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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.

24,029 views 70 replies
Reply #51 Top

Quoting InfiniteVengeance, reply 21
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.

 

In reference to your other post about displays, I agree that you should have allied health/ item displays, becasue you can attain this information anyway through chat, it isnt a skill why not just make it easy?

 

Displaying things like lock timers and enemy item set ups just takes away the skill ceiling, im not sure what to say other than 'it removes tactical depth' but it does. Is that what you want?

 

edit

btw I think the chess analogy (if you read it) is poor for demigod, its a super crazy hybrid game I dont think you could ever create an action that is pure 'playing demigod' though if you can think of a way feel free to amaze me XD

Reply #52 Top

 

Speed debuffs have a minimum move speed now.

What do we mean by this exactly? How much? What will this change do to items like Saam-el's Cloak?

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.

 

For the most part that's true but some things being secret does add to strategy and gameplay. Seeing lock timers for allies is great, cuts down on the useless communication and "Mental gymanistics" But for enemies, I think not knowing makes it interesting. You then have to decided if it's best to wait around for the unlock, not knowing it's timer, or if it's better to move to another to try and cap.

 

Reply #53 Top

Quoting InfiniteVengeance, reply 21
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!"

You can see the death timer because your team "saw" the enemy DG die.  All quantities are known so there is no reason not to do the math and display the timer.

But you are asking to be able to see unknown quantities.  If the enemy places a lock while in the fog of war and you walk up to it, why should you know how long it has left?  You had no view on it when it was placed and so do not know.  If you take away the ability for the other team to do things in secret then you take away alot of the ability to set traps or plan manauevers.

Reply #54 Top

But you are asking to be able to see unknown quantities.

That is a more articulate way of putting it. Making things we "should" know more obvious in the UI is one thing. Revealing all the enemies secrets is another.

Reply #55 Top

Quoting bman654, reply 3
You can see the death timer because your team "saw" the enemy DG die.  All quantities are known so there is no reason not to do the math and display the timer.

But you are asking to be able to see unknown quantities.  If the enemy places a lock while in the fog of war and you walk up to it, why should you know how long it has left?  You had no view on it when it was placed and so do not know.  If you take away the ability for the other team to do things in secret then you take away alot of the ability to set traps or plan manauevers.

I don't disagree with the principle.  There's no reason to show enemy cap locks, it's a good mystery to keep track of.  However, the Fog of War thing isn't a good argument.  You can see flags through fog, for one thing, and you get to keep track of enemy death timers even if they died hidden in fog.

Reply #56 Top

I don't disagree with the principle. There's no reason to show enemy cap locks, it's a good mystery to keep track of. However, the Fog of War thing isn't a good argument. You can see flags through fog, for one thing, and you get to keep track of enemy death timers even if they died hidden in fog.

 

I think you took the Fog of War thing to literal. If you kill an enemy no matter where they are, visible or Fog of War, there announcer yells it out and you see who killed them and how much gold they got on the top of the screen. You may not "see" it, but you definitely know when it happens.

 

Do the Flag locks "appear" even when hidden in fog of war? I don't think I ever noticed. If you see them pop up even when they are hidden then you'd have a good point.

Reply #57 Top

can we do seperate threads for anything controversial maybe? i find it hard to keep track of things we agree on :)

Reply #58 Top

Quoting Antikid, reply 7
can we do seperate threads for anything controversial maybe? i find it hard to keep track of things we agree on

I agree unless I disagree! :P

Reply #59 Top

You can see the death timer because your team "saw" the enemy DG die.  All quantities are known so there is no reason not to do the math and display the timer.

Not if you killed them in the fog with snipe of fireball or who knows what else.

and as Tdude says you always know when they lock it because locks appear even through the fog.  So it is a completely known fact, just like deaths and respawn, that should be tracked visually.  It's not a secret and shouldn't be treated as such arbitrarily.

Reply #60 Top

Quoting InfiniteVengeance, reply 9

You can see the death timer because your team "saw" the enemy DG die.  All quantities are known so there is no reason not to do the math and display the timer.
Not if you killed them in the fog with snipe of fireball or who knows what else.

and as Tdude says you always know when they lock it because locks appear even through the fog.  So it is a completely known fact, just like deaths and respawn, that should be tracked visually.

 

hmm who put all that money in my account?

 

Anyway... what you are asking for is a game where the best players are the ones who have memorized an arbitrary list of counters, and to some extent all strategy games are this.... not knowing things (and trust me I know you dont clock it every time a caplock is put on) adds an unquantifiable factor to the skill required to play the game.

It is the devs job to draw the line of where things should just be mathematical counters and where things should require other skills like perception, in the interest of fun.

Unless you like having all the information (a classic shortcoming of millitary campaigns) and then being presented with a rather dull yes/no decision on tactics, I can't believe you would argue for presenting all information!

Remember like I said, the quantity of data we receive is a judgment call from the devs, not a catch all rule.

 

Reply #61 Top

Anyway... what you are asking for is a game where the best players are the ones who have memorized an arbitrary list of counters, and to some extent all strategy games are this....

Not exactly.  In the future there should be many possible counters other than just one. You shouldn't just get one item to counter something, but you should have several options (ilike how nterrupt skills are currently a counter to portaling for example)

The best players should be the ones who have the best in battle micro and timing, as well as situational reactions and awareness.

Reply #62 Top

Quoting InfiniteVengeance, reply 11


The best players should be the ones who have the best in battle micro and timing, as well as situational reactions and awareness.

 

Then we are agreed, some information shall not be presented on a plate :grin:

Reply #63 Top

Then we are agreed, some information shall not be presented on a plate

That's not what I said.  I think the information should be presented - the good players will react to it better, faster, and more intelligently.

Reply #64 Top

I hope they will fix some small issues with certain demigods (sedna, UB or Rook), which have some problems with the corners on some maps (Crucible for example, near the gold flag), they tend to get stuck for a second on the sharp map corner. It's frustrating when you are chased (or chasing some DG) by someone and you turn the corner there and get stuck for a second, just enough for the enemy dg to catch you.

Reply #65 Top

Update - per the 20% off coupon that went out today, version 1.1 is expected to be out by the end of the month. 

Reply #66 Top

Quoting bman654, reply 19
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.

 

k1  I agree fully with this, and will not agree to any other form of it :)

 

[edit] caught up reading the rest. You can argue all you want about having been able to 'see' it otherwise, or not, it being a skill to 'memorize the timer' etc, but it in the end all comes down to gameplay and how much fun it is to play. This is ofcourse debatable - a lot - so it should be the game studio's choice. But I for one would have no fun in just looking at some timer bars/numbers on my screen and not even having to look at the battle itself to decide what I need to do next.

Reply #67 Top

It is the devs job to draw the line of where things should just be mathematical counters and where things should require other skills like perception, in the interest of fun.

it is not fun when a noob dies for a unknown reason and they cannot find out what items/strategy they used against them.

it is not fun having to research all abilities from an external source like www.demigoddb.com.

you cant learn about the game just by playing it. you have to go onto the forums to find out "oh TBs Fire Aura III is +15% attackspeed, +15% movementspeed, +30 damage"

not knowing about spells DOESNT MAKE THE GAME FUN.

Reply #68 Top

Quoting StAcK3D_ActR, reply 17

It is the devs job to draw the line of where things should just be mathematical counters and where things should require other skills like perception, in the interest of fun.


it is not fun when a noob dies for a unknown reason and they cannot find out what items/strategy they used against them.

IMO the whole fun part is finding out what it is. And ofcourse trying stuff to counter it, and seeing if it does or doesn't work.


it is not fun having to research all abilities from an external source like www.demigoddb.com.

you cant learn about the game just by playing it. you have to go onto the forums to find out "oh TBs Fire Aura III is +15% attackspeed, +15% movementspeed, +30 damage"

not knowing about spells DOESNT MAKE THE GAME FUN.

True, I agree here, but I do not think you should be able to see which skills or items the enemy chose. I do however think it would be nice to be able to browse skill trees and shops etc when you are not close to the actual shop, dead (great time to chose your next skill upgrade), etc.

Reply #69 Top

Stacked, that is more an issue that the info is hidden in the lua files and not displayed anywhere on the GUI. Stuff like minion stats is nearly impossible to get without digging and hand calculation, which needs to change imo. Showing enemy items/skills/stats seems like overkill if the goal is simply to educate.

Reply #70 Top

"oh TBs Fire Aura III is +15% attackspeed, +15% movementspeed, +30 damage"

 

Well this is just something that should come up in the tool tips. That is silly that type of information isn't avalible right now.

 

But besides that, you SHOULD be able to learn about this game by playing more. If you're playing agains Erebus and you can't figure out how a certain combo killed you in less than 5 seconds, play as Erebus youself to see what kind of abilities he has and look through the trees. Even though gear/builds are hidden, just by playing the game over and over again, you start to realize what your oppoenent can do, because you youself know how it done.