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One thing I dislike though is that when I select 10 barracks, and press q, it only queues up one unit out of all 10 barracks. That is stupid imo.
I think pros from aoe2/aoe4 and sc2/wc3 wouldnt even give retold a try if it wasnt for the removal of aq on militairy units. So be happy we're gonna get a lot more advertising from these streamers, youtubers and others, and thus hooking in a lot more casuals for us to play with. As a casual player myself im happy with the compromise they made.
Im very happy with the current state of things, and I hope they keep it this way for launch. Therell be so many more players from other games taking aom finally seriously. Cant wait for launch!
Theres now : pre-queuing technologies
global queu to keep track of unit production
auto make villager when a new towncenter is made
way more hunt on every map
market in classic to prevent gold starving
upgrade are cheaper
It was legit easier for me to play retold than it was to play the original aot with autoque. It already is very accesisable. I think itll be a huge plus if people from other rts games try out aom and get hooked on it. You have to think about the bigger picture. Casuals will mostly play campaign and not touch ranked and occasionally play some customs and theyll be around silver/gold either way.. you know. autoque or no autoque. But having aom have thousands of viewers on twitch and having a health competitive scene is not something casuals can do.
While I understand your point that back in the day people disliked such features, but gaming overall was much different. People valued hardcore skills and all the gamers were more or less hardcore bcs gaming wasnt nearly as casual every household hobby back then.
Also I just cant imagine a world where actually good modern players would dodge a game because of autoque in RTS. Any competent player understands that at the level where competition truly matters (tournaments) the impact that queing units has is very minor. And as you said, past certain skill level it would become hindrance not a plus. Its only beneficial for those playing in the lower leagues. 2003 and 2024 are way too different worlds to draw direct comparision. 95% of gamers cant even hold attention to read/listen quests even on casual bangers like assassin creed / diablo 4 and so on, yet alone have the stubborness to start mastering the most stressfull genre as it has been in past decades, it needs evolution.
Those <10 Aom pros arent even worth of discussion what comes to selling aom:r - sorry but that is just an fact.
why do u think good players are good? u think they struggle with producing units? this feature has nothing to do with anything that is not low elo gaming.
and yes accidentally producing 1 extra unit can lose u the game if its in the wrong moment at certain skill level.
That already happened, it split into two genres:
* Turn-based strategy ate the casual, strategic and slow-thinking portions.
* MOBAs ate the high-skill, e-sports and sweaty (not in a bad way, "sweat inducing action") portions.
RTS were a proto-genre before MOBAs came out of it and caused the battle parts to instead be folded back into TBS.
Playing a game such as this is something I do for nostalgia. I am aware the genre is dead in the water except for highly modified niche titles such as SoaSE. I mean just look at Stormgate which we can now play and that is just laughably bad and unfinished.
Turn based games are NOT good games for "smart" people who want strategy games, why? None of the most popular turn based games with quality production on the market even with hardest difficulties offer any meaningful challenge, and are broken extremely easy. And against players they just take too long and are too boring. They are just for casuals to unwind after work.
The only 4x game that has any meaningful weight is Total War series still holding real time battles.
Moba is better because the gameplay itself is extremely relaxing, approachable and with more average fun compared to RTS, which gives it more traction in widespread audience, which creates more moneyflow, which creates more competition leading to an esport. Theres a lot of frustration and pain that moba players are enduring just for the lack of options.
Now if you managed to create approachable and fun to play RTS it could easily reel in those frustrated and suffering Moba players who are despredly wanting solid options. In which Stormgate ofc is not an example of solid option.
The genre being actually dead is an internet meme, the genre is not dead, but its niche and as esport very limited to few worthwhile tournaments per year, because it fails to be approachable and enjoyable for 99% of players due to unfun and heavy mechanics involved with most of the time spent to something else than actually fighting with ur army which ultimately is the most fun part of RTS games, for majority of the players at least. SC2 being much more faster paced offered faster and less exhausting games and more fighting catching an bigger audience, but was never truly nurtured as esport the same way like CS and Dota, eventually leading to being abandonware by choice of developer, who decided selling skins in WoW is more profitable and less effort, and has zero interest in gaming as culture.
Much like valve dropped the support for big Dota Internationals moving forward, because its just much more hassle for less profits. Idling and selling other peoples games is far easier and generates more money.
None of this means that its pointless to create approachable well made RTS games with actual next gen innovation (not Stormgate that is direct downgrade from launch SC2) moving forward.