If more is going to be added it would be nice to see something going off in a single player direction, beyond scroll bars. I know the game is intended for multiplayer, but since most people who bought it are only doing the single-players parts, sometimes it is good to be flexible and capture the audience you have rather than the one you want. It would be nice if there is a tournament difficulty setting between normal and hard. You can call it "nard" or "harmal." 
Fearzone
[quote who="ChrisHill" reply="28" id="2462470"]As someone who just bought the game this past weekend and has only played single-player so far, I can say that part of the reason I haven't done MP yet is that I want to learn how to play the game properly before joining a team of people I don't know that probably take the game far more seriously than I do. [/quote] It boils down to that for me. Demigod (and Dota games in general) is an unwelcoming game for new or casual&n
[quote who="pacov" reply="3" id="2462106"]what os are you on, fearzone?[/quote] Windows XP. Will upgrade soon but that's what it is now. Okay, this is dumb, and I apologize for my noobishness... but by right clicking the Demigod icon and selecting "Run as..." I was able to choose administrator. BUT it wants a password, and won't let me enter a blank password. I'm pretty sure I never set an administrator password, and tried the passwords I commonly use just in
Hmmmm, thanks, but beyond my technical expertise. Is there an easy way to run as an administrator? [e digicons]:pout:[/e]
Prior to patch 1.20 I could launch Demigod without issue. Since then when I launch from the desktop or from within Impulse, it won't launch, nothing happens. I've tried uninstalling and reinstalling, validating, etc. I went into the program folder. When I double-click on the icon "Demigod" in the bin folder it won't lauch. When I click on the icon "DemigodLaunch" in the bin folder, it launches fine. So, problem solved, but since "DemigodLaunch" ha
An interesting time machine experiment would be to see what happened if Starcraft was released without its single player campaign. Intuition tells me it would not be where it is today.
[quote]Perhaps someone has a rationale as to why a game that is strongest in MP gaming has had most people play only single player (and the game will run on older hardware just fine).[/quote] Ack, sorry this goes off topic in a lengthy way, but you asked: I posit there are four general categories of gamers, and they tend not to move out of their category. This is their gaming preference and they tend to stay there regardless of what the game wants. They are:
People will try it, but quickly discover that Demigod primarily caters to a small demographic of gamers that have high-end machines and are seeking out a highly competitive ranked multiplayer experience. Will that draw the masses in?
On my wish list would be a way to que up for a non-competitive game. 1. Stats would not be recorded. There would be no number of games counted, and no win/loss ratio. Whether you win or lose, when it is over, it would matter not, other than maybe some kind of XP or honor to "level" your character. 2. On a 5v5 map, the game would begin once 10 people are que'd up. 3. There would be no queing as a team so premades would not be an issue. If you and
Still this? Premades are fine. It adds a dimension of coordinated team play which is only a good thing. It is great that skilled players will pour over the details of each ability to develop bleeding edge strategies they can bring to their team. BUT... it is **stupid** to match a premade against a pug. It is like matching a pro team against a high school team. There is no point. It is unchallenging for the premade and frustrating for the pug. 
In ranked matches, if you quit, that should be counted as a loss. Period. In unranked matches, one can be more forgiving. It would be nice though if there was a penalty for quitting even then.
Would love to see the replays.
I'm a pugger and I agree premades are fine. For casual play, hopefully a team would be up front about it but an in-game stat checker should keep everyone honest. In competitive ranked play it shouldn't be hard to match teams vs. teams and singles vs. singles. Teams vs. singles in ranked play would be stupid. [e digicons]:ninja:[/e]
^^If you like The Maxx you can't be all bad...
[quote who="Schobbo" reply="4" id="2323659"]Too bad the replay support isnt in the game yet, I'd like to see the game.[/quote] This.
Cherry picking ranked games based on other players stats = FAIL.
Cool... seems to be catering to Warhammer Online mainly, hence the name. Funny, that's what i've been playing while awaiting the next major Demigod patch--and dammit if I wasn't pugging vs. premades all morning today--so a good find all in all.
[quote who="si1foo" reply="5" id="2311376"]the majority of players playing are noobs and premades so your mostlikely going to face a premade or get a noob on ur team[/quote] So... for automatching in pantheon... match single players with single players and match teams with teams. If enought people are playing then create matches based on ladder rank, or maybe even just number of games played--and if not, then match whoever is available. But keep teams with teams and
Yeah, some of my suggestions durring beta actually made it in to the release. Probably a lot of others were making the same comments, but I like to believe the devs were listening just to me! [e digicons]:X[/e]
I think you are shooting yourselves in your own foot by not including single-player content. I'd put that on your wishlist. You are alienating a lot of customers out there without it. Sure, keep the core focus on multi-player, but have more and better single-player content than what we see now to attract a broader audience. [e digicons]:andrew:[/e] Might I suggest: Boss fights, where several people can team up against a single strong titan or something
Replays are important for the community because then we get to see who pwns. I know you guys have been busy with connectivity but a replay system is really important for this kind of game, both for learning and sharing experiences. Maybe get pantheon up and running first but you gotta get a good replay system going.
I'd just like to request that all levels of Demigods--easy, normal, hard, nightmare--use the same AI code, and then differentiate them in other ways, probably gold and experience bonuses (or nerfs), possibly giving them extra damage or defenses if needed. "Normal" should be no bonuses and no nerfs, and the best AI the designers can come up with. [e digicons]
I know the game isn't oriented around single player, but the AI improvements seem to only affect harder AIs. I don't see any improvements on normal AIs. If you pit normal AIs against hard AIs, its like the normal AIs suicide immediately and its like throwing gold to the harder AIs as fast as the normal AIs can come out on the field. It was like that before but its much worse now. Otherwise I say yeah there is some improvements. (There is more wierdness though lik
You guys are right there is a high slippery slope in this game, and the death screen does give players a lot of time to think about whether they want to keep playing or not. The death penalty is excessive. Giving the team that killed you some gold and putting you back at the citadel, and black screen of death for 10 seconds should be enough. [e digicons]#:([/e]
Ragequitting is a fact of life. [e digicons]:(O[/e] That said, what is the solution for it? When ragequitting happens, which it will, and indeed ragequitters deserve some mild penalty for it but it's still going to happen--what should the game do? [e digicons]:\[/e] How about: bring in another person who is que'd for pantheon, and give him the level and gold of the quitter, whether it is by rage or accidental disconnect? The downside is, this could