[quote who="Foogsert" reply="3" id="1872754"]What lane the creeps takes is a map thing, if they were intended to just run through the center (which would be the fastest way, so it's obviously specifically not intended) they would. I'm sure we'll see maps with more direct and also more indirect paths, and possibly ways to redirect them (via flag caps or what have you).[/quote] But this specific map would be a lot more fun if it had more variety to it. If you could win a
Sigol
I'd just like to point out it's currently possible to stun an opponent almost permanently by coordinating the abilities of just 2 demigods (rook + torch, or 2 torch). It the trend continues of giving every demigod a stun ability or two, this game will turn into a terrible stunlock fest, where you get hit by a long range stun from out of sight and then just keep getting stunned from full to dead. Some sort of diminishing returns or way to break out of stuns that is easil
[quote who="innociv" reply="20" id="1872456"] Quoting Aspartem, reply 17I'd say, higher reward the is splitted. Two reasons 1. No yellings like : "Zomg you feeder, banned wtfqq" if you keep the amount rewarding but still as low as possible. 2. More motivation to play supporter - a big flaw of dota. Why shall i play a hero that only helps peep (PoV of a public player), if i just can run around with Hero-Killer XY and go godlike so everyone thinks i got the biggest ep
[quote who="innociv" reply="2" id="1872468"]It's been stable for me except loading during alt tab(understandable, many games do this.) and it's incompatable with my webcam drivers/softwhere(i guessed it woudl be.. so is the latest FA patch..)[/quote] If you run the game at the same resolution and refresh rate as your desktop, you should drastically cut down on alt-tab lag.
[quote who="Aspartem" reply="20" id="1872366"]As i said : Bounty should be X*Lvl of the victim. X could be something between 15-25. And imo it should be splitted to everyone who stands around the victim. This is not necessary for high lvl play, but it encourages teamplay on casusal level - a big flaw in dota. So long, Aspartem [/quote] I prefer bounty scaling by player skill than by player level. A fearsome opponent who is decimating your team should be
[quote who="innociv" reply="6" id="1872142"]I hate people being obsessed with gaining achievements instead of winning. So they play in a way to get the achievements, making their team lose. This is why TF2 has stupid achievement servers ruining the game. I'm glad to hear the next patch is a week or so away though.[/quote] Well since they won,t be supporting player mods, there shouldn't be any achievement games in this one...
Played a few games today and at the end of the last one, when the game stops and the camera pans around, my FPS jumped to 45 and stayed there. Haven't changed any settings.
[quote who="innociv" reply="16" id="1872112"]... You missed hte point. I was saying putting an enemy out of the game for a while is a much bigger bonus than getting gold for killing them. We don't need feeding problems like DotA has. Or snowball effects.[/quote] Simply enstate a variable bounty. The more kills someone gets in a row (or even just during the whole game) the more their bounty is worth. He
[quote who="ToxDrawace" reply="19" id="1872005"]Brad Wardell: "Okay, good. Well then as good as DotA is, there's not enough to it to sustain a stand-alone game in our opinion. There has to be more to it." Alright... no more arguing? please?[/quote] A game that is like dota in gameplay but has more maps, a single player story mode and more hero customization sounds like a win to me.
[quote who="innociv" reply="12" id="1871482"]not getting to play sounds like a bigger disadvantage than naything else..[/quote] How would a higher bounty on kills prevent you from playing? That makes no sense.
If the downside to death isn't big enough it leads to people suiciding. People need to work hard to avoid death, not just because they suffer from a "time out" but because it hinders their team as a whole by making the other team more powerful. Bounty on kills should be increased.
Still not good if your potion disapears with no effect when you change from one to the other.
Turned off vertical sync, still flickering between 29 and 30 all game long, regardless of everything else.
Yes, I killed 3 in a row without death and got to announces. The AIs were getting anounces normaly.
For an early engine test beta, the game runs surprisingly smooth on my machine. I'v had no bugs that were performance related. Except that my FPS flickers between 29 and 30, never more, never less, regardless of the game having just started, or the screen being full of giants and angles and explosions right neer the end. I can be zoomed all the way out or allt he way in and it doesn't change. Every setting is maxed, as is resolution. AA is at 16X (not Q). In the first g
I would like to suggest the possibility of adding hard targeting to the game, which would allow a player to focus on an enemy target untill he choses to stop. This would allow moving without losing target and usage of ability without needing to retarget. Basically your character would automatically attack the target selected (seen at the top center of screen) and use abilities on this target if in range when you activate them without need to retarget. Loss of line of sight would obviously rem
If you start drinking a potion (specifically a small health potion) and Torch Bearer morphs out of Immolation, it cancels the potion cast, but uses up the potion to no effect. Also during that game, I got no announcer cry-out for when I would kill many enemies.
Rook plushie, imo.
Acutally I said creeps in Demigod could be more involved than creeps in DotA that just block and deal damage. Having the damage and blocking be dependent on Demigod size and flight for one this is already much more interactive and interesting. Having some with special abilities to be avoided is another, because abilities keep being dangerous through the game while damage is quickly outscaled.
Actually his upgrade system is much closer to my combine system than it is to my upgrade system, since his way is to combine many stats into one item (which is what my combine system does) instead of simply increasing the base stats on early items (which is what my upgrade system does). And his system allows for just as much if not more min/maxing than mine do.
The problem with using a low number of heros with various "builds" is that it is much harder to balance than many heros with 1 or 2 builds. Because when one hero can build himself many different way, certain abilities will synergise so well as to turn out overpowered. But if the hero only has a few abilities, it is easy to control this. That is why DotA works well and is as balanced as it is now, because it is easy to see what is overpowered and why it is, because the variatio
I was thinking more about this, and there is an even simpler way to implement an itemization game: Have only a few items for each slots that would combine various stats so as to please every playstyle. Make each cost the same amount (or close enough) and control gold flow and item slot accesibility with levels. This way players would get their first item by level 5, their second by level 10, their third by level 15, etc etc... (just an example). The point is to have fewer, be
After playing a game where both sides were all Rooks (lol random) I feel the need to ask if it would be possible to: 1: Press a key which would make the Demigod you control, specifically The Rook, become partially transparent only to yourself, the player controling him, so as to allow easier sight and targeting of people behind and under him. A single button press is faster than camera rotation, and rotation doesn't help when surrounded anyway. or 2: Make an outline, o
At least not inherently. They're somewhat complicated in DOTA, if you are unable to read (it happens). The point of recipes is to allow a player to carry over items he gets early game into items late-game without needing to sell the old and buy new, which puts the player at a disadvantage vs someone else who's just been saving for a big late game item unless items sold sell at exactly the same price at which they are bought. If while playing a Demigod game you've ever though "Hm
Ultimatly the point of creeps should be to present a choice to the player. Does he ignore the creeps and go for the Demigod, and suffer the consequences, or take his time and kill the creep firsts, but risk the Demigod getting away or getting reinforced. Do you blow your nukes to get rid of creeps quick, or try to keep them for the Demigod. As it is right now, the only creeps worth going after are the Healers, Catapults and Giants, and the Giants come out so late in a g