Tempest Rising

Tempest Rising

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Vince  [pengembang] 12 Agu 2023 @ 2:59am
TEMPEST RISING PLAYABLE PREVIEW: BUG REPORTS AND FEEDBACK
Post your bug reports and feedback here and we'll make sure it gets in front of the people who need to see it.
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Menampilkan 16-30 dari 101 komentar
I already wrote about the first impression of the game, about the visual and the units themselves. Now, having played some more, I want to play about gameplay, about micro. About the micro which is not, well, or almost not. Why don't scouts shoot on the move? And other units? Why? Why is everything so sad, no micro in the game I really didn't like it. I hope this is added.
Aerolfos 12 Agu 2023 @ 10:55am 
Enjoyed the demo. It's in a pretty good state - but of course, minor things for feedback:

- Audio normalization needs some tweaking, the intro cutscene guy is hard to hear.
- Speaking of, subtitles option.

- WASD control scheme would be nice. W for selecting units in window should be rebindable, along with everything else really.

- The "finalizing" stage on buildings is just confusing. Buildings should either be built full tiberium wars style with build time being in the conyard before deployment and a short deployment timer. Or they should be started physically and actually be fully finished and operational when the timer ends, along with the "construction complete" soundbyte.

- A number of games set attack move to be the default for right click moving units. It's kind of nice, at least as an option. You don't really want move and do not fight most of the time, especially not for command and conquer style RTSes.
- Tiberium wars unit stances were nice, could have those along with the current set of explicit orders.
- Units seamlessly matching movement speed when ordered together in other RTSes is really nice, your humvee scout type vehicles separating from the force they're supposed to support is annoying. Happens here too.
- Some RTSes have pretty smart units, like Zero-K, that will not just match speed but move in formation like tank-DPS-glass cannon automatically, just based on the unit role. Probably a stretch but would be really convenient.
Ovrlord 12 Agu 2023 @ 10:56am 
game looks great but that's about it just looks. No depth just an empty shell to make a quick buck from the rising strategy market. My standards come from a 20 year old game that is still played to this day. CnC Generals Zero Hour. I was hoping this game would finally replace it but it doesn't even come close.
- Unit pathing needs improvment
- Add the drone building animation to the build timer. It feels a bit weird in my opionion to have a bar which after it is full still isnt the real indicator.
- A toggle option for "Hold the position" and/or a movement option so they go to their position and hold the position
- The key binds for Q and W are good. But please give us an option to add new spawnt units to your current selected units.
For example you have currently Soldiers and Grenadiers seletect and with cntrl+W or cntrl+Q you will add the same type of units to them,

C&C3 has some great shortcuts/hotkeys and unit commands. Try to copy as much as you can from it. It don't has to be a Company of Heroes design. C&C3 is in my opinion the bare minimum for controls and command.

Would like to give more opinion but only 1 Mission doesnt tell me enough about unit weakness and so on. So I only can command about basic stuff.
๖ۣۜCool 12 Agu 2023 @ 11:53am 
Can you add an alternative mouse3 Drag feature? one that is similar to league of legends / dota 2?
As in , instead of moving the camera towards the direction you are moving the mouse towards when holding mouse3 (middle mouse). It instead locks the mouse in place and drags the camera in the opposite direction (as in you are locking you mouse on the terrain)
I played the preview, it was a good experience overall, keep out the good work! :)

Here's my feedback split into categories

Menus

Menus are good ans well presented, but in term of UX it's missing an X button or a back button mapping (Ex : on Esc) to close settings menu for exemple.

Widgets

The selected units widget is too small and using the arrow buttons on the side to scroll is tedious

Also, could be good option to be able to resize or hide certain widgets

UX

I did not find a way to cancel out the sand bag selection in the defense tab in the construction widget which force me to put a random sandbag in the corner of my base in order to be able to select the turret option and place one.

Gameplay

-There's no shortcut to sellect all your unit, whihc could be handy.
-There's no way to dismiss a group (ctrl +1 for exemple) when one is created.
-More zoom level out to increase player FOV from the camera POV.

Pathfinding

I had some issues with pathfinding and I had to micromanage some units in order to get them where i wanted them to go.

here's a recording: https://youtu.be/SalPm2UG2o4

If you want more details, let me know! :)
Terakhir diedit oleh cout<<"gamer08 \n";; 12 Agu 2023 @ 2:42pm
Not a bug; but a request, please add rotation for building placement if possible :steamhappy:
SpadeWings 12 Agu 2023 @ 2:19pm 
Firstly I'd like you to know that I really appreciate you taking the torch. I'm waiting ages for a new classic 90s rts.

The presentation, cinematics, music and UI are spot on. Well done!

I have several suggestions that I'd like to share:
1. Subtitles
2. Infantry Health - feels to me that the infanry units had too much health. Long time to kill them and being killed.
3. Ability Activation - shouldn't the activation apply to one unit from the units selected? and If I'd like all the drone operators to active their drones I will push the activation multiple times.
4. Units cycle - can we have the option to cycle between group of units out of all units selected?
5. Screen Scroll button - would be great to having the option to change it. RMB hold is more convinient for me particularly.
6. FPS Drops while screen scrolling - the only FPS drops I had was when scrolling. For some reason there were a lot of micro stutters and FPS drops.

Overall I really liked it and looking forward for the finished product.
Diposting pertama kali oleh Flan:
I already wrote about the first impression of the game, about the visual and the units themselves. Now, having played some more, I want to play about gameplay, about micro. About the micro which is not, well, or almost not. Why don't scouts shoot on the move? And other units? Why? Why is everything so sad, no micro in the game I really didn't like it. I hope this is added.

This is inspired by the c&c series and those games aren't really based on micro.
Terakhir diedit oleh Best Pureeyaa; 12 Agu 2023 @ 3:18pm
DyingJedi 12 Agu 2023 @ 6:13pm 
Diposting pertama kali oleh 3DR Vince:
Post your bug reports and feedback here and we'll make sure it gets in front of the people who need to see it.

Please fix for SteamDeck 17 FPS to 30 could use some optimizing. making game unplayable.

Thank you! Hi5 can't wait to play this!
- Units can walk into several of the cliffs in the first mission.
- unit and building tooltips with only group select is weird
-GDF scout car ability (marking rounds swap) should have visual, maybe change target laser colour?
-GDF Grenadier is weird throwing stuff, maybe use a dedicated launcher. Assuming silhouette thing
-Why does the barracks have an attack command when it has no weapons
有碑仆道 12 Agu 2023 @ 11:14pm 
Hope to get the classical "left click to move" mode.
TaxOwlbear 13 Agu 2023 @ 2:50am 
I found that infantry types are a bit difficult to distinguish. The game also stuttered slightly when moving the camera using the keyboard.
Veti When 13 Agu 2023 @ 3:58am 
Alright, so, since you make a C&C-like game, I will be comparing it to, obviously, the C&C3 titles
First of all, the game feels like a solid RTS and probably the first RTS that isn't Starcraft II and requires your average pc(at least by 2023)
It feels... like an unholy child of C&C3 and C&C3: ЯA, which is neither bad or good: at least they took the best from the ra3 and not the comedy. The controls felt okay while the pathing didn't. The harvester pathing was... To say the least, bad, absolutely infuriating and annoying. I definitely loved the GDF not being a faction of total retardation, which the GDI has always been in TW/KW: here it has an extra resouce to sorta keep the game active for the players
The Nod analogue is, sadly, not testable but I still liked their visuals.

Aside from the game being cinematic, which was applicable to C&C3, it had an absolutely lovable pre-rendered cinematic before the first mission, which is what TW/KW really lacked, only having the real action in a couple of vids(also an EXTREMELY low resolution vid of cyborgs walking out of their bunker that only plays for like 5 seconds)

The unit pathing is... Janky. I've played the only available mission three times and I've been constantly noticing that some units were lagging behind in the middle of the mission, trying to find an impossible angle from which they could approach the target.

Not gonna say I'm disappointed by this game as it's still a demo but it really lacks polishing. Overall it could be a great example of an ЯTS in 2023 if you CONTINUE working on it. I will most definitely be happy(euphoric) to playtest more of it in case you release more content for the demo.

And a small bug: if you skip the mission intro(the one done by the EVA), the pre-rendered cinematic I've mentioned will play with EVA's voice over the cinematic.

TLDR: C&C? - Yes. Good? - Needs some polishing. 10GB are too much for your tiny SSD? - Assets take up a lot of space. Hope it'll be cheaper than 10$? - Hopefully but higher prices(under 30) are acceptable, unless it'll be worth the money
stewartrand 13 Agu 2023 @ 5:25am 
Typo: "Partrol along the indicated route" should be "Patrol"
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Menampilkan 16-30 dari 101 komentar
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Tanggal Diposting: 12 Agu 2023 @ 2:59am
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