What was your impression of the Stormgate gameplay reveal?
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TL.net Bot
TL.net131 Posts
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BisuDagger
Bisutopia19239 Posts
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Liquid`Jinro
Sweden33719 Posts
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". | ||
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[Phantom]
Mexico2170 Posts
We need to remember that the main mode of this game will be 3v3. So there is more to see. | ||
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BisuDagger
Bisutopia19239 Posts
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. | ||
RogerChillingworth
2869 Posts
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
United States1086 Posts
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Tal
United Kingdom1015 Posts
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. | ||
KrillinFromwales
52 Posts
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Malongo
Chile3472 Posts
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. | ||
Highgamer
1407 Posts
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
United States3613 Posts
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CicadaSC
United States1715 Posts
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Malongo
Chile3472 Posts
[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. | ||
Vision_
861 Posts
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
United States2779 Posts
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. | ||
ProMeTheus112
France2027 Posts
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
United States5245 Posts
Have they elaborated on what benefits there are for creeping? I haven't followed development, not sure what I've missed | ||
ProMeTheus112
France2027 Posts
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
Canada38 Posts
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Hildegard
Germany306 Posts
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uselless
92 Posts
On June 23 2023 17:37 Highgamer wrote: 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. | ||
Agh
United States976 Posts
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. | ||
oshibori_probe
United States2933 Posts
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. | ||
aseq
Netherlands3977 Posts
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
Germany6929 Posts
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 | ||
aseq
Netherlands3977 Posts
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
United States259 Posts
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
2869 Posts
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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