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Active: 1647 users

What was your impression of the Stormgate gameplay reveal?

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TL.net Bot
Profile Joined June 2004
TL.net132 Posts
Last Edited: 2023-06-20 11:43:38
June 20 2023 11:40 GMT
#1
Discussion thread for front page poll: "What was your impression of the Stormgate gameplay reveal?"

BisuDagger
Profile Blog Joined October 2009
Bisutopia19288 Posts
June 20 2023 15:04 GMT
#2
It has potential. I'd rather remain neutral instead of negative at this point. This game will look very different by launch and we can only hope our good man Monk is on top of the changes it will need.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2023-06-20 16:17:33
June 20 2023 16:16 GMT
#3
Very positive. Sure, I didn't like every single thing about it, but overall it seems to include aspects of gameplay that I enjoy i.e projectile dodging, drop micro.

It's not as convincing as that first full alpha gameplay video blizzard released on ... kulas ravine? I wanna say. But it's enough to get me excited.

I would have much preferred a longer video, but that's almost like saying "Yeah I'd have preferred more money".
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
June 20 2023 18:01 GMT
#4
I didn't like the gameplay they showed in the "showmatch" BUT the first 40 seconds of small snippets of gameplay shown before that was good, those battles, looked very cool.

We need to remember that the main mode of this game will be 3v3. So there is more to see.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
BisuDagger
Profile Blog Joined October 2009
Bisutopia19288 Posts
June 20 2023 18:34 GMT
#5
On June 21 2023 03:01 [Phantom] wrote:
I didn't like the gameplay they showed in the "showmatch" BUT the first 40 seconds of small snippets of gameplay shown before that was good, those battles, looked very cool.

We need to remember that the main mode of this game will be 3v3. So there is more to see.

I really liked how their "Goliath" unit charge ability was able to bulldoze dash through the tree terrain. It'd be interesting to see if the trees regrow to block off the path again. Having a living battlefield/map would be really neat.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
RogerChillingworth
Profile Joined March 2010
3055 Posts
Last Edited: 2023-06-20 21:08:55
June 20 2023 21:01 GMT
#6
I think it looks really good. Hard to have any strong opinions simply as a viewer and not a player, but the design choices and art look nice. I'm liking how the humans have a cool melee unit. Not sure about the "Exo" (marine) unit yet, feels like a bit of a carryover. But in general everything looks really beautiful and is evoking the Blizzard vibe well.

One thing Monk said in an interview was his wanting to move away from attack and armor upgrades. It caught me a little off guard, because it sounds sacrilegious, but I warmed up to it. It's stuff like this, these changes, that seem crazy at first but could potentially simplify the game for the better. Just as long as interesting things are happening elsewhere, like all the cool map objective stuff they have planned, I think it's alright. If it's extremely fun to play and there's oxygen for 1v1 competitive, I don't see the downsides to jettisoning some stuff we previously thought were staples. The people calling for more innovation should be open to this as well.

What can I say, I can't wait to play the alpha/beta. I wanna experience how the game feels to play, how the units move around. Can you do crafty and flashy things or is it more linear? Can I be disruptive and not fully committed with like a couple of rag tag units, or am i just gonna get surrounded and shit on with an a-move? These lower lethality numbers get me really hopeful and excited, but ya just don't know until ya know.

Overall, looks super promising. And the team all seem like golden star over-achievers. I think it's gonna be geud. I'm ready for a new game and i think the RTS communities are also ready and looking.
StasisField
Profile Joined August 2013
United States1086 Posts
Last Edited: 2023-06-20 21:29:43
June 20 2023 21:28 GMT
#7
We've technically seen gameplay but we still haven't really seen the game. It's pre-alpha footage where we saw like 6 units from one faction. We don't know how the units of this faction synergize together as a whole. We don't know how upgrades will change unit dynamics as the game progresses. We don't know how the other factions will operate and play against each other. We don't know how heroes in 3v3 and co-op mode will behave. We don't know what tone the campaign will have or how varied the missions will be. We don't know if the new QoL improvements feel good to use or not. We don't know how powerful the map and custom game editor will be. We still don't really know what the final art style will look like. We don't know if they've been successful at creating a good on-boarding process for new players. We still don't really know anything about the game's selling points and until we do I don't see the point in judging it beyond "I think/don't think they're starting with a good foundation to make a great game." Me personally? I think they have a good foundation to make a great game. I will have to see more to really make an informed opinion.
What do you mean Immortals can't shoot up?
Tal
Profile Blog Joined May 2004
United Kingdom1017 Posts
June 21 2023 04:43 GMT
#8
It felt a bit uninspired to me. Like I said in the other thread, it feels like a Starcraft 2 mod from 10 years ago - so not exactly the future of RTS.

Of course a lot can change, and we're only looking at a snippet of an Alpha, but I would have liked to have seen something more creative, even if presented with a lot of jank.

That said, everything they've said about the game sounds positive, so still hoping they deliver, and will definitely try it.
It is what you read when you don't have to that determines what you will be when you can't help it.
KrillinFromwales
Profile Blog Joined March 2022
55 Posts
June 21 2023 06:23 GMT
#9
I watched the Tasteless review. I think it looks OK but not necessarily inspired. I think it looks a good bit like a Blizzard RTS which isn't a good thing in this case.
Malongo
Profile Blog Joined November 2005
Chile3472 Posts
June 22 2023 04:20 GMT
#10
On June 21 2023 13:43 Tal wrote:
It felt a bit uninspired to me. Like I said in the other thread, it feels like a Starcraft 2 mod from 10 years ago - so not exactly the future of RTS.

Of course a lot can change, and we're only looking at a snippet of an Alpha, but I would have liked to have seen something more creative, even if presented with a lot of jank.

That said, everything they've said about the game sounds positive, so still hoping they deliver, and will definitely try it.

Uninspired is the word. The problem is how it looks like a game you could get right now as a freeware but it is expected to be the future of rts. It like they are not even trying.
Help me! im still improving my English. An eye for an eye makes the whole world blind. M. G.
Highgamer
Profile Joined October 2015
1439 Posts
Last Edited: 2023-06-23 15:53:43
June 23 2023 08:37 GMT
#11
On June 22 2023 13:20 Malongo wrote:
It like they are not even trying.

C'mon man... No need to pamper them but wtf.
-------------------------------------

Definitely could turn into a really cool RTS. Especially building design looks slick (though some strangely unproportional) and from what I've heard, those who played it say it feels well to control.

I'm a bit worried for the overall fluidness or uniformity of how armies move right now (from what we could see) because that's what I really disliked about SC2 at some point: flowing concentrated unit blobs. (Formations on is a no-go of course) I prefer somewhat more clunkyness/spread-out-ness like in BW or WC3.

(Maybe partially therefore) Imo the bigger battles look a bit to "cramped" for my taste. Then again, BW would probably look pretty cramped too for someone seeing it the first time given how zoomed in everything is. I guess this could get better after getting used to it.
I think this could also have to do with the narrowness of the path on this specific map and how close together everything is. I remember that the first SC2-maps that they showed where also not very well designed (in hindsight), being rather small and chokey.

I find it a bit too hard to discern the different bio-/humanoid-shaped units. The models should be really distinct. You'd never mistake a marine for a medic or a firebat, or a grunt for a berserker or a shaman. The gatling-robot e. g. looks very distinct, though I think the attack-delay is a bit too long on this one right now.

I don't think that the siege-tank-unit is well designed or looks cool in it's current state. Looks like just the first-came-to-mind idea for a four-legged cannon. And why/how could/should it shoot a flashing blue electric energy-ball, that flies ultra-slow and in a physically completely unrealistic arc especially at close range, instead of a projectile or a barrage of some kind? Not a fan.
WC3-demolisher or meat-wagon is how a good dodgeable ranged-unit should feel. Or BW siege-tank and reaver, where you have to 'dodge' by walking out of range or spread units in time.


Just some constructive criticism though in an early stage. Overall I'm hopeful and wish them the best. + Show Spoiler +
Can always go back to BW, lel
VGhost
Profile Blog Joined March 2011
United States3616 Posts
June 23 2023 21:56 GMT
#12
I like the terrain and terrain damage mechanic. Not sold on the art design style - units look like an SC2 expansion, nothing distinctive about it that way, and I can't say I've seen enough actual gameplay to judge on anything else.
#4427 || I am not going to scan a ferret.
CicadaSC
Profile Joined January 2018
United States1809 Posts
Last Edited: 2023-06-23 23:58:54
June 23 2023 23:41 GMT
#13
First impressions were it looked like it needed a lot of work. Units didn't feel jaw dropping original/sci fi-y. Game looked slow. I'm also confused how they will combat death balling especially if u only need a few bases not 5-8+ per player like u do in starcraft
Remember that we all come from a place of passion!!
Malongo
Profile Blog Joined November 2005
Chile3472 Posts
June 24 2023 01:12 GMT
#14
[QUOTE]On June 23 2023 17:37 Highgamer wrote:
[QUOTE]On June 22 2023 13:20 Malongo wrote:
It like they are not even trying.[/QUOTE]
C'mon man... No need to pamper them but wtf.
Can always go back to BW, lel
I was not being specially harsh. I honestly think they are just repeating a lot of patterns and not really improving or bringing something new to the table. And as you said, people will go back to their older games if it does not hit something different.
Help me! im still improving my English. An eye for an eye makes the whole world blind. M. G.
Vision_
Profile Joined September 2018
870 Posts
Last Edited: 2023-06-25 19:08:58
June 25 2023 19:07 GMT
#15
wooh huge disappointment
it has nothing to do with my wishes of an old school game....

target customers are young people, i have nothing to do with this kind of game... It s not serious
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
June 26 2023 00:12 GMT
#16
For a long time I've been thinking that a RTS that combines elements from WC3 and SC/2 would be pretty cool. It sounds like though the scope of the game will start out fairly small, things can escalate into some large supply battles by the end - which would be awesome. Who doesn't like building a giant army? The dream would be a supply even greater than 200, but I'm not sure if that can fit in well with the WC3 formula.

Speaking of that, the creeps I saw in the gameplay demo seemed pretty uninspiring, but I can only assume they're working on that.

Some of the value of WC3 is lost without heroes though. Excited to see them adopt its resource model and scale it up a bit.

The goliath with a chain gun is actually a super cool looking unit. But other than that a lot of the units didn't really grab my attention. Nothing quite as eye-catching as the Zerg in BW or Terran in SC2, yet.

It'll be cool to see how the game grows. I think it's probably still very early in the game's design - and they've gotta be feeling pressure from the market to show gameplay, which is frustrating I'm sure.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
ProMeTheus112
Profile Joined December 2009
France2027 Posts
June 26 2023 02:31 GMT
#17
On June 26 2023 09:12 Qwyn wrote:
Speaking of that, the creeps I saw in the gameplay demo seemed pretty uninspiring, but I can only assume they're working on that.

I believe the chicken model that is shown as a creep in the video is a placeholder model for when the creep will have a more finalized one.
EchelonTee
Profile Joined February 2011
United States5245 Posts
June 26 2023 17:07 GMT
#18
Creeping is one of my favorite parts of WC3. How it combines map control, resource allocation, and micro (creep jacking / AI manipulation) is pretty fun. It can make maps feel more unique, gives map makers another tool to diversify and balance maps. No heroes for exp / items is pretty different though.

Have they elaborated on what benefits there are for creeping? I haven't followed development, not sure what I've missed
aka "neophyte". learn lots. dont judge. laugh for no reason. be nice. seek happiness. -D[9]
ProMeTheus112
Profile Joined December 2009
France2027 Posts
June 26 2023 17:36 GMT
#19
On June 27 2023 02:07 EchelonTee wrote:
Have they elaborated on what benefits there are for creeping? I haven't followed development, not sure what I've missed

Yes they would provide "global", mostly "non combat" bonuses and Monk gave an example of "increased worker production speed" for some amount of time. Also said the creeps would respawn.
sugarmuffinpuff
Profile Joined October 2014
Canada38 Posts
June 30 2023 04:26 GMT
#20
As other posters have said, I'm interested to see how the gameplay turns out - especially the 3v3 team aspect. But...the art style looks very "modern Blizzard" which I'm not a fan of. Really wish they could have tried something different with the visuals.
Hildegard
Profile Blog Joined November 2012
Germany306 Posts
June 30 2023 05:30 GMT
#21
Creeps granting production bonuses will be a challenge to balance out. It would seem that could snowball easily, but with a huge defender's advantage, it would be hard to finish games. The map design would need to make sure that the creep camps are spread in a way that allows both players or teams some amount of access. How is this done in WC3? It's been a very long time since I played that game.
tl.net humour: https://www.kurtvonmeier.com/blog-1/2018/1/14/on-audio-alan-watts-and-g-spencer-brown-discuss-laws-of-form
uselless
Profile Joined April 2021
92 Posts
June 30 2023 15:25 GMT
#22
On June 23 2023 17:37 Highgamer wrote:
Show nested quote +
On June 22 2023 13:20 Malongo wrote:
It like they are not even trying.

C'mon man... No need to pamper them but wtf.


Just going to add on a bit here:

Most of these people working on Stormgate gave up high paying, stable jobs to work on this, a passion project that doesn't necessarily have a future. At the very least, I will forever respect them for trying to advance the genre of my childhood at perhaps even great personal cost, and I hope the rest of this community will realize this as well.
maru :D
Agh
Profile Blog Joined July 2010
United States1002 Posts
July 22 2023 06:41 GMT
#23
On June 30 2023 14:30 Hildegard wrote:
Creeps granting production bonuses will be a challenge to balance out. It would seem that could snowball easily, but with a huge defender's advantage, it would be hard to finish games. The map design would need to make sure that the creep camps are spread in a way that allows both players or teams some amount of access. How is this done in WC3? It's been a very long time since I played that game.


Maps will always be symmetrical so it's a non issue, and on 4 player maps you'll just have forced cross spawn for solo.

I did like that one sc2 map that was basically two maps in one as it was 4 spawns but forced crossed.







Regarding design there are two real ways to go about it. You either have an amazing artist and you try to incorporate that design/idea into your game, or you go with your unit idea then try to conjure up something that fits that role.

Both get used at the end of the day but the latter will usually end up defining the game.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
oshibori_probe
Profile Blog Joined July 2006
United States2933 Posts
Last Edited: 2023-07-22 23:10:56
July 22 2023 23:10 GMT
#24
This looks about 2 years away from being a game that enough people will buy to sustain 'esports' but a good start nonetheless. I like what they've done in terms of fog of war and hope they can build a game that maintains a defenders advantage without always having a base with walls.

It appears units have some very restrictive turn rates similar to wc3, and in the end I think that will stimy micro. Hopefully the devs can address this.

Is this seriously going to have 3v3 as the premiere mode though? I get that a bone needs to be thrown to the cooperative types, but theres just too much griefing and toxicity in modern gamers for that not to cancer up a launch. With 1v1 as the main mode it really instead pushes the 'calling your opponent a cheating homo' category into an ancillary feature that could be contained with a US East server.
Fuck KeSPA.
aseq
Profile Joined January 2003
Netherlands3983 Posts
July 24 2023 08:10 GMT
#25
It reminds me of a similar project that was started after Brood War, also had a community name (like TLO) join, and try to advance the rts genre. I think these are interesting, generally have teams that are too small, can't compete graphically or with a campaign, so they end up with a small user base that dies off after a while. Yet they're worthwhile and prototype new ideas.

I can't think of the name of that abovementioned project though, anyone remember? Has to be somewhere early 2000s. It wasn't Atrox (korean SC clone)...
Harris1st
Profile Blog Joined May 2010
Germany6981 Posts
Last Edited: 2023-07-24 08:34:41
July 24 2023 08:27 GMT
#26
On July 24 2023 17:10 aseq wrote:
It reminds me of a similar project that was started after Brood War, also had a community name (like TLO) join, and try to advance the rts genre. I think these are interesting, generally have teams that are too small, can't compete graphically or with a campaign, so they end up with a small user base that dies off after a while. Yet they're worthwhile and prototype new ideas.

I can't think of the name of that abovementioned project though, anyone remember? Has to be somewhere early 2000s. It wasn't Atrox (korean SC clone)...


You mean Project Atlas from Artilley (with Day9) ?

https://guardiansofatlas.xyz/forums/


On July 23 2023 08:10 oshibori_probe wrote:
This looks about 2 years away from being a game that enough people will buy to sustain 'esports' but a good start nonetheless. I like what they've done in terms of fog of war and hope they can build a game that maintains a defenders advantage without always having a base with walls.

It appears units have some very restrictive turn rates similar to wc3, and in the end I think that will stimy micro. Hopefully the devs can address this.

Is this seriously going to have 3v3 as the premiere mode though? I get that a bone needs to be thrown to the cooperative types, but theres just too much griefing and toxicity in modern gamers for that not to cancer up a launch. With 1v1 as the main mode it really instead pushes the 'calling your opponent a cheating homo' category into an ancillary feature that could be contained with a US East server.


1v1 is a very stressful experience that not a lof of people these days want to have. In a N vs N mode you can always blame you team and queue up for the next game with "better" teammates.

As far as I know, 1v1 as well as 3v3 are the "Premiere" modes and will play a bit differently from each other (possbile Hero units and ranking units) apart from having a team. So everyone can play their favorite mode. Let's just hope they don't want to do too much at the same time and both modes will be lacking as a result
Go Serral! GG EZ for Ence. Flashbang dance FTW
aseq
Profile Joined January 2003
Netherlands3983 Posts
Last Edited: 2023-07-24 09:18:56
July 24 2023 09:18 GMT
#27
On July 24 2023 17:27 Harris1st wrote:

You mean Project Atlas from Artilley (with Day9) ?

https://guardiansofatlas.xyz/forums/

Thanks, that wasn't it, but I found it by now: Strifeshadow. Top Starcraft player Zileas worked on this and later joined Blizz to work on WC3 and WoW. There is almost nothing about the game online anymore, unfortunately: https://ethermoon.com/game/index.html
Iggyhopper
Profile Joined July 2010
United States259 Posts
Last Edited: 2023-08-06 16:02:37
August 06 2023 15:59 GMT
#28
On a more technical, less aesthetic note, TTK seems awfully slow even for basic units with basic unit health. Gives off more WarCraft III vibes than StarCraft.

I am afraid they will have troubles making this exciting to watch, as most of you know StarCraft has had a much longer stronghold in that area vs. WarCraft due to its low TTK.
RogerChillingworth
Profile Joined March 2010
3055 Posts
Last Edited: 2023-08-06 21:16:10
August 06 2023 21:15 GMT
#29
On August 07 2023 00:59 Iggyhopper wrote:
On a more technical, less aesthetic note, TTK seems awfully slow even for basic units with basic unit health. Gives off more WarCraft III vibes than StarCraft.

I am afraid they will have troubles making this exciting to watch, as most of you know StarCraft has had a much longer stronghold in that area vs. WarCraft due to its low TTK.



this is totally subjective. and anyway, the game needs to be fun and exciting to play first. devs of sc2 even admitted they went straight for spectator enjoyment over player enjoyment, and that this was a mistake.

that said, longer time to kill can be very enjoyable to watch. it's less about shit dying and more about what's happening on screen, the decisions being made, cool mechanics, etc.
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