Build of the game is delightfully sizeable, not huge like other games in Beta Phae at present. Should be no larger than 2 gigs, but we'll see how much they added with Beta 2.
Vanadrom
I for one would likely never invest any points into Increasing Spawn rates or Increasing the number of units spawned at any given time. I would simply view it as an oppurtunity for my enemy to gain more experience points. I would likely lean towards investing into more HP and Armor for my units so my enemies would get fewer experience points, due to the increased difficulty of the units they'll be facing. I'd also try to avoid investing into higher end units, such as healers, for a while beca
If there are votes to surrender, it would be nice to have clear notification of how many people are voting to surrender on the main screen. Not in your face of course, just in the corner so you can see how the vote is rolling. Naturally, you will just see a number of 'votes' for a Surrender, and not see who put down the vote. So if you're losing bad, there is no way to win, and your team just wants to quickly end the game without too much penalty they will have that option.</
Well, I never liked the idea of people punishing leaving to be honest. Some people feel that they've already lost, and do not desire to waste their time finishing out a match to its fullest duration. Instead of punishing people who leave, like most games do, I feel a game should instead take into account that people just desire to Give Up a match. I haven't played an online RTS that just allows the other team to Surrender completed. And Surrender
I do believe what he means to say is that, WarlokLord, you're not posting anything new. So far, there is a reason why you're really the only one posting in the feedback forum at the moment, and that is because you don't seem to read everyone elses reports. We're found a lot of issues already. So right now, you keep posting about a lot of known issues to areas already heavily discussed in other topics. You're best waiting until Beta 2 right now, because thye haven
Not exactly the journal I was hoping to see today!
Arag, I'm not answering your questions anymore. You keep throwing up more of them, but they are the same exact question over and over again, just reworded. You've got your answers. Pre-Order or don't. My last statement, as a fellow Gal Civ II fan, I'm not at all dissapointed with Demigod - that's my final argument.
Bayani A) No B) You don't get emails telling you Beta Started.
Well a Consumable with charges I would think, so it wouldn't be considered a potion which is One-Time-Use.
A ) I feel the RTS Element will blend quite nicely, as the game's mechanics are ripe for that inclusion. We'll be working out the execution come Beta 2. B ) New article covers Replayability in the Demigod Jounrals, expressing how the game will not only have a Campaign Mode, but a seperate Single Player mode which changes each time you play. Sounds like fun, and I look foreard to giving it a try.
Or perhaps have a set number of charges? Say, this ring can be used 3 times, and then expire?
Solid article, always nice to have a Single Player different from a scripted campaign. Like something you'd expect from a fghter with an Accade Mode.
*Chaaaapuuu--chaaaappuuu* (Darth Varder sound effect) "Luke, messa yo fadda."
I still think the Henson corperation is more responsible for the success of Star Wars - because once they were removed from the picture the whole thing just lost the magic. I give Lucus no credit for the original's success, he was just lucky enough to be the spark that fed a larger flame that burned in more artist and creative minds than his own.
Yup, Better do it now before Beta 2 goes live soon. :)
I've played a lot of Beta tests for the better part of 10 years, and I will say I have been in only a handful that were worthwhile. Thankfully, the Demigod Beta is enjoyable. Your concerns are well noted, as I too shared them when I invested money into the pre-order. I was afraid the game wouldn't be fun, but I was presently surprised to find that even Beta 1, which wasn't supposed to be fun, was pleasing to play. The game is growing with each update, and the community which takes part in the
I will ward people away from Demigod if it becomes another click-happy twitch fest. I do not think speed and mass-micromanagement should be the way to succeed in a game, as it really limits who can succeed in it and takes away the fun factor. But understand we're getting off subject , the subject is how the heck we can figure out how these Ringd of Power Frogboy wants can be made possible and still be enjoable.
No one can give you a solid opinion just yet as the more of the RTS element will be added in Beta 2, which will be coming out sometime this week (we hope and expect). So far the Action RPG element has been what we've been dealing with. Most of the final game's result hasn't been playable by the Testers just yet, perhaps you should hop in on Beta 2 and see how it plays out for yourself. The good thing about this test is that we can judge how much of an impect that RTS element has on the game,
Indeed, wits over twitch reflexes. I feel most RTS games have lost the 'thinking' portion of their game since StarCraft came around. Now, because of that game's success, the RTS genre has been transformed into a mindless rush-happy clobber fest of hyper active rock/paper/scissors and it's really annoying. Last thing we want to do is to turn Demigod into anything remotely like those games.
Rhedd_V, I said General Grievous was an embodiment of my dissapoint for the state of the series. He's a good idea ruined and torn apart the more he is worked on by George and crew.. His FIRST appearance was awesome and remarkable, much like the original Star Wars and the two films which followed it; however, latter end tweaks to make it more kind friendly (dumbed down) just brought down the whole. I never said I didn't like Star Wars anymore before they ruined him, I just feel is a perfect me
Orkimond, I didn't make a suggestion to impliment the weapon types and elements like Slash/Blunt/Pierce or Fire/Earth/Water. I was merely making an observation that is how other games did it, my suggestion was at the conclusion of the more recent post mainly driving focus on a loose form of crafting which you gave no comment what so ever on. Make an effort to read an entire post before you respond please.
If I ever watch it, I don't watch it on purpose. All I know is that much of the 'new' Star Wars has systematically destroyed anything that was good, or could have been good. I lost interest with it all during that whole Phantom Menace thing.. I have it one more shot during Revenge of the Sith because I wanted to see General Grievous in his full CGI glory - but alas, dissapointed. Their complete re-write of General Grievous was an utter shame, they would have had a much larger fa
A fair insight WarlokLord, but the New Element For Depth is beside the point of this conversation. Instead of just giving up on the idea of trying to give something to experienced players, best we can try to do is keep the subject in line and try to iron out some possibilties we can potentially put to practice during this and future Beta Phases. Because honestly, we really don't know how fun it really is until we try it. We can argue what is and what isn't fun until the sun g
[quote who="Frogboy" reply="1" id="1955876"]Well one of the key things we want to do is have these items be ACTIVE and not passive. That is, you should have to do something for the power, whatever it might be, to do something rather than simply being equipped. [/quote] FrogBoy Wants: Rings that do specific damage against particular Demigods Create items that help differentiate between experienc
Well, the tough element is that Frogboy would like to try this element without making something complicated. This limits the options of what we can do. Best thing I can suggest is do whatever thye feel they can do in whatever spair time they got to experiement, and we'll test it out to really see if it does or doesn't work in this game. Something on paper is not always the way it'll be in practice, and element of fun is hard to predict without giving something a shot. My last