If anyone has this on the xbox/windows platforms, lmk. Apparently in custom matches you can pop badges and I must get the penta-kill badge no matter what.
“I used to draw, hard to admit that I used to draw...”
One thing that still makes me sad, and probably helped kill the game... the matchmaking cycle. Four potential matches in a row I've had a player drop and then it kicks everyone back to the menu.
If there was one QoL improvement that could have helped the game a lot, it would have been to take that partial grouping of players and either allow them to play the match out, or extend the MM timer to find another person(s) to fill in the missing player.
Got another Quad this week too... makes me hopeful that I can get the penta naturally before The End of Gigantic.
“I used to draw, hard to admit that I used to draw...”
One thing that still makes me sad, and probably helped kill the game... the matchmaking cycle. Four potential matches in a row I've had a player drop and then it kicks everyone back to the menu.
If there was one QoL improvement that could have helped the game a lot, it would have been to take that partial grouping of players and either allow them to play the match out, or extend the MM timer to find another person(s) to fill in the missing player.
Got another Quad this week too... makes me hopeful that I can get the penta naturally before The End of Gigantic.
The lack of being able to really communicate with a team and build a composition, and the lack of matchmaking that felt like we were having good matches really killed it for me.
I have the same issue with Battlerite, which is another good game.
League of Legends: Sorakanmyworld
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
Been able to get into consistent matches since my last post, heh.
edit: I also love how I have the "end kill spree" fortune card but nobody on the opposing team seems to be living long enough to actually get a spree going...
tastydonuts on
“I used to draw, hard to admit that I used to draw...”
One thing that still makes me sad, and probably helped kill the game... the matchmaking cycle. Four potential matches in a row I've had a player drop and then it kicks everyone back to the menu.
If there was one QoL improvement that could have helped the game a lot, it would have been to take that partial grouping of players and either allow them to play the match out, or extend the MM timer to find another person(s) to fill in the missing player.
Got another Quad this week too... makes me hopeful that I can get the penta naturally before The End of Gigantic.
The game had separate clients on PC for Windows 10 and Steam, and that's probably what really killed it since you had totally separate matchmaking.
It's a real shame, but Microsoft effectively killed the game. And what really sucks is that they didn't help Motiga since the company still had to do cutbacks and shit even after the deal. Employees actually worked without pay on the game until Arc came in to try and save it. A real shame to see that kind of dedication for naught.
Pretty much everything that I've read about the basic mechanics sounds confusing and unfun. Is there actually a good enough game in there that it could have had mass appeal if it had been designed and marketed better?
I'm not sure why, the metagame is just point control. The details get complicated for balance purposes, but the basics are "build creatures on resource points, you get points for killing enemies (10), killing creatures (10 or 20 depending on upgrade level) and collecting resources (20). When one side gets 100 it makes their Guardian vulnerable to attack, get through its 3 health bars and you win".
The thing with the game is that playing it mechanically feels amazing. With someone like Tyto, who's a zippy runner who can combo out of their dodges it's sheer joy just running around. It's hard to explain without trying it, but the way the animations blend and how responsive your movement and attacks are is delightful and top-class for an offline action game where lag is no issue, let alone an online competitive game.
Like, did you perhaps play both Okami and Twilight Princess? You know how in Okami it feels like you're greased lightning, with perfect, sharp control and animations that support it? And how Wolf Link is just a collision box that fires off animations when you push buttons, but doesn't feel like an animal at any point?
The former is how Gigantic feels. Outside of Platinum there are very few developers that manage to make you feel as tightly in control of your characters as Gigantic does, and it's a bloody MOBA, the genre of awkward controls.
One thing that still makes me sad, and probably helped kill the game... the matchmaking cycle. Four potential matches in a row I've had a player drop and then it kicks everyone back to the menu.
If there was one QoL improvement that could have helped the game a lot, it would have been to take that partial grouping of players and either allow them to play the match out, or extend the MM timer to find another person(s) to fill in the missing player.
Got another Quad this week too... makes me hopeful that I can get the penta naturally before The End of Gigantic.
The game had separate clients on PC for Windows 10 and Steam, and that's probably what really killed it since you had totally separate matchmaking.
It's a real shame, but Microsoft effectively killed the game. And what really sucks is that they didn't help Motiga since the company still had to do cutbacks and shit even after the deal. Employees actually worked without pay on the game until Arc came in to try and save it. A real shame to see that kind of dedication for naught.
Windows 10 / Xbox (with cross-play) and Arc were the two platforms it was available on. It wasn't a true Steam title. The issue that I described occurred on both clients*, and MM failures push all players back to the main menu to re-queue, sometimes for an extended period of time. This could also happen w/o queue dodging, particularly with PC users. Matchmaking was the biggest QoL issue people complained about other than the 6gb requirement on PC though. The other side of the MM issue being unbalanced parties and smurfing (the higher up you got, the longer the MM), which meant stomping new players for some.
Motiga ran out of money when Microsoft came along, and then they ran out of money when Perfect World Entertainment bought them out and slowly laid everyone off until they closed it. If it weren't for Microsoft the game wouldn't have made it to that point.
edit: Also, getting thrown back to the main menu because someone missed the queue acceptance prompt and now it has to find 9 other players again.
tastydonuts on
“I used to draw, hard to admit that I used to draw...”
Honestly, none of those issues would have been a problem had the game had a large enough pool of players to start with. But it started in a death spiral and then slowly sank further down.
As someone who seems to always fall in love with competitive games that don't make it, no amount of matchmaking magic will save you from that.
in the end I'm only 7k from getting Imani to level 10, 15 levels from 100 and forever for a penta.
edit: also really hate that the quad and pentas were even made into achievement requirements because they force you to compete with your own teammates to get. so dumb. I think multi-kill achievements more than most multiplayer achievements. ugh.
tastydonuts on
“I used to draw, hard to admit that I used to draw...”
Still no closer to a penta than I was last post. However, I did find out something I didn't know before, apparently Lexxy did some collab work on the game.
Also... I have to say I kind of loathe the merged servers. apparently Gigantic is a very popular game to let your children play with the mic on as you speak in other languages or something. Too bad they didn't decide that a few months ago. :pop:
IDK. Anybody still play on xbox live or know someone that still plays? I need to pop a fortune card for crews to complete a set. talking is entirely optional, and not expected.
tastydonuts on
“I used to draw, hard to admit that I used to draw...”
They actually fixed the issue that kept xbox players from logging in indefinately at random points during the shutdown countdown, so if you got locked out you might be able to play again
“I used to draw, hard to admit that I used to draw...”
Spent the evening playing the game. Aside from server issues, it sure felt like Gigantic! That is, 50/50 chance of going up against a team that crushes you like an elephant stepping on a grape, but hey, the other half were fun.
Split on how much I like the new Rush mode (everyone just starts at max level)- it's quick fun, sure, but it also means TTK is low from the start and multi-stage levels (like the Falls) just punt everyone to the final stage, which is a personal disappointment, the way the level changes as you play it is what made it my favourite in the original.
I didn't get a cool invite but I'm willing to physically whip you all to play enough to trigger whatever "we'll greenlight this if" metric the CEO's are looking to make the game available again broadly.
I didn't get a cool invite but I'm willing to physically whip you all to play enough to trigger whatever "we'll greenlight this if" metric the CEO's are looking to make the game available again broadly.
Anyone can play if you have or make an Arc account.
23 Returning heroes, two new heroes, a new game mode for faster matches, original game mode returns, $19.99 with free skins and ranked mode coming in an update. Closed beta on the 22nd that you can sign up for on Steam.
Rush Mode is basically the normal game except towers are prebuilt. So no set up time, and no building them yourself.
Looks like everything is unlocked by buying it, except some things are earned by playing the game. What, I am not sure, I just saw profile pictures and some aspects of heroes.
It sounds like both modes allow you to alter your build like in the original version, but it wouldn't surprise me if Rush gave you your whole build in advance to facilitate faster play.
It sounds like both modes allow you to alter your build like in the original version, but it wouldn't surprise me if Rush gave you your whole build in advance to facilitate faster play.
Hmm? IIRC, in the middle of the match you couldn't go back and change a talent/skill selection once you picked them mid-match. something to do with unreal and the player objects iirc from the AMA when it was asked about back then.
“I used to draw, hard to admit that I used to draw...”
Haven't gotten to see if things changed in this new version, but the last test let you either build as you go or have a preset auto-filled via a setting or hockey.
You can't change a choice you committed to mid match though.
Frankly the thing I'm most shocked about is them actually bringing Roland back.
I'm curious if they are going to alter his toolkit at all, because a few top players in the private servers during original development basically got him removed with how dominant he was.
There are a lot more beefy characters now, so maybe they feel like there's better ways to zone him out and deal with him, but for a while he was basically an unkillable God in the right hands.
Posts
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
If there was one QoL improvement that could have helped the game a lot, it would have been to take that partial grouping of players and either allow them to play the match out, or extend the MM timer to find another person(s) to fill in the missing player.
Got another Quad this week too... makes me hopeful that I can get the penta naturally before The End of Gigantic.
The lack of being able to really communicate with a team and build a composition, and the lack of matchmaking that felt like we were having good matches really killed it for me.
I have the same issue with Battlerite, which is another good game.
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
Been able to get into consistent matches since my last post, heh.
edit: I also love how I have the "end kill spree" fortune card but nobody on the opposing team seems to be living long enough to actually get a spree going...
It's a real shame, but Microsoft effectively killed the game. And what really sucks is that they didn't help Motiga since the company still had to do cutbacks and shit even after the deal. Employees actually worked without pay on the game until Arc came in to try and save it. A real shame to see that kind of dedication for naught.
The thing with the game is that playing it mechanically feels amazing. With someone like Tyto, who's a zippy runner who can combo out of their dodges it's sheer joy just running around. It's hard to explain without trying it, but the way the animations blend and how responsive your movement and attacks are is delightful and top-class for an offline action game where lag is no issue, let alone an online competitive game.
Like, did you perhaps play both Okami and Twilight Princess? You know how in Okami it feels like you're greased lightning, with perfect, sharp control and animations that support it? And how Wolf Link is just a collision box that fires off animations when you push buttons, but doesn't feel like an animal at any point?
The former is how Gigantic feels. Outside of Platinum there are very few developers that manage to make you feel as tightly in control of your characters as Gigantic does, and it's a bloody MOBA, the genre of awkward controls.
Windows 10 / Xbox (with cross-play) and Arc were the two platforms it was available on. It wasn't a true Steam title. The issue that I described occurred on both clients*, and MM failures push all players back to the main menu to re-queue, sometimes for an extended period of time. This could also happen w/o queue dodging, particularly with PC users. Matchmaking was the biggest QoL issue people complained about other than the 6gb requirement on PC though. The other side of the MM issue being unbalanced parties and smurfing (the higher up you got, the longer the MM), which meant stomping new players for some.
Motiga ran out of money when Microsoft came along, and then they ran out of money when Perfect World Entertainment bought them out and slowly laid everyone off until they closed it. If it weren't for Microsoft the game wouldn't have made it to that point.
edit: Also, getting thrown back to the main menu because someone missed the queue acceptance prompt and now it has to find 9 other players again.
As someone who seems to always fall in love with competitive games that don't make it, no amount of matchmaking magic will save you from that.
in the end I'm only 7k from getting Imani to level 10, 15 levels from 100 and forever for a penta.
edit: also really hate that the quad and pentas were even made into achievement requirements because they force you to compete with your own teammates to get. so dumb. I think multi-kill achievements more than most multiplayer achievements. ugh.
Also... I have to say I kind of loathe the merged servers. apparently Gigantic is a very popular game to let your children play with the mic on as you speak in other languages or something. Too bad they didn't decide that a few months ago. :pop:
IDK. Anybody still play on xbox live or know someone that still plays? I need to pop a fortune card for crews to complete a set. talking is entirely optional, and not expected.
https://www.arcgames.com/en/games/Gigantic/news/detail/10960963
Alas, 11pm local for me, which isn't great, but I guess I can catch the VOD (while the channel exists...).
"...only mights and maybes."
This...may be coming back? I'm psyched.
https://www.eurogamer.net/team-shooter-gigantic-returns-for-limited-time-throwback-event-five-years-after-it-was-shut-down
Also the parent company got bought and might get sold?
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
anyway, this is kind of cool, and also unprecedented?
Split on how much I like the new Rush mode (everyone just starts at max level)- it's quick fun, sure, but it also means TTK is low from the start and multi-stage levels (like the Falls) just punt everyone to the final stage, which is a personal disappointment, the way the level changes as you play it is what made it my favourite in the original.
Anyone can play if you have or make an Arc account.
https://youtu.be/E9J98V8B63U?si=1z5xl-YsfLSq62ND
23 Returning heroes, two new heroes, a new game mode for faster matches, original game mode returns, $19.99 with free skins and ranked mode coming in an update. Closed beta on the 22nd that you can sign up for on Steam.
to be adorable
Looks like everything is unlocked by buying it, except some things are earned by playing the game. What, I am not sure, I just saw profile pictures and some aspects of heroes.
though tbh I hit over level 100, had the existing roster characters maxed or w/e too... personally not sure if I want to revisit it.
in this incarnation can you modify your build mid-match to adjust to what the opposing team is doing?
Hmm? IIRC, in the middle of the match you couldn't go back and change a talent/skill selection once you picked them mid-match. something to do with unreal and the player objects iirc from the AMA when it was asked about back then.
You can't change a choice you committed to mid match though.
Did they update how matchmaking is handled or make it more robust? No more one player dropping kicking everyone back to the main menu, etc...?
I'm curious if they are going to alter his toolkit at all, because a few top players in the private servers during original development basically got him removed with how dominant he was.
There are a lot more beefy characters now, so maybe they feel like there's better ways to zone him out and deal with him, but for a while he was basically an unkillable God in the right hands.