Well I guess ideally I would need to know what exactly GPG's plans were for the heroes, what the mindset is behind making each hero. I mean it's fine for me to say "QoT gets bugs and plants", but what was the intention of the character? Anti-building? Anti-creep? Anti-hero? Sedna I think can be safely pegged as anti-creep because her yeti get splash damage.
Feynt
I don't really have a problem with being able to summon units, in SOME cases. Oak make sense because his units come from dead foes. Looking to the inspiration for this game (DotA), almost any unit that has controllable minions makes them from something in game (Holy Knight converts hostile units, Prophet animates trees which die after a while, Phantom Lancer makes illusions of himself as he attacks which have a very short lifespan, etc.). The only one that can make a control
I was actually going to ask, wouldn't using nukes be kind of like casting a several hundred megaton spell? It seems like that'd have been a good base to work from. Good work anyhow though, so far it's shaping up to be a good game technically. I'm eager to see what other awesomeness fits into the game before release.
I still think moddable multiplayer should be possible, just not adding towards achievements or stats of any kind. Besides that, achievements don't do anything for me at all. I honestly can't say I've ever wanted to get any achievements in any game which featured them, and if I did it was just a matter of me being that good at a certain thing (Sentry Gunner for instance). All that matters is playing the game, honestly. Winning is nice, though. >)
I think it pure folly to ignore modding by the community for unranked multiplayer games. I'm almost certain one of the first things that the DotA community is (or was?) going to try is adding their favourite heroes to Demigod. Denying the ability to try would surely alienate the community who is drawn only by the fact that "Demigod is based on Defense of the Ancients" and not "Demigod is a new competative RTS game based on the popular Aeon of Strife style map Defense of the Ancien
I actually do like the idea of a passive skill tree which boosts aspects of your demigod. Torch Bearer for instance has very little purpose going fire I feel. I've tried fire, I found it quite weak. Sure his fireball does a nice 850 damage at high levels, but his fire storm is 50 damage in three waves. 50 x 3! Maybe if that was a programming typo and it's suppose to be 150 x 3 (since his burnination mode is a limited time frame) it'd be useful. His attack s
This happens for me every game, however I know why. The game is very unforgiving for mouse jiggle first off (I have to lift my puck off my tablet to be absolutely still sometimes). Secondly, the GUI doesn't occlude picking to the units below the items, so you'll mouse over a building or ally/enemy instead of the item in question.
Another thing I've noticed is some mines won't trigger at all, and remain as weak sighted observer wards.
[quote who="Telefrog" reply="6" id="1863132"]What are the general system reqs of this game?[/quote] Given my computer can run this at 1680x1050 with all the settings on low at a very decent frame rate, I'd hazard a guess at: Processor: 2GHz single core RAM: 1 GB Hard drive space: At least 1.5 gigs (I had a little over 1 gig free and it wouldn't install) (This is for now, of course, with minimal assets) Video card: 7xxx seri
$2000 gets you a brand spanking new computer. $500 gets you last generation's hardware which is hardly worse than the bleeding edge. Tiger Direct is selling bare bones systems (processor, RAM, PSU, motherboard) for $200-$400.
Holding down middle mouse only pans my camera around. There really should be an option for setting these controls up incase you don't want QWER to be your skills, or wanted SZXC to be your "arrow" keys.
For my first playthrough I used Torch Bearer (because with a name like that and ICE spells, I definitely needed to see what was going on with him). Overall he felt somewhat...... Incapable, with only a single spell that did damage considerable enough to harm an opposing demigod. Definitely need a balance check on him I think. My second game was with Rook, and I must say I did a hell of a lot better with him. He has so many sources of damage by comparison, and the
I'd buy a second monitor if Demigod supported it. I've wanted two monitors for a while now to do 3d work in one window and chat or play games in another (Heroes of Might and Magic for instance on one, Blender on another while waiting for my next turn).
It might be worth your while to solidify how much modding we're allowed to do in the coming months. If we ARE allowed to add more demigods ourselves, perhaps a last month tournament of user made demigods for a shot at the official roster. User votes and developer balancing tips defining who ultimately wins.
I learned more sleeping in class. >D And I agree with the others, there are some of us who never get out of the testing phase with some of our work, because it's never quite good enough despite what others think. Testing IS our fun. Our private fun that we and we alone can have and no one else. >3
Sub forum to the beta forum for clarity in the future. >)
Definitely looking forward to this. And hey, it's after 12pm, so TECHNICALLY it's afternoon. Release the hounds! >D
I thought we were talking about Wc3 though, I know its got a server model. I agree though that peer to peer makes more sense for gaming with units on a large scale (over a few dozen). For FPS', or games where you control only a single character, it makes very little sense though because it's too easy to tell everyone, "Yeah, uh, my guy's over there. You must have missed the packets that told you that. Oh, and I just did a billion damage to you through a wall." While technically you could do
[quote]Once a game starts there is no "host". It's all peer to peer.[/quote] Actually no. Someone is designated the host (almost always the guy who made the game), and he remains the host until he leaves. Under ideal circumstances his leaving would be at the end of the game, and everyone would drop as normal, but if he were to lag enough so that some/all of the other players couldn't reach him, he'd drag some/none of the other players with him causing a split. If none of the remainin
I wouldn't get so jazzed until we actually get to the next phase of the beta, or at least until we actually get it. If the Demigod beta is anything like the betas I've seen in my classes, we're looking at basic functionality with minimal "fun" and repeated tweaking and updating over the months before release. We might not even see the real game until a couple weeks before release. Of course, fun is in the eye of the beholder. Perhaps bug hunting and documenting problems is fun for yo
[quote]Classic quote if I ever heard one.[/quote] Thanks. >D The teachers thought it was rather funny too when they asked to see the game in action. Our large ships slowly turning in space and then ramming at each other were not the most thrilling things to watch, but at least it was networked and the carriers spawned fighter craft properly. ^.^;
I'm with Annatar, I'm more interested in seeing the bare wiring behind the panels that are taken off the walls to be tinkered in. >) Having made a few games myself in school I'm well aware of how crappy and unpolished a game can look before it's "done" and ready for presenting. I made a joke of it with one of my fellow programmers, stating, "it's amazing games work at all, they're held together by gum and duct tape until the end when everything comes together." Some times our games wouldn
The game is further improved then. Like, if they say they're thinking about doing [I]this[/I] and we react negatively to it (removing generals for instance and just having all encompassing role), they can reevaluate their ideas based on that. Even before we get to try the beta, the game is being altered by what we say here on the forums.
I'd have to disagree. By interacting with the player base they're actually trying to enthrall, they're getting some insights into what they should or shouldn't put into the game. For instance we're all happy about fairy archers, so we may get more mythical based units since it seems to be a popular genre to build on. We're also making some observations about the game from the screen shots and the movie we've seen, which may already have changed their design (fog of war for instance, who's pre
Well despite that, some heroes ARE overpowered as far as hero killing or creeping is concerned. Lanaya in the right hands (not necessarily experienced hands) can kill before level 6, and not stop for the rest of the game. Pudge with some know how can be an excellent enabler, if not an outright hero slaughterer. Just takes someone who can tell you what does what in your beginning days and it's all gold. DotA has a murderous learning curve at times. It's not just the game you're fight