I'll ask.
Frogboy
Today's update with a CVP change not a Demigod change. It won't affect, one way or the other, what rage quitting does. When you're in the game, that's all Demigod not CVP. I should also point out that I've been in multiple games today and people quit and there was no negative side effect.
Don't worry we don't intend to stop releasing updates for Demigod. In my early response, I was trying to point out to those who spread doom and gloom that that by doing so, they might be creating a self-fulfilling prophecy.
Not really sure. It's GPG's call really. Stardock is going to pay for the development of 2 more though.
Steam doesn't do P2P. In fact, other than Source engine games, I don't think Steamworks provides MP connectivity features for developers (or at least any that have been used) but I could be mistaken. I've recommended Games for Windows Live (which is what we would have used for Demigod if it had been ready at the time we had to make a decision).
Chris emailed me prior to this post to say that he was taken out of context. For the record, Demigod does not use Impulse for MP. There is no such thing as an Impulse MP feature nor are there plans to make one. For Demigod, GPG developed the net code and Stardock licensed from Raknet the NAT fascilator to help people connect to Demigod. Now, since the launch problems, Stardock made the choice to assign its own team to build a new MP connection system for Demigod
[quote]I purchased an actual box copy of the game, the retail outlet I purchased the game from will not take it back. It would be equivalent to buying a movie dvd, going home watching the movie then trying to return it because "it sucks".[/quote] Be we (Stardock) will take it back if you can't get it to work for any reason (which includes multiplayer). We don't care if you bought it at retail or over the Internet.
[quote]Impulse reactor is responsible for handing out sockets to the game client, as was posted by Frogboy. Socket handing is the thing that failed as the database response grew to more than a minute. I don't think there is such a thing as a player connection database in the game, is there? Get over your fanboyism and learn to read.[/quote] That is an inaccurate description. Impulse Reactor acts as the interface to the NAT server. Arguing
[quote]Even in customs games people have troubles connecting. Just observe the connection info (or I'm sure you've experienced it yourself - not being able to connect to someone when joining a game). Luckily for custom games this bug is not game breaking (though there is still tons of work to be done in many areas to assure a smooth gaming experience). But this basic bug is what seems to be the problem all along. Not being able to fix that basic functionality for so lo
At the end of the day, people don't care - nor should they - about why they have a given problem with something. My objection comes when people can't treat other human beings with an ounce of decency. Now, right now, I have to decide where to assign my resources. Normally, the publisher does not get involved in the development of a game. We didn't write any code for Sins of a Solar Empire. But with Demigod, we're in this position where we're tryin
People who abandon their teams at the first sign of losing are not necessarily the kind of people others may want to play with. The more information people have, the better. v1.1 will have a team concede option. If the team thinks it's doomed, they can vote to concede.
[quote]You guys see that GPG stated they won't be using Impulse with their future game. I read it in one of the E3 write ups about Supreme Commander II. That makes me sad... I feel pretty comfortable that you will eventually get this fixed and once you do it will be rock solid.[/quote] Chris has emailed me and said that the comment was taken out of context. First, Demigod doesn't use "Impulse" for its MP gaming other than displaying game lists in the client a
That touches on an interesting subject. I think one of the things for Demigod's long-term success will be for the community to be empowered. Community moderators and such. This is especially true if we start supporting community mods.
I know from our when v1.1 comes out we intend to send an email blast to everyone who has the game. We also have budgeted 3 Pantheon tournamants ($1,000 in cash and prizes in each one) but that will only happen once we're satisfied with the robustness of Demigod posting its data to our servers. The other things we want to do (obviously need GPG's cooperation on) are the Clan Wars free DLC and open modding (people submit mods, can download them and from within Demigod can load t
Well based on what I read here it sounds like there's little point in expending more resources on this game and we should all just move on. Is that what I'm hearing here? I mean, if people are ready to move on, why should we hang around? We can certainly oblige with another patch or two to make sure MP works as it should have on day 1 IMO but beyond that? GPG's working on SupCom 2. Stardock has Elemental. Sounds to me you're making the argument that we shou
World of Warcraft is a MMO that's $14.95. Demigod is an RTS. Most RTS's do not have a news area in-game. That said, I'll forward your suggestion to Gas Powered Games to see what they think.
[quote]People say your Game is broken and i think so too.I don´t care about your 100 Fanboys in this Forum. Is that the American Way?Cheating people and say: Yeah i´m Free i do what i want to do and bring uncomplete stuff out. And now i read these things that Stardock planing with Demigod.This should already in a Game for 50€. Now i am a dick too?[/quote] I won't say that you're a dick. But I will say that you have an interesting set of
Anyway, since it's clear I can't even answer an original person's question without a bunch of people jumping on me as if I have a magic wand to fix other people's code I'm bowing out. If anyone needs me, I'll be over in the Elemental forums.
[quote]Frog: On top of everything else, now the game isn't accepting my login/pass info as valid so i can't even play. I've never been burned so bad on $40 for a game, I enjoyed the premise of playing 4v4 as that makes the game much more exciting than 2v2 multiplayer. When your limited to 2v2 ranked matches there is an immediate steep learning curve where in a 4v4 game, you have the ability to learn from teammates and learn from their strategies. Plus 4v4 is simply m
Yea, clearly the goal is to get to 5 on 5 pantheon games. We're working with GPG to come up with a good/easy bandwidth check.
I'm of the same mind as you are and I'm at Stardock (its CEO in fact). Here's the problem: Whenever we think the problem is solved, it works perfectly. Then it goes out and pow. I have not only experienced what you have described, I have videoed it (much like the logs) and shown it to the team. It's not as easy to "fix" as one might think. It's not "bugs" as much as false assumptions. Let's go through your list and talk about how they happened:
Let's go through a couple of points here and then I'm going to lock this thread. [quote]I am more concerned with Stardock. Sins of the Solar Empire was a terrific success but they are too busy with Impulse in the hopes of becoming the next Steam. I wonder how much different Demigod would have been if Stadock abandoned all the money and time wasted on Impulse and just concentrated on developing good games. P2P was a mistake. They should at least offer client/server as an
[quote]But the Dark Side has a price, and I hope that Brad recovers his composure enough to understand this.[/quote] Ah, let me be clear: I wasn't angry when I told that user to kiss my ass. This issue comes up occasionally and I've posted about it before. Here's one from last year: https://forums.sinsofasolarempire.com/312130 To quote it: About once a mont
Alpha: Let me be the first to say - You are a dick and you can kiss my ass.