Ugh. Vista. Need we say more?
YoshoKatana
Actually, every puzzle game should be tetris. That was in green, as it is sarcastic.
Oh, also: The tooltip active area seems a bit small (For example, I mouse over an item. The tooltip pops up. If I move my mouse at all, the tooltip flickers or goes away). This could be changed.
Oh mans. I agree with innociv, and would like to get my grubby little modder's hands all over Demigod when it's done.
So, a General Martial Arts-based Hero? Dear God... NINJAS, EVERYWHERE!
Tee hee. I like the option of two voice chat keys: one for allies and one for all. Either that, or a single key + modifier (such as shift). The idea of being able to command allied AI by voice chat is awesome, and if this is the case: YES PLEASE.
No, guys. We need to be talking about BATTLETANKS! Actually, in all seriousness, give Battleboats and SMoTA a try. Good luck hunting them down, though. I know I have the latest SMoTA, but there are so many different versions of Battleboats that it's hard to find a good one. Battletanks is hilarious, but can take up to 1.5 hours to finish.
I agree with this entire thread. Subtle shading on good/evil territories (which of course would mean subtle coloured shading in free-for-alls) would simplify matters somewhat. I also really want to see "scruffy Regulus".
Yeah. I think the beta map is intended to be more "close quarters melee fast-paced combat"-like, as we've seen in the trailer. It'll be interesting to see how the game scales to different map sizes.
I think it's a great homage, but I'd like the "First Blood" to be more distinct. It's sometimes hard to tell when people get it.
I agree with innociv. A half second ingame is a long time, when stuns are concerned.
I agree with xthetenth on this. Demigod is a fantastic game (in the sense of "fantasy"), and should have a fantastic scale (in the same sense, epic).
[quote]DotA doesn't have a monopoly on fun gameplay in this subgenre, and there should be variety. Different styles for different people.[/quote] Exactly. Well put.
Ah, interesting. I'm running it at 1680x1050 on a GeForce 8800 GTX. My driver is 175.19, which I believe is the latest.
You know, the building sizes could definitely be tweaked a bit. As could the various hero sizes/auras and such. On the other hand, creeps are small because this is not a tactical game. As we'll most likely see when Generals come out, this game relies on strategy more than tactics. It's not twitchy, so a lot of DoTA mechanics (last-hitting, denying creeps, etc) are rendered null.
OP makes a very interesting point, and I hope the devs look into it.
I think a SupCom-style minimap would be excellent. If you keep it zoomed out, you will of course see colour coded icons, pings, and the like. When you zoom in, you can keep tabs on the action (which helps in a small map like the beta map). tl;dr Implement a SupCom-style map, with ping. The ping should be visible zoomed in or out. (with different animations, of course, for each)
Quick question: When mines are set off next to an allied hero/creep, does it take damage? Or does damage only affect enemies? If it's the former, I can see a strategic loophole of simply mining under your hero for a quick AoE damage.
I agree. This is a great idea. Perhaps simply have different subforums for Beta1, Beta2, etc.?
You know, I am an avid DoTA player. I also play a great many other Wc3 maps, such as SMoTA and Super Summoners. My associates and I are currently in the BETA stages of our own DoTA-like game. So, I'd say I'm somewhat of an expert on the topic. That being said, I agree wholeheartedly with everything in OP's post. Demigod seems to be aiming for a more strategic approach (a la SupCom), rather than a micro-heavy, twitchy tactical game. This is neither good n
I think things we'll see later are: 1. Generals Heroes, and how their playstyle meshes with Assasins. Has anyone here played the WC3 map "Super Summoners"? That duality exists there, albeit in a broken and imbalanced form. 2. Different maps, gameplay modes. Take the underlying concept of DoTA (Heroes that level, creeps) and apply it to free-for-alls, capture-the-flags, etc. Probably not the latter, but you get the general idea. 3. Better engine, pathfinding, AI, etc. T
It seems the devs are going about this the right way, balancing the equation. I'll need to do more tests, and of course we need to wait for later betas where units will be balanced, but it could work out to be a new, albeit more complicated, equilibrium.
[quote who="SyxxByNyne"]I disagree on shopping while dead, but I agree on skill selection while dead.[/quote] [quote who="xthetenth"]having to run back in the middle of a fight hurts winners of demigod duels because they have to decide between pressing their advantage and resupplying, and I'm not all that fond of that.[/quote] I agree with SyxxByNyne. The "choose between pressing the attack and buying stuff" dynamic is important, as it limits the power of the winning team. It
What about tooltips on the empty slots as well. Are they all the same? Some have different backgrounds, and I'm not sure what they do.
Well, what kind of WASD are you talking about here, WASD where A and D rotate the hero? or WASD where each button (or combination, as in WA) moves the hero in a cardinal direction? I think it would be good gameplay wise to have the second option, but I'm not sure if: 1. The engine can handle it. 2. You can mentally process the "moving hero" WASD, the "clicking on stuff" mouse, and the "zooming in and out" mouse at the same time. That seems somewha