evdk
comrade troglodyte :M
Oldfags.rpgcodex.com?
Oldfags.rpgcodex.com?
Which does not preclude it from being an overhyped piece of shit, does it. Just because it's the only game in town doesn't mean it's good.Seriousy, fuck starcraft and fuck Blizzard. The worst fucking thing to have ever happened to the RTS genre was the release of that overhyped piece of shit.
Uhm... In the field of "RTS with meaningful macro elements", SC2 is the only contender at the moment.
Well, what's so bad about it? It's not perfect but it's more than decent. As for the hype, I really don't see all that much of it, except for among the die hards (which is to be expected really). Most media just goes "it's a hardcore rts, omg esports omg koreans now over to CoD". And to claim that it is the worst thing to have happened to the RTS genre is fucking inane, considering that SC2 belongs to the most hardcore RTS subgenre and it is the only one of this kind at the moment, considering that this subgenre (along with RTSes in general) already had its heart stopped beating at the time SC2 came out so it really couldn't go anywhere but up.
Honestly I'm half expecting someone to proclaim the virtues of CoH, the next generation truly immersive RTS, and claim it to be the only really tactical game.
Yes, some 1v1 maps might be asked for.
As it is, unless you manage to quickly capture and hold a large enough part of the map, the probability that the AI will eventually just run you into the ground with a huge blob of spammed units IS quite large.
Although efficient microing and the right units/abilities might give you the possibility to deal with it, dunno.
Thing is, as Jaedar said, you have to manage keeping the balance between a certain amount of micro and macro, which can get tough, esp. if yo aren't used to it.
Maybe I'm just too slow...
But anyway, I'd be interested in playing an iteration where the map gets chosen according to how many factions are taking part in the battle, not by assigning a fixed multiplayer map to each region
The game in itself is only mediocre. The problem is the influence it's had on the whole RTS genre, due to it being the only one that sold like a COD.
The game in itself is only mediocre. The problem is the influence it's had on the whole RTS genre, due to it being the only one that sold like a COD.
What influence exactly? It was released in 2010, long after the death of the genre. The underlying elements are identical to those of classic RTSes. Can you point to one game today that is influenced by SC2?
The game in itself is only mediocre. The problem is the influence it's had on the whole RTS genre, due to it being the only one that sold like a COD.
What influence exactly? It was released in 2010, long after the death of the genre. The underlying elements are identical to those of classic RTSes. Can you point to one game today that is influenced by SC2?
Of Starcraft 1 I was speaking.
Cromwell strikes again: http://pcgmedia.com/why-dragon-commander-isnt-all-about-blobs-all-the-units-skills-and-abilities/
Why Dragon Commander Isn’t All About Blobs – All the Units, Skills, and Abilities
Pretty detailed article. How much Mountain Dew have you given him, Larian?Well it seems we got some other lurkers other than Larian, Inxile and Obsidian devs.A fellow named Ole Herbjornsen from Matsuko Development, filled with ex-EA and ex-Ubisoft employees, said “I just saw a link at www.rpgcodex.com
Cromwell strikes again: http://pcgmedia.com/why-dragon-commander-isnt-all-about-blobs-all-the-units-skills-and-abilities/
Why Dragon Commander Isn’t All About Blobs – All the Units, Skills, and Abilities
Pretty detailed article. How much Mountain Dew have you given him, Larian?Well it seems we got some other lurkers other than Larian, Inxile and Obsidian devs.A fellow named Ole Herbjornsen from Matsuko Development, filled with ex-EA and ex-Ubisoft employees, said “I just saw a link at www.rpgcodex.com
Yeah, Michael's a lurker: https://twitter.com/Cromwelp/status/357886620814426112
I'm not a fan of totalbiscuit but he is right about one thing IMO. This game would benefit from having smaller scale rts battles instead of the current mass warfare. Also, since I'm old and not twitchy enough I need to play on slowest rts speed, which drags the battles a lot.
Also, did I get this right? We will be fighting bots in 'destroy enemy base' type battles in the single player campaign? No hand crafted missions with variable objectives (SC style) seems like hugely wasted opportunity.
The micro is replaced by the dragon mode.
The micro is replaced by the dragon mode.
You have to find a balance between dragon mode and micro.
Yes.or do away with micro-intensive abilities alltogether
I think there will be some hand crafted missions. Probably similar to dow:dark crusade, where enemy strongholds etc are unique.Also, did I get this right? We will be fighting bots in 'destroy enemy base' type battles in the single player campaign? No hand crafted missions with variable objectives (SC style) seems like hugely wasted opportunity.
I hope you're right.I think there will be some hand crafted missions. Probably similar to dow:dark crusade, where enemy strongholds etc are unique.Also, did I get this right? We will be fighting bots in 'destroy enemy base' type battles in the single player campaign? No hand crafted missions with variable objectives (SC style) seems like hugely wasted opportunity.
ForkTong, from the single-player beta preview videos that have come out, I noticed that the consequence for supporting certain things, like government healthcare or equal wages for women is something like 2 gold less per turn. Is that a flat 2 gold per turn, or is it a percentage based of your income (healthcare) / army size (equal pay)?
ForkTong, from the single-player beta preview videos that have come out, I noticed that the consequence for supporting certain things, like government healthcare or equal wages for women is something like 2 gold less per turn. Is that a flat 2 gold per turn, or is it a percentage based of your income (healthcare) / army size (equal pay)?
Flat. The things you decide on are random. So yeah, getting healthcare at the start of your campaign hurts.
All of the changes that we agreed on were implemented or being implemented, and a number of new crashes had been found and solved. If you’re wondering why we are still changing things, well, you needn’t look further than our forums, youtube, the steam community hub, facebook , twitter and what have you. There’s a continuous feedback loop going on there and we’re seeing some very well formed opinions appearing.
Our code of conduct is that whenever somebody posts a bright idea it gets on our list, and then put it in, as long as it remains feasible for us.
I can guarantee you that there’s a lot of people in the development trade (that actually includes guys in my office) that will tell you that this is the way to ruin, but my experience has been such that you’re better of with a game that’s fun and maybe not polished than you are with a game that’s polished but not fun. Fixing the polish is an easy enough thing and almost always a matter of money. Fixing the fun otoh is still somewhat of an arcane art coveted by many but mastered by few and money will not necessarily make the difference. Because my interest and joy in making games comes from stumbling upon ways of making them fun, I tend to sin more than often against the rules of maintaining the outwards production values that are so important these days, preferring a message box if need be over not putting something in that clearly improves the game mechanics
I joke, but I really do believe that whenever you realize a certain change will make your game more fun, you should do it, no matter how late in the development process you are. You should actually count yourself lucky that you had the insight prior to release. The only reason I can see why you shouldn’t embark on making the change is when you can’t implement the change properly for whatever reason. But you shouldn’t let that be an excuse for not making the change.
Swen said:Hello everybody,
Big update today with plenty of goodies. As always, let us know what you think. We're especially interested in your thoughts re: strategy map to RTS unit count ratio & balance.
- New campaign map
- 4 new skirmish maps
- Variety of minor balancing fixes
- Rebalance of pricing on strategy map
- Rightclicking a buildsite will no longer show "Can't attack target" message
- Fixed hold position for priests
- Added combat reserves mechanic: units coming from strategy phase are put in the "reserves" when support is overflowing. These units are build for free and without build-delay in their respective building.
- Pathfinding improvements
- Fixes to battle-result screen
- Tooltip in the combat hud show more information about active bonusses on selected units
- Added range indicator for turrets and devestators
- Sub-selection is no longer reset when a unit dies
- Fixed lockup in prepbattle
- Made turrets and buildsites smaller on the minimap
- Battleships should no longer miss their targets when standing still
- Units will not flee when holding position
- Reduce stop distances for battleship and hunters
- Restructured main-menu
- Bombs dropped by balloons should continue to their target after it dies
- AI fixes when playing on an island map with no available building sites
- Show correct icon when hovering over sea tiles in strategy phase
- Added "Last call for dragons"-mechanic: when the population on a map drops to zero each player can spawn their dragon one last time
- Fighters can attack ground units again
- Autoresolve will play-back now. No skip button yet though! Comes very soon...
- Fixed mouse mosition when playing on non-native resolutions in fake fullscreen
- Zeppelin weapon damage fix
- Fixes in unit descriptions
- Turrets can be affected by statuses
- Several, small and large, stability and performance fixes
Cheers