I think it needs to at least check you all have the same version in multiplayer.
LOLCHRIST
I think everyone has this problem. My dad threw out the first computer he bought the other day, and I had to stop him from trying to salvage a 2 GB hard drive. "This cost me £180". We did get some handy drive bay screws out of it though. "Should I keep a floppy drive? What if my other floppy drives break and no-one sells them anymore?", "It's true, you might never be able to use your Windows 95 emergeancy boot disk again!" 486 dx2 66, the height of technology for a little while.
I have been thinking this too. I wasn't aware of Bugzilla in particular, but there are loads of applications that do this, and could be maintained without too much effort from the developers. For example Trac.
My experience also is that snipe works fine on enemies that move out of range. I was actually wondering if it may also work on enemies that Regulus has a bug on?
Beta 2 is not enjoyable for me at the moment. Mainly because they had to rush it out, and so the balance is a mess and the netcode makes it very difficult to get a proper game. Also, if the new pathfinding has been put in, then it's not working as it should. Demigods frequently get stuck on corners when you try to attack, even ranged Demgods which shouldn't be affected. Regarding UI, I have been finding the generals a bit difficult to use. It's hard to spot my own minions, and they di
I agree about the teleport animation: I often fail to notice it. Maybe it could pulse a bit or have a more striking colour?
I think I like the Elemental inspiration story the better of the two as thing stand. The opening 'not wholly ruined in the beginning' is a lovely turn of phrase, and draws you right in whilst letting you know that Draginol is your fallen from grace Lucifer type character. By constrast, 87th migration is 'huh?'. I really thought that the little single-paragraph descriptions of the Demigods from Beta 1 were excellent, and would love to see more in that style. I am very glad that
I do see what the story is trying to achieve: dumping you into a world and revealing dribblings that you piece together yourself can work well, particularly if the world is an interesting one. At the moment my eye is just sliding right off it though.
In Supcom it means you have different versions somehow. So either someone hasn't updated (or their update messed up) or someone has made modifications.
Well it is a beta.
It's a nice way to say "thank you for playing with me, I had fun". It's not obligatory if you didn't have fun, but don't kick up a fuss about it.
I suppose it would be interesting to have an arena that looked as if it had been played in before, so it would be worn and cracked in places, and maybe one part would be significantly broken by some cataclysmic game ending battle. Or just asymmetric arenas, because too much perfect geometry does look a bit strange.
I preferred the old versions as well.
It might be a bit much at low levels, I don't think it needs any more at higher levels. 2000HP with no cast time is never a weak power. It depends what achievement items are meant to do exactly. I assumed they were to taste, and give just a slight edge in an area of your choice, rather than being a core thing to build your strategy around.
I didn't notice that, but the ending is a bit anti-climatic at the moment. A bit of feedback when the citadel is low on health would be nice, as well as something spectacular (but short) when the game ends.
I've only played one 1v1 game, and it wasn't much fun: I beat the other guy by upgrading grunts while he bought items, with neither of us killing the other during the game. I'd suggest low grunt respawn rate to prevent being so easily overwhelmed. I agree that it's frustrating if you're the untouchable lord of the battlefield and get beaten anyway. It also has a bearing on very skilled players who will want to play 2v1 3v1 excetera, but won't be able to, because they'll just get beate
Well, I was a bit rude about Starcraft in another thread, but to be fair I expect the full gamut of modded game modes from Warcraft 3 will make the trip over to Starcraft 2. I can't imagine it will be unvaried. I don't expect to be buying it either though.
Well the previews show it as having capturable buildings on territory points that you then pay to upgrade (there's an idea: pay to upgrade the gold mines if ytou think you can hold them), plus a single-building main base that is difficult to destroy.
A very good idea. Perhaps should also centre area of effect / ground targetting spells upon yourself?
I like the idea of Demigod King of the Hill, but am not sure how to implement it, because Demigod is based around two teams with armies of grunts, and we haven't seen any variations on that yet. So, for example, what would your grunts be attacking? Would the people who were not King be able to attack each other? How about attacking each other's grunts? If it's about capturing the flag in the middle, how would you decide who was to be the new King in the event of multiple captors?
Forgotten about Starcraft 2? Never on my radar to be honest. I didn't like the original much, no-one at the LANs I go to play it, and if the sequel is more of the same then I can't see that changing. But actually, what I was getting at, was that DoW2 and Demigod appear to have a lot in common: levelling up, purchaseable upgrades, no base building, territory control gameplay, small number of units to play with.
Looks great, but you've missed the obligatory kart racing and football modes. "make sure multiplayer works as well as humanly possible" Hold that thought. Edit: I think you're going to have a lot of competition for that game of the year in 2009. Oddly I think your most direct competitor is going to be Dawn of War 2 - here's to a year of excellent LAN parties.
Maybe if flag capture was set to fast, you could teleport in to one of your enemies' portals, frost nova the towers and survive long enough to cap them and get out. Actually, it doesn't seem like a very sound tactic: you'd need to be pretty high level and well equipped to do it, and early creeps wouldn't last long enough to do anything against a cluster of 3 towers (which seems to be standard portal defence).
The artwork: almost all of it is beautiful and the animations fluid. Yet it still runs well enough on some pretty old hardware. Towers of light linking together. Tons of options for the game host to play with. Can really alter the play style. The basic underlying concept of the game (thanks DoTA and similar mods).
I agree, and also I would add that it would be nice to be able to select the difficulty for auto-filled AIs.