Post-Release Ambitions

Once the game is out and devs can focus on patching it through, what are a few very ambitious things you would like to see in future updates?  (I'm not talking about UI tweaks - think big)

Personally -

- Dynamic Fog of War - Engine limitations mean we probably can't see this implemented as maps with multiple levels, but what about buildings that act as FoW "generators?"  Line of sight when close to one of these buildings would drop by 80% or more which introduces levels of evasion and ambush.

- Neutral and Random elements - Reskin a Minotaur Captain and increase his size 200% - put him in front of the artifact flag and give him orders to attack anything that comes close.  Make him powerful enough that he can't be solo'd til level 15 or so.  When he dies the team that last hits him gets 1k gold each or he drops a random item. Rinse, Repeat - every neutral flag has it's own guardian (most of them much weaker than Mino, but still strong enough to prevent the easy cap trades we see now)

- Give us a "Wilderness" map - Rather than three/five straight, clinical lanes I'm thinking a map that looks like a lung or a river delta - many many narrow winding lanes that branch and meet and make it easy to get "lost".

- Give us maps with more than two side.  Three-sided would be ideal to start.   

- Give us a map/modkit and native, easily used and rated mod library in Impulse

What else?

 

 

 

12,159 views 34 replies
Reply #1 Top

My favorite is the map with more than two start points.  Having to defend both bases would be a lot of fun in a 5v5.

Reply #2 Top

More Demigods, more (and more interesting) items, and more dynamic, interesting maps with strategic elements and functions (like elevation, hiding places, interesting uses of fog of war, etc).  Those are the three main things I think of at least in terms of gameplay.

Reply #3 Top

My favorite is the map with more than two start points. Having to defend both bases would be a lot of fun in a 5v5.
End of quote

This would be cool.  I was thinking more about those situations where you have 3 people in the lobby and can't find a fourth.  Just hop on a 3-sided map and each of you has a citadel to defend.  ;)

Reply #4 Top

Lots of issues design wise (Doing a 3 player free for all, or having more than 2 sides). 

 

Where do the minions/creeps move?  Which citadel do they attack?  The game as it is designed right now, is very much a *Us* Vs *Them*.

Personally the main thing I'd like to see is more Demigods followed closley by more maps.

 

-Jara

 

Reply #5 Top

Quoting Jaradakar, reply 4
Lots of issues design wise (Doing a 3 player free for all, or having more than 2 sides). 

 Where do the minions/creeps move?  Which citadel do they attack?  The game as it is designed right now, is very much a *Us* Vs *Them*.

-Jara

 
End of Jaradakar's quote

We talked about it a while back to figure out how it could work

I'm sort of banking on us getting more demigods, maps, spells, and items. 

What about elements outside of those? 

What do you want that they aren't already going to give us?

 

 

Reply #6 Top

My wish list, for what it's worth:

  1. Eliminate Generals vs. Assassins.  Rebalance accordingly.
  2. Let all players purchase idols.
  3. More minion control options.
  4. Controlling a flag gives players on that team an active power (basically like an active item) that depends on what kind of flag.
  5. Player rank is displayed in the lobby.
  6. Player hardware rating is displayed in the lobby.
  7. More Demigods including: Geezer (little old man Chris Taylor came up with who looks harmless but can switch into a really scary thing think Nakor from the Raymond E. Feist books), A Builder Demigod who can construct things on the map (various little defenses, totems that do special things, etc.), An Elemental that has various spells of earth, fire, water, and air, and a super Melee guy who is very good at close range combat but not too large and has lots of spells that provide defense or offense specifically in melee or area around him. 
  8. More maps including more small maps.
  9. Clan-based tournaments: Think light vs. dark but replace that with your clan.
  10. More items that do interesting things: An item that makes a Demigod invisible for a short amount of time, An item that will cause creeps to switch sides (where you gain the experience as if they died), etc.
That's just 10 off the top of my head. :)

Reply #7 Top

Hum.

I sort of agree with your #1 point at least from a power level aspect they should both be compairable.

I'm assuming the orgional design was that Assassians are just a single powerful character while Generals are a slightly less powerfull character but also have minions that they control?

Why do you want to pull them closer?  Assasians I think are easier for most people to play (less things to control) and keeps the game more accessable (like Diablo).  Is that the only reason?

You could go the other direction, improve the controls when playing a General to make it more minon based.  When I play a general often times I feel like I'm fighting the controls a little bit.  Either I don't have my general selected when I need/want or visa versa I have my minions selected but not my general (part of that is I just need to get better with the M, O and N keys).  But that said, minion control does lackl many common RTS elements like:

1) Being able to hold down shift and queue up orders.

2) Being able to do attack move commands with minions (I.E. move here, but attack anything at that location or if you run into while heading to location X, fight and when finished keep heading to location X). 

I hate in the current incaration that I have to tell all my minions to attack something specific.  That works slightly better if the minions have ranged attack, but it's just not optimal if they're melee.

#2, That change would give players choice, if they wanted to control extra units or not... but because it is an added slot, it's less of a choice and more of a "if you have max gear choices, you should also purchase an Idol".  If it was changed so that idols take up gear slots, then it would be more of a choice (and they could then be balanced in line with all the other EQ.

#5 and #6 I like a lot!

I mostly just want simple additions, UI, Controls, more Demigods, more gear, more maps.  Save the big extra stuff for an expansion (assuming the main game does well) or DLC down the line.

-Jara

 

Reply #8 Top

I wouldn't mind more defensive heroes (love your builder hero idea frog, one of my favorite hero types), possibly some map control ones such as a frost warrior who can put up ice walls with a really long range on it or something akin to DoTA's Tinkerer with more than just Reg's mines . Variety in maps would be delicious, I agree with some adding some new region types: tropical\forest\sea maps.

 

Item recipies would be nice too to complex-sauce gameplay a bit. Wink, wink.

Reply #9 Top

Nice points from Kestrel and Frogboy - agree with all of them.

1. Maps that are more open (like Prison) and smaller too (as mentioned by Frogboy). Prison has by far become my favourite map.

2. A lot better Minion control - Should be easier to micro etc.

3. Weekly or monthly Tournaments (not like pantheon, thinking knock-out rounds or round robin etc. etc.) that last a day or two. Can be done automatically without the need of supervisers.

4. More "manual" skills (like Rooks hammer - you have to aim it)

5. "Deathmatch" mode - Frantic mode with no respawn time. For fun :)

Reply #10 Top

I havnt played the beta at all, but I was a big DotA fan. This game isnt DotA but I think the initital 8 Demigods could use some new friends to add to the variety. Basically I think it is well known that new Demigods for a game of this "genre" are obviously going to happen.

I heard an interesting idea, not sure who it was from so I cant give them their rightfull credit, but instead of favor points being able to purchase just items, maybe have new skins for each Demigod that could cost a LOT of favor points, I mean, I personally enjoy that extra flair. "I worked hard, night and day, and now I get be differentiated from someone who just got the game" but not in a SUPER item sense, just a, Oh check out that Unclean Beast with the purple brown and green sickly skin instead of the red and black that he is now. Not sure if thats something you guys would agree with me on? Comments?

Really all I would want to see is the typical for a game like this. New Demigods, new items, eventually new maps (But honestly, we all played DotA on the same MAP for how many years?) we just got new heros and items put in and it kept it alive.

I'd like to see that favor points add some sort of cosmetic option, thats all.

:) thoughts?

-Mord

Reply #11 Top

One thing I've heard complained about but not brought up is creeps. I haven't played, so disregard me if I'm wrong but from what I gather creeps are just fluff and fodder compared to Demigods, in other words a none-concern regardless of who you play.

I'd much rather they be very important. To the tune that lower level heroes have a hard time going at them alone. This, in my humble opinion, adds depth. In HOSK, building a hero to buff up creeps was deadly and using them as a shield a tactic. Sometimes a bit too much..but, balance, balance.

Adding more creep variety in the future would be great as well. I'm not sure if creeps have multiple upgrade paths now (if not, they should in the future!) but I hear beta players pretty much talking about getting them from A. to B. instead of reviewing the situation and choosing to make creep Z lose his ranged attack but gain immunity to Demigod abilities rather than gaining an aoe ranged attack through a different promotion.

Reply #12 Top

make death not just waiting on your butt.  Also, tournament/competition focus updates. 

And the best one of all, the ability to buy multiple taunts with favor points.  Once you buy a taunt, u should be able to customize what it says as a caption :p

Reply #13 Top

I think Giving all Demigods Idols is a bad idea. I think idols should be scrapped, and generals should be given 2 or 3 different types of unique minions. This would get rid of the "Generals have less money" Argument, as well as add in alot more flavor and depth, expecially if the new minions were well done.

Reply #14 Top

Quoting Cerulean_Shaman, reply 11
One thing I've heard complained about but not brought up is creeps. I haven't played, so disregard me if I'm wrong but from what I gather creeps are just fluff and fodder compared to Demigods, in other words a none-concern regardless of who you play.

I'd much rather they be very important. To the tune that lower level heroes have a hard time going at them alone. This, in my humble opinion, adds depth. In HOSK, building a hero to buff up creeps was deadly and using them as a shield a tactic. Sometimes a bit too much..but, balance, balance.

Adding more creep variety in the future would be great as well. I'm not sure if creeps have multiple upgrade paths now (if not, they should in the future!) but I hear beta players pretty much talking about getting them from A. to B. instead of reviewing the situation and choosing to make creep Z lose his ranged attack but gain immunity to Demigod abilities rather than gaining an aoe ranged attack through a different promotion.
End of Cerulean_Shaman's quote

 

I think people miss the point with creeps.  The fact that they are weak is what MAKES the Demigods feel powerful.  If they were tough, there would be no contrast and your demigod would feel weak.

That said, creeps + towers = ouch and can take you down.  So it's not like they are inconsequential at all times.  Plus creeps do get better with upgrades (Clerics, Angles, Giants etc, etc).

Reply #15 Top

Thinking about it more... I sort of like the idea of adding a "Idol" tab to the store.

All items that give bonuses to minions/summoned creatures could go into that tab.  It would help new players and old players alike.  Just like Armor = HP/Armor buffs.  Helmets = mana/mana per second buffs.

Then you could change the current idols to give stat bonus (passive bonus) and a use function that summons creatures.

Also while on the subject, I have to agree with some of the other posters, I'm not a fan of generic summons (Idols in there current form).  I'd much rather have Lord Erebus have Idols of Giant flying Bats or other Vampire themed minions than generic idols you have now. Granted I know it's a art/animation issue/cost.

-Jara

Reply #16 Top

Quoting Jaradakar, reply 15

Also while on the subject, I have to agree with some of the other posters, I'm not a fan of generic summons (Idols in there current form).  I'd much rather have Lord Erebus have Idols of Giant flying Bats or other Vampire themed minions than generic idols you have now. Granted I know it's a art/animation issue/cost.

-Jara
End of Jaradakar's quote

 

Yes but I believe given time something like that could be done in an expansion. And the game would be MUCH better for it.

Reply #17 Top

i think dark and light forces creeps should not be similar, if i could ask for something is that light creeps will be more light oriented (knights, angels...) and dark ones will be dark forces oriented (devils, beasts...). just came up my mind in addition to all the things i have red here, i think it will add some soul to the game as the creeps will be more intresting to look at and colorful. tbh i dont understand why its not like this right now. also the bases should look different (textures, feel etc...) and captured flags. the distinction between the sides should be far more intresting and vivid.

maybe useful 2 cents for someone up there at the dev room.

Reply #18 Top

Quoting BlakeJack, reply 17
i think dark and light forces creeps should not be similar, if i could ask for something is that light creeps will be more light oriented (knights, angels...) and dark ones will be dark forces oriented (devils, beasts...). just came up my mind in addition to all the things i have red here, i think it will add some soul to the game as the creeps will be more intresting to look at and colorful. tbh i dont understand why its not like this right now. also the bases should look different (textures, feel etc...) and captured flags. the distinction between the sides should be far more intresting and vivid.

maybe useful 2 cents for someone up there at the dev room.
End of BlakeJack's quote

It's probably not like that because the demigods arent forced to be on their side (Meaning Evil demigods dont have to be on the dark team etc.) So it would probably be a bit wierd seeing angelic regulus fighting along side an army of demons. Also it would cost alot more money hah. The creeps (with the exception of angels) Are pretty alignment nuetral atm, and I think resources would better be spent on other things.

Reply #20 Top

A purchase that allows one "super-creep" to join in the next wave of reinforcements. You can only buy it once and it will join in for only one wave.

Could be pretty interesting as tatics could revolve around when to get the super-creep and joining in an offensive as soon as it pops up. Just a thought.

Edit~
Nearly forgot. More importantly I want:
Potraits or health bars of all allies (and maybe enemies) placed somewhere on your screen. This way as Sedna (and other DG's) you could easily select whom you want to heal and you can get an overview of your allies health.

Reply #21 Top

Quoting [AC,
DalzK" reply="20" id="2130996"]A purchase that allows one "super-creep" to join in the next wave of reinforcements. You can only buy it once and it will join in for only one wave.

Could be pretty interesting as tatics could revolve around when to get the super-creep and joining in an offensive as soon as it pops up. Just a thought.
End of [AC's quote

That is an interesting idea. Something that could take a demigod on by itself. Oh I just had a perfect idea for what it could be! That thing in Oaks origin story, the multi-armed demon thing, could be really cool :D

Reply #22 Top

Quoting Jaradakar, reply 14



Quoting Cerulean_Shaman,
reply 11
One thing I've heard complained about but not brought up is creeps. I haven't played, so disregard me if I'm wrong but from what I gather creeps are just fluff and fodder compared to Demigods, in other words a none-concern regardless of who you play.

I'd much rather they be very important. To the tune that lower level heroes have a hard time going at them alone. This, in my humble opinion, adds depth. In HOSK, building a hero to buff up creeps was deadly and using them as a shield a tactic. Sometimes a bit too much..but, balance, balance.

Adding more creep variety in the future would be great as well. I'm not sure if creeps have multiple upgrade paths now (if not, they should in the future!) but I hear beta players pretty much talking about getting them from A. to B. instead of reviewing the situation and choosing to make creep Z lose his ranged attack but gain immunity to Demigod abilities rather than gaining an aoe ranged attack through a different promotion.


 

I think people miss the point with creeps.  The fact that they are weak is what MAKES the Demigods feel powerful.  If they were tough, there would be no contrast and your demigod would feel weak.

That said, creeps + towers = ouch and can take you down.  So it's not like they are inconsequential at all times.  Plus creeps do get better with upgrades (Clerics, Angles, Giants etc, etc).
End of Jaradakar's quote

 

Don't get me wrong, I understand that completly. In both HOSK and DoTA Heroes were obviously far more powerful than creeps, especially as time went by. But never were they something you could just ignore and never did there have to be a tower nearby before you worried about them. Seeing a soft, delectable caster hiding among a group of creeps and knowing that jumping in meant certain death made the game deeper. You could lead the creeps off with summons if your hero could do so, kill them if you're an aoe build\hero, or stun\sleep the hero and let their creeps run ahead so you can kill them alone or with the hero.

 In all cases you were still powerful compared to creeps, they just played a role in game other than being xp and money sources. I just think creeps should matter more, especially for those playing as generals. Something to think about in the future, I'd wager.

Having a hero who just buffs the crap out of creeps for short durations would be interesting as well. "Puppeteer" or something similar.

 

Quoting BlakeJack, reply 17
i think dark and light forces creeps should not be similar, if i could ask for something is that light creeps will be more light oriented (knights, angels...) and dark ones will be dark forces oriented (devils, beasts...). just came up my mind in addition to all the things i have red here, i think it will add some soul to the game as the creeps will be more intresting to look at and colorful. tbh i dont understand why its not like this right now. also the bases should look different (textures, feel etc...) and captured flags. the distinction between the sides should be far more intresting and vivid.

maybe useful 2 cents for someone up there at the dev room.
End of BlakeJack's quote

 

I agree. Light and Dark wouldn't work since as was just stated a "good" demigod can be on the dark team. Still, unique appearance creeps for each side would add a lot to the game visually. Even HOSK and DoTA do so, but I understand the constraints here. Very likely better left off for the modders to do.

Reply #23 Top

custom mods support

16 demigods

Reply #24 Top

Except for more Demigods, here's my wishlist

1. Some kind of buffed creep that spwan every other wave. Like a big minotuar or big priest or whatever, so the creep won't balance out and it keep pushing back and forth by themselves. Alternate the spawn of these super creep between 2 side. This will make the battlefiled changing more often.

2. same as BlakeJack i think light and Dark creeps should have different models, so it's more immersive.

3. Make your skill tree and shops accessible when you are dead and waiting, so at least we can plan what the next skill, item to get. Also it'd be better to be able to check the price for the artifacts from afar. Having to remember all the price is not a good thing to make a better player.

4. Maze map, to make full use of teleporting items. Or the map that require obviously different tactics than other maps. Since now all the map feel a bit the same just the reskin, position and stuffs. Okay it's different but not an obvious different that new players can notice at the first look.

Quoting Cerulean_Shaman, reply 22


Don't get me wrong, I understand that completly. In both HOSK and DoTA Heroes were obviously far more powerful than creeps, especially as time went by. But never were they something you could just ignore and never did there have to be a tower nearby before you worried about them. Seeing a soft, delectable caster hiding among a group of creeps and knowing that jumping in meant certain death made the game deeper. You could lead the creeps off with summons if your hero could do so, kill them if you're an aoe build\hero, or stun\sleep the hero and let their creeps run ahead so you can kill them alone or with the hero.

 In all cases you were still powerful compared to creeps, they just played a role in game other than being xp and money sources. I just think creeps should matter more, especially for those playing as generals. Something to think about in the future, I'd wager.

Having a hero who just buffs the crap out of creeps for short durations would be interesting as well. "Puppeteer" or something similar.
End of Cerulean_Shaman's quote

The creeps here is NOT that weak actually, here's the description since I heard you haven't play before.

1. Starting creep is only melee+archers. These are weak creep but you can't solo them by yourself at LV1.

2. Creeps can be upgrade to make them get new unit each wave, like get a priest that can heal demigods or the creeps themselves. The upgrade goes like this Priest >>> Angel >>> Catapult Dinosuar >>> Giants (i may be wrong just write it on the go).

3. All the creeps stats like HP and Attack Dmg can be upgraded sepereated from the new creep units. At fully upgraded it's 4 times more HP,Atk than the original. The same thing apply to towers and defensive structures as well.

Reply #25 Top

Quoting Zeneroth, reply 24



The creeps here is NOT that weak actually, here's the description since I heard you haven't play before.

1. Starting creep is only melee+archers. These are weak creep but you can't solo them by yourself at LV1.

2. Creeps can be upgrade to make them get new unit each wave, like get a priest that can heal demigods or the creeps themselves. The upgrade goes like this Priest >>> Angel >>> Catapult Dinosuar >>> Giants (i may be wrong just write it on the go).

3. All the creeps stats like HP and Attack Dmg can be upgraded sepereated from the new creep units. At fully upgraded it's 4 times more HP,Atk than the original. The same thing apply to towers and defensive structures as well.
End of Zeneroth's quote

 

Ah, I see. Thanks for the info! I was worried creeps were a joke, seems quite some thought was placed into them. That will be fun, then, though here's hoping for pathed promotion in the future.