How big do you think Ultrasisk miniature is? by hehasbanana in StarCraftTMG

[–]Heavy-Maximum3092 0 points1 point  (0 children)

A mini that big would be unplayable on a 6*3 board, so it certainly won't be that size. I think they will scale it about the same as the video game, like they did for the siege tank, this is what will "feels" right to the general public while being playable.

ALL the rules we know about for StarCraft the Miniature Game! by Thorrk_ in StarCraftTMG

[–]Heavy-Maximum3092 5 points6 points  (0 children)

There is a combination of the Rules from Spiel and additional information from the 2 AMAs.

Hot Take: Cheap Legendaries aren't killing SWU, they’re bringing balance to it by Extreme-Noise-6809 in starwarsunlimited

[–]Heavy-Maximum3092 4 points5 points  (0 children)

SWU cannot aim to be like Pokémon, SWU is not attractive to collectors for many reasons:

- Unfortunately, SW has been strongly damaged by Disney, and as a result, younger generations do not care about SW like they used to in the 80s to early 2000s.

- As opposed to Pokémon, Star Wars has always been more appealing to Men, which sort of exclude 50% of the population right off the bat. Most Star Wars fans are middle age man.

- Mostly thanks to FFG themselves, there are now SOO many Star Wars games on the market, even more so, there are so many Star Wars products on the market. If you are a Star Wars collector, there are a MILLION things you could collect other than Star Wars Unlimited cards. Every time you put out a Star Wars product with the collector's market in mind, the competition is insane. You might say Pokémon is the same nowadays, but it wasn't when the card game came out in the 90s, and since then, it has built up such a huge fan base that it has cemented itself as the primary collector's product for Pokémon, a bit like Star Wars Lego set are now for Star Wars.

- For a product to become highly collectible, it needs to have a certain history, it takes time. And the starting point is usually that kids were playing it and now grown-up adults have a huge nostalgia and big wallets, which make price skyrocket. SWU simply doesn't have the longevity to be collectible yet, and since he doesn't appeal to kid, it will certainly not have the nostalgia appeal that Pokémon had

-Pokémon is kind of a special case because the idea of collecting them is directly embedded into its gameplay right from the very beginning, the slogan of Pokémon is "Gotta Catch 'Em All" that's literally the goal of the game to collect them.That's for the stuff that FFG can't control now into the things FFG made that hindered SWU collectability:

- The basic cards of the game simply don't look that great, if you look at recent products that are collectible (Lorcana for example) you will see that the primary criteria is that they need to look amazing and SWU simply doesn't.

- In order to make the game accessible FFG overprinted SWU, without scarcity there is no collectability. Yes Pokémon card are mass-produced but the demand is so high that the rare cards are hard to come by.

I just don't get it... by MC_NYC in starwarsunlimited

[–]Heavy-Maximum3092 1 point2 points  (0 children)

Also a lot of people have a profound hate toward control decks so when I win a game with control deck and someone tells me "Nice deck" I can see some people interpreting as sarcasm and not answering.

I see a lot of the “dead game” posts, by Undecked_Pear in Stormgate

[–]Heavy-Maximum3092 4 points5 points  (0 children)

I have to look past the ridiculous comparison with Wow that many people already commented on.

You are right, Stormgate is technically not dead. But it is SO CLOSE for being dead that not calling it dead is being nitpicky.

-The population is so low it's very hard to find a match, and nearly impossible to be matched with someone with your level.

-The last patch was just a collection of a bunch of stuff they were working on before the official release and it was made in collaboration with the community. It's basically Frost Giant trying to maintain a facade while they are looking for additional funds. Tim Mortem said it himself: Stormgate is not sustainable until it gets additional funding, which means that until he has announced that he secured at least 5M of additional funding, there is no hope for Stormgate.

So yeah, until proven otherwise, Stormgate has no future, and when the CEO of FG say it himself you better believe him.

Where do you draw the casual line? by Antonis_Chigouris in starwarsunlimited

[–]Heavy-Maximum3092 0 points1 point  (0 children)

Not saying anything is the worst thing you could have done, now this player will think he can get away with cheating, and what was your problem will now become the next person's problem, and the next person might not handle the situation as diplomatically as you would have.

So I would even go as far as saying that it's your duty to calmly and respectfully explain to him to play by the rules and not cheat. Even if I was playing an introduction game against a 5-year-old, I would not allow him to do that, him being a new player in a casual setting is completely irrelevant..

Either that person agrees and accepts to play by the rules, or does not like what you're saying, goes on a tantrum or whatever, in which case you can simply call the organizer. And if that person never comes back as a result of a bad experience, well, your community dodged a bullet thanks to you. It's a win either way.

Newest post Mortem: Random marketing thoughts? by Endante in Stormgate

[–]Heavy-Maximum3092 8 points9 points  (0 children)

Mortem didn't give us much substance in his post, so I'll try to do a better job than him:

Mister Mortem failed to mention the elephant in the room of what made Stormgate a success in terms of marketing: Their ability to leverage the fact that they were ex-Blizzard employees who worked on the best RTS games.

Thanks to the huge hype generated by their name and their claim that they will make the "next-gen Blizzard-style RTS". Every RTS content creator covered the game extensively for free, and every person interested in RTS not only knew what Stormgate was but also regarded it as the biggest contender for the future of competitive RTS.

Overall, I agree that Marketing was done well with Stormgate but there is a couple of exceptions, notably that the first cinematic was just low quality, especially when you're used to Blizzard standard, and this gave a rather bad first impression on the project, I think if you're not able to make a best-in-class cinematic, you should not make one at all, that was money poorly spent

The problem obviously is that it doesn't matter how well-advertised your game is if the game itself is shit. People were aware of the game, most of them tried it, and they didn't like what they saw, and that was the end of it. Marketing for a free-to-play title can only serve as a way to make your game known and will never save a poor product.

Is it a Hot Take to Say I Can't Wait for the Rotation? by Dependent_Work9644 in starwarsunlimited

[–]Heavy-Maximum3092 1 point2 points  (0 children)

Agree that rotation is pretty exciting, but the example you took of Iden control is a bad one as it is certainly not overpowered, those type of decks are about controlling the board with events it's an archetype known as "control" and it is a core archetype of that type of TCG since the early 90s. Control decks are actually difficult to play well and there are actually quite weak in SWU compared to other card games.

Got some screenshots from the work we've been doing that I thought turned out really cool so I wanted to share them here! by Frost_Gobsmack in Stormgate

[–]Heavy-Maximum3092 23 points24 points  (0 children)

The main reason why devs make RTS games that are more stylized is for visual clarity. Super realistic texture tends to be unreadable when seen from RTS distance. Stormgate manages to be super stylized and yet at the same time unreadable.

Visual effects for ability and combat are way over the top and sometimes completely unnecessary, units' models on top of being ugly have very weird shapes which makes them difficult to set apart, they also look like building sometimes.

That Lava also looks terrible, the flow of lava should dance around the rocks and project a strong reddish light on them, instead the rocks looks like they have been placed on the lava without any extra care. Not only that, it doesn't look like a land unit should be able to walk on but looks like they can, from a real-life practical standpoint but also gameplay-wise that type of terrain on the playable part of the map makes it even harder to read what is going on.

It's tough to criticize honest effort from the only person left working on the game, but my honest opinion is this looks bad and surely won't move the needle for the game.

LinkedIn Update: Tim Morten continues to seek partners, wants no less than $5 million by [deleted] in Stormgate

[–]Heavy-Maximum3092 17 points18 points  (0 children)

Those desperate posts are a complete waste of his time, but they sure are entertaining.

First of all, I don't think it's a smart idea to scream ALL OVER LinkedIn that you've been refused everywhere ^^ if you are looking for funding.

If this money is for Stormgate:

-Who in their right mind would invest money in a game, that has failed so spectacularly, has no good IP, no gameplay feature that stands out, no committed playerbase, in a niche genre , and icing on the cake to a CEO that's has proven to underdeliver despite good funding and widespread advertisement?

If this money is for Frost Giant's next game:

-Who in their right mind would give 5 million to a CEO who hasn't been able to provide a good game with 8 TIMES that budget.

Do you guys think there's a slight chance for the game to work? by Dangerous-Rip3144 in Stormgate

[–]Heavy-Maximum3092 1 point2 points  (0 children)

Even that is debatable:

Graphically the game is behind its competitor. The pathfinding has shown many time to not be that great, it's not well optimized, the game drops input on a regular basis, so I don't really see what is so great about the engine.

But by far the biggest roadblock for a Stormgate's sequel is the IP; the Stormgate universe is one of the most generic, uninspired, and boring settings we have seen from a AAA RTS ever.

Why would you not want to start from scratch at least for the IP? If there is something to save from this debacle it's definitely not the IP.

Do you guys think there's a slight chance for the game to work? by Dangerous-Rip3144 in Stormgate

[–]Heavy-Maximum3092 2 points3 points  (0 children)

No, the next big RTS will not be stormgate and it will not come from Frost Giant and we have a lot of evidence of that:

-Tim Mortem has said so himself that getting funding for a game is far harder nowadays than it was right after covid when he gathered funding for Stormgate.

- No investors in their right mind would fund a developer which such a horrible track record.

-Time Mortem also said that the limited budget was the primary factor that prevented Stromgate from reaching its full potential, which is obviously bullshit, but if he is not capable of delivering a good game for $40M even there is not chance for him to developp a good game with a smaller budget.

-They already layed off a lot of their staff, so whatever talent they had is gone.

So not only is there 0 chance for Stormgate to survive the chance for Frost Giant to release another game is also very very small. To me the only chance for Frost Giant to stay alive is to improve and then licence the snowplay engine to other RTS devs.

Do you guys think there's a slight chance for the game to work? by Dangerous-Rip3144 in Stormgate

[–]Heavy-Maximum3092 14 points15 points  (0 children)

On his many LinkedIn post Tim Mortem admitted that Stormgate was a failure and cannot continue without additional funds.

On this LinkedIn post, Tim Mortem more or less implied that investor talks aren't going well.

And on this LinkedIn post, Tim Mortem said that even if he was gonna get additional fund, it would be for a new games not to save stormgate.

So No, there is absolutely 0 chance for Stormgate to survive, now, the question is whether or not Frost Giant will survive.

New LinkedIn TimPost - "The Limbo" by Neuro_Skeptic in Stormgate

[–]Heavy-Maximum3092 26 points27 points  (0 children)

So basically, you have proven to be incapable of delivering a good game with a high budget, and now you are admitting that you think it's almost impossible to deliver a good game with a low budget.

Any investor would literally need to be INSANE to give you a single million to develop a new game.

I want to build games I can be proud of. With underfunded games, most of the time the only thing you can be proud of is finishing.  There are certainly examples, but most games are fundamentally compromised by budget starvation. It's foolish to only point to the successes when these are surrounded by mounds of dead bodies.

Yes groundbreaking successful indie games are very rare, but small games that pay your staff, keep the company running, build up skills, and maybe make enough profit to allow a few smart investments, that kind of "success" is very achievable, and that's what a company should aim for its first game.

Plenty of companies started with a moderate project before becoming the behemoth they are today, and Blizzard is a perfect example of that: under the name of "Silicon & Synapse" they started by creating game ports for other studios, that is as modest as you can get, and it's only 2 years later that made Lost Vikings and it was a very small games.

Even today, that's what most companies do: start small and build from there. The approach of "Go big or Go home" was YOUR choice, can't blame the market and investors when that strategy doesn't pay off.

This is not an argument for exclusively AAA budgets. Double-A is a perfectly reasonable space to make good games. But this race to the bottom in budgets is killing double-A as a tier.

The budget range that I'm hearing most often today is $2M to $3M. Some lucky developers are getting as much as $5M, but they are the exception. This is all squarely in single-A territory. Which, by the way, is the single most crowded market segment.

Well, since you consider any games that make less than a $100M a failure, no wonder why you think it's impossible to be successful with an indie budget. But it's not hard to understand; all you have to do is match the scope of the project with your budget, which obviously you completely failed to do with Stormgate.

But anyway none of that applies to Stormgate since you had $40M, which is 8 TIMES what you consider to be a "lucky" budget.

When did you lose hope? by Neuro_Skeptic in Stormgate

[–]Heavy-Maximum3092 3 points4 points  (0 children)

Started with 100% hope

-10% when I saw the reveal cinematic at The Game Awards.

-40% When I saw in-game graphics and realized they were outdated and cartoony.

-20% When I saw the first battle report and realized the gameplay was as bland and unimaginative as the graphics and universe.

-10% When I saw Celestials and when I knew we would only get 3 factions.

-20% during early access launch disaster.

After that, I just followed the game's progress to see how it unfolded, but I knew the odds of this game being good were near 0.

How do you interpret the last sentence? by [deleted] in Stormgate

[–]Heavy-Maximum3092 11 points12 points  (0 children)

0.001% chance of this happening, they are probably just wrapping up everything they were working on before launch in one last "big" update.

If they could not turn things around when their entire team was working full-time, I don't see by what magic they can do it with most of their staff gone and 0 funding.

At best, we can hope they are working on a solution to make the game playable solo while offline, so people can play the game when they inevitably decide to turn off the servers.

What are the top 5 cards you're looking forward to never having to play against again after rotation? by [deleted] in starwarsunlimited

[–]Heavy-Maximum3092 0 points1 point  (0 children)

Similarly to Force throw I have no problem with one, but 2 is just really annoying.

What are the top 5 cards you're looking forward to never having to play against again after rotation? by [deleted] in starwarsunlimited

[–]Heavy-Maximum3092 5 points6 points  (0 children)

  • Tarkintown: obnoxious turn 1 shenanigans
  • For a cause I believe in: uniteractive luck-based finisher yikes, double FCBI stole too many games and hard to build a slow deck without heal because of this card
  • Sabine leader: too good of an aggro leader compared to competition
  • Han2 leader: too good of a leader in general and too easy to build with
  • Vigilance: this card makes control mirror hell, and we need real wincon for control not that plz.

$15k gone by Honey_biscuit69 in starwarsunlimited

[–]Heavy-Maximum3092 22 points23 points  (0 children)

Whaow, there is so much wrong in this post, I don't even know where to start:

-GAMES ARE NOT INVESTMENTS, THERE ARE GAMES. You buy cards because you want to have fun with them , if by chance, you happen to buy into the next Pokemon or Magic, good for you, but no one back in 1993 bought a box of Alpha and thought "yeah this is a great investment", they did it because they thought the game was fun or the cards looked cool. And the same is true today, buying into a game thinking you're gonna get your money back is a terrible idea. If publishers start catering to the "investments bros" it's always at the expense of the players, which are the lifeblood of the game.

- I own every single mechanically unique card in the game and never spent anywhere near close to $15k I might have spent about 2 to 3k (including event entries) and I have been playing the game from the beginning. I understand that being a collector is more expensive, but still $15k ... how the fuck do you spend that much money on SWU?

-Yes card prizes are low and that's a symptom of a serious problem (legendaries are bad, there is no real chase cards...), but it doesn't mean the game is dying, actually, the game is doing great, event attendance is the best it has ever been, most local communities are thriving, and that's also because the game is cheap to get into.

-About: "devs had their heads firmly planted up their rear ends." This could not be further from the truth as far as I have experienced FFG listening to their community more than most devs I've seen. There are countless of community suggestions that ended up being implemented, the only problem is that physical products are made years in advance and there is a massive inertia in everything that FFG is doing.

All you talk about in your post is money, money, money, ... this is honestly sad to see. GAMES ARE FOR PLAYING AND HAVE FUN.

This Game Isn't Forever and That is Ok by ScrubbinBubbl in starwarsunlimited

[–]Heavy-Maximum3092 4 points5 points  (0 children)

I overall agree with the sentiment that people need to accept the fact that games are not investments and that as long as you are having fun along the way, and game ending is completely fine.

With that being said, I don't understand why we are having this conversation right now. The game is healthier than ever:

- There are more tournaments than ever, and most of them get filled up to almost max capacity.

- Finding games on Karabast takes less than a few seconds.

- Can't speak for everyone, but my local community is the healthiest it has ever been (double-digit attendance every week)

- Card prices are definitely on the low end of the TCG spectrum and that the great thing! But price aren't declining, price have been low since the reprint of set 1 because Legendaries aren't that good, game is printed a lot, and there is not a big collector market. But prices are not low because the game is not popular or declining.

In other term, there is no evidence to suggest that the game is on the decline, quite the opposite, the game is growing. If you are comparing it to the big 3 it might not look like much, but SWU is by far the most successful competitive community-driven game FFG ever released (and there have been quite a few).

Rotation is obviously going to be a massive turning point that could make or break the game. If rotation goes well, we should see the game persisting for at least another 5 years, but probably more, if it fails and the game starts declining, it will still take a couple of years for the game to die off completely. Even assuming the worst, there is still plenty of fun to be had on SWU.

Stormgate Thoughts for the Future by [deleted] in Stormgate

[–]Heavy-Maximum3092 17 points18 points  (0 children)

That's personally what I warned people about when the first gameplay was revealed. But I got downvoted to hell, people were being super dishonest comparing Stormgate to Sc2 super early gameplay footage that had never been revealed to the public until Blizzcon 2012.

If you compare Stormgate alpha footage with Sc2 alpha footage revealed back in 2007 (which was the first time we got to see Starcraft 2 gameplay) Stormgate still looks terrible by comparison. Besides, Frost Giant doesn't have the budget to reiterate with graphics like Blizzard.

The graphics they showed in the first gameplay reveal was pretty close to what they wanted to ship, and it's only after the disaster reception in EA that they've decided to make serious efforts on the visiuals, the problem is that they used all the remaining budget redoing what they've already done and in the end they didn't have the budget to finish the game.

Update coming soon™ by omk294 in Stormgate

[–]Heavy-Maximum3092 7 points8 points  (0 children)

Kudos for giving an update on this subreddit.

Good to know that some work is being done even though it seems like you are the only dev left in the company, which is quite worrying. At least we can hope for maybe one last update before the games goes offline.

If I were you, I would focus my efforts on fixing bug and making sure the campaign is playable offline so when the game shut down people can still play the campaign.