Well those are abilities that are also combat helpful for a combat oriented assassin, but an assassin with all support abilities can be effective too. I mean look at the hero ability combos I posted not their individual abilities. As in if those were the only 8 skills that demigod had: (heal that does damage and later through a different skill upgraded to a chain heal that does damage, faster respawn with less effects w/ shorter time magic reduction buff (two seperate skills i
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Demigod skill development! Map gameplay development! or alternatively Programming!
On the point of the server having x choices the next guy having x-1, if it's anything like sup com or most other rts's, there is no 'server' in ranked play, the match making system puts you togeather, the first choice is randomly picked between the two sides. (And as a downside to being first to pick the other player would know who he's up against) the same would work for team games. It could even be a coinflip, with the winner choosing first or second pick. That system would allive t
For once I have to agree with innociv here, an <span id="gtbmisp_1" sty
You play with very different people than I do, my friends have pushed at level 7 beofre, and I have been pushed against at level 10 in a pub.
[quote]peer2peer games can have mods.[/quote] Where did I say anything to the opposite effect? I said they were more difficult in peer to peer, as everyone needs them, not just the server. (though in the case of warcraft 3 you can download it that's an exception not a rule) Again my only point is TF2 is a horrible analogy to demigod, so what if the class mod is server side. It's still a horrible analogy. And the way you worded: [quote]Also, to Odit when you play non-easymode y
You have to learn faster than the other guy that's the point of being competitive, by having unique heroes there's a little push to learn faster, competitive, by definition is "to strive to outdo another" if your not doing that your very competitive. If you don't want a competitive game go play custom, learn how to play with no pressure, then go back and be competitive.
I looked it up just now and your right. I haden't realized the developers had taken such a stupid route, it would have taken 3 lines to add in this functionality to the server command prompt (define the convar, extern it, and change the default map value) But this is yet another reason why TF2 has no bearing on this, TF2 is a client-server game, demigod is a peer to peer game. The archeitecture of server based game allows for people to go server shoping for THE perfect one and
If people aren't trying to get better it isn't competitive! When two people are competing they're trying to be better than the other! You can't talk about something competitive, and then when we're talking about joe schmoe point out that it's unfair to him that it's competitive! I'll again post my response to your second your point: [quote]It would also force the player base to learn how to defeat the 'imba' (in quotes because it's actuall
Yes from what I remember demigods have separate item pools, it was never confirmed but a lot of posts by developers kinda hint at it.
Actually TF2 has fast respwn time servers, instant respawn servers, player limit changes, class limit changes, and a ton of other things... Actually TF2 is perhaps the game that has the most options of any supremely popular game. None of these changes is how it was meant to be played, yet pub games can have hugely diffrent versions of the same game. TF2 does actually have an easy mode called fast respawns, ever join a server where the people are like "why do we take so long to respond?" it's
I personally think the distinction is, one has units and is more rts like and the other has one hero and is more rpg like. I seriously think thats the key diffrence, they can all fill diffrerent roles in diffrerent situations. Zeneroth: When he's buying those upgrades I think he was making things for himself! I.E. perhaps when you buy the minatour building, it spawns a minatour evrey 3 seconds or a squad evrey 30 seconds? for you to use as a general, with only an intial
Also read my response to it a couple of posts down! I rebute and provide examples to his points.
[quote]I'm sure that they will have the option to allow multi picks on a hero. They don't have enough heroes to not allow that.[/quote] There have been 10 confirmed heros so far, the max size we know of is currently 5v5... wheres your logic on this?
These ideas remond me very much of another AoS style map called DoE which 7 standedized conditions, and all the heros manipulated them(wheather the hero manipulated 1, 2, or all 7 and how is what made them unique), makes for a cool game I must say.
[quote]While my demigod was weak in combat, I upgraded my castle to produce units - basic soldiers and archers at first, but eventually powerful flying angels and massive giants - to do my dirty work for me, and backed them up with auras that strengthened them while weakening their enemies.[/quote] (Games Radar hands-on) He's upgrading his castle to prduce new units even if it's autmoatic he's still 'buying' the unit (or at least buying the thing
Yes but generals buy units, not items, their abilities give them more units, and they have buffs by default. What hero in dota is all about the creeps, 75 percent of the abilities are based on the creeps? There isn't one, because all the hero's in dota are assassins, some have a smidgen of general, but they are still all assassins.
I totally agree with the above^ But it has been confirmed by Tyo on the gpg.net forums that you can have multiple heroes in ranked, and an option in multiplayer. On the point of my Top Player argument look at sup com there are the 'top 100' and top player, granted it's degraded a little, but those were my lines of thinking. Also that most competitive games have a couple 'top players', and they're the people who decide how the game evolves (look at
Yes one team and I yet again quote the devs gain "Significant Advantages" Those arn't my words they are the words of the devs. I was merely offering up an idea that they probably allready thought of.
I Never said it would Improve game play or not, I'm neutral on the subject, I just want people to stop using silly and stupid technical reasons as opposed to gameplay reasons.
Yes but when they said that the metioned other style of games, not other version of the AoS style map.
I'm saying how could you know the size from a screen shot. Any ways so what if a lot of them are imba? be imba back, have your own deadly spell, get some sort of protection, or the second you get through the spell eat them with your dps. Its a decently balanced game considering (most of the game mechanics are forced upon the developers).
So we all know you devs have seen dota, but just to make sure your using other ideas look at other AoS style maps. HoSK : is more about combos AotZ : Is more about skill with the hero (this is most closly related to demigod) DoE : Is more about te
Your asking me the exact opposite of what I've stated as my position. And the same thing you've allready asked twice.
Think about how simple it would be to implement arrow keys RapierX granted theres some header to this but: A nibble one bit for each key on or off, I don't know how the architecture is set up but thats insanely small net wise. If it's a command hell thats small too. In a 32 person tf2 game how many commands do you think there are a second? Now actual in game coding here? that might be more difficult, but I'm sure the boys (and girls) at gpg can figure it out, they're s