Agreed. ^^ I even wonder if it was intentional. A spiteful spit to one of the digital distribution pioneers...especially because the Impulse Goo might cut into their used games racket. They've already been known to purposly stock fewer new games so they can push their used games. Also, by removing the disks from new games "to prevent shoplifting", they are technically selling an open/used game as new. Anywho, this is not a GS rant thread. I just hope that
Nomadic0ne
Lol! The speed is perfect! That's one of the things I like about the game. You can jump in and play a full game without having to set aside a couple hours! [e digicons]:grin:[/e] I only wanted to comment on the teleporting fiasco. I agree with the skill disabling and don't think that should be changed. I see the point about teleporting in and then getting killed because you can't do anything, but I don't think that is as dire as you make it out to be. You
I noticed that too. While the AI in general seemed to be beefed up a bit, there was this odd behavior. They acted as if they expected the tower to heal them. Now, I could understand if they were supposed to be using the damage of the towers as a defence, but when they are that low on health, it's worth the risk to run in and finish them off. (or if you are ranged, you don't even have to run in) IMO, they should use the towers to their advantage, but if their he
I seemed to notice something like that with the Rook, but it would usually occur when I was on the offence, trying to chase someone down. Now, granted, I may have been under some movement imparing effect, but I didn't notice any visual cues or (to my memory) any little status icons indicating I couldn't walk. I would just be stuck in one place with only the option to spin around helplessly. I'll try to test this more over the weekend...I want to make sur
[quote who="Luminance" reply="12" id="2088942"] quoting post[Fixes/Improvements] ü AI improvements ... Nice work, guys. Whatever you did to the AI, it really caught me off-guard today. Immediately after the update, I jumped into Pantheon game. To my utter surprise, I actually found myself neatly trounced by the AI team. ...Utterly shameful, I know. Regardless of the end outco
First off, thank you for the work you are doing on the site! [e digicons]\o/[/e] It's looking great! I'm constantly checking the stats, even though I know they are not accurate and the game is still in beta! (It's addicting!) I did have a question though... I don't know if it's a bug being worked out or if there is a mechanic behind the scenes that I do not know of, but my numbers on my stat page do not match up with the overall ranking. For exa
On the cool down idea, you could also at least make it trigger the cool downs of the other teleporting items (the way the scrolls affect the favor item). Granted, I love the warpstone and personally have fun with it as it is (it's FUN being a rook that can hop around the map!), but I can understand the frustration of being on the receiving end. IMO, price increase and some sort of cooldown linking would help balance this out some. (Price, to keep it from being an early ga
Understood. It wasn't a complaint, more of a comment on (or affirmation of) an issue being experienced in the beta. If everyone just silently attributed their issues to "Well...it is just a beta" and never mentioned them in the beta feedback, the devs would either not know of the issue, or not know the extent of the issue. (And I did read about the stuff they are working on, thanks though!) [e digicons]:thumbsup:[/e] Anywho, I mostly wanted to defend my favorite walking
I agree with the lag.I get the same issues. Especially when the round is over, when the camera tries to pan around the arena. It stutters and jerks and freezes. And I have a decent system too (2.5 core 2 duo, 8gb ram, 8600GT 256mb, WD Caviar Black HDD w/ 32mb cache). However... I have to disagree about the Rook! :-) Other demigods could move just as fast if they invested in the movement items too! I think it's just that the R
Hello, Fairly new to the beta testing, but wanted to throw in a suggestion I noticed. When you complete a game in the Pantheon (or any other multiplayer/skirmish game) the only option you have is to go back to the Main Menu and then navigate again back to the multiplayer menu and/or the Pantheon. Personally, when I finish a round (win or lose), I'm pumped and want to jump into another one, but going back to the main menu breaks the flow. If there was a "B