Some of the effects and animations are...robotic, or overwhelming.
I get that there are a lot of people blindly praising the game for being "playable on low end systems" because the details at first seem low format. But that doesn't excuse the evidence we have so far.
this is an example of why I have a small issue, I love the artwork so far, the glossy reflections, the darker colors and more vibrant colors. I think the maps are what put people off a lot, because a lot of the maps we've seen so far, have literally been the same as popular MOBAS in overall details.
But then there are things that put me off, and I can already tell a lot of you are about to scream "ITS NOT LIKE STARCRAFT, YOU'RE GRASPING AT STRAWS, YOUR ENTIRE ARGUMENT IS WORTHLESS NOW BECAUSE I SAID SO!!!!" but here's the sad truth....the animations are VERY much like starcraft, and to try and say the opposite is to be ignoring a huge issue.
We've got space marines, and eldar....AND GODDAMN ORKS in robotic animations, firing stances and even movements. When a wall of orks start firing, I should see some sporatic movement from THEM, not their buildings, I shouldn't see every ork firing in unison at the exact same time, at the exact same level of fire. I shouldn't see a wall of firing effects being copy/pasted to each ork and turned on at the same moment. I should see sparkles, not a flashing wall of solid light.
A lot of the problems people have, could be solved by just randomly changing up when each unit fires, or having some minor animation changes. shrinking some of the effects just a little bit would also go a long way to making it look better.
but on their own, the models look fantastic, the textures equally fantastic. but just like I said above, in the pick your own army page. You can see what I mean when I say the effects are overwhelming, First we have the devs saying they chose this art style so we could see the details, then they clutter the screen up with so many effects I can't even tell what my units would be hitting. There's so many effects it's just silly.
We've got the absolutely stunning Eldar Webway effects, which are a prime example of how cool things are, then we have orks with non powered weapons leaving trails behind...why? when you overload the screen with effects, it makes me feel like you're trying to distract us from a glaring issue.
But onto the more common complaints, namely the MOBA and Starcraft details...they aren't wrong, and they aren't invalid points. Dawn of War is an RTS series, which also had a RTT foray in Dawn of War II, and Retribution gave us a more Moba styled option.
Those who want to defend the game's direction by stating how the game would be able to run on potato quality hardware, are probably not understanding why the MOBAS can run on the low end hardware. it's not because of the textures, and the effects, it's because of the low poly models, and the small maps with basic and simplistic elements to the gameplay. in an RTS there are more elements to be included. also it doesn't change the fact that the game can be played on potatoes if you just turn down the settings, limiting the games overall design quality to the lowest common denominator is just stupid as all hell.
The Starcraft complaint is also vailid (this also comes with the cartoony style animations) From the Acrobatics of Gabriel Angelos in frigging terminator armor, to the Hoppy bouncing Space Marines (see above link when assault marines exit drop pod). The animations are too quick, too bouncy, this is what gives the impression of starcraft and cartoony styles. You can even see this reversed in Starcraft 2 RP maps where you can lower the speed of the units to look far more interesting. Then there's the strict robotic movement of numerous units in one group...you can't ignore that.
I like that they're trying to combine DoW with DoW II Retribution, but right now, as it stands...they're not showing us much to actually get a good grip on the experience to expect. It's more like they're trying to emulate Blizzard design.
I'm not going to touch on the gameplay, because I really can't say how it's going to play out, for the people making the Moba and Starcraft connections, I can't really agree with you. I can only say that hero units are common in RTS's, and the (twitch shooter style of RTS) Starcraft gameplay mechanics are common in nearly every RTS, it's one of the most basic forms of RTS, but it's rock paper scissors rts at best.
DoW III at least looks interesting enough in gameplay to combine the first two games into one, I look forward to seeing more information.
But if all else fails, let's hope the devs are smart enough to be kind to the modding community and release a modding kit.
Wazzmakka’s Morkanaut, affectionately known as Beauty, is a defensive anchor amidst the green tide!
FAO the DoW team.
I'm well aware that this is nitpicking, but having watched the Eldar gameplay video I was puzzled to see the choices of runes used to denote Eldar units. The runes appear to be completely new and bear little or no resemblance to the established runes used in existing WH40K background material.
For example, in the below screengrab, with the runes highlighted in red, none of these runes match the existing runes for these unit types and only one (for the Rangers) is an exact match for any existing Eldar runes from the source material:
I maintain a fairly comprehensive guide to Eldar runes from the existing background material (see http://eldar.arhicks.co.uk/miscellaneous/eldar_runes.php). The runes for the various Eldar Aspects and unit types are well-established, so for an ageing Eldar collector this appears quite jarring.
Was this an intentional decision, or an oversight? Would it be possible to use the established runes for the different unit types, or it is too late in development to change this?
As I mentioned, I am well aware that this is probably ridiculously picky, but I thought I'd reach out to the team just to see what the response was.
Thanks for your time,