If demigod 2 is planned, SoHo engine will be use?
Wagnard
Point #1 Forget the peer2peer of the soho engine. Get server side / client for better online performance. If someone has a bad connection, it wont affect the others. (your impulse reactor seem interesting tho) Point #2 MAPS!!! trust me, more maps, more easy to mod = more players! = more $$ = u are more happy :) More heroes could be interesting too.... We kinda get tired of seeing the same thing over and over again... too many
To reproduce. Play with the Beast and go in-game (playing). Alt-tab out of the game then back. You will notice when you try to use the "Venom Spit" that the litle circle that show you the range of the skill is not shown anymore. I reported this bug since Beta and tough I may try to report it again just in case god is in my favor :P Oh and HI to all my friend I played and kill here with Flurus in the beta :D &
The update is OUT!
Yeah maybe it was possible only back while I was in the beta...
btw you remember what is the command to change net lag on the fly? Ive been away for so long I cant remember [e digicons]:\[/e]
[quote who="Spooky__" reply="113" id="2641278"] 2- Why does are character take a 0.5 sec approx to react to a command even when not playing online?? Other game respond almost instantly and they are online!@!It takes 0.35 seconds for them to react, because of the built in net_lag of 350 ms, which enables you to play smoothly with anyone that has a stable ping <= 350 ms. This is there because of the synchronized environment. If this default net_lag was 100 ms for instance, you could on
There is mainly 2 things in demigod that annoys me. 1- The choice of making it p2p instead of server based. 2- Why does are character take a 0.5 sec approx to react to a command even when not playing online?? Other game respond almost instantly and they are online!@! Personally I play a lot less because of point #1 because when someone lags, everyone lags. On server based, its not a issue. I wonder if it is still possible to put
Kool Im excited to see that those problem liste are finally going to be adressed [e digicons]:thumbsup:[/e] Another thing could go on the animation(fix) too. The Demon Assassin is kinda "moon dancing" when hes walking. This could be tweaked a little imo. And for this : Mouse cursor sticking, may be related to DPI settings. (unconfirmed) I confirm its the DPI setting. It happen with SUPCOM2. Settin
I agree for the server tho. But we wont have them because the supcom engine was badly designed with P2P. I dont know who is the guy that came with this idea.... seriously. WIth P2P 1 lagger and everyone will stutter in game. While with client-server, the lagger will be the only one to server from his sucky connection. P2P can also have some prob with routers (older notably). They really didnt think much about it before the game co
hehe thanks pacov
Damm my mistale I wanted it to be in problem report. Its not with all skills. some character are more subject to this problem like the beast foul grasp. I played this morning and did not happen with the demon assasins. so maybe its me casting my skill too fast before the last one has completed... who knows.
With demon assasin, if I try to use a skill on the ennemy, it will work. But if I try immediately cast another skill (WITHOUT MOVING) to the same ennemy, it will just do nothing.
Well its just miss the scrool on the side. lol
Rook is no longer on the achivement page in-game.Same for Erebus
It was in beta. or maybe it was only with hamachi... at beta 1
THe P2P conneciton was a good idea at start but there are advantages at a client-server connection. 1 is that if someone lags, it will only hurt himself. (think FPS for example.) the lagger with teleport everywhere in the map while all the other players play fine. With P2P 1 lagger and it "screw" everyone fun. (big or many little pause every 5 sec...)
For the : We’ve requested changes to make MP smoother on “laggy” connections. Will there be some optimization on this area? Because we all know Demigod is one of the worste of its genre for bandwith optimization (more upload / download of data than other similar game genre.) But 1.20 look promissing :)
I would like to know why my post was removed... I was only suggesting something. Nothing offending was in. Or is it mentioning another game name from a different company and asking for its feature to be in DG prohibited? I hope this is an error as I always wanted demigod to be a better game and spent a lot of my time in beta doing testing with cari-elf. And being post erased is kinda insulting to me if not for a good reason... Anyway if I broke any rule
My suggestion, Completly copy the League of Legend way to do things. -Dont show player # of game but rather gave them a LVL (1-30) -Show only # of victory game and disconnect or left games. Defeat can still be seen by the owner - I know copying is not a good thing at school but when other company have great ideas that can maybe help Demigod, I think we should put them in. - Reason I think this may work, In LoL (League of Legends) we dont see all the pro
Sadly yes the netcode is horrible.... not good with high latency and or slow bandwith. This type of game could have worked with those problematic bandwith and League of legend is the proof. I mostly never lag. Only happen if Riot server have a problem (mostly never happen compared to DG). Still DG is a verry fun and cool game.
stats (in lobby) still have a problem. I have 0% completed games [e digicons]:annoyed:[/e] http://forums.demigodthegame.com/367118 But the win % was fixed tho.
Hi. My win % seem fixed (had 0 % before this patch) but 1 problem remain is the % completed game is still at 0%..... kinda bad for my reputation hehe.
Or we can simply maybe not share everyone stats. For example League of Legend only tells about the win and leave (leaver hehe) when seeing other players stats. Of course, we can see the full stats of OUR character. So what could be great is disable the online web page stats and only show the partial stats im telling you above in the connection info that is comming this week ?