• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:36
CEST 01:36
KST 08:36
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway13
Community News
SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues24LiuLi Cup - September 2025 Tournaments3Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6
StarCraft 2
General
#1: Maru - Greatest Players of All Time Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues Team Liquid Map Contest #21 - Presented by Monster Energy Classic Games #3: Rogue vs Serral at BlizzCon What happened to Singapore/Brazil servers?
Tourneys
RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia LANified! 37: Groundswell, BYOC LAN, Nov 28-30 2025 LiuLi Cup - September 2025 Tournaments
Strategy
Custom Maps
External Content
Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast
Brood War
General
BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams ASL20 General Discussion alas... i aint gon' lie to u bruh...
Tourneys
SC4ALL $1,500 Open Bracket LAN CPL12 SIGN UP are open!!! [ASL20] Ro16 Group B [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread General RTS Discussion Thread Borderlands 3
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1212 users

The future of RTS games - Page 50

Forum Index > SC2 General
Post a Reply
Prev 1 48 49 50 51 52 81 Next
Keep "my game is better than yours"-slapfights out of this. If the discussion devolves into simple bashing, this thread will be closed.
Excludos
Profile Blog Joined April 2010
Norway8111 Posts
May 31 2014 15:40 GMT
#981
On May 31 2014 23:22 DoubleReed wrote:
Show nested quote +
On May 31 2014 03:37 Excludos wrote:
On May 31 2014 03:33 Thieving Magpie wrote:
On May 31 2014 03:30 Strela wrote:
On May 14 2014 06:22 Figgy wrote:
Free to play. Constantly changing environment.

These are the biggest things MOBAs have far and above current RTS.

I get bored after 100 ladder games in SC2 after I've hit master 4 seasons in a row and have nothing left to do in the game? I quit
I get Bored after 100 Solo Q games in League and hit Gold this season? Oh try one of 50 new champs I haven't played yet that have completely different playstyles. Also 5 different roles that play much differently from each other keeps it fresh and exciting.

SC2 has gotten stagnant, very very stagnant. Most of the people who watch don't even play the game anymore.

You could also try some of the many arcade games that in sc2?


3 different races, with 3 different matchups, with each matchup having multiple different ways to play it optimally. Then there's cheesing, testing new builds, inventing new timings, etc...

An RTS is only as boring as you make it.


No, its boring. Yeah theres a couple of different things you can do, but mostly it comes down to practicing certain builds and how to execute them. Sometimes you get great games which is back and fourth, goes into lategame, and ends up as a game of the minds and skills. But for the most part its a grind.

In dota, you'll end up playing a lot of games before you loop around to a game thats exactly alike as another oen you played. This due to the enormous size of the heropool and the even bigger amount of ways to combine them. No one plays "one hero" like you play one race in sc2. Jumping from one race to the next is really difficult if you've gotten somewhat decent at the game. Jumping from one hero to another is the norm in dota.

edit: Just to make sure you don't think I'm shitting on sc2 "just cause" I'm a mindless dota fanboy or something, I really want a good rts game that succeeds. But it needs something different than the now stagnant 3 race formula, or the even worse "1 race with different models and textures" that every other rts seems to have. Once I'm done with my exams I'm going to sit down and make an rts prototypegame myself. I'll probably fail, badly. But maybe I'll stumble upon some interesting ideas at least.


All competitive games deal with massive amounts of repetition. It seems to me like you're comparing casual MOBAs to competitive SC2. It's not really a sensible comparison. At high levels of MOBAs you really have very few builds to choose from and they do get plenty repetitive.

That's why I thought the MTG model might make more sense. Rather than try to make one set metagame, you constantly delete, modify, and add units to the races to develop a larger story. Like a lot of small expansions. I think you'd have to have a much more long-term thought process for that to work though.


I'm not a pro, but I do consider myself a fairly decent Dota gamer. At the very least as decent as I was in sc2 (which was high masters, constantly on the verge of GM). And I can tell you with certainty that sc2 is way more repetitive than Dota2. Its complete bull that there are "very few builds to choose from" because there are no builds. You pick the item thats best for the situation and state of the game, which will almost always vary due to every game being wildly different. And even if you do the same "build" every game, the game still ends up with plenty variations as you'll never be facing the same enemy heroes, the same allied heroes, and every battle and engagement is different and requires you to do different things. There is no "grab everything and 1a".

I do agree that one of the reasons dota is doing well is because they're not afraid to change up the model. While its in their thoughts, they're not obsessed with balance like Blizzard is. Every year or so theres usually a huge patch that changes the state of the game drastically, as well as the addition of more heroes which you have to take into consideration when drafting. A game that constantly changes will have a varied metagame.
Big J
Profile Joined March 2011
Austria16289 Posts
May 31 2014 16:04 GMT
#982
On May 31 2014 23:34 DoubleReed wrote:
Maybe once LotV comes out we can have games where people pick some of the crazy broken abilities and upgrades from the campaigns. Have some Torrasque-Strain Ultralisks facing Immortality Protocol on Thors?


The thing is that those things all don't work for SC2 multiplayer design.

SC2 falls into the old "let everything develop", "never tinker around with timings", "don't design anything narrow" of classic RTS games. The first thing that would happen with those campaign things is that you'd be facing 10pool raptors jumping up your cliff, and how are you every going to hold that? Then you'd get 4gate superstalkers and 2rax mercenary allins and whatever stupid bullshit people can come up with to make the game as bad as possible.

To make these kinds of ideas work - design your own units; choose from a unit pool; have insane variety of abilities around; have insane amounts of diverse units around - you need to take a step back first.
You need some very standard mapsetup around which you design the units. And most of all, you need some strong anti-timing attack mechanics early on, that prevents that some super early game combo becomes the only playable option.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2014-05-31 16:13:09
May 31 2014 16:12 GMT
#983
On June 01 2014 00:40 Excludos wrote:
Show nested quote +
On May 31 2014 23:22 DoubleReed wrote:
On May 31 2014 03:37 Excludos wrote:
On May 31 2014 03:33 Thieving Magpie wrote:
On May 31 2014 03:30 Strela wrote:
On May 14 2014 06:22 Figgy wrote:
Free to play. Constantly changing environment.

These are the biggest things MOBAs have far and above current RTS.

I get bored after 100 ladder games in SC2 after I've hit master 4 seasons in a row and have nothing left to do in the game? I quit
I get Bored after 100 Solo Q games in League and hit Gold this season? Oh try one of 50 new champs I haven't played yet that have completely different playstyles. Also 5 different roles that play much differently from each other keeps it fresh and exciting.

SC2 has gotten stagnant, very very stagnant. Most of the people who watch don't even play the game anymore.

You could also try some of the many arcade games that in sc2?


3 different races, with 3 different matchups, with each matchup having multiple different ways to play it optimally. Then there's cheesing, testing new builds, inventing new timings, etc...

An RTS is only as boring as you make it.


No, its boring. Yeah theres a couple of different things you can do, but mostly it comes down to practicing certain builds and how to execute them. Sometimes you get great games which is back and fourth, goes into lategame, and ends up as a game of the minds and skills. But for the most part its a grind.

In dota, you'll end up playing a lot of games before you loop around to a game thats exactly alike as another oen you played. This due to the enormous size of the heropool and the even bigger amount of ways to combine them. No one plays "one hero" like you play one race in sc2. Jumping from one race to the next is really difficult if you've gotten somewhat decent at the game. Jumping from one hero to another is the norm in dota.

edit: Just to make sure you don't think I'm shitting on sc2 "just cause" I'm a mindless dota fanboy or something, I really want a good rts game that succeeds. But it needs something different than the now stagnant 3 race formula, or the even worse "1 race with different models and textures" that every other rts seems to have. Once I'm done with my exams I'm going to sit down and make an rts prototypegame myself. I'll probably fail, badly. But maybe I'll stumble upon some interesting ideas at least.


All competitive games deal with massive amounts of repetition. It seems to me like you're comparing casual MOBAs to competitive SC2. It's not really a sensible comparison. At high levels of MOBAs you really have very few builds to choose from and they do get plenty repetitive.

That's why I thought the MTG model might make more sense. Rather than try to make one set metagame, you constantly delete, modify, and add units to the races to develop a larger story. Like a lot of small expansions. I think you'd have to have a much more long-term thought process for that to work though.


I'm not a pro, but I do consider myself a fairly decent Dota gamer. At the very least as decent as I was in sc2 (which was high masters, constantly on the verge of GM). And I can tell you with certainty that sc2 is way more repetitive than Dota2. Its complete bull that there are "very few builds to choose from" because there are no builds. You pick the item thats best for the situation and state of the game, which will almost always vary due to every game being wildly different. And even if you do the same "build" every game, the game still ends up with plenty variations as you'll never be facing the same enemy heroes, the same allied heroes, and every battle and engagement is different and requires you to do different things. There is no "grab everything and 1a".

I do agree that one of the reasons dota is doing well is because they're not afraid to change up the model. While its in their thoughts, they're not obsessed with balance like Blizzard is. Every year or so theres usually a huge patch that changes the state of the game drastically, as well as the addition of more heroes which you have to take into consideration when drafting. A game that constantly changes will have a varied metagame.


I'm not that good but games are usually a lot more than just "grab everything and 1a." Even at gold level you see scouting, micro, and harassment. If that's all you mean then there is plenty of variation in Starcraft as well.
Excludos
Profile Blog Joined April 2010
Norway8111 Posts
Last Edited: 2014-05-31 16:15:57
May 31 2014 16:15 GMT
#984
On June 01 2014 01:12 DoubleReed wrote:
Show nested quote +
On June 01 2014 00:40 Excludos wrote:
On May 31 2014 23:22 DoubleReed wrote:
On May 31 2014 03:37 Excludos wrote:
On May 31 2014 03:33 Thieving Magpie wrote:
On May 31 2014 03:30 Strela wrote:
On May 14 2014 06:22 Figgy wrote:
Free to play. Constantly changing environment.

These are the biggest things MOBAs have far and above current RTS.

I get bored after 100 ladder games in SC2 after I've hit master 4 seasons in a row and have nothing left to do in the game? I quit
I get Bored after 100 Solo Q games in League and hit Gold this season? Oh try one of 50 new champs I haven't played yet that have completely different playstyles. Also 5 different roles that play much differently from each other keeps it fresh and exciting.

SC2 has gotten stagnant, very very stagnant. Most of the people who watch don't even play the game anymore.

You could also try some of the many arcade games that in sc2?


3 different races, with 3 different matchups, with each matchup having multiple different ways to play it optimally. Then there's cheesing, testing new builds, inventing new timings, etc...

An RTS is only as boring as you make it.


No, its boring. Yeah theres a couple of different things you can do, but mostly it comes down to practicing certain builds and how to execute them. Sometimes you get great games which is back and fourth, goes into lategame, and ends up as a game of the minds and skills. But for the most part its a grind.

In dota, you'll end up playing a lot of games before you loop around to a game thats exactly alike as another oen you played. This due to the enormous size of the heropool and the even bigger amount of ways to combine them. No one plays "one hero" like you play one race in sc2. Jumping from one race to the next is really difficult if you've gotten somewhat decent at the game. Jumping from one hero to another is the norm in dota.

edit: Just to make sure you don't think I'm shitting on sc2 "just cause" I'm a mindless dota fanboy or something, I really want a good rts game that succeeds. But it needs something different than the now stagnant 3 race formula, or the even worse "1 race with different models and textures" that every other rts seems to have. Once I'm done with my exams I'm going to sit down and make an rts prototypegame myself. I'll probably fail, badly. But maybe I'll stumble upon some interesting ideas at least.


All competitive games deal with massive amounts of repetition. It seems to me like you're comparing casual MOBAs to competitive SC2. It's not really a sensible comparison. At high levels of MOBAs you really have very few builds to choose from and they do get plenty repetitive.

That's why I thought the MTG model might make more sense. Rather than try to make one set metagame, you constantly delete, modify, and add units to the races to develop a larger story. Like a lot of small expansions. I think you'd have to have a much more long-term thought process for that to work though.


I'm not a pro, but I do consider myself a fairly decent Dota gamer. At the very least as decent as I was in sc2 (which was high masters, constantly on the verge of GM). And I can tell you with certainty that sc2 is way more repetitive than Dota2. Its complete bull that there are "very few builds to choose from" because there are no builds. You pick the item thats best for the situation and state of the game, which will almost always vary due to every game being wildly different. And even if you do the same "build" every game, the game still ends up with plenty variations as you'll never be facing the same enemy heroes, the same allied heroes, and every battle and engagement is different and requires you to do different things. There is no "grab everything and 1a".

I do agree that one of the reasons dota is doing well is because they're not afraid to change up the model. While its in their thoughts, they're not obsessed with balance like Blizzard is. Every year or so theres usually a huge patch that changes the state of the game drastically, as well as the addition of more heroes which you have to take into consideration when drafting. A game that constantly changes will have a varied metagame.


I'm not that good but games are usually a lot more than just "grab everything and 1a." Even at gold level you see scouting, micro, and harassment. If that's all you mean then there is plenty of variation in Starcraft as well.


I feel we're going full circle here. Heres my post just last page as to why sc2 is more repetitive than dota:

On May 31 2014 03:37 Excludos wrote:
No, its boring. Yeah theres a couple of different things you can do, but mostly it comes down to practicing certain builds and how to execute them. Sometimes you get great games which is back and fourth, goes into lategame, and ends up as a game of the minds and skills. But for the most part its a grind.

In dota, you'll end up playing a lot of games before you loop around to a game thats exactly alike as another oen you played. This due to the enormous size of the heropool and the even bigger amount of ways to combine them. No one plays "one hero" like you play one race in sc2. Jumping from one race to the next is really difficult if you've gotten somewhat decent at the game. Jumping from one hero to another is the norm in dota.

edit: Just to make sure you don't think I'm shitting on sc2 "just cause" I'm a mindless dota fanboy or something, I really want a good rts game that succeeds. But it needs something different than the now stagnant 3 race formula, or the even worse "1 race with different models and textures" that every other rts seems to have. Once I'm done with my exams I'm going to sit down and make an rts prototypegame myself. I'll probably fail, badly. But maybe I'll stumble upon some interesting ideas at least.

TwiggyWan
Profile Blog Joined December 2013
France330 Posts
May 31 2014 16:27 GMT
#985
On June 01 2014 01:15 Excludos wrote:
Show nested quote +
On June 01 2014 01:12 DoubleReed wrote:
On June 01 2014 00:40 Excludos wrote:
On May 31 2014 23:22 DoubleReed wrote:
On May 31 2014 03:37 Excludos wrote:
On May 31 2014 03:33 Thieving Magpie wrote:
On May 31 2014 03:30 Strela wrote:
On May 14 2014 06:22 Figgy wrote:
Free to play. Constantly changing environment.

These are the biggest things MOBAs have far and above current RTS.

I get bored after 100 ladder games in SC2 after I've hit master 4 seasons in a row and have nothing left to do in the game? I quit
I get Bored after 100 Solo Q games in League and hit Gold this season? Oh try one of 50 new champs I haven't played yet that have completely different playstyles. Also 5 different roles that play much differently from each other keeps it fresh and exciting.

SC2 has gotten stagnant, very very stagnant. Most of the people who watch don't even play the game anymore.

You could also try some of the many arcade games that in sc2?


3 different races, with 3 different matchups, with each matchup having multiple different ways to play it optimally. Then there's cheesing, testing new builds, inventing new timings, etc...

An RTS is only as boring as you make it.


No, its boring. Yeah theres a couple of different things you can do, but mostly it comes down to practicing certain builds and how to execute them. Sometimes you get great games which is back and fourth, goes into lategame, and ends up as a game of the minds and skills. But for the most part its a grind.

In dota, you'll end up playing a lot of games before you loop around to a game thats exactly alike as another oen you played. This due to the enormous size of the heropool and the even bigger amount of ways to combine them. No one plays "one hero" like you play one race in sc2. Jumping from one race to the next is really difficult if you've gotten somewhat decent at the game. Jumping from one hero to another is the norm in dota.

edit: Just to make sure you don't think I'm shitting on sc2 "just cause" I'm a mindless dota fanboy or something, I really want a good rts game that succeeds. But it needs something different than the now stagnant 3 race formula, or the even worse "1 race with different models and textures" that every other rts seems to have. Once I'm done with my exams I'm going to sit down and make an rts prototypegame myself. I'll probably fail, badly. But maybe I'll stumble upon some interesting ideas at least.


All competitive games deal with massive amounts of repetition. It seems to me like you're comparing casual MOBAs to competitive SC2. It's not really a sensible comparison. At high levels of MOBAs you really have very few builds to choose from and they do get plenty repetitive.

That's why I thought the MTG model might make more sense. Rather than try to make one set metagame, you constantly delete, modify, and add units to the races to develop a larger story. Like a lot of small expansions. I think you'd have to have a much more long-term thought process for that to work though.


I'm not a pro, but I do consider myself a fairly decent Dota gamer. At the very least as decent as I was in sc2 (which was high masters, constantly on the verge of GM). And I can tell you with certainty that sc2 is way more repetitive than Dota2. Its complete bull that there are "very few builds to choose from" because there are no builds. You pick the item thats best for the situation and state of the game, which will almost always vary due to every game being wildly different. And even if you do the same "build" every game, the game still ends up with plenty variations as you'll never be facing the same enemy heroes, the same allied heroes, and every battle and engagement is different and requires you to do different things. There is no "grab everything and 1a".

I do agree that one of the reasons dota is doing well is because they're not afraid to change up the model. While its in their thoughts, they're not obsessed with balance like Blizzard is. Every year or so theres usually a huge patch that changes the state of the game drastically, as well as the addition of more heroes which you have to take into consideration when drafting. A game that constantly changes will have a varied metagame.


I'm not that good but games are usually a lot more than just "grab everything and 1a." Even at gold level you see scouting, micro, and harassment. If that's all you mean then there is plenty of variation in Starcraft as well.


I feel we're going full circle here. Heres my post just last page as to why sc2 is more repetitive than dota:

Show nested quote +
On May 31 2014 03:37 Excludos wrote:
No, its boring. Yeah theres a couple of different things you can do, but mostly it comes down to practicing certain builds and how to execute them. Sometimes you get great games which is back and fourth, goes into lategame, and ends up as a game of the minds and skills. But for the most part its a grind.

In dota, you'll end up playing a lot of games before you loop around to a game thats exactly alike as another oen you played. This due to the enormous size of the heropool and the even bigger amount of ways to combine them. No one plays "one hero" like you play one race in sc2. Jumping from one race to the next is really difficult if you've gotten somewhat decent at the game. Jumping from one hero to another is the norm in dota.

edit: Just to make sure you don't think I'm shitting on sc2 "just cause" I'm a mindless dota fanboy or something, I really want a good rts game that succeeds. But it needs something different than the now stagnant 3 race formula, or the even worse "1 race with different models and textures" that every other rts seems to have. Once I'm done with my exams I'm going to sit down and make an rts prototypegame myself. I'll probably fail, badly. But maybe I'll stumble upon some interesting ideas at least.



Sometimes in RTS variety doesn't come from the race itself. For example, total annihilation/supcom/PA has very similar races but the maps provide much more variety than sc2 ones. What matters is how much you have to think when you play the game. When I play SC2 i find myself thinking less than when I play TA, because there is much more areas where my decisions are important.
No bad days
Big J
Profile Joined March 2011
Austria16289 Posts
May 31 2014 16:27 GMT
#986
On June 01 2014 01:12 DoubleReed wrote:
Show nested quote +
On June 01 2014 00:40 Excludos wrote:
On May 31 2014 23:22 DoubleReed wrote:
On May 31 2014 03:37 Excludos wrote:
On May 31 2014 03:33 Thieving Magpie wrote:
On May 31 2014 03:30 Strela wrote:
On May 14 2014 06:22 Figgy wrote:
Free to play. Constantly changing environment.

These are the biggest things MOBAs have far and above current RTS.

I get bored after 100 ladder games in SC2 after I've hit master 4 seasons in a row and have nothing left to do in the game? I quit
I get Bored after 100 Solo Q games in League and hit Gold this season? Oh try one of 50 new champs I haven't played yet that have completely different playstyles. Also 5 different roles that play much differently from each other keeps it fresh and exciting.

SC2 has gotten stagnant, very very stagnant. Most of the people who watch don't even play the game anymore.

You could also try some of the many arcade games that in sc2?


3 different races, with 3 different matchups, with each matchup having multiple different ways to play it optimally. Then there's cheesing, testing new builds, inventing new timings, etc...

An RTS is only as boring as you make it.


No, its boring. Yeah theres a couple of different things you can do, but mostly it comes down to practicing certain builds and how to execute them. Sometimes you get great games which is back and fourth, goes into lategame, and ends up as a game of the minds and skills. But for the most part its a grind.

In dota, you'll end up playing a lot of games before you loop around to a game thats exactly alike as another oen you played. This due to the enormous size of the heropool and the even bigger amount of ways to combine them. No one plays "one hero" like you play one race in sc2. Jumping from one race to the next is really difficult if you've gotten somewhat decent at the game. Jumping from one hero to another is the norm in dota.

edit: Just to make sure you don't think I'm shitting on sc2 "just cause" I'm a mindless dota fanboy or something, I really want a good rts game that succeeds. But it needs something different than the now stagnant 3 race formula, or the even worse "1 race with different models and textures" that every other rts seems to have. Once I'm done with my exams I'm going to sit down and make an rts prototypegame myself. I'll probably fail, badly. But maybe I'll stumble upon some interesting ideas at least.


All competitive games deal with massive amounts of repetition. It seems to me like you're comparing casual MOBAs to competitive SC2. It's not really a sensible comparison. At high levels of MOBAs you really have very few builds to choose from and they do get plenty repetitive.

That's why I thought the MTG model might make more sense. Rather than try to make one set metagame, you constantly delete, modify, and add units to the races to develop a larger story. Like a lot of small expansions. I think you'd have to have a much more long-term thought process for that to work though.


I'm not a pro, but I do consider myself a fairly decent Dota gamer. At the very least as decent as I was in sc2 (which was high masters, constantly on the verge of GM). And I can tell you with certainty that sc2 is way more repetitive than Dota2. Its complete bull that there are "very few builds to choose from" because there are no builds. You pick the item thats best for the situation and state of the game, which will almost always vary due to every game being wildly different. And even if you do the same "build" every game, the game still ends up with plenty variations as you'll never be facing the same enemy heroes, the same allied heroes, and every battle and engagement is different and requires you to do different things. There is no "grab everything and 1a".

I do agree that one of the reasons dota is doing well is because they're not afraid to change up the model. While its in their thoughts, they're not obsessed with balance like Blizzard is. Every year or so theres usually a huge patch that changes the state of the game drastically, as well as the addition of more heroes which you have to take into consideration when drafting. A game that constantly changes will have a varied metagame.


I'm not that good but games are usually a lot more than just "grab everything and 1a." Even at gold level you see scouting, micro, and harassment. If that's all you mean then there is plenty of variation in Starcraft as well.


Yeah, but all of that stuff is very standardized. E.g. you don't scout an opponent and afterwards go like "oh, ok he has this and may do that with it". It's just a "OK, he is doing build X and I should respond with Y because that is the way it has always worked".
Meanwhile in DotA you just won't be facing the exact same hero setup over and over again. Rather the opposite, it's something special if you and your friends train a certain setup and it's tricks.
Same principle applies even stronger to Hearthstone (though inherently not a good spectator eSport imo). You face a certain Hero with your deck, and next game you may face a completely different Hero to begin with, or even if it is the same Hero, the card overlap is often not that big. You just don't get into the exact same situation that often.
urboss
Profile Joined September 2013
Austria1223 Posts
May 31 2014 16:30 GMT
#987
On June 01 2014 01:04 Big J wrote:
Show nested quote +
On May 31 2014 23:34 DoubleReed wrote:
Maybe once LotV comes out we can have games where people pick some of the crazy broken abilities and upgrades from the campaigns. Have some Torrasque-Strain Ultralisks facing Immortality Protocol on Thors?


The thing is that those things all don't work for SC2 multiplayer design.

SC2 falls into the old "let everything develop", "never tinker around with timings", "don't design anything narrow" of classic RTS games. The first thing that would happen with those campaign things is that you'd be facing 10pool raptors jumping up your cliff, and how are you every going to hold that? Then you'd get 4gate superstalkers and 2rax mercenary allins and whatever stupid bullshit people can come up with to make the game as bad as possible.

To make these kinds of ideas work - design your own units; choose from a unit pool; have insane variety of abilities around; have insane amounts of diverse units around - you need to take a step back first.
You need some very standard mapsetup around which you design the units. And most of all, you need some strong anti-timing attack mechanics early on, that prevents that some super early game combo becomes the only playable option.

I could see these custom unit design / custom unit picking / custom tech picking working out really well.

Imagine Hearthstone, but instead of being dealt cards randomly you and your opponent pick cards in alternation.
You have 5 seconds to decide on a card, then your opponent has 5 seconds for his card and so on.
The last card you picked will be visible for your opponent and vice versa.

The same thing can be done with an RTS game.
Big J
Profile Joined March 2011
Austria16289 Posts
May 31 2014 16:32 GMT
#988
On June 01 2014 01:27 TwiggyWan wrote:
Show nested quote +
On June 01 2014 01:15 Excludos wrote:
On June 01 2014 01:12 DoubleReed wrote:
On June 01 2014 00:40 Excludos wrote:
On May 31 2014 23:22 DoubleReed wrote:
On May 31 2014 03:37 Excludos wrote:
On May 31 2014 03:33 Thieving Magpie wrote:
On May 31 2014 03:30 Strela wrote:
On May 14 2014 06:22 Figgy wrote:
Free to play. Constantly changing environment.

These are the biggest things MOBAs have far and above current RTS.

I get bored after 100 ladder games in SC2 after I've hit master 4 seasons in a row and have nothing left to do in the game? I quit
I get Bored after 100 Solo Q games in League and hit Gold this season? Oh try one of 50 new champs I haven't played yet that have completely different playstyles. Also 5 different roles that play much differently from each other keeps it fresh and exciting.

SC2 has gotten stagnant, very very stagnant. Most of the people who watch don't even play the game anymore.

You could also try some of the many arcade games that in sc2?


3 different races, with 3 different matchups, with each matchup having multiple different ways to play it optimally. Then there's cheesing, testing new builds, inventing new timings, etc...

An RTS is only as boring as you make it.


No, its boring. Yeah theres a couple of different things you can do, but mostly it comes down to practicing certain builds and how to execute them. Sometimes you get great games which is back and fourth, goes into lategame, and ends up as a game of the minds and skills. But for the most part its a grind.

In dota, you'll end up playing a lot of games before you loop around to a game thats exactly alike as another oen you played. This due to the enormous size of the heropool and the even bigger amount of ways to combine them. No one plays "one hero" like you play one race in sc2. Jumping from one race to the next is really difficult if you've gotten somewhat decent at the game. Jumping from one hero to another is the norm in dota.

edit: Just to make sure you don't think I'm shitting on sc2 "just cause" I'm a mindless dota fanboy or something, I really want a good rts game that succeeds. But it needs something different than the now stagnant 3 race formula, or the even worse "1 race with different models and textures" that every other rts seems to have. Once I'm done with my exams I'm going to sit down and make an rts prototypegame myself. I'll probably fail, badly. But maybe I'll stumble upon some interesting ideas at least.


All competitive games deal with massive amounts of repetition. It seems to me like you're comparing casual MOBAs to competitive SC2. It's not really a sensible comparison. At high levels of MOBAs you really have very few builds to choose from and they do get plenty repetitive.

That's why I thought the MTG model might make more sense. Rather than try to make one set metagame, you constantly delete, modify, and add units to the races to develop a larger story. Like a lot of small expansions. I think you'd have to have a much more long-term thought process for that to work though.


I'm not a pro, but I do consider myself a fairly decent Dota gamer. At the very least as decent as I was in sc2 (which was high masters, constantly on the verge of GM). And I can tell you with certainty that sc2 is way more repetitive than Dota2. Its complete bull that there are "very few builds to choose from" because there are no builds. You pick the item thats best for the situation and state of the game, which will almost always vary due to every game being wildly different. And even if you do the same "build" every game, the game still ends up with plenty variations as you'll never be facing the same enemy heroes, the same allied heroes, and every battle and engagement is different and requires you to do different things. There is no "grab everything and 1a".

I do agree that one of the reasons dota is doing well is because they're not afraid to change up the model. While its in their thoughts, they're not obsessed with balance like Blizzard is. Every year or so theres usually a huge patch that changes the state of the game drastically, as well as the addition of more heroes which you have to take into consideration when drafting. A game that constantly changes will have a varied metagame.


I'm not that good but games are usually a lot more than just "grab everything and 1a." Even at gold level you see scouting, micro, and harassment. If that's all you mean then there is plenty of variation in Starcraft as well.


I feel we're going full circle here. Heres my post just last page as to why sc2 is more repetitive than dota:

On May 31 2014 03:37 Excludos wrote:
No, its boring. Yeah theres a couple of different things you can do, but mostly it comes down to practicing certain builds and how to execute them. Sometimes you get great games which is back and fourth, goes into lategame, and ends up as a game of the minds and skills. But for the most part its a grind.

In dota, you'll end up playing a lot of games before you loop around to a game thats exactly alike as another oen you played. This due to the enormous size of the heropool and the even bigger amount of ways to combine them. No one plays "one hero" like you play one race in sc2. Jumping from one race to the next is really difficult if you've gotten somewhat decent at the game. Jumping from one hero to another is the norm in dota.

edit: Just to make sure you don't think I'm shitting on sc2 "just cause" I'm a mindless dota fanboy or something, I really want a good rts game that succeeds. But it needs something different than the now stagnant 3 race formula, or the even worse "1 race with different models and textures" that every other rts seems to have. Once I'm done with my exams I'm going to sit down and make an rts prototypegame myself. I'll probably fail, badly. But maybe I'll stumble upon some interesting ideas at least.



Sometimes in RTS variety doesn't come from the race itself. For example, total annihilation/supcom/PA has very similar races but the maps provide much more variety than sc2 ones. What matters is how much you have to think when you play the game. When I play SC2 i find myself thinking less than when I play TA, because there is much more areas where my decisions are important.


yeah. At least speaking from subcom, that comes from you not having to worry about early timings so much. The game always develops long if you want to and gives you more things to think. It's just way more stable than Starcraft, which can be over in a minute if you don't scout that proxy, canonrush, 10pool, immortal/allin, baneling bust, mass hellions, doomdrop, DT tech, mutaswitch...
Also, the races may be similar. But there is like a thousand units and you won't ever have all of them around in a game, unlike SC2, where you will often find nearly all units (apart from some that are really bad) being used in a single game.
Big J
Profile Joined March 2011
Austria16289 Posts
May 31 2014 16:40 GMT
#989
On June 01 2014 01:30 urboss wrote:
Show nested quote +
On June 01 2014 01:04 Big J wrote:
On May 31 2014 23:34 DoubleReed wrote:
Maybe once LotV comes out we can have games where people pick some of the crazy broken abilities and upgrades from the campaigns. Have some Torrasque-Strain Ultralisks facing Immortality Protocol on Thors?


The thing is that those things all don't work for SC2 multiplayer design.

SC2 falls into the old "let everything develop", "never tinker around with timings", "don't design anything narrow" of classic RTS games. The first thing that would happen with those campaign things is that you'd be facing 10pool raptors jumping up your cliff, and how are you every going to hold that? Then you'd get 4gate superstalkers and 2rax mercenary allins and whatever stupid bullshit people can come up with to make the game as bad as possible.

To make these kinds of ideas work - design your own units; choose from a unit pool; have insane variety of abilities around; have insane amounts of diverse units around - you need to take a step back first.
You need some very standard mapsetup around which you design the units. And most of all, you need some strong anti-timing attack mechanics early on, that prevents that some super early game combo becomes the only playable option.

I could see these custom unit design / custom unit picking / custom tech picking working out really well.

Imagine Hearthstone, but instead of being dealt cards randomly you and your opponent pick cards in alternation.
You have 5 seconds to decide on a card, then your opponent has 5 seconds for his card and so on.
The last card you picked will be visible for your opponent and vice versa.

The same thing can be done with an RTS game.


I think this kind of setup (with a game designed for it) as TheFish is doing for SC2 in the mod below would work best.
Different categories from which you choose one out of X units.
http://www.teamliquid.net/blogs/450553-the-making-of-a-mod

If you want to rush, you use a setup with lots of rushy units. If you don't, you can play for certain combos, insane lategame, timing attack based styles, lots of mapcontrol units, a deathball combo etc. Your gameplan is somewhat preset from the units you choose, but there will be lots of possibilities to set up and how those setups interact.
Falling
Profile Blog Joined June 2009
Canada11363 Posts
Last Edited: 2014-05-31 16:48:11
May 31 2014 16:42 GMT
#990
I don't know. I think both games are appealing to different sorts of things that people like and I think it's a mistake to try and take apply one game everywhere. It's like when people started playing Settlers of Catan, and then would think games like Axis and Allies would be improved if the board changed everytime like in Settlers.

For me, Moba's have a horrendous knowledge base to get into. I like having a limited set of units that I know I will face and that I can micro the hell out of. Shuttle-reaver for instance. And when I go to moba's I only play a handful of units and play the hell out of them. But the number of items and characters you can face, I don't actually like. I guess it keeps it fresh for people that play it a lot. But I don't even want to look at Dota 2 because I have at least gained a working knowledge of LoL, but I don't really want to start over.

I prefer the mind games of proxy robo, proxy dt even if I'm generally a macro player. I like figuring out timings, learn how to counter timings. And because there are so many micro opportunities in BW, it never feels like the same game. Especially if there is any amount of drop play. It's only really boring if peoply play a 15 minute no rush sort of game.

I like mobas, but to me things like last hitting minions are equivalent to probe and pylon production. Necessary to execute well, but if we're highlighting rote parts of games...
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
urboss
Profile Joined September 2013
Austria1223 Posts
Last Edited: 2014-05-31 20:59:57
May 31 2014 17:01 GMT
#991
On June 01 2014 01:40 Big J wrote:
Show nested quote +
On June 01 2014 01:30 urboss wrote:
On June 01 2014 01:04 Big J wrote:
On May 31 2014 23:34 DoubleReed wrote:
Maybe once LotV comes out we can have games where people pick some of the crazy broken abilities and upgrades from the campaigns. Have some Torrasque-Strain Ultralisks facing Immortality Protocol on Thors?


The thing is that those things all don't work for SC2 multiplayer design.

SC2 falls into the old "let everything develop", "never tinker around with timings", "don't design anything narrow" of classic RTS games. The first thing that would happen with those campaign things is that you'd be facing 10pool raptors jumping up your cliff, and how are you every going to hold that? Then you'd get 4gate superstalkers and 2rax mercenary allins and whatever stupid bullshit people can come up with to make the game as bad as possible.

To make these kinds of ideas work - design your own units; choose from a unit pool; have insane variety of abilities around; have insane amounts of diverse units around - you need to take a step back first.
You need some very standard mapsetup around which you design the units. And most of all, you need some strong anti-timing attack mechanics early on, that prevents that some super early game combo becomes the only playable option.

I could see these custom unit design / custom unit picking / custom tech picking working out really well.

Imagine Hearthstone, but instead of being dealt cards randomly you and your opponent pick cards in alternation.
You have 5 seconds to decide on a card, then your opponent has 5 seconds for his card and so on.
The last card you picked will be visible for your opponent and vice versa.

The same thing can be done with an RTS game.


I think this kind of setup (with a game designed for it) as TheFish is doing for SC2 in the mod below would work best.
Different categories from which you choose one out of X units.
http://www.teamliquid.net/blogs/450553-the-making-of-a-mod

If you want to rush, you use a setup with lots of rushy units. If you don't, you can play for certain combos, insane lategame, timing attack based styles, lots of mapcontrol units, a deathball combo etc. Your gameplan is somewhat preset from the units you choose, but there will be lots of possibilities to set up and how those setups interact.

Yeah, but you need some kind of way to prevent prebuilt decks.
And one way to do this is to choose from a set of units in alternation.


btw, here is a post about the Indie bubble
http://jeff-vogel.blogspot.co.at/2014/05/the-indie-bubble-is-popping.html
Big J
Profile Joined March 2011
Austria16289 Posts
June 01 2014 07:40 GMT
#992
On June 01 2014 02:01 urboss wrote:
Show nested quote +
On June 01 2014 01:40 Big J wrote:
On June 01 2014 01:30 urboss wrote:
On June 01 2014 01:04 Big J wrote:
On May 31 2014 23:34 DoubleReed wrote:
Maybe once LotV comes out we can have games where people pick some of the crazy broken abilities and upgrades from the campaigns. Have some Torrasque-Strain Ultralisks facing Immortality Protocol on Thors?


The thing is that those things all don't work for SC2 multiplayer design.

SC2 falls into the old "let everything develop", "never tinker around with timings", "don't design anything narrow" of classic RTS games. The first thing that would happen with those campaign things is that you'd be facing 10pool raptors jumping up your cliff, and how are you every going to hold that? Then you'd get 4gate superstalkers and 2rax mercenary allins and whatever stupid bullshit people can come up with to make the game as bad as possible.

To make these kinds of ideas work - design your own units; choose from a unit pool; have insane variety of abilities around; have insane amounts of diverse units around - you need to take a step back first.
You need some very standard mapsetup around which you design the units. And most of all, you need some strong anti-timing attack mechanics early on, that prevents that some super early game combo becomes the only playable option.

I could see these custom unit design / custom unit picking / custom tech picking working out really well.

Imagine Hearthstone, but instead of being dealt cards randomly you and your opponent pick cards in alternation.
You have 5 seconds to decide on a card, then your opponent has 5 seconds for his card and so on.
The last card you picked will be visible for your opponent and vice versa.

The same thing can be done with an RTS game.


I think this kind of setup (with a game designed for it) as TheFish is doing for SC2 in the mod below would work best.
Different categories from which you choose one out of X units.
http://www.teamliquid.net/blogs/450553-the-making-of-a-mod

If you want to rush, you use a setup with lots of rushy units. If you don't, you can play for certain combos, insane lategame, timing attack based styles, lots of mapcontrol units, a deathball combo etc. Your gameplan is somewhat preset from the units you choose, but there will be lots of possibilities to set up and how those setups interact.

Yeah, but you need some kind of way to prevent prebuilt decks.
And one way to do this is to choose from a set of units in alternation.


btw, here is a post about the Indie bubble
http://jeff-vogel.blogspot.co.at/2014/05/the-indie-bubble-is-popping.html


I don't think prebuilt decks would be bad. You could also force players to have different decks by not allowing them to play the same* deck twice in a BoX. And consider a "king of the hill"-BoX mode alltogether: Winner stays with the same deck, Loser can choose a new one.

*e.g.: Decks must differ in at least 2units.
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-06-02 01:01:24
June 02 2014 00:59 GMT
#993
Saw this on Reddit and I thought I'd share it here.

A cool little turn based tactical RPG mod available to play in the SC2 Arcade:



It looks very fun.
KT best KT ~ 2014
MegashLoL
Profile Joined October 2013
Sweden24 Posts
June 02 2014 01:20 GMT
#994
ya wat is the future of RTS rly. I wish starcraft3 will become more like broodwar. But lets not make it a discussion about that. But i def hope RTS has a bright future
Diamond 1 / Challenger League of Legends player. Follow my twitter http://www.twitter.com/MegashLoL
Xyik
Profile Blog Joined November 2009
Canada728 Posts
June 02 2014 01:58 GMT
#995
The problem with adding more abilities / trees / etc to an RTS is that it becomes much more difficult to balance then adding a hero in a MOBA. I don't think adding more variation is necessary, but rather creating opportunities for players to do more with what they already have, for example microing units.The reason SC2 feels like grab everything and 1A is the ball of death problem that everyone has complained about since day 1. However, I don't quite agree that SC2 is repetitive, that mindset seems to come from someone who's grown tired of trying to improve and hit a wall. Mechanics are a grind, but the mind game that comes from SC2 is what makes i fun.
Roswell
Profile Joined November 2013
United States250 Posts
Last Edited: 2014-06-02 02:37:56
June 02 2014 02:37 GMT
#996
Can someone post a video or explain all the positioning and micro battles in Mobas? I cant see anything besides kiting and blink. Is it like Quake where you are fighting around powerups?

And also, some people like the competitive nature of sc, thats where they feel it is fun, mobas are in general more relaxed and easier to play with friends, (tho high level is obv competitive.)
"You are the bravest boy I have ever met"
shin_toss
Profile Joined May 2010
Philippines2589 Posts
June 02 2014 02:45 GMT
#997
- There are no buildings that need to be built


wut... that's just fancier moba not an RTS.
AKMU / IU
althaz
Profile Joined May 2010
Australia1001 Posts
June 02 2014 03:21 GMT
#998
On May 14 2014 05:01 urboss wrote:
- We keep similar types of units as in StarCraft
- There are no minions
- We add in heroes that can resurrect
- There are no buildings that need to be built
- Units can be warped in at the start point (in batches)
- The warp in takes some time
- The opponent can always see what is being warped in ahead of time
- There is no economy: Gold for warp-ins increases steadily over time
- The number of players per team is fixed

Does this sound to anybody else basically like Warcraft 3? A game that many Starcraft fans (myself included) weren't really big fans of?

Also, you missed 1991's Mega Lo Mania (http://en.wikipedia.org/wiki/Mega_Lo_Mania) from your list of RTS games. It was my first exposure and an awesome game (one of my favourites until I played the first C&C).
The first rule we don't talk about race conditions. of race conditions is
Gnaix
Profile Joined February 2009
United States438 Posts
June 02 2014 03:45 GMT
#999
People have different taste in gaming. Trying to make a game that appeals to too many different tastes is likely undesirable. Just because a game is less popular than it used to be doesn't mean there's anything wrong with it and that it needs to be changed. Would you change the rules of chess?
one thing that sc2 has over bw is the fact that I can actually manage my hotkeys
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
June 02 2014 08:07 GMT
#1000
On June 02 2014 10:58 Xyik wrote:
The problem with adding more abilities / trees / etc to an RTS is that it becomes much more difficult to balance then adding a hero in a MOBA. I don't think adding more variation is necessary, but rather creating opportunities for players to do more with what they already have, for example microing units.The reason SC2 feels like grab everything and 1A is the ball of death problem that everyone has complained about since day 1. However, I don't quite agree that SC2 is repetitive, that mindset seems to come from someone who's grown tired of trying to improve and hit a wall. Mechanics are a grind, but the mind game that comes from SC2 is what makes i fun.


I don't really think "hard to balance" is a valid excuse when trying to push a genre. It will always be hard to push a genre.

Its harder to balance a 3 race RTS than a 2 race RTS, didn't stop Blizz from trying. Its harder to balance a 4 race RTS than a 3 race RTS, didn't stop blizz from trying. It being hard to balance just means developers need to suck less and try more. That's not a flaw in he design, thats a flaw in the laziness of people.
Hark, what baseball through yonder window breaks?
Prev 1 48 49 50 51 52 81 Next
Please log in or register to reply.
Live Events Refresh
Next event in 10h 24m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nathanias 170
Nina 9
StarCraft: Brood War
Britney 13818
Shuttle 635
sSak 42
NaDa 6
Dota 2
monkeys_forever565
PGG 115
Other Games
summit1g5730
Grubby2294
FrodaN2176
Fnx 911
shahzam670
JimRising 222
C9.Mang0159
XaKoH 91
ViBE45
Mew2King37
fpsfer 3
Organizations
Other Games
gamesdonequick1977
StarCraft 2
angryscii 84
Other Games
BasetradeTV32
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• davetesta32
• Sammyuel 3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21923
League of Legends
• Doublelift5045
Other Games
• Scarra1398
Upcoming Events
RSL Revival
10h 24m
Maestros of the Game
14h 24m
ShoWTimE vs Classic
Clem vs herO
Serral vs Bunny
Reynor vs Zoun
Cosmonarchy
16h 24m
Bonyth vs Dewalt
[BSL 2025] Weekly
18h 24m
RSL Revival
1d 10h
Maestros of the Game
1d 17h
BSL Team Wars
1d 19h
Afreeca Starleague
2 days
Snow vs Sharp
Jaedong vs Mini
Wardi Open
2 days
Sparkling Tuna Cup
3 days
[ Show More ]
Afreeca Starleague
3 days
Light vs Speed
Larva vs Soma
LiuLi Cup
4 days
The PondCast
5 days
Liquipedia Results

Completed

Copa Latinoamericana 4
SEL Season 2 Championship
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
Chzzk MurlocKing SC1 vs SC2 Cup #2
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
SC4ALL: StarCraft II
EC S1
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.