Well, can't they just cut out the part where you download the information of everything that changed since you dropped? That part isn't really important anyway right? All you need is the current state of the game.
Tradleon
That has nothing to do with it.
So, I was just playing a fantastic 3v3 with some dudes, and both sides were playing really well and were evenly matched. I was having a lot of fun, getting into the game, when guess what happened? Demigod crashed to desktop. No BSOD, no error message, just a straight dump faster than you can say %*^ #&$^ (@*&$#%*&$^)!!! Terrible game-ruining crashes like this could largely be mitigated by the simple ability to rejoin a game that you've been disconnected from. The thought h
[quote who="b" reply="5" id="2174438"]Thus this game need a map editor.[/quote] Ugh, WC3, and soon SC2 [i]already do that[/i], and better than Demigod ever could. That's not what Demigod is even meant to be about. Games should not try to over-extend themselves like that.
[quote who="eXcaliburN" reply="3" id="2174420"]dude, demigod is an Action/RTS... Stracraft is a national sport in Korea [not even kidding] modes used to enhance gameplay of such a game is at the very least noteworthy. Try to be a tad less dimissive... x[/quote] StarCraft is a national sport in Korea. "Werewolf" isn't. What part of Mafia-derivitive games screams "Action/RTS" to you? Sorry if that sounds dismissive, but that's how it is.
Isn't that a StarCraft map? Well, this is Demigod, not StarCraft. Sorry, but that idea doesn't fit the framework of Demigod at all.
You've made a very excellent point. Many people go about designing a Demigod idea by starting with the visual design, or some kind of character theme they want to fulfill, and fill in the abilities later. But really, most abilities can be given to any Demigod, you just rename it and change the style to make it fit. And once you have a few independent ideas that work together well, THEN you can combine them and start filling out the rest. Here are a few quick ideas on what we're missin
Hmm, interesting, but I'm not too sure how it'd work out. For one thing, it doesn't really fit in the Demigod universe. A giant insectoid... diety? The patron goddess of ants and wasps? Read the current Demigods' backstories in the character select screen, and ask yourself what the hell you could write to make this character fit? As for the abilities, in general I think they do too much damage, are too fast (an INSTANT, silencing, immobilizing attack that does 1500 damage over time AN
[quote who="Dead Ghost" reply="2" id="2174240"]I agree with the above and i have some of my own: words [/quote] Yeah, I've heard some of those, and they're all good suggestions, especially for the minimap. And it's really annoying not being able to see how much damage towers/spirits/brambles and everything else do, there should be some option to check them somehow.
[quote who="Jdub121686" reply="2" id="2174246"]Spit is way unbalanced in my opinion. how can you compare it to the rooks 1700 take forever to swing when thats instant and recharges in 7 seconds. it needs a little longer cooldown in my opinion. [/quote] Because Rook's swing combos with his boulder roll and just about any other stun ability. Sedna's Pounce does 1000 damage at max and has identical cooldown, Regulus' mines do more damage, only quicker, etc. All the
Hmm, I actually really like this Demigod idea. I like the general ideas of most of the abilities, although I think they need tweaking, and I especially love the "Godnap" ability. However, I think that 20 yards for an attack range is overkill. Something similar to Regulus' would be fine. Burrow sounds very interesting. I could see it being used to set up ambushes, and popping out to take advantage of the attack bonus. Instead of damage/second over time, though, I think a simple one-tim
I think it would be a nice touch. I agree that it would encourage people to upgrade more so that they can get "credit" for it, heh.
I could see it being some kind of Hardcore option in Slaughter, maybe, but Conquest? No way.
1. I thought it was scalable? 2. There is, /msg I believe. 3. This would be useful for co-ordinating team actions prior to starting a match, and should be included. 4. This could be a useful feature. However the whole "Friends" system is broken and needs major fixing anyway. What we need first is notifications for when someone logs on, more detailed information about where they are in-game, and notifications for when they, you know, send you a message.
Random Demigod would be nice. Being able to see an enemy's MP and items would not. You shouldn't be able to know EVERYTHING about the enemy, some of it should be left to the fog of war. I think that knowing too much information about your enemies' capabilities, without having to work it out by yourself, make educated guesses, or logically deduce them, softens the game too much.
Hmm, mostly I disagree with you, and here is why: Of course health regen becomes more powerful as you stack it. This is true of [i]any[/i] effect that you can stack with multiple items or abilities. You can stack multiple attack speed items to get insane speeds, or stack health items to have 7000+ HP, etc. However, because it is rather difficult to feasibly stack a single trait that high, I don't think it's an issue. Even for Senda/Erebus, who can get to that level easier, I don't thi
[quote who="Doggiedoodle" reply="3" id="2161082"]I wouldn't mind seeing the HoL nerfed. It's kind of a must buy/no brainer item atm and makes forcing a full out retreat next to impossible if you haven't got an oak or an erebus on your side to chase.[/quote] I have never used a Heart of Life in any of my matches, and I've always done fine. In fact, I have a pretty damn good win/loss ratio. Frankly, I don't think the item is as overpowered as people make it out to be. It's [i]not[
While I agree that the postitive feedback effect of high level DGs killing lower level DGs and getting even higher is a problem, I think that your system is unnecessary. I especially think that seperating gold/"faith" rewards from killing Demigods/creeps would end badly. Think about it: if the only way to earn gold is by killing creeps (and slowly through mines and whatnot) then there's hardly any incentive to kill each other! Plus, in general, simplicity in design is far preferable to unneed
[quote quoting="post"] Why isn't the majority of War Rank accumulation done by killing Demigods and minions? The outcome of the game would be directly tied to your skill in killing other Demigods, avoiding your own death, and killing minions. [/quote] That's the point. The game isn't just about killing your enemies, it's also about strategy, timing, and management. The flag bonuses themselves wouldn't be enough of an incentive for capturing flags, if war rank weren't