim-buttons" in a sense, that there is no choice but to press them as soon as you enter combat
- some interesting map mechanics (catapult etc.)


Unsure

- defenders advantage: There seem to be some systems in place, such as worker boost and defensive minions in controlled camps, however I'm not sure it's enough. A huge part of defender's advantage seems to be that production is nearby and fights take a long time so it makes a big difference. To me it looks weird that players just walk into the enemy base all the time. Maybe that's coming from me being accustomed to Starcraft but I still feel like there is stuff missing like wall-offs, high ground etc.

Negatives

- general visuals: to me this game just looks super generic and uninteresting from a design point of view. The choices of colours, colour-depth/-contrast, unit/building/doodadd design just don't appeal to me at all. It reminds me more of a design targeted towards young children.
- visual clarity: I think everyone agrees on this by now. This wasn't so much the case during the initial reveal but the second time they showed off the game, this was already an issue. I wasn't really sure what the problem was until people here started talking about the desaturated colours and I think this is accurate. More saturated colours would lead to better distinction. The highest saturated colour is actually the green of the health bars, which make visual clarity even worse instead of improving it. I would also add that it lacks contrast/colour-contrast. The colours are not only desaturated but also light. There are basically no dark colours, so contrast is lacking. Light brown and light violet don't really contrast each other well at all for example.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
December 17 2023 19:28 GMT
#1267
On December 18 2023 01:49 DarkPlasmaBall wrote:
Show nested quote +
On December 18 2023 01:30 Qikz wrote:
On December 17 2023 23:53 DarkPlasmaBall wrote:
Dreamhack ft. Stormgate is starting soon:

https://www.twitch.tv/esl

Should have Artosis and Tasteless as casters, with TLO, Mana, and Moon playing.


Watching this so far visual calrity definitely seems to be a big issue. I couldn't tell what was going on, the colours are so desaturated I couldn't work out whose units were whose.


Totally agree. I think they need to saturate the colors more to show a greater, more bold, contrast between teal/gray and purple/gray, and then also get rid of the neutral secondary colors for each unit. Less gray for each unit, and more purple (or teal).


I think they definitely need more distinct colours than teal vs purple, but I think they said they're working on that.

Yellow vs Red I always felt worked really well back in SC1 Proleague when they used it. Red vs Blue was ok too but if you're colourblind it can be difficult to tell. Even Red vs White would be good too.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
DarkPlasmaBall
Profile Blog Joined March 2010
United States44896 Posts
December 17 2023 22:24 GMT
#1268
On December 18 2023 04:28 Qikz wrote:
Show nested quote +
On December 18 2023 01:49 DarkPlasmaBall wrote:
On December 18 2023 01:30 Qikz wrote:
On December 17 2023 23:53 DarkPlasmaBall wrote:
Dreamhack ft. Stormgate is starting soon:
https://www.youtube.com/watch?v=334yPNYnPqc
https://www.twitch.tv/esl

Should have Artosis and Tasteless as casters, with TLO, Mana, and Moon playing.


Watching this so far visual calrity definitely seems to be a big issue. I couldn't tell what was going on, the colours are so desaturated I couldn't work out whose units were whose.


Totally agree. I think they need to saturate the colors more to show a greater, more bold, contrast between teal/gray and purple/gray, and then also get rid of the neutral secondary colors for each unit. Less gray for each unit, and more purple (or teal).


I think they definitely need more distinct colours than teal vs purple, but I think they said they're working on that.

Yellow vs Red I always felt worked really well back in SC1 Proleague when they used it. Red vs Blue was ok too but if you're colourblind it can be difficult to tell. Even Red vs White would be good too.


Yeah I think there are a lot of modifications and color variations/pairings they could work with, as long as:
1. The colors are bolder / more saturated;
2. They use fewer neutral / non-player colors - like how some units have almost all gray on their armor/weapons or almost all brown on their skin/fur. I felt like there was about 70% (or more) of these neutral colors, making the player-colors (purple or teal) barely a noticeable highlight. The purple and teal don't have to just be the trim imo. Just a thought.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Branch.AUT
Profile Blog Joined May 2010
Austria853 Posts
December 17 2023 22:56 GMT
#1269
I didn't quite catch the demo games at Esl today. Were they fun to watch?
Team games not being included at launch would be a big disappointment.
Miragee
Profile Joined December 2009
8566 Posts
December 17 2023 23:44 GMT
#1270
On December 18 2023 07:56 Branch.AUT wrote:
I didn't quite catch the demo games at Esl today. Were they fun to watch?
Team games not being included at launch would be a big disappointment.


They said 3v3 vs AI and Coop Campaign with up to 3 players will be in but not 3v3 pvp.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
December 18 2023 01:24 GMT
#1271
visibility is a known issue and a very easy to fix thing. Thats why I assume it has lower priority. You usually want to work on problems with lesser known solutions and work on easy things later on the way.

Saturation and more color-markers on units is easier to implement than for example finishing a potential 3rd fraction for early release. I understand thats an issue for people but I think its also easy to understand that this is lower priority right now
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Monochromatic
Profile Blog Joined March 2012
United States998 Posts
December 18 2023 04:15 GMT
#1272
On December 18 2023 03:05 Miragee wrote:
- general visuals: to me this game just looks super generic and uninteresting from a design point of view. The choices of colours, colour-depth/-contrast, unit/building/doodadd design just don't appeal to me at all. It reminds me more of a design targeted towards young children.


At first I agreed with you on the visuals, but I've come to realize that children are a key market for this game. Personally, I was introduced to RTS as a child and I loved it. Base building rts games are inherently a sandbox.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
Harris1st
Profile Blog Joined May 2010
Germany6976 Posts
December 18 2023 10:56 GMT
#1273
On December 16 2023 09:23 Hider wrote:
Show nested quote +
On December 14 2023 10:32 gobbledydook wrote:
On December 14 2023 07:47 Hider wrote:
On December 13 2023 07:48 Miragee wrote:
I honestly think "APM" is not the deciding factor, it's multitasking that is tiring. MOBA players spam a shit ton of APM with their mouse. Klicking 3 times per second to move a single character is way less exhausting for the head then playing at half of those APM but being dropped at one location while trying to keep up with production, building structures and moving your army.


It's a fair argument, because even the more mechanically demanding champions/heroes in MOBA's are not multitask-based, but more timing/precision/knowledge-based.

My theory is that you will still find a general correlation in people who like the high skill cap moba heroes and who can find enjoyment in mutltiasking in an RTS, but I don't know the ratio for sure.

One thing though; the multitasking learning curve (if macro is very easy-semi/automatic) will be relatively flat. By that I mean you are not forced into multitasking as you learn the game. If you play against other new players, chances are that if either of you attempts to do multitasking it will likely lead to much worse micro and hence be suboptimal.

So as long as multitasking is gradually introduced I think it can work out. But it does require almost removing the macro-part, because in SC2 all new players are forced to both micro and macro at the same time - in contrast if you only focus on micro at the beginning and then gradually learn to implement multi-pronged harass or split up your army in multiple places at once, you get a nicer learning curve.



Probably one change that could be made is to have queued up units only deduct resources when they actually build. You should also be able to queue up a unit without the necessary resources (or even tech) and have it start when the requirements are met. This frees up your apm to worry about more strategical decisions such as which unit to build, or which base buildings you need, rather than having to be at your base at the exact moment you can build something.


Yes, that actually could be an improvement.

To make macro eveneasier, my thinking is to take a little bit of "freedom" away in the granularity of unit construction. So when you press a button to build a 1 supply unit, that builds 6 units. When you press a button to build a 3 supply unit it builds 2 etc.

But obviously this idea probably wouldn't work with how Stormgate is currently designed with an early game with low unit-counts. In my rts-vision of a game I imagine larger unit-counts in the early game and generally large army sizes in which case I think this could work.

I can't remember exactly how Stormgate works in this regard, but I wouldn't want players to have to build multiple infastructure buildings to be able to produce units. Supply buildings are removed as well. The only thing limiting production is income.

I wouldn't remove construction of buildings though. I think construction of buildings/static defense to secure positions around the map is a very interesting part of an RTS, and I would add even more options relative to Sc2.




This is why it's so difficult to make a good RTS for a wide audience. I don't like anything of what you envision for your perfect RTS.
I want a small army skirmishes, every unit matters, every micro matters kinda game and not two big blobs fighting in the middle of the map, deciding a 20 minute game in a matter of seconds with 1-2 good spells/ skills
Go Serral! GG EZ for Ence. Flashbang dance FTW
JimmyJRaynor
Profile Blog Joined April 2010
Canada16859 Posts
Last Edited: 2023-12-18 16:31:37
December 18 2023 16:19 GMT
#1274
The diversity of tastes are why we have CoH2, C&C3, AoE2 and SC2. All are very different and all have a very hard core super long time fan base.

Red Alert 3 is 15+ years old and still going strong.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
gTank
Profile Joined January 2011
Austria2584 Posts
December 18 2023 17:07 GMT
#1275
I loved Red Alert 3, dont know why it has had not more success.
One crossed wire, one wayward pinch of potassium chlorate, one errant twitch...and kablooie!
Hider
Profile Blog Joined May 2010
Denmark9405 Posts
Last Edited: 2023-12-18 17:31:25
December 18 2023 17:19 GMT
#1276
On December 18 2023 19:56 Harris1st wrote:
Show nested quote +
On December 16 2023 09:23 Hider wrote:
On December 14 2023 10:32 gobbledydook wrote:
On December 14 2023 07:47 Hider wrote:
On December 13 2023 07:48 Miragee wrote:
I honestly think "APM" is not the deciding factor, it's multitasking that is tiring. MOBA players spam a shit ton of APM with their mouse. Klicking 3 times per second to move a single character is way less exhausting for the head then playing at half of those APM but being dropped at one location while trying to keep up with production, building structures and moving your army.


It's a fair argument, because even the more mechanically demanding champions/heroes in MOBA's are not multitask-based, but more timing/precision/knowledge-based.

My theory is that you will still find a general correlation in people who like the high skill cap moba heroes and who can find enjoyment in mutltiasking in an RTS, but I don't know the ratio for sure.

One thing though; the multitasking learning curve (if macro is very easy-semi/automatic) will be relatively flat. By that I mean you are not forced into multitasking as you learn the game. If you play against other new players, chances are that if either of you attempts to do multitasking it will likely lead to much worse micro and hence be suboptimal.

So as long as multitasking is gradually introduced I think it can work out. But it does require almost removing the macro-part, because in SC2 all new players are forced to both micro and macro at the same time - in contrast if you only focus on micro at the beginning and then gradually learn to implement multi-pronged harass or split up your army in multiple places at once, you get a nicer learning curve.



Probably one change that could be made is to have queued up units only deduct resources when they actually build. You should also be able to queue up a unit without the necessary resources (or even tech) and have it start when the requirements are met. This frees up your apm to worry about more strategical decisions such as which unit to build, or which base buildings you need, rather than having to be at your base at the exact moment you can build something.


Yes, that actually could be an improvement.

To make macro eveneasier, my thinking is to take a little bit of "freedom" away in the granularity of unit construction. So when you press a button to build a 1 supply unit, that builds 6 units. When you press a button to build a 3 supply unit it builds 2 etc.

But obviously this idea probably wouldn't work with how Stormgate is currently designed with an early game with low unit-counts. In my rts-vision of a game I imagine larger unit-counts in the early game and generally large army sizes in which case I think this could work.

I can't remember exactly how Stormgate works in this regard, but I wouldn't want players to have to build multiple infastructure buildings to be able to produce units. Supply buildings are removed as well. The only thing limiting production is income.

I wouldn't remove construction of buildings though. I think construction of buildings/static defense to secure positions around the map is a very interesting part of an RTS, and I would add even more options relative to Sc2.




This is why it's so difficult to make a good RTS for a wide audience. I don't like anything of what you envision for your perfect RTS.
I want a small army skirmishes, every unit matters, every micro matters kinda game and not two big blobs fighting in the middle of the map, deciding a 20 minute game in a matter of seconds with 1-2 good spells/ skills



Agree you can't make an RTS that satisfies everyone. You need to figure out the potential target group and go all in making the best game that fits their need better than any other game currently out there.

What I am quite sure will not work is the jack of all trades master of None approach.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16859 Posts
Last Edited: 2023-12-18 19:19:56
December 18 2023 19:18 GMT
#1277
On December 19 2023 02:07 gTank wrote:
I loved Red Alert 3, dont know why it has had not more success.

EA was no where near as good at promoting and monetizing RTS games as Activision-Blizzard. SC2 is far and away the best monetized RTS game of all time. Activision did a great job. And, SC2 is a better game. When Tim Morten came over to SC2 he put a lot of the best stuff from RA3 into SC2.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Miragee
Profile Joined December 2009
8566 Posts
December 18 2023 20:35 GMT
#1278
On December 19 2023 04:18 JimmyJRaynor wrote:
Show nested quote +
On December 19 2023 02:07 gTank wrote:
I loved Red Alert 3, dont know why it has had not more success.

EA was no where near as good at promoting and monetizing RTS games as Activision-Blizzard. SC2 is far and away the best monetized RTS game of all time. Activision did a great job. And, SC2 is a better game. When Tim Morten came over to SC2 he put a lot of the best stuff from RA3 into SC2.


SC2 also piggy-bagged off of Korean BW. Blizzard had a huge marketing opportunity here with an already well established, autonomic esport scene and used it well. They also coerced everyone to move from BW to SC2...
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50527 Posts
December 19 2023 14:15 GMT
#1279
On December 19 2023 01:19 JimmyJRaynor wrote:
The diversity of tastes are why we have CoH2, C&C3, AoE2 and SC2. All are very different and all have a very hard core super long time fan base.

Red Alert 3 is 15+ years old and still going strong.


RA2 is also doing decently well thanks to the mental omega mod
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
sidasf
Profile Joined February 2023
88 Posts
December 19 2023 19:23 GMT
#1280
How much did Frost Giant pay TL to "pre order stormgate" button at the top of tl.net? I've never seen advertisement for a game like that here before, especially one that is nowhere near release. Preordering games in 2023...people never learn.
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