Tempest Rising
Feedback: Sadly, this is not a faithful adaptation of the source C&C material.
Feedback: Sadly, this is not a faithful adaptation of the source C&C material.

It's not like people have unrealistic expectations?
As you do have a very clear template, what people want.

Something like the launch version of Tiberium Wars from year 2007 should be possible today, maybe not from the graphic or performance, but at least from the gameplay experience, but it simply is done wrong or is not there.



1- No Smart select, it is a very fundamental feature if you select units on screen, that you don't select the workers. I did n otice, that if you select soldiers and harvester is next to them, he drives with them away, He is also selected.
If you select units on screen, it should be for combat units first.
Otherwise, it's a very annoying gameplay experience,

2- No crowd control, anti blob mechanics. Especially C&C we know that armies can get quite big, to prevent blobs we have crushing by vehicles or units that deal a lot area damage. My harvester wasnt able to crush enemy troopers and the flame Tank and 6 flame trooper wasn't able to kill just the blob of rifle solders

The game requires functional counters. And being able to crush infantry with heavy vehicles has been a Command and Conquer classic starting from the original game.

3- The resource fields don't last long. Just 2 harvesters did in less than 5 minute eat up the initial resource filed, this is wrong, this is just wrong.
Especially by C&C you should have a reliable, long term source of income.

4-You gain only a fracture of resources you would have in Tiberium Wars. Even by worst design version you would have 2 times more, than in Tempest Rising. By launch version that would be 3 times more.


5- Unit limit of 200. It was actually supposed to be 300 or more.
Why is it lover now? Here source
https://www.youtube.com/watch?v=f2NtRSMDhWo

Of course there should be in a game limitations, but you go ahead and remove half or more of what people are used to have.

Considering how heavily C&C people disliked this changes in past,
you go ahead and double down.
It's like people did complain a racing game is too slow, so you make it 2 times slower.

What are the developers/publisher expectations here?
Already here you entirely alienate your potential customers.


I don't see how this game is supposed to be a big hit with such fundamental flaws.
It is going to need a massive redesign. Otherwise, I don't see why people would buy a product that is clearly inferior compared to games 15 or 20 years ago.


In my opinion, based on the observation of similar titles,
this game is too similar to titles that did flop in past 10 years, its 1to1 like

Forged Battalion from Petroglyph Games,
132.0 k Sold copies Owner estimations by SteamSpy
https://steamdb.info/app/686260/charts/

Crossfire: Legion from Blackbird Interactive
42.0 k Sold copies Owner estimations by SteamSpy
https://steamdb.info/app/1072190/charts/

Act of Aggression from Eugen Systems
144.0 k Sold copies Owner estimations by SteamSpy
https://steamdb.info/app/318020/charts/


this is going to be just another PvP Casual E-Sport disaster thingy.

The problem I see, the tech demo presentation is usually 1to1 the final product,
where developer doesn't really fix the design issues.

Yes, on surface it might look like C&C, but if you actually do have the game in your hands, it crumbles apart.
Отредактировано Blitzwing; 14 авг. 2023 г. в 21:17
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Сообщения 4660 из 103
C&C-style RTS should be based around campaign first. Iron Harvest kind of did this, but they screwed it all up by introducing aircraft when it really didn't need it.

WARNO (which I play a lot of) is more of a competitive PvP RTS, and it should be built around 10v10 gameplay.
Автор сообщения: Doko
Remember when RTS used to have base/turret turtling as a strategy?.

Man it's been a long time since I've seen any RTS in years allow for that. By the time RTS tried to catch up to the high competitive/esports scene, base/turret turtling was completely killed off as a viable strat, instead replaced by the zerg rush or ultra specific harvester harassment tactics.

I just strongly feel like the PVP folks should stay out of any talks on how things should be "balanced", because 9/10, what they consider fun, becomes anti-fun to me and many others, and well, that gets me to not buy the game and just loathe the damage the smaller crowd of PVP players do to future games.

Remember when people who don't know what they are talking about used to stay quiet? Do you think players who got to the point where they are invested into PvP have not played a crap ton of just about everything there is to offer in the past? Maybe we should let people who buy the games, play the campaign on normal difficulty,. maybe a re-run on a higher difficulty have the biggest voices. Actually, it would fit in with modern society...

What you're talking about it is right at the tip top of RTS ladder/competitive play where yes turtle play is often inferior to a player who can take the map, keep maxing on armies whilst harassing. I assure you at the vast majority of play you can turtle (if you understand turtling should come at the cost of teching or a timing). As far as campaign goes, I prefer a one that has various maps/missions where rushing/turtling/agro based play can work and the allows players to find a way to win. Pretty boring if every map is just securing resources and pushing out with a maxed army.
Автор сообщения: Tsuda Tumiko
Автор сообщения: Doko
What I dislike about modern RTS's, is that they always end up picking and choosing what they think works from classic RTS games, and that almost never works out.

We also seem to get devs thinking RTS = PVP first and foremost, campaign/Skirmish/co-op dead last, and that leads to a sharp decline in total users playing the game, with the remaining lot of people playing being hardcore PVP tourney players (the pool of players that just aren't enough to sustain your game or make your studio profitable).

Like take Grey Goo for instance. That game started out like it was trying to be a more serious and cinematic C&C, but in the end it turned out that the devs wanted it to be a drawn out esports RTS, and well, that really soured the experience for PVE players and the game died so quickly, because there just wasn't that many interested in playing the short campaign and hopping right into PVP, which was already poor to begin with.

My main take on the genre, is that skirmish/campaign and even co-op are more sought after and are generally what we had with the genre near the start (besides the co-op, unless you count AI co-op teams), and that's what I feel should take more focus, with PVP remaining a tacked on mode, with a few exclusive balance changes just for that mode (you know, like Starcraft II ended up doing, by keeping it's campaign modes fun and zany, and leaving out the campaign exclusive units when it came to PVP matches).
You are right, there are RTS that are well know for it's single player experience:
Homeworld
Rise of nations
DOW dark crusade

They also offer a excellent multiplayer experience except homeworld which is pretty old.

That's why I think RTS must never focus on eSports at the start, first form a community and then you can think on support ( not force) competitive side, that said, the game should also offer the basic tools for multiplayer ( replays and observer ) which are used to learn and enjoy watching our own games.

Yes and all of those games have massive playerbases :)
Автор сообщения: KrO

Remember when people who don't know what they are talking about used to stay quiet? Do you think players who got to the point where they are invested into PvP have not played a crap ton of just about everything there is to offer in the past? Maybe we should let people who buy the games, play the campaign on normal difficulty,. maybe a re-run on a higher difficulty have the biggest voices. Actually, it would fit in with modern society...

What you're talking about it is right at the tip top of RTS ladder/competitive play where yes turtle play is often inferior to a player who can take the map, keep maxing on armies whilst harassing. I assure you at the vast majority of play you can turtle (if you understand turtling should come at the cost of teching or a timing). As far as campaign goes, I prefer a one that has various maps/missions where rushing/turtling/agro based play can work and the allows players to find a way to win. Pretty boring if every map is just securing resources and pushing out with a maxed army.

I'm talking about game design in general here, where new RTS games are made where turtling even on normal modes of play or vs a human are practically impossible.

Also some players like having a "max" army, what's inheritly wrong with that?.

Are you a PVP'er at heart per chance?, you're making a lot of points for letting PVP'ers run the entire show and already downplaying one strat over another.

I've never heard a PVE RTS player make points for PVP players until you showed up, so I've cause for concern at this moment (i've also little to believe to go on if you even say you're a PVE only RTS player, because this is the internet, you can just lie to my face and expect me to believe you).
Автор сообщения: Blitzwing
Feedback: Sadly, this is not a faithful adaptation of the source C&C material.

It's not like people have unrealistic expectations?
As you do have a very clear template, what people want.

Something like the launch version of Tiberium Wars from year 2007 should be possible today, maybe not from the graphic or performance, but at least from the gameplay experience, but it simply is done wrong or is not there.



1- No Smart select, it is a very fundamental feature if you select units on screen, that you don't select the workers. I did n otice, that if you select soldiers and harvester is next to them, he drives with them away, He is also selected.
If you select units on screen, it should be for combat units first.
Otherwise, it's a very annoying gameplay experience,

2- No crowd control, anti blob mechanics. Especially C&C we know that armies can get quite big, to prevent blobs we have crushing by vehicles or units that deal a lot area damage. My harvester wasnt able to crush enemy troopers and the flame Tank and 6 flame trooper wasn't able to kill just the blob of rifle solders

The game requires functional counters. And being able to crush infantry with heavy vehicles has been a Command and Conquer classic starting from the original game.

3- The resource fields don't last long. Just 2 harvesters did in less than 5 minute eat up the initial resource filed, this is wrong, this is just wrong.
Especially by C&C you should have a reliable, long term source of income.

4-You gain only a fracture of resources you would have in Tiberium Wars. Even by worst design version you would have 2 times more, than in Tempest Rising. By launch version that would be 3 times more.


5- Unit limit of 200. It was actually supposed to be 300 or more.
Why is it lover now? Here source
https://www.youtube.com/watch?v=f2NtRSMDhWo

Of course there should be in a game limitations, but you go ahead and remove half or more of what people are used to have.

Considering how heavily C&C people disliked this changes in past,
you go ahead and double down.
It's like people did complain a racing game is too slow, so you make it 2 times slower.

What are the developers/publisher expectations here?
Already here you entirely alienate your potential customers.


I don't see how this game is supposed to be a big hit with such fundamental flaws.
It is going to need a massive redesign. Otherwise, I don't see why people would buy a product that is clearly inferior compared to games 15 or 20 years ago.


In my opinion, based on the observation of similar titles,
this game is too similar to titles that did flop in past 10 years, its 1to1 like

Forged Battalion from Petroglyph Games,
132.0 k Sold copies Owner estimations by SteamSpy
https://steamdb.info/app/686260/charts/

Crossfire: Legion from Blackbird Interactive
42.0 k Sold copies Owner estimations by SteamSpy
https://steamdb.info/app/1072190/charts/

Act of Aggression from Eugen Systems
144.0 k Sold copies Owner estimations by SteamSpy
https://steamdb.info/app/318020/charts/


this is going to be just another PvP Casual E-Sport disaster thingy.

The problem I see, the tech demo presentation is usually 1to1 the final product,
where developer doesn't really fix the design issues.

Yes, on surface it might look like C&C, but if you actually do have the game in your hands, it crumbles apart.
WOW what a hot take lol, source material are you joking? This is not command and conquer nor do they have the rights to command and conquer in the first place it is a modern rts in the style of command conquer but completely different game. And are you trying to get the developer in trouble with EA for copyright infringement?!?
Автор сообщения: Doko
Автор сообщения: KrO

Remember when people who don't know what they are talking about used to stay quiet? Do you think players who got to the point where they are invested into PvP have not played a crap ton of just about everything there is to offer in the past? Maybe we should let people who buy the games, play the campaign on normal difficulty,. maybe a re-run on a higher difficulty have the biggest voices. Actually, it would fit in with modern society...

What you're talking about it is right at the tip top of RTS ladder/competitive play where yes turtle play is often inferior to a player who can take the map, keep maxing on armies whilst harassing. I assure you at the vast majority of play you can turtle (if you understand turtling should come at the cost of teching or a timing). As far as campaign goes, I prefer a one that has various maps/missions where rushing/turtling/agro based play can work and the allows players to find a way to win. Pretty boring if every map is just securing resources and pushing out with a maxed army.

I'm talking about game design in general here, where new RTS games are made where turtling even on normal modes of play or vs a human are practically impossible.

Also some players like having a "max" army, what's inheritly wrong with that?.

Are you a PVP'er at heart per chance?, you're making a lot of points for letting PVP'ers run the entire show and already downplaying one strat over another.

I've never heard a PVE RTS player make points for PVP players until you showed up, so I've cause for concern at this moment (i've also little to believe to go on if you even say you're a PVE only RTS player, because this is the internet, you can just lie to my face and expect me to believe you).

Don't blame the PvP players, they are in worse situation than PVE players. While there are sometimes good PVE games, PvP players are doomed to play a couple of old games.
Age of Empires 2 is like 15 years older or more than any other top played PvP game.

Just look in general how old PVP games are, they are old and getting older.

DOTA 2 is from 2013
Counter‑Strike: Global Offensive is from 2012
Team Fortress 2 is 2007
PUBG: BATTLEGROUNDS is 2017

Автор сообщения: NatEff3ct
WOW what a hot take lol, source material are you joking? This is not command and conquer nor do they have the rights to command and conquer in the first place it is a modern rts in the style of command conquer but completely different game. And are you trying to get the developer in trouble with EA for copyright infringement?!?

The way how Tempest Rising is designed, it is a modern rts, yes.
It's exactly the reason why it is going to fail and flop.

There is a reason why even such greedy companies like EA and Activision don't copyright RTS games. 1 They know down the line no developer has the guts to make a good game.
2 Activate layers would just waste money and would be the best PR for a game.
Doko is right that new RTS games got rid of base-crawling and strong defenses.
Funny enough, the biggest RTS on this very platform, has house-walling, strong defenses, offensive use of defensive structures, tons of building, and big armies.

In the demo, I liked how lethal the Flame Turrets were, it reminded me of how they were in Red Alert, in which they stopped Infantry so hard, you needed to abuse Rocket Infantry range to beat them.

Games need their strong defensive play back, instead of the uber-aggro rut they are stuck now with, because they weakened turtling, to make matches play faster, which itself made the gameplay either the ramp-fest that is Starcraft 2, or dead PvP a month in from launch.
Отредактировано jonoliveira12; 19 авг. 2023 г. в 22:51
Автор сообщения: jonoliveira12
Doko is right that new RTS games got rid of base-crawling and strong defenses.
Funny enough, the biggest RTS on this very platform, has house-walling, strong defenses, offensive use of defensive structures, tons of building, and big armies.

In the demo, I liked how lethal the Flame Turrets were, it reminded me of how they were in Red Alert, in which they stopped Infantry so hard, you needed to abuse Rocket Infantry range to beat them.

Games need their strong defensive play back, instead of the uber-aggro rut they are stuck now with, because they weakened turtling, to make matches play faster, which itself made the gameplay either the ramp-fest that is Starcraft 2, or dead PvP a month in from launch.
What genre needs is the Single player focus back.

Just look at the 2 games made by former Starcraft developers , IMMORTAL: Gates Of Pyre and Stormgate are already flops, nobody has interest into PvP.
Almost nobody did show up to play their betas for free.

And now we have ZeroSpace, made by former Starcraft 2 players, with single player focus.
After couple of days people did double fund their Kickstarter campaign.
https://www.kickstarter.com/projects/starlancestudios/zerospace
Again, people didn't even play the game, they did pay for it upfront.
You won't see something like this happen for "popular PvP" MOBA or battle royal game.

Shooting barrels was nice, but overall Tempest Rising Demo did play too much like PvP game. I hope developers/Publisher do in time realize they have to alter their core concept and what they need to change.
Автор сообщения: jonoliveira12
Doko is right that new RTS games got rid of base-crawling and strong defenses.
Funny enough, the biggest RTS on this very platform, has house-walling, strong defenses, offensive use of defensive structures, tons of building, and big armies.

In the demo, I liked how lethal the Flame Turrets were, it reminded me of how they were in Red Alert, in which they stopped Infantry so hard, you needed to abuse Rocket Infantry range to beat them.

Games need their strong defensive play back, instead of the uber-aggro rut they are stuck now with, because they weakened turtling, to make matches play faster, which itself made the gameplay either the ramp-fest that is Starcraft 2, or dead PvP a month in from launch.

All I want is to be able to go back to the days of Red Alert 2, where I could focus on my economy, then focus my base strength and defensive measures, and once I can stop people spamming V2 missiles over my base, I know I'm good to get the armies rolling out.

Modern RTS games just don't facilitate good base defences, in that you can rely on them to keep your base safe, not even walls are enough to delay your enemy (walls in Red Alert 3 were a joke and were absent in C&C 3/4).

All I see in RTS these days is guerrilla, zerg rush, harvester harassment, or spam literally one unit, as today's tactics (well that and Korean level micro, which not everyone will retain going into their late 20's, as Koreans have proven). All I want if for turtling to come back as a means to disrupt the other tactics of today.
I'll leave this here:

https://youtu.be/XehNK7UpZsc?t=757

If the timestamp didn't work, head straight to 12:30 (spectacle timestamp).

Grant talks about what was missing over time in RTS's, that being the general spectacle, like having effective units in battle, but then with the shift to multiplayer PVP, some of that spectacle was pared back, like he mentions "when the design is for multiplayer first, you inevitably cut the things that should be selling your product", and then the following clip shows SC II devs showcasing campaign units that were really fun to play, but could not be balanced for multiplayer, but rather than cutting those units out entirely, they just never included them in multiplayer.

If you design an RTS for PVP first, you're only going to end up making it less fun over time, because some players always end up creating their own meta, the community follows and drives that meta into the ground with survival of the fittest mentality, and then the devs take a peek and see what's going on, see there is a massive disruption happening and then they nerf said unit or tactic into the ground and then it's rinse and repeat, until the game itself is hardly fun (like how Epic units in C&C 3/KW hardly feel Epic near the end of the game's lifespan of patches, and are super easy to melt down).

I know there was one lad who said in this thread before about how PVP'ers are "right" to run the show, but that only ends up becoming a long-term failure streak, because like I said, if you let PVP'ers run the show,you only end up driving away casuals and people like myself, who just want a fun RTS that doesn't involve Korean level micro'ing, or having to make tiny armies, or having wet noodle base defences, etc.

RTS's started out slow in their beginnings, but they still had good base defences and you could build relatively large armies to wipe the floor with someone who was just relying on harvester harassment back in the day, but today, today you get the zerg rush, the meta focus, and that just serves to drive back other players who aren't stupidly competitive.

RTS is Real Time Strategy and is meant to be fun, not a game where it's survival of the fittest and you have to sweat buckets just to win, because we aren't playing SCII pro league championships, and no casual player should really have to be put in that position. If anything, the hardcore ultra competitive players should stick to ultra specific private matches if they believe themselves to being too godlike, instead of going out there, pub stomping everyone and wanting the game balance adhered to their mindset of survival of the fittest", most players are just out there wanting a good zany and fun time, not a second job.
Отредактировано Doko; 20 авг. 2023 г. в 5:56
Автор сообщения: Blitzwing
Автор сообщения: jonoliveira12
Doko is right that new RTS games got rid of base-crawling and strong defenses.
Funny enough, the biggest RTS on this very platform, has house-walling, strong defenses, offensive use of defensive structures, tons of building, and big armies.

In the demo, I liked how lethal the Flame Turrets were, it reminded me of how they were in Red Alert, in which they stopped Infantry so hard, you needed to abuse Rocket Infantry range to beat them.

Games need their strong defensive play back, instead of the uber-aggro rut they are stuck now with, because they weakened turtling, to make matches play faster, which itself made the gameplay either the ramp-fest that is Starcraft 2, or dead PvP a month in from launch.
What genre needs is the Single player focus back.

Just look at the 2 games made by former Starcraft developers , IMMORTAL: Gates Of Pyre and Stormgate are already flops, nobody has interest into PvP.
Almost nobody did show up to play their betas for free.

And now we have ZeroSpace, made by former Starcraft 2 players, with single player focus.
After couple of days people did double fund their Kickstarter campaign.
https://www.kickstarter.com/projects/starlancestudios/zerospace
Again, people didn't even play the game, they did pay for it upfront.
You won't see something like this happen for "popular PvP" MOBA or battle royal game.

Shooting barrels was nice, but overall Tempest Rising Demo did play too much like PvP game. I hope developers/Publisher do in time realize they have to alter their core concept and what they need to change.
Those two games are sc2 clones, people have no Interested in SC2 clones, they associate it with eSports also when you see interest in a c&c clone but no for a SC clone, you know that SC2 was a overrated and over hyped game.
Отредактировано TsudaTumiko; 20 авг. 2023 г. в 7:50
Автор сообщения: Tsuda Tumiko
Those two games are sc2 clones, people have no Interested in SC2 clones, they associate it with eSports also when you see interest in a c&c clone but no for a SC clone, you know that SC2 was a overrated and over hyped game.

The only part SC II is really memorable for is it's campaign and arcade modes tbh.

Only PVP'ers are going to remember the Korean pro league championships, and those didn't outlast the PVE of the franchise lifespan (Hardly anyone is doing the championships anymore, much less talking about them compared to say, Apex or other BR games that took the whole spotlight).

Personally I don't expect Stormgate to do well, especially with it's apparent e-sports focus, and trying to make the campaign paid for and the MP free means that game is also going to have a loaded MT shop, and their campaign will likely be an afterthought at that (Frost Giant doesn't even have the whole SCII dev team either, only a fraction of it, so forget that game ever living or being close to SCII).
Отредактировано Doko; 20 авг. 2023 г. в 7:54
Exactly this why I think Tempest Rising should ASAP redesign its core gameplay,
otherwise, people are going to confuse it for another dead in 1 month post launch PvP thingy and not buy the game.


Tempest Rising needs to be a game that pick-ups the torch from C&C and reignites it.
To do so, it needs a design, the single player people prefer.

1- Fog of War should be optional for Story and Skirmish matches, while you have shroud.
For various reasons, Fog of War a bad gameplay mechanic that simply makes the game uglier and worse to handle.

To actually benefit from Fog of War players need a massive skill difference, so it actually can have an impact on their play style. In single-player it has absolutely no purpose.

2 Unit limit needs to have more higher option and be possible to turn off.

3 The economy design should work and be reliable.
Resource fields should last properly, while each resource load should be as high as by Tiberium Wars, if even not more higher, considering average RTS player today is more skilled than 15 years ago.

Se setting income rate like 1400/ 2400 / 3400 is a must have, while have option to increase how much ressources to fields do give. At least all this should be in the game by beta.
You are making conclusion just with a tutorial demo level? At least lest wait for a more robust game play video snd see all the features it has before judging the game

"2 epic single player campaigns with between-mission cutscenes"

We will have a good campaign, now what next after campaign? Maps, a lot of maps because people will playing skirmish vs human and vs IA and some will be in online, most of the coh3 negative review Is the lack of maps, that game has 2 4v4 maps and that's the most played mode, of course people will be mad, hope tempest raising doesn't make this mistake, Also allow community maps to be official this will add s ton of life to the game.
Отредактировано TsudaTumiko; 20 авг. 2023 г. в 9:05
Автор сообщения: Tsuda Tumiko
Автор сообщения: Blitzwing
What genre needs is the Single player focus back.

Just look at the 2 games made by former Starcraft developers , IMMORTAL: Gates Of Pyre and Stormgate are already flops, nobody has interest into PvP.
Almost nobody did show up to play their betas for free.

And now we have ZeroSpace, made by former Starcraft 2 players, with single player focus.
After couple of days people did double fund their Kickstarter campaign.
https://www.kickstarter.com/projects/starlancestudios/zerospace
Again, people didn't even play the game, they did pay for it upfront.
You won't see something like this happen for "popular PvP" MOBA or battle royal game.

Shooting barrels was nice, but overall Tempest Rising Demo did play too much like PvP game. I hope developers/Publisher do in time realize they have to alter their core concept and what they need to change.
Those two games are sc2 clones, people have no Interested in SC2 clones, they associate it with eSports also when you see interest in a c&c clone but no for a SC clone, you know that SC2 was a overrated and over hyped game.
SC2 really was an overrated game. Thankfully, it also killed competitive RTS for good.
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