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Demigod 1.1 - Continued discussion from Frogboy's Dev Journal

Demigod 1.1 - Continued discussion from Frogboy's Dev Journal

Several of us have suggested that the dev journals be locked down after posts are made.  One of the reasons this was suggested was to minimize the flaming over technical issues and complaints filling up several pages... which at least I felt would logically lead to the dev's not being as forthcoming and sharing all the behind the scenes info with us.  Anyway, I came across my first locked dev journal today, so it looks like perhaps they are trying out that route.  So, here is a thread to hopefully continue the discussion on version 1.1 that Frogboy touched upon.  His entire post can be found here:  http://forums.demigodthegame.com/355890.

I have in my hands a release candidate from Gas Powered Games for v1.1.

Here are a few things we are looking for in v1.1

  • Team concede.  If it looks like you’re going to lose, your team and vote to concede and end the game so you can go to the next.
  • Speed debuffs have a minimum move speed now.
  • Better chat handling for better visibility
  • When you sell a minion idol, existing units are destroyed.
  • Updated computer AI
  • Random Demigod option
  • Bunch of other tweaks, fixes, enhancements.

High on our list is the handling of replays.

24,027 views 70 replies
Reply #26 Top

Quoting Blitz64, reply 20
I haven't seen any afkers.  I would think it's a waste of time to afk just to grind favor items.

I would think so too, but there are just shocking players like that.

The exact thing happened in Guild Wars: Faction, where people actually tried hard to afk... I mean, wtf, why not try hard to win? Aspendwood anyone?

Reply #27 Top

Quoting Frogboy,
Heart of life has been moved to the artifact shop and its cooldown timer has been double. The effect has been increased.

Well You should make 2 or 3 sec cast time for HoL, so it will not be so usable in the middle of fight, especially with Oak - 6s shield + HoL gives him hp boost in the middle of fight (thats +1800 hp / +1800 mana from HoL for shielded Oak, and You can do nothing about it), while he still can hit others like being on god-mode cheat !! 3s cast time will reduce usage of HoL with shield (that will be just +900 hp / +900 mana, so a bit better than small hp/mana pot. Still good enought to use it in close fight, but not makes him impossible to kill).
If someone uses HoL out of fight, for him it's almost no difference with this cast time or without it. Cast time will also prevent fleeying and regen hp / mana same time, which gives chaser no chances to fight against HoL owner now. Still it will be great item (You don't have to return to base to regen Your hp/mana), but not as powerfull as it is now.

So, please consider adding cast time to HoL.

Reply #28 Top

Any devver wanting to elaborate on the AI improvements? It's what I'm intrested in most. Would be nice to hear some more about it.

Good job on the update :) and I saw frogboy posting in bman's mod's thread too, so kudos for listening to us :)

Reply #29 Top

Much needed UI changes:

  • To able to see more clearly your Health/Mana numerical values without mouseover
  • To see team mates health/mana via portrait
  • Icons at the bottom, debuffs/buffs icon need to be BIGGER and have a Timer on them. You don't always pay attention if you have a Mark of the betrayer for instance because it is so small
  • Timer on your debuffs so you know when they expire on your enemy
  • These icons of the buff/debuff need to have clearer statistical data. If you have compost III u should be able to see when u mouseover exactly how much damage is added and not for us to read thru lua files or run tests. This is useless.
  • When you cast a skill and you are out of mana and that button becomes blue, it should not because blue 100% but only the % that is needed for you to get more mana. For instance, if you cast a spell and u have 100 mana left and the next spell you want to cast takes 300 mana then it will blued out by 66%, giving you an idea of how close you are to casting that spell.
  • To be able to cast spells on teammates via said portrait
  • To be able to self cast spells by pressing alt+skill such as oak shield, qot shield, sedna heal, universal gadget, etc
  • To be able to see which demigod YOU ARE ATTACKING at all times and not have to keep mousing over him/her. In fight fests with 2 rooks, you can't see anything or aim on anything.
  • Please some kind of fix for the insane Rook model. Either allow us some way of looking overhead and not from an angle or have nearby enemy dg's have some sort of glow that shows thru your team mates models.
  • To be able to see your minions health via portrait or at least a numerical value that will show how many of each minion you do own so you don't need to guess if u need to recast them or not.
  • Make minion AI smarter via an added UI that will allow you to choose if their behavior is offensive/defensive/passive
  • Clean up the UI at the bottom. It is just too big and more room could be added for more of my suggestions above.
  • Custom games, why do we need to write EU or USA or whatever? You know exactly where we are from, why isn't it automatically added? In the opengames.aspx thingy you can see exactly where is the host of the game from.
  • Why is there no way to filter/sort the game list?
  • More information in the connecting stage. It takes time to connect via proxy and some people due to old habits just leave games due to this. Maybe print some kind of message about which part of the connection u are currently in? Connecting/NAT/proxy (where the proxy is located)?

Hope this doesnt go unread

Reply #30 Top

ooh good list maxxy!

Please add: Timer for flag locks.

Reply #31 Top

More Suggestions:

  • Please allow grouping minions like in RTS games where you can press Ctrl-1 and make a group of units that is shortcutted to by pressing 1 afterwards. This will really help micro managing certain minions.
  • Pressing alt+teleport scroll will automatically teleport you to the crystal in your home base for those critical moments where you need to run away (IMPORTANT!)
  • Some kind of shortcut that will ping all near by players that you need support/heal/shield/are oom. Unless you guys are working on implementing VoIP in the game...
  • Add more information to the character sheet, dps, mana per second, health per second, etc.
Reply #32 Top

Quoting Frogboy, reply 15
Could you tell me more about the UI changes you want to see?

Has someone already made a mod?.

Hmm, Frogboy, did you put me on your ignore list or something? Why aren't you reading (replying to) my posts? I allready provided the links in my first reply on this thread, about some changes to the UI and a mod Bman has done...Just tell me that you don't read my posts and i won't bother you anymore...

:(  

Reply #33 Top

Quoting maxxy, reply 6
Pressing alt+teleport scroll will automatically teleport you to the crystal in your home base for those critical moments where you need to run away (IMPORTANT!)

Yes please. That or make it so that any click on the minimap that's in the neighbourhood of your base makes you teleport to the citadel/crystal.

Reply #34 Top

More Suggestions:

* Please allow grouping minions like in RTS games where you can press Ctrl-1 and make a group of units that is shortcutted to by pressing 1 afterwards. This will really help micro managing certain minions.
* Pressing alt+teleport scroll will automatically teleport you to the crystal in your home base for those critical moments where you need to run away (IMPORTANT!)
* Some kind of shortcut that will ping all near by players that you need support/heal/shield/are oom. Unless you guys are working on implementing VoIP in the game...

 

-if u make grouping like ctrl+1 make it that when u double press 1 u center on that group

-also add "follow" where u can rclick on a unit and u (DG) or your minions will follow that unit

-make it double click on teleport scroll that it goes directly to home crystal

-make it possible to click on radar/minimap so that it will ping

-make it possible to sort custom games list (after u select internet>custom game) by players, mapname

-in same window add something to see if any friends are in any of the lobbys

-make it so that when u click on the portrait of your demigod u will select him (and maybe if doubleclick u will center on him)

-make it possible to cast heal/other spells on the portrait of your demigod

-give dark DGs and light DGs easier to see distinct colors,so that when theres 4 rooks standing to eachother u can see which team they are on without hovering the mouse

 

some controversial idea maybe:

add another gamespeed type between normal and fast since normal is bit slowish and fast is bit fast

Reply #35 Top

Quoting Antikid, reply 9

-make it possible to click on radar/minimap so that it will ping

Click anywhere on the ground and press P, that it will ping the location on the map.

Reply #36 Top

ye but i like to (p)click on the MINI map to have ping it properly (atm it pings but isnt very accurate)

it isnt comfortable to zoom out ping and zoom back its easier if u can stay in your view and just ping on the minimap (esp large maps)

 

in general theres some request from ppl to improve minimap functionality, like click on it and move to it and improve visibility etc

Reply #37 Top

Quoting maxxy, reply 4
Much needed UI changes:

Please some kind of fix for the insane Rook model. Either allow us some way of looking overhead and not from an angle or have nearby enemy dg's have some sort of glow that shows thru your team mates models.

 

If you hold space and move the mouse you can change the angle, can be really useful in that sort of situation.

Reply #38 Top

Doing that in the middle of combat isn't easy.

Reply #39 Top

Frogboy, about UI fixes, i think you know about this thread, right? This thread is old, but was updated and it's huge!

Collection of UI/controls suggestion

 

Also, is anyone here aware of the auto-attack and move commands that are not working the way it should (not really a bug, i think)? I'm not talking about the ability bug, i know it has been fixed. The bellow text was taken from another thread (where it was ignored):

 

Wand of Speed needs additional fixing: when you issue a chain of commands in a certain order, it gets bugged:

1) Move to A->activate Wand; if you encounter some enemy (creeps or dg) on the way to point A, it stops by himself and attacks the enemy. No good when you are trying to run from an enemy DG, but you encounter some creep on the way and he stops from running, attacking the creep.

2) Click on an enemy DG with an ability, but the enemy DG is far away from you, so your DG starts chasing him. If you activate the Wand, your DG just stops from running and chasing the target.

The only way when Wand works correctly is when you move to A, activate the Wand and you don't encounter any enemy (towers included) until you reach point A. Or when you activate first the Wand and then you make the move command.

 

This also applies in other situations, when the move command and the auto-attack don't function in the order you would like. If it's still unclear what i'm talking about, i could post some videos...

 

 

Reply #40 Top

Quoting Dead, reply 14


Wand of Speed needs additional fixing: when you issue a chain of commands in a certain order, it gets bugged:

1) Move to A->activate Wand; if you encounter some enemy (creeps or dg) on the way to point A, it stops by himself and attacks the enemy. No good when you are trying to run from an enemy DG, but you encounter some creep on the way and he stops from running, attacking the creep.

2) Click on an enemy DG with an ability, but the enemy DG is far away from you, so your DG starts chasing him. If you activate the Wand, your DG just stops from running and chasing the target.

The only way when Wand works correctly is when you move to A, activate the Wand and you don't encounter any enemy (towers included) until you reach point A. Or when you activate first the Wand and then you make the move command.

 

Please implement a fix on the Wand of Speed!!!

Quoting woppin, reply 5

Please add: Timer for flag locks.

Sometimes too much info takes away skill.  This is something I don't want my opponent to know, either they walk up and see me place it and know it will be a while or they have to wait.  This makes awareness of your portals a skill rather than thinking "oh, I have to wait 32 sec, I'll come back in a bit."  If you don't know how long you have to wait that can change the fight based on how they choose to play it.  I don't think this is a good uggestion, seems to be info just because info is possible.

Quoting maxxy, reply 4
Much needed UI changes:
To able to see more clearly your Health/Mana numerical values without mouseover

I would love a toggle-able option, not sure everyone wants to see this, though I would always have it on.

Quoting maxxy, reply 4
Much needed UI changes:

Please some kind of fix for the insane Rook model. Either allow us some way of looking overhead and not from an angle or have nearby enemy dg's have some sort of glow that shows thru your team mates models.

Hope this doesnt go unread

I think this should not change, again this is an inherent issue that should exist with the rook.  He is massive, high armor and hpo, and is meant to be obtrusive on the battlefield.  He should play like he is and that means he has the downside of poor visibility and targeting of enemy demis around him by his ally demis.  Just think how he could get in your was as a sniper in a real battle.

Quoting maxxy, reply 4
Much needed UI changes:
Timer on your debuffs so you know when they expire on your enemy

Hope this doesnt go unread

Again this is taking away some of the skill and spamming numbers because it is possible.  This takes away the need to really know the eb and flow of your character through experience using them.  It also adds another number and takes away the ability for the enemy to debuff and use that against you without you knowing (to escape or mount a new attack).

Reply #41 Top

i would like bmans  mod to be in the next patch  because it is a good idea i just dont like the doing it manually

 

Reply #42 Top

Sometimes too much info takes away skill.  This is something I don't want my opponent to know, either they walk up and see me place it and know it will be a while or they have to wait.  This makes awareness of your portals a skill rather than thinking "oh, I have to wait 32 sec, I'll come back in a bit."  If you don't know how long you have to wait that can change the fight based on how they choose to play it.  I don't think this is a good uggestion, seems to be info just because info is possible.

I disagree.  I think there should be a timer *over* the flag indicating how long is left.  That way you'd have to actually go near the flag to see how much is left.

People standing around waiting for the lock to wear off usually plays to your advantage anyways.

Reply #43 Top

I want flag lock timers because if my teammate puts one on, I have little idea how long it has to go, and that's crucial in determining things like teleport destination towards the end of the game. It's more stuff that ideally you'd let your teammates know but without voice chat ultimately is left unsaid.

I agree theres no reason why your opponents should know how long there is to go, but if I can replicate the effect with a stopwatch, surely it could just be in the game to start with. (I can have a clock display on my other monitor and do it that way)

Reply #44 Top

yes to allied flag lock timer.  no to enemy flag lock timer.  If you were not there to witness the enemy place the lock then you shouldn't know how long ithas left.

Reply #45 Top

i think u should have everything to do with allies timers skills  everything  but not enermies that would make it easy

Reply #46 Top

You can see the death timer - why not a lock timer.

Seriously, if the death timer wasn't in the game would people be arguing AGAINST it?  "You shouldn't know when I'm going to revive!"


Come on people.  Mental gymnastics are not a desired gameplay mechanic.

Reply #47 Top

Quoting maxxy, reply 6
More Suggestions:
Please allow grouping minions like in RTS games where you can press Ctrl-1 and make a group of units that is shortcutted to by pressing 1 afterwards. This will really help micro managing certain minions.

 

I want this, so bad.

 

Also do the improvements to the AI mean just the Demigod AI? Because I'd really like to see some things change on minion AI, like the way if a creep wave comes while your minions are attacking anything, they will all start to attack the creeps instead unless you constantly refresh the attack command.

 

But also adding some orders to minions would fix this too, like aggressive, defensive, hold ground etc.

Reply #48 Top

umm there is a button too select all minions  already  so ur going to split up your minions into 2 forces  seems kinda point less

Reply #49 Top

I'd like to see the time required to place a caplock be doubled so that it is reasonably interruptable.  I'd also like to a see a bit more of a delta between the teleport scroll and the cap lock scroll.  The way it is now, you can lock, port out, and then port back in right as the cap lock is dropping to put up another one.

Reply #50 Top

I would love to see more obvious animations for abilities which are intended to be interrupted.  I really wish everything were as visible as mass charm and hammer slam, those two are excellently done.