Oh my, now it makes sense. I just thought I was awesome and everyone else was anti-social.
Stimulant
Poison Dagger (favor item) + Wyrmskin Gloves + Maim is quite intense and it only costs 1500 gold.
I love it. Can't wait to hear more! Thanks for the update.
[quote who="Gnats3" reply="1" id="2061648"]Also, the achievement items right now are just "level 1" items; there will be much much better ones later. Favor points will be persistant between games.[/quote] How are new people supposed to compete against people with these better items?
Sum of total favor earned divided by total number of games played is definitely better than win percentage, but it is still not good enough for many reasons. First, it still doesn't distinguish between a mediocre player who was able to earn all the favor versus easy opponents and a really good player who had to work really hard to get all the favor. Second, it makes you want to work against your teammates as you fight for all the favor points instead of en
To modify Elo for team games do the following: Let a new player start with a rating of 1600. Let T_a be the sum of the ratings of the members of team A Let T_b be the sum of the ratings of the members of team B Hopefully there is an automated matching system whose job is to simply make the difference between T_a and T_b small while maintaining a preference for low pings, but even in the absence of such a system this rating scheme will still work and be a lot be
Win percentage is not sufficient either. Unfortunately, it tells you NOTHING about how good a player is for exactly the same reason. It can't distinguish between a mediocre player who only had easy (human) opponents and a really good player. You, the designer, have really only two options: a modified Elo for team games or Bayesian. Elo: http://en.wikipedia.org/wiki/Elo_rating_system Bayesian: http://research.microsoft.com/en-us/projects/trueskill/details.aspx &
Sorry, but this is technically not a ladder. There is no measure of skill by which to rank players. Number of games won and lost is not sufficient because the top players could simply be playing games against easy opponents.
I saw the Pantheon site but there isn't any mention of a player's skill rating. Matching up players or ranking them simply based on a win/loss ratio is not mathematically sound. Especially since games versus the computer are being included... Hopefully something interesting will be done with favor.
It isn't quite clear but it seems that there are no plans for automated matchmaking based on a player's skill. Is this correct?
Definitely needs a big nerf.
Sounds like fun. Here is a cool bracket hosting website if it is needed: http://binarybeast.com/ They can handle double elimination brackets too. I think the game options should just be the default. That is what everyone has been playing with mostly, right? The only exception is I would prefer favor items off in order to level the field. Also, game posters signed by devs is a pretty cool prize.
How about rewarding some of the pre-orderers who have high karma with 1 friend invite? Seems like a good compromise. We could use some more people. Connection issues aside, sometimes it is hard to find a game because it seems like few people are actually playing.
I'm curious if this: ü More consistent display of war score and war rank across UI Fixes this problem: http://forums.demigodthegame.com/337605 ?
These observation wards last forever?
The persistent week-long tournaments that are upcoming in the next beta sound interesting but without any sort of auto-balancing I don't quite yet see how the tournaments will be competitive. In fact the side that wins is kind of already determined. For example, if it happens that the better players like Regulus and Sedna disproportionately more than the other DGs and those two get assigned to the forces of light then they win, right? I think it is very unlikely that the distribution of skill
Ha! I had no idea why I couldn't target things while in closed form. Thanks for answering this.
Any plans for matchmaking based on a player's rating?
Very impressive! Can you give more details about this: 3. Sedna got some balancing
I think the description on the coin purse says that you get 10% discount when buying items, right? So the discount only applies to items and not upgrades. The bug is probably in that the text of the cost in the citadel upgrade menu is wrong (2700) but the price is actually correct (3000). Anyway, thats how I looked at it. Thanks for posting.
Creeps and Heros should be removed from the minimap when they die. Currently they stay on the minimap until their bodies decay and disappear.
I'm new to Demigod Beta 2. I've played several games versus AI players and four games versus actual human players. Here is a list of some changes that I would like to see. If the default 'normal' speed becomes the standard for competitive play / tournaments it needs to be upped just a bit. Maybe 15%. The balance between spending money on items and spending money on upgrading creeps is way off. The latter is basically the only w
Ok, I've tried it on two different setups and both have audio issues whenever more than just a few things are happening on the screen: crackling/poping/stuttering sounds. The first setup is the Realtek and Vista setup mentioned above. Updating the drivers maybe made it a little better but it is still there. The second setup is with a Creative SB X-Fi and Vista. It has the same audio problems. I believe I have just installed the latest drivers. The dxdiag is posted be
I agree with the original poster. Being able to upgrade your creeps is cool, but right now that strategy is way more powerful than any other. I think all that needs to happen is that the upper level (higher-costing) items need to be quite a bit more powerful. This way you have to choose between buying cool items or adding upgraded cannon-dinosuars to your army. Both strategies should be viable. Good game so far, looking forward to something great.
I actually like Prison the way it is. The small, chaotic feel is refreshing every now and then after playing the big maps many times.