Oak sounds like he is high on something.
Evanescent
That is something i cannot debate with you at this time Ke5trel, for the only reason that i simply cannot connect to people's games whatsoever, the fact that so many Beta testers have disappeared due to all these network problems leaves me less out for luck trying to find any other Oceanic players. I have to wait until they patch this connection issue that is lingering for me to discuss more on actual player vs player gameplay.
Aww, fancy formatted post for nothing... At least it's going to be in the game :)
[quote who="Ke5trel" reply="9" id="2002901"]If you really think micro balances current stunchaining then you haven't played a good stungank team. [/quote] A good team like Flurus and Wagnard? Or do you call them a bad team. I managed to dodge most Rook boulders that game with my 350ping due to clairvoyance and quick reaction with the wand of speed. It was my 2nd and currently last online game of Demigod and i managed to realise how to avoid being team ganked by their stun on Pris
Suggestion: Random Demigod selection in the "select demigod" screen at the game's hosting lobby. Benefits Gives the player an option to select a Demigod randomly if they have no personal preference Allows matches to be hosted as "ALL RANDOM" where each player must play as a randomly selected Demigod Add more of a variety when selecting the rules for hosting a game Solves the problem of a pla
Cool idea, although i think saying just because 10 people show that a 5v5 will actually take place with the state of the Beta at the moment, is a tad optimistic. In the weeks of having the beta i have successfully played 2 games with other players. I wish a disclaimer was placed stating that Australian players are going to have to invest 5 hours a day to connect to a single game. Yes i understand this is a Beta, but this is beginning to feel like a MMORPG having to grin
[quote who="Soccer194" reply="7" id="2002200"]the demigods that can mass stun will be able to stunlock an enemy demigod easily and theirs is nothing that u can do to stop them. Also someone said earlier that stunlocking was in dota so it should be in demigod.[/quote] It is easier to stunlock in DOTA then it is to stunlock in Demigod. Most of the DOTA stuns are just instant point and click stuns where as demigod's stuns are melee or a physical boulder rolling to you. Dem
[quote who="Soccer194" reply="4" id="2000902"]I think after someones been stunned they should be immune to stun for the next like 10 secs but stun should stay the same.[/quote] That is completely rediculous. Stunning does not need to be nerfed into the ground, only tweaked for future balance. Stuns are powerful now because you are playing 2v2's, in a 4v4 or 5v5 game do you think 3 or 4 heroes can walk up to 1 hero and stun lock and kill them without themself getting kil
I think the base cooldown time for very powerful spike damage or stun spells should be raised. There are items to reduce cooldowns so i do not see what they are so short to begin with. Having a system where using your moves effectively and strategically against another Demigod is better than a system where you can spam mana pots and have 2 players chain spike someone else and win 100% of the time. Increase the cooldowns of the more powerful abilities.
[quote who="Heavenfall" reply="1" id="1994746"]Well, I watched the full game they posted over at starcraft2 between two players. "who cares" sums up exactly what I felt. Just remember Demigod is still in beta. Edit: To be fair, so is starcraft2.[/quote] Starcraft's general Gameplay is just boring and terrible, it is so uninspired and it is just tailored for the competitive multiplayer market but unfortunately excludes an importan
There is already a suitable thread for General Discussion, all the ideas expressed by the forum users are already mentioned there. Unless you are intending of manually sorting through that thread and quoting all the relevent points into here.
Seems good except for the "Deciding pregame what minion types will be used", i think that the generals would like to use their strategies/minions on the fly based on how the game is turning out. They may want to switch between more defensive minions to offensive minions mid game, having a pregame selection would make this impossible.
Today's Bug report, Setup being tested was Dual Monitor Display extended onto 2 screens (double the width Resolution, not cloned). When playing Demigod in Fullscreen mode, it does not "lock" the second display as would be the default case while playing a full screen game on the Primary Monitor. The effect of this is in game scrolling to the Right hand side is almost impossible as there is no "Edge of screen detection" because the Secondary display is still active and th
[quote who="hiddenranbir" reply="13" id="1990629"]My view on controlling minions is similar to controlling squads in Company of Heroes or Dawn of War. I also think it would be very spiffy if we can have our General join with one minion squad to strengthen himself and them.[/quote] I think Dawn of War is an excellent example of how Generals and it's minions should interact. The minions themself can be Summoned as a single but with gold can be given an increas
The fact that games take longer to finish allows for the losing team to have more of a chance to mount a comeback, unless the game is totally off balance. Perhaps you should increase some tabs in the game settings such as Gold rate and EXP rate to make for a faster game. If you level twice as fast you will be able to kill towers after a short time. About the leaving players, for the time being i guess it is fine to leave the AI replacements to finish off the game. Remember we are here
[quote who="Soccer194" reply="11" id="1989148"]Now dodn't come here saying demigod is going totally off track with demigods with out giving examples[/quote] Sorry i believe i did give examples but perhaps you did not clearly distinguish them as i did not speak in bullets. I hope this post is more easier for you to understand - Evanescent
What you guys need to remember is that the promise from GPG how Generals would have a completely different playstyle from Assassins, comparing it from a Real Time Strategy game to an Action RPG game. That is a huge difference in gameplay style... HUGE, and right now there in almost NO difference in playstyle between them. Just because some of you enjoy the overpowered Generals at the moment because they feel like buffed up Assassins does not mean that GPG should mislead the entire community a
Had a game hosted, nothing out of the ordinary. When i tried to Individually Add an AI Player to any open slot it would not appear, the same with the Auto Fill Slots. Rebooted Demigod and worked fine after that. First time out of a dozen times hosted it happened. TY.
Solution: Buy Nvidia :-)
This is a similar strategy to Pudge in Dota. I do not see it as a bug but moreso as a alternate use of that ability. Although this could be countered if the players making the last amount of damage to him will receive the credit for the kill. It could go either way.
I have experienced a similar issue previously, although in my case it was related to the Video card being faulty/overheating moreso then the game i was playing. Perhaps you should check that you video cards are not overheating and perhaps run 3d benchmarks to ensure that your video card's are performing the way they should be.
[quote quoting="post"]What does balance mean? Imagine Total Annihilation if building a solar plant took 1 minute instead of 5 seconds.[/quote] Yay for a Total Annihilation reference :) About the Ingame Chat Client, is there an ETA or any rougly estimate for the chat client's implementation? I understand that the actual ingame balances and crashes are more important, but as a community this will be something that will allow us to establish more friends within the
[quote who="Fire-Ice" reply="8" id="1979298"]Oh, me too. I'm a newer member by 30,000 people! [/quote] I think it would go buy the order of who pre-ordered compared to member ID. I'm in the 700,000's member group but i preordered only a month ago :(
[quote who="JinxOfSin" reply="17" id="1978692"].TA was released just months before SC. I remember because i was really in to TA and tried to convert my SC friends to TA. That game ended up being completely and utterly eclipsed by SC. Do you honestly still think SC's success was purely luck?[/quote] [quote who="Insanetitan" reply="18" id="1978842"]Actually, Starcraft became the juggernaught it was due to a stable, easy to use multiplayer matchmaking, and it's "use map
It seems like 8 is the number to expect. Hopefully there are no massive delays for the release of content after the game is live.