I disagree with a point the guy in the 2nd video made. He said the employees of Frost Giant should be ashamed of themselves. I fundamentally disagree. If an employee went to work every day and tried their best, worked very hard, and then the project they were working on eventually failed. There is no shame in team project failure. Starcraft Brood War started off as a huge failure. It was "Orcs in Space". Then Starcraft1 was an imbalanced mess with a great campaign. The game only became a masterpiece many months AFTER the Brood War expansion.
Remember 200 mineral Academies? or 10 second build time Dark Templars? Dark Templars were banned at my local PC Bang when Brood War first hit in 1999. LOL. I don't think the ban on DTs get repealed until very late 2000.
I mean it’s YouTube, I dunno if he does it for a job or whatever.
With few exceptions, negativity drives clicks more than anything positive, or neutrally balanced/nuanced unless you’ve got an audience for one specific game.
So Stormgate doesn’t have a relatively solid skeleton with some flaws, everything is just trash. The devs should be embarrassed, the Kickstarter isn’t a perhaps supplemental source of further funding for dedicated RTS fans that’s maybe ill-advised, it’s a borderline con job. Etc
Not that I blame the guy, it’s how the platform is. Partly organically, partly deliberately given how content gains visibility.
This goes both ways of course. People who’ve got the career they have doing RTS content, well they’re giving the benefit of the doubt a lot more to the only game on the horizon that seems to have the potential to at least support some kind of eSports scene
From my travels I honestly think there’s a more balanced appraisal coming from this thread than elsewhere, least that I’ve seen. Even if people are being a bit unfair and unrealistic, they’re pretty transparent about why.
On February 17 2024 23:02 qwerty4w wrote: Zero-K and Beyond All Reason have a "line move" UI feature that can be very useful for preventing blob-like army. It was also borrowed by the indie RTS game Istrolid (https://store.steampowered.com/app/449140/Istrolid/), you can see a demonstration in Istrolid here:
But the problem is when the target audience of your game think splitting units with a lot of clicking is an irreplaceable source of skill, it's difficult to use any UI solution like this.
I must say I like that mechanic, seems to work rather elegantly.
On February 17 2024 08:15 LunarC wrote: So can any of these games move beyond SC2? It's fast turning into army blob vs. army blob again. Why can't any of these games design their systems to produce multi-screen spanning battles on multiple fronts like Brood War regularly produced? I guess why do these games always revert to blob v. blob? Can the mechanisms ever be designed to revert to clashes on multiple fronts instead? Is there a solution besides a unit selection cap?
There must be a way to do it that doesn’t require a brutal level of mechanical difficulty.
I’ve just yet to see it. Or at least I haven’t seen the ‘full package’ as it were. X RTS deals with a particular issue well, or has some interesting system, but the unit control is horrible. Or the eco structure is fascinating but the units suck. Or the micro is horrible etc.
Why not experiment with terrain a bit? What about cover mechanics? What about graduating slopes? It feels Blizz RTS and this Blizz-inspired RTS have two types of ground, low and high and that’s about it.
You could have a mechanic where units can’t fire if units in front of them were on a higher incline (friendly fire would be too punishing), or cut range or something. So if you strategically design a map with areas like this being in likely high traffic areas you can have a kind of explicit anti-deathball mechanic.
Why not go a different direction to what Blizz did in Legacy in trying to spread out bases to maintain an income by having them burn out quicker?
Give each starting base an arbitrary amount of resource yield, and limit every subsequent expansion’s effective mining. Maybe even have bases be variable in this positionally depending on how risky they are (likely) to be to take
So you can get your initial eco going to keep the early game ramping up. But after that, if you want more eco well you need more bases.
In Legacy, there’s an optimal amount of bases, you just take more because you’re going to mine out. Why not make it that more bases = better income, and incentivise expanding out, which then introduces the risk/reward of more moolah versus being overstretched. Which naturally should stretch play out to be more skirmishy.
I’m spitballing some bad ideas, but hey I’m trying. I’m going off the ‘you can’t just do what BW did a quarter of a century later’ rationale.
1. Making it easier to move armies versus limited unit selection often leads to blobs. Solution - don’t try to make it harder to move an army around, make being in a blob disadvantageous somehow. Try to reverse the general idea of ‘more good units in a space = better’
2. BW’s macro was hard as fuck, but it made for good territorial jousting. Solution - Keep macro being easier on a mechanical level, just make there be more of it. Go nuts, 1 base is better than 2, well 10 bases are better than 9. This should also naturally taper off by skill level, more so than alternatives, IMO. A low-level game you might feel great engaging in some 2 base versus 2 slugfest, where a top level game you might have 10 on each side with skirmishes all over the map.
3. Defender’s advantage is tricky because I feel without making the game be too territorial in other ways it can make turtling too potent. But I’m much more in favour of a strong defender’s advantage in a game where you’re spread out everywhere, versus say where 2/3 bases is optimal.
Interested to see what people think of my ramblings and madness haha
I proposed something in the same vein as your first point a few posts prior.
2 and 3 are interesting ideas on the macro side that would be cool to see for sure. Possibly with bigger maps necessary to do it, the speed of the units can be used as well, if it s slower you re more likely to spread them than run your deadball around
Perhaps i subconsciously stole the first point haha, if so, apologies
One thing I mention a lot is SC2 doesn’t have a massive amount of variance in unit speeds. Especially with a Protoss deathball. Most of its constituent parts kinda move pretty similarly, so the whole blob of death stays quite compact.
Whereas let’s say you got rid of charge, made zealots be even faster passively a la BW zealot legs, then made say, Collosus a good bit slower, well if you A-move over any distance your army will naturally stretch its lines, and need manually re-gathered to prevent flanking of isolated parts of it.
I don’t think it would be some (Frost) giant change that would alone fix deathballs, but every little helps.
It seems to be something Stormgate is doing too, least from what I’ve experienced so far. You’ve got a few speedy boys that are a bit more fragile and will clearly operate very effectively for harassment and run-bys, but the real core meat of armies seems to have a move speed rather close to the other components.
On February 17 2024 08:15 LunarC wrote: So can any of these games move beyond SC2? It's fast turning into army blob vs. army blob again. Why can't any of these games design their systems to produce multi-screen spanning battles on multiple fronts like Brood War regularly produced? I guess why do these games always revert to blob v. blob? Can the mechanisms ever be designed to revert to clashes on multiple fronts instead? Is there a solution besides a unit selection cap?
There must be a way to do it that doesn’t require a brutal level of mechanical difficulty.
I’ve just yet to see it. Or at least I haven’t seen the ‘full package’ as it were. X RTS deals with a particular issue well, or has some interesting system, but the unit control is horrible. Or the eco structure is fascinating but the units suck. Or the micro is horrible etc.
Why not experiment with terrain a bit? What about cover mechanics? What about graduating slopes? It feels Blizz RTS and this Blizz-inspired RTS have two types of ground, low and high and that’s about it.
You could have a mechanic where units can’t fire if units in front of them were on a higher incline (friendly fire would be too punishing), or cut range or something. So if you strategically design a map with areas like this being in likely high traffic areas you can have a kind of explicit anti-deathball mechanic.
Why not go a different direction to what Blizz did in Legacy in trying to spread out bases to maintain an income by having them burn out quicker?
Give each starting base an arbitrary amount of resource yield, and limit every subsequent expansion’s effective mining. Maybe even have bases be variable in this positionally depending on how risky they are (likely) to be to take
So you can get your initial eco going to keep the early game ramping up. But after that, if you want more eco well you need more bases.
In Legacy, there’s an optimal amount of bases, you just take more because you’re going to mine out. Why not make it that more bases = better income, and incentivise expanding out, which then introduces the risk/reward of more moolah versus being overstretched. Which naturally should stretch play out to be more skirmishy.
I’m spitballing some bad ideas, but hey I’m trying. I’m going off the ‘you can’t just do what BW did a quarter of a century later’ rationale.
1. Making it easier to move armies versus limited unit selection often leads to blobs. Solution - don’t try to make it harder to move an army around, make being in a blob disadvantageous somehow. Try to reverse the general idea of ‘more good units in a space = better’
2. BW’s macro was hard as fuck, but it made for good territorial jousting. Solution - Keep macro being easier on a mechanical level, just make there be more of it. Go nuts, 1 base is better than 2, well 10 bases are better than 9. This should also naturally taper off by skill level, more so than alternatives, IMO. A low-level game you might feel great engaging in some 2 base versus 2 slugfest, where a top level game you might have 10 on each side with skirmishes all over the map.
3. Defender’s advantage is tricky because I feel without making the game be too territorial in other ways it can make turtling too potent. But I’m much more in favour of a strong defender’s advantage in a game where you’re spread out everywhere, versus say where 2/3 bases is optimal.
Interested to see what people think of my ramblings and madness haha
I proposed something in the same vein as your first point a few posts prior.
2 and 3 are interesting ideas on the macro side that would be cool to see for sure. Possibly with bigger maps necessary to do it, the speed of the units can be used as well, if it s slower you re more likely to spread them than run your deadball around
Perhaps i subconsciously stole the first point haha, if so, apologies
One thing I mention a lot is SC2 doesn’t have a massive amount of variance in unit speeds. Especially with a Protoss deathball. Most of its constituent parts kinda move pretty similarly, so the whole blob of death stays quite compact.
Whereas let’s say you got rid of charge, made zealots be even faster passively a la BW zealot legs, then made say, Collosus a good bit slower, well if you A-move over any distance your army will naturally stretch its lines, and need manually re-gathered to prevent flanking of isolated parts of it.
I don’t think it would be some (Frost) giant change that would alone fix deathballs, but every little helps.
It seems to be something Stormgate is doing too, least from what I’ve experienced so far. You’ve got a few speedy boys that are a bit more fragile and will clearly operate very effectively for harassment and run-bys, but the real core meat of armies seems to have a move speed rather close to the other components.
No worries lol. We re both veterans of the same games and forum, makes sense we d have similar ideas. What I m reading is we should all create some consulting company and sell our ideas to SG ^^
Been playing a bit since closed beta, had high hopes, but can't really get hooked on so far.
I was hoping for a further evolution of Blizzard style RTS, rather than a remix of all the old ideas. So far I feel like playing a different mode of SC2. It feels good to play, but everything feels like a recycled idea, which gets old pretty quickly.
But maybe someone who didn't sink in 1000 hours into Blizz RTS already might find it exciting?
When I first saw WC3 I was blown away. Graphics, music, sounds, lore, matchmaking, gameplay, everything felt fresh, modern, innovative, maybe even ahead of it's time. SG so far feels like reheated yesterday's pizza, it's good, but won't lose my mind over it. I hope the impression on release will be much better.
I feel like WC3 is the outlier though and Blizz was mostly well known for doing the same stuff better than the competition. Like Sc1 had very few gameplay improvements over WC2, it mainly had 3 more different races and more interesting unit interactions. Sc2 was a good RTS, but didn't do anything fundamentally different to other RTS either, it was mainly very refined.
Also the RTS community is very split on changing the old formula and I'd say that the Blizzard RTS fanbase is more risk-averse than most.
Having not kept up with Stormgate at all I tuned into the big beta tournament going on. I guess my conclusion was that it looked fine? There were a lot of clashes between two big armies and not much multi-tasking, but at least fights weren't over in 5 seconds like sometimes happens in SC2. Part of this might be due to the game being new and players not knowing how to use their APM efficiently though, I don't know much about mechanics.
Still, I feel like for SC2 to be worth abandoning (or BW/WC3 if you're fans of those games), Stormgate being "fine" isn't good enough - it has to be original and exciting. Stormgate both looks worse than SC2 and feels derivative. If I have a bunch of free time I might give Stormgate a try, but I'm not in a rush to download the game.
If you say that I'm ignorant about Stormgate that's 100% true - but if Stormgate is going to take off, people who know very little about Stormgate and are emotionally invested in other RTS have to be intrigued by Stormgate.
On the subject of army shapes, what is good army shape in an RTS game and how much the player needs to fight the pathing and the UI to get a good army shape in the game are two different matters. The former is about how to maximize the values of the units, which is dependent on unit properties and terrains, the latter is just pathing and UI.
The disparity between them is a source of micro skill, but if you really don't like blob-like army shape, it probably should not be too viable even if the player has infinite APM.
On February 18 2024 10:09 Spirral wrote: Been playing a bit since closed beta, had high hopes, but can't really get hooked on so far.
I was hoping for a further evolution of Blizzard style RTS, rather than a remix of all the old ideas. So far I feel like playing a different mode of SC2. It feels good to play, but everything feels like a recycled idea, which gets old pretty quickly.
But maybe someone who didn't sink in 1000 hours into Blizz RTS already might find it exciting?
When I first saw WC3 I was blown away. Graphics, music, sounds, lore, matchmaking, gameplay, everything felt fresh, modern, innovative, maybe even ahead of it's time. SG so far feels like reheated yesterday's pizza, it's good, but won't lose my mind over it. I hope the impression on release will be much better.
I think the people who find it exciting now are those who likes blizzard RTS games, likes a bit of micro and enjoys the process of learning the game, figuring out builds/strategies etc. Being part of a new RTS game that is actively being developed and improved is fun. If I had more free time, I could myself find enjoyment in this.
I don't think it's gonna work for new players. For new players you need to give them a big "why". A why can be, "play this new game to experience the fun low-skill floor mechanic where you potentially can make insane outplays."
Stormgate does not give you that why and I would require very large changes/additions to the game to enable that.
And while it seems most current complains about the game are related to graphics, sounds etc., eventually I expect the complaints - when the novelty of learning the game wears off - to shift towards complaining about larger army micro.
Increasing the length of battles is a good thing, but seeing these massive deathbally army stand still while attacking for 30 seconds is boring. We need to see a lot more movement and a lot more abilities that rewards movement and punishes standing still and allows the top-top players to stand out from the good players.
I had forgotten about SG until I saw some live tournament on TL's sidebar.
1) Why does TL.net endorse SG? Feels very forced. Is TL staff involved in its development or is it wishful thinking that we'll get a new shiny RTS which will rejuvenate the RTS scene?
2) Why does SG look like Craft of Stars: DEMON KING mobile game? Looks like diablo/sc2 ripoff, completely lacking its own identity or any sort of... cohesion. A classic fantasy dragon attacking a mech worker gold minemineral patch luminite line looked absurd.
3) Gameplay seems very sluggish and unsatisfying both to watch and play. Melee dude mosh pit.
4) What's the target audience for this mess? MOBA players? RTS vets? Neither?
Yeah negative nancy over here, but I remember being pleasantly surprised when it was announced way back that "ex blizz staff was making a new RTS" but this is NOT what I expected a few years later.
On February 18 2024 10:09 Spirral wrote: Been playing a bit since closed beta, had high hopes, but can't really get hooked on so far.
I was hoping for a further evolution of Blizzard style RTS, rather than a remix of all the old ideas. So far I feel like playing a different mode of SC2. It feels good to play, but everything feels like a recycled idea, which gets old pretty quickly.
But maybe someone who didn't sink in 1000 hours into Blizz RTS already might find it exciting?
When I first saw WC3 I was blown away. Graphics, music, sounds, lore, matchmaking, gameplay, everything felt fresh, modern, innovative, maybe even ahead of it's time. SG so far feels like reheated yesterday's pizza, it's good, but won't lose my mind over it. I hope the impression on release will be much better.
I think the people who find it exciting now are those who likes blizzard RTS games, likes a bit of micro and enjoys the process of learning the game, figuring out builds/strategies etc. Being part of a new RTS game that is actively being developed and improved is fun. If I had more free time, I could myself find enjoyment in this.
I don't think it's gonna work for new players. For new players you need to give them a big "why". A why can be, "play this new game to experience the fun low-skill floor mechanic where you potentially can make insane outplays."
Stormgate does not give you that why and I would require very large changes/additions to the game to enable that.
And while it seems most current complains about the game are related to graphics, sounds etc., eventually I expect the complaints - when the novelty of learning the game wears off - to shift towards complaining about larger army micro.
Increasing the length of battles is a good thing, but seeing these massive deathbally army stand still while attacking for 30 seconds is boring. We need to see a lot more movement and a lot more abilities that rewards movement and punishes standing still and allows the top-top players to stand out from the good players.
It feels like the worst of both worlds, so far.
You’ve still got deathballs fighting, without a huge amount of micro (there is some don’t get me wrong) the difference is that it’s just longer.
It feels the higher TTK is not really making the room for more elaborate and interesting micro as battles scale up. Add to that you have less to do in terms of macro or other multitasking, which is a separate but related issue.
SC2 could be extremely frustrating as a player because it’s so punishing, but that could make intense large engagements exciting too. Eating or successfully splitting against banes, landing a juicy storm or disruptor hit, setting up a big bio/Zerg flank and rinsing an army.
WC3 got around the deathball issue by having fewer units and potent heroes. BW through the difficulty to actually manoeuvre one.
I’m not sure how this title is going to manage that with its current design. It feels you really need some properly potent AoE options, or casters that scale up the more units they’re facing. You also make it more viable to hold strategic locations at a numerical deficit.
On the flip side of that you have the issue that the higher TTK in general makes it difficult to have any kind of anti-deathball option that’s actually useful outside of a deathball. As things currently look, if you made like a Stormgate Templar strong enough to actually kill clumps of units quickly, it’s way out of scale with the damage output:health of everything else. But if it only tickles units down a quarter of their HP and keep with that general scaling, it’ll not be all that useful working in isolation or small groups.
It’s a tricky one! I hope they nail it as I definitely do miss the pace of WC3 battles amidst the frenetic pace of SC2’s, or at least something somewhere in the middle would be great.
On February 18 2024 10:09 Spirral wrote: Been playing a bit since closed beta, had high hopes, but can't really get hooked on so far.
I was hoping for a further evolution of Blizzard style RTS, rather than a remix of all the old ideas. So far I feel like playing a different mode of SC2. It feels good to play, but everything feels like a recycled idea, which gets old pretty quickly.
But maybe someone who didn't sink in 1000 hours into Blizz RTS already might find it exciting?
When I first saw WC3 I was blown away. Graphics, music, sounds, lore, matchmaking, gameplay, everything felt fresh, modern, innovative, maybe even ahead of it's time. SG so far feels like reheated yesterday's pizza, it's good, but won't lose my mind over it. I hope the impression on release will be much better.
I think the people who find it exciting now are those who likes blizzard RTS games, likes a bit of micro and enjoys the process of learning the game, figuring out builds/strategies etc. Being part of a new RTS game that is actively being developed and improved is fun. If I had more free time, I could myself find enjoyment in this.
I don't think it's gonna work for new players. For new players you need to give them a big "why". A why can be, "play this new game to experience the fun low-skill floor mechanic where you potentially can make insane outplays."
Stormgate does not give you that why and I would require very large changes/additions to the game to enable that.
And while it seems most current complains about the game are related to graphics, sounds etc., eventually I expect the complaints - when the novelty of learning the game wears off - to shift towards complaining about larger army micro.
Increasing the length of battles is a good thing, but seeing these massive deathbally army stand still while attacking for 30 seconds is boring. We need to see a lot more movement and a lot more abilities that rewards movement and punishes standing still and allows the top-top players to stand out from the good players.
It feels like the worst of both worlds, so far.
You’ve still got deathballs fighting, without a huge amount of micro (there is some don’t get me wrong) the difference is that it’s just longer.
It feels the higher TTK is not really making the room for more elaborate and interesting micro as battles scale up. Add to that you have less to do in terms of macro or other multitasking, which is a separate but related issue.
SC2 could be extremely frustrating as a player because it’s so punishing, but that could make intense large engagements exciting too. Eating or successfully splitting against banes, landing a juicy storm or disruptor hit, setting up a big bio/Zerg flank and rinsing an army.
WC3 got around the deathball issue by having fewer units and potent heroes. BW through the difficulty to actually manoeuvre one.
I’m not sure how this title is going to manage that with its current design. It feels you really need some properly potent AoE options, or casters that scale up the more units they’re facing. You also make it more viable to hold strategic locations at a numerical deficit.
On the flip side of that you have the issue that the higher TTK in general makes it difficult to have any kind of anti-deathball option that’s actually useful outside of a deathball. As things currently look, if you made like a Stormgate Templar strong enough to actually kill clumps of units quickly, it’s way out of scale with the damage output:health of everything else. But if it only tickles units down a quarter of their HP and keep with that general scaling, it’ll not be all that useful working in isolation or small groups.
It’s a tricky one! I hope they nail it as I definitely do miss the pace of WC3 battles amidst the frenetic pace of SC2’s, or at least something somewhere in the middle would be great.
I think you make some great points. How would a High Templar work in a game like Stormgate? Could it prevent deathballs even if it could only deal 40% of an enemy units HP?
Part of the excitement of Storm in Sc2 is that it can kill units if the opponent doesn't react fast enough. In some cases that can make sc2 quite unforgiving - but, if you combine fast speed (and thus unforgiving micro) with high defenders advantage + fast production speed/reinforcements that you could make a game that work well (as losing one battle isn't the end of the world).
But, it does appear to me that a lot of people do like the slower speed of Stormgate fights, so ideally devs can find a way to make it work better.
One thing that is clear though is that they need to make it feel way easier to move units around during a battle. Maybe the physical unit radius needs to be reduced. Perhaps some movement speed increases to certain units.
BW through the difficulty to actually manoeuvre one.
I am pretty sure vZ without Dark Swarm would also be way more deathballish. The ability to trade cost effectively against any number of enemy units is the main driver.
On February 17 2024 23:02 qwerty4w wrote: Zero-K and Beyond All Reason have a "line move" UI feature that can be very useful for preventing blob-like army. It was also borrowed by the indie RTS game Istrolid (https://store.steampowered.com/app/449140/Istrolid/), you can see a demonstration in Istrolid here:
https://www.youtube.com/watch?v=avGJEmVMpx0 But the problem is when the target audience of your game think splitting units with a lot of clicking is an irreplaceable source of skill, it's difficult to use any UI solution like this.
I must say I like that mechanic, seems to work rather elegantly.
It's in Zerospace and it works really well and feels very good. I'm a BAR enjoyer so had it in muscle memory, felt very natural within Zerospace as well.
IMO new RTS games should just add this as early as possible and deal with the balance implications. Because it just straight up *feels* so good to use.
On February 18 2024 01:06 JimmyJRaynor wrote: The video below is an analysis of someone in the NDA-ed alpha occurring BEFORE the paid beta. This guy does not pull any punches. https://www.youtube.com/watch?v=jh9BLU4i3RE
I think this guy is too sensitive to be playing an unfinished game. Most of his criticisms are due to the game still being developed, like no tier 3, no 3rd races, unfinished replay interface, etc.